Download presentation
Presentation is loading. Please wait.
1
Discount Evaluation Evaluating with experts
2
Agenda Part 4 preview Heuristic Evaluation Perform HE on each other’s prototypes Cognitive Walkthrough Perform CW on each other’s prototypes
3
Project part 4 I’ll make comments on your evaluation plans by Tuesday Perform the evaluations Clearly inform your users what you are doing and why. If you are audio or video recording, I prefer you use a consent form. Pilot at least once – know how long its going to take. If you need equipment, ask me
4
Part 4 write up State exactly what you did (task list, how many, questionnaires etc.) Summarize data collected Summarize usability conclusions based on your data Discuss implications for the prototype based on those conclusions
5
Discount Evaluation Techniques Basis: Observing users can be time- consuming and expensive Try to predict usability rather than observing it directly Conserve resources (quick & low cost)
6
Approach - inspections Expert reviewers used HCI experts interact with system and try to find potential problems and give prescriptive feedback Best if Haven’t used earlier prototype Familiar with domain or task Understand user perspectives Does not require working system
7
Heuristic Evaluation Developed by Jakob Nielsen Several expert usability evaluators assess system based on simple and general heuristics (principles or rules of thumb) (Web site: www.useit.com )
8
How many experts? Nielsen found that about 5 evaluations found 75% of the problems Above that you get more, but at decreasing efficiency
9
Evaluate System Reviewers need a prototype May vary from mock-ups and storyboards to a working system Reviewers evaluate system based on high-level heuristics. Where to get heuristics? http://www.useit.com/papers/heuristic/ http://www.asktog.com/basics/firstPrinciples.html
10
Heuristics use simple and natural dialog speak user’s language minimize memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors
11
Neilsen’s Heuristics visibility of system status aesthetic and minimalist design user control and freedom consistency and standards error prevention recognition rather than recall flexibility and efficiency of use recognition, diagnosis and recovery from errors help and documentation match between system and real world
12
Groupware heuristics Provide the means for intentional and appropriate verbal communication Provide the means for intentional and appropriate gestural communication Provide consequential communication of an individual’s embodiment Provide consequential communication of shared artifacts (i.e. artifact feedthrough) Provide Protection Manage the transitions between tightly and loosely-coupled collaboration Support people with the coordination of their actions Facilitate finding collaborators and establishing contact Baker, Greenberg, and Gutwin, CSCW 2002
13
Ambient heuristics Useful and relevant information “Peripherality” of display Match between design of ambient display and environments Sufficient information design Consistent and intuitive mapping Easy transition to more in-depth information Visibility of state Aesthetic and Pleasing Design Mankoff, et al, CHI 2003
14
Process Perform two or more passes through system inspecting Flow from screen to screen Each screen Evaluate against heuristics Find “problems” Subjective (if you think it is, it is) Don’t dwell on whether it is or isn’t
15
Debriefing Organize all problems found by different reviewers At this point, decide what are and aren’t problems Group, structure Document and record them
16
Severity Rating Based on frequency impact persistence market impact Rating scale 0: not a problem 1: cosmetic issue, only fixed if extra time 2: minor usability problem, low priority 3: major usability problem, high priority 4: usability catastrophe, must be fixed
17
Advantages Few ethical issues to consider Inexpensive, quick Getting someone practiced in method and knowledgeable of domain is valuable
18
Challenges Very subjective assessment of problems Depends of expertise of reviewers Why are these the right heuristics? Others have been suggested How to determine what is a true usability problem Some recent papers suggest that many identified “problems” really aren’t
19
Let’s practice: PAL
20
Heuristics use simple and natural dialog speak user’s language minimize memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors
21
Your turn Prepare Determine your heuristics Demo your prototype to all of us Evaluate HA eval Mini-e Mini-e eval GroupOne GroupOne eval HA Debrief On your own, include in Part 4
22
Cognitive Walkthrough More evaluation without users
23
Cognitive Walkthrough Assess learnability and usability through simulation of way novice users explore and become familiar with interactive system A usability “thought experiment” Like code walkthrough (s/w engineering) From Polson, Lewis, et al at UC Boulder
24
CW: Process Construct carefully designed tasks from system spec or screen mock-up Walk through (cognitive & operational) activities required to go from one screen to another Review actions needed for task, attempt to predict how users would behave and what problems they’ll encounter
25
CW: Assumptions User has rough plan User explores system, looking for actions to contribute to performance of action User selects action seems best for desired goal User interprets response and assesses whether progress has been made toward completing task
26
CW: Requirements Description of users and their backgrounds Description of task user is to perform Complete list of the actions required to complete task Prototype or description of system
27
CW: Methodology Step through action sequence Action 1 Response A, B,.. Action 2 Response