Brugergrænseflader til apparater BRGA Presentation 3: Cognitive Psychology & usable methods.

Slides:



Advertisements
Similar presentations
User Modeling CIS 376 Bruce R. Maxim UM-Dearborn.
Advertisements

User Interface Structure Design
User Interfaces 4 BTECH: IT WIKI PAGE:
Copyright 1999 all rights reserved The HCI Design Process n User Interfaces are not just built by sitting down and drawing up designs for them n Just like.
Brugergrænseflader til apparater BRGA Presentation 3: Cognitive Psychology & usable methods.
Cognitive Walkthrough More evaluation without users.
Department of Computer Science
Saul Greenberg CPSC 481 Foundations and Principles of Human Computer Interaction James Tam.
Saul Greenberg CPSC 481 Foundations and Principles of Human Computer Interaction James Tam.
Graphical User Interfaces Design and usability Saul Greenberg Professor University of Calgary Slide deck by Saul Greenberg. Permission is granted to use.
CSC 205 Software Engineering I 1 Overview - Cognitive Walkthroughs Brief introduction to Human-Computer Interaction Introduction to Cognitive Walkthroughs.
Usability Inspection n Usability inspection is a generic name for a set of methods based on having evaluators inspect or examine usability-related issues.
PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 1.
What is a good length of string? –Depends on its use How do you design a good length of string? –Can be determined by a process What is a good user interface?
James Tam CPSC 481 Foundations and Principles of Human Computer Interaction James Tam.
Predictive Evaluation Predicting performance. Predictive Models Translate empirical evidence into theories and models that can influence design. Performance.
John Kelleher (IT Sligo) Cognitive Walkthrough. 1 Background Authors – Lewis & Polson (1991) Based on theory L&P CE+ Theory of Exploratory Learning Assesses.
Chapter 4 Cognitive Engineering HCI: Designing Effective Organizational Information Systems Dov Te’eni Jane M. Carey.
HCI revision lecture. Main points Understanding Applying knowledge Knowing key points Knowing relationship between things If you’ve done the group project.
Analytical Evaluations 2. Field Studies
Web Design cs414 spring Announcements Project status due Friday (submit pdf)
User Interface Design Chapter 11. Objectives  Understand several fundamental user interface (UI) design principles.  Understand the process of UI design.
Usability Methods: Cognitive Walkthrough & Heuristic Evaluation Dr. Dania Bilal IS 588 Spring 2008 Dr. D. Bilal.
Evaluating User Interfaces Walkthrough Analysis Joseph A. Konstan
©2011 1www.id-book.com Analytical evaluation Chapter 15.
Evaluating Your Prototype without Users Class 29.
Brugergrænseflader til apparater BRGA Presentation 3: Cognitive Psychology & usable methods.
Chapter 5 Models and theories 1. Cognitive modeling If we can build a model of how a user works, then we can predict how s/he will interact with the interface.
Predictive Evaluation
PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 1.
Discount Evaluation Evaluating with experts. Discount Evaluation Techniques Basis: – Observing users can be time-consuming and expensive – Try to predict.
Multimedia Specification Design and Production 2013 / Semester 1 / week 9 Lecturer: Dr. Nikos Gazepidis
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
GOMS CS 160 Discussion Chris Long 3/5/97. What is GOMS? l A family of user interface modeling techniques l Goals, Operators, Methods, and Selection rules.
Brugergrænseflader til apparater BRGA Presentation 3: Cognitive Psychology & usable methods.
SEG3120 User Interfaces Design and Implementation
User Interface Structure Design Chapter 11. Key Definitions The user interface defines how the system will interact with external entities The system.
Slide 1 Chapter 11 User Interface Structure Design Chapter 11 Alan Dennis, Barbara Wixom, and David Tegarden John Wiley & Sons, Inc. Slides by Fred Niederman.
Testing & modeling users. The aims Describe how to do user testing. Discuss the differences between user testing, usability testing and research experiments.
Identifying needs and establishing requirements
INTRO TO USABILITY Lecture 12. What is Usability?  Usability addresses the relationship between tools and their users. In order for a tool to be effective,
An Overview of Usability Evaluation #15 1. Outline  What is usability evaluation ?  Why perform usability evaluation ?  Types of usability evaluations.
Usability Assessment Methods beyond Testing Chapter 7 Evaluating without users.
Chapter 15: Analytical evaluation. Inspections Heuristic evaluation Walkthroughs.
Systems Analysis and Design in a Changing World, Fourth Edition
Chapter 15: Analytical evaluation Q1, 2. Inspections Heuristic evaluation Walkthroughs Start Q3 Reviewers tend to use guidelines, heuristics and checklists.
Usability 1 Usability evaluation Without users - analytical techniques With users - survey and observational techniques.
Task Analysis CSCI 4800/6800 Feb 27, Goals of task analysis Elicit descriptions of what people do Represent those descriptions Predict difficulties,
User Interface Evaluation Cognitive Walkthrough Lecture #16.
ITM 734 Introduction to Human Factors in Information Systems
Prototyping. REVIEW : Why a prototype? Helps with: –Screen layouts and information display –Work flow, task design –Technical issues –Difficult, controversial,
EVALUATION PROfessional network of Master’s degrees in Informatics as a Second Competence – PROMIS ( TEMPUS FR-TEMPUS-JPCR)
Evaluation Using Modeling. Testing Methods Same as Formative Surveys/questionnaires Interviews Observation Documentation Automatic data recording/tracking.
1 Cognitive Modeling GOMS, Keystroke Model Getting some details right!
Cognitive Models Lecture # March, 2008Human Computer Intercation Spring 2008, Lecture #10 2 Agenda Cognitive models –KLM –GOMS –Fitt’s Law –Applications.
Cognitive Walkthrough More evaluating with experts.
Chapter 15: Analytical evaluation. Aims: Describe inspection methods. Show how heuristic evaluation can be adapted to evaluate different products. Explain.
Introduction to Evaluation without Users. Where are you at with readings? Should have read –TCUID, Chapter 4 For Next Week –Two Papers on Heuristics from.
Introduction to Evaluation “Informal” approaches.
Fall 2002CS/PSY Predictive Evaluation (Evaluation Without Users) Gathering data about usability of a design by a specified group of users for a particular.
Usability Engineering Dr. Dania Bilal IS 587 Fall 2007.
Copyright 2006 John Wiley & Sons, Inc Chapter 5 – Cognitive Engineering HCI: Developing Effective Organizational Information Systems Dov Te’eni Jane Carey.
Task Analysis CSCI 4800/6800 Feb 27, 2003.
CIS 376 Bruce R. Maxim UM-Dearborn
Muneo Kitajima Human-Computer Interaction Group
Evaluation without Users, Part 2
Model based design.
Evaluation.
Cognitive Walkthrough
Presentation transcript:

Brugergrænseflader til apparater BRGA Presentation 3: Cognitive Psychology & usable methods

Ingeniørhøjskolen i Århus Slide 2 af 23 Outline The Psychology of HCI Methods we may employ Performing a CW The CW method is mandatory for the required assignment in this course. The others are optional.

Ingeniørhøjskolen i Århus Slide 3 af 23 The Psychology of HCI Two main theoretic frameworks –Cognitive Sciences –Social Computing Both with user involvement! –But with different backgrounds –We will not spend too much time on discussing this –Only note, that the Cognitive School is more “hard science” and “lab oriented” than is Social Computing

Ingeniørhøjskolen i Århus Slide 4 af 23 Cognitive HCI First generation: cognitive sciences –Cognitive psychology: the study of how people perceive, learn, and remember (USA 1950’s) –Cognition: the act or process of knowing (DK: erkendelse/viden) –“The Psychology of HCI” until late 1980’s – Cognitive HCI –the human mind as a series of information processors – almost like a computer, ready to measure against the computer, practical! 3 parts – Input system, output system, information processor system The body (eyes, muscles etc) is only hardware –Input/output – stimulus/response – ultimatly: the PUM –hard science and practical concerns – engineering HCI Task analysis, Approximation, Calculation, models: KLA, GOMS –Lab testing and “measuring” usability (Fittz law – Joystick/Mouse) –WE CAN MAKE MODELS OF EVERYTHING AND CALCULATE USABILITY! GREAT!

Ingeniørhøjskolen i Århus Slide 5 af 23 Cognitive characteristics The human “central information processing” –Here Cognition takes place Components of cognition –Short-term(working) vs Long-term memory Most GUI’S (& SUI’s) are memory intensive Need to support the user get through the task (focus problems) User can only comprehend 7+2 elements in short term memory –Associative thinking Using Icons to connect –The Importance of meaning (humans remember things with …) DOS, SOAP, CORBA harder than “File System” – use Metaphors –Many other factors, which we will not delve into here Read more in Shneiderman (Designing the User Interface) Normans “The Design of Everyday things” Nielsen's “Usability Engineering” –More on Human Capabilities later – today is methods day

Ingeniørhøjskolen i Århus Slide 6 af 23 Methods Cognition Psychology makes assumptions on user behavior – and believes in it –We can isolate users in the LAB and make testing that is hard science (quantitative empirical data) Method: Think out loud (Tognazzini – User testing on the cheap) –We can “predict” usability – task performance time (e.g. calculating number of necessary key strokes or mouse clicks - KLA) – using Motor Behavior Models –We can try to “predict” usability problems, by simulating the user – done by designer & analyst Here the Cognitive Walkthrough is a qualitative method

Ingeniørhøjskolen i Århus Slide 7 af 23 Evaluation without users Quantitative Methods –GOMS/keystroke analysis (low level) –Back-of-the-envelope action analysis (well …) Qualitative Methods –Expert evaluation (high level) –Cognitive walkthrough (high level) –Heuristic evaluation (high level) –Think out loud (medium to high level)

Ingeniørhøjskolen i Århus Slide 8 af 23 With or without users Users are the gold standard –They cannot be simulated perfectly Users are expensive and inconsistent –Usability studies require several users –Some users provide great information, others little –Nearly always qualitative studies Too expensive to make quantitative Best choice do both –Start out without – later with

Ingeniørhøjskolen i Århus Slide 9 af 23 GOMS/Keystroke Analysis Defined by Card, Moran and Newell Formal action analysis –Accurately predict task completion time for skilled users Break task into tiny steps –Keystroke, mouse movement, refocus gaze –Retrieve item from long-term memory Look up average step times –Tables from large experiments

Ingeniørhøjskolen i Århus Slide 10 af 23 GOMS Analysis Goals –Including dividing into sub goals – what is to be achieved –Change a word in a text document Operators –Elementary perceptual/motor/cognitive acts –Click mouse, look at a menubar, remember a name Methods –A series of operators to achieve goal –Move mouse to point at word, then double-click Selection Rules –to decide which course of action to take to accomplish task –Use “Cut menu”, or pressing the Delete key, etc.

Ingeniørhøjskolen i Århus Slide 11 af 23 GOMS/Keystroke Level Analysis Primary utility: repetitive tasks –e.g., telephone operators, SMS users (T9) –Benefit: can be very accurate (within 20%) –May identify bottlenecks Difficulties –Challenging to decompose accurately –Long/laborious process –Not useful with non-expert users

Ingeniørhøjskolen i Århus Slide 12 af 23 Cognitive Walkthrough Lewis & Wharton Goals –to critique the designers assumptions about the design Imagine user’s experience Evaluate choice-points in the interface Detect e.g. confusing labels or options Detect likely user navigation errors Start with a complete scenario –Never try to “wing it” on a walkthrough

Ingeniørhøjskolen i Århus Slide 13 af 23 Tell a Believable Story How does the user accomplish the task Action-by-action –Tasks should be important –Tasks should be realistic Based on user knowledge and system interface

Ingeniørhøjskolen i Århus Slide 14 af 23 Best Approach Work as a group –Don’t partition the task Be highly skeptical –Remember, the goal is to improve the UI Every gap is an interface problem

Ingeniørhøjskolen i Århus Slide 15 af 23 Who Should Do the Walkthrough Designers, as an early check Team of designers & users –Remember: goal is to find problems –Avoid making it a show Skilled UI people may be valuable team members

Ingeniørhøjskolen i Århus Slide 16 af 23 How Far Along Basic requirements –Description or prototype of interface –Know who users are (and their experience) –Task description –List of actions to complete the task (scenario) Viable once the scenario and interface sketch are completed But can be done anytime …

Ingeniørhøjskolen i Århus Slide 17 af 23 Outline of CW Preparation –Define assumed user background –Choose sample task –Specify correct action sequences for task –Determine interface states along the sequences Analysis –For each correct action Construct a success story that explains why a user would choose that action OR Use a failure story to indicate why a user would not choose that action –Record problems, reasons & assumptions –Consider and record design alternatives Follow-up –Modify the interface design to eliminate problems -> redesign!

Ingeniørhøjskolen i Århus Slide 18 af 23 How to Proceed For each action in the sequence –Tell the story of why the user will do it –Ask critical questions Will the user be trying to achieve the right effect? Will the user notice that the correct action is available? Will the user select a different control instead? Will the user associate the correct action with the desired effect? Will the user understand the feedback – and that progress has been made?

Ingeniørhøjskolen i Århus Slide 19 af 23 Walkthroughs are not Perfect They won’t find every problem A useful tool in conjunction with others Conclusions from Lewis & Wharton (taken from overview of different related studies) –CW finds about 40% (or more) of the problems later revealed by user testing –CW takes substantially less effort than user testing –Considering problems found per unit effort, CW may not be much more cost effective than user testing –Heuristic Evaluation finds more problems than the CW and takes less effort –CW can be tedious and too much concerned with low-level details –CW does not provide a high-level perspective on the interface –CW’s performed by groups of analysts work better than those done by individuals After the exercises – you may form your own opinion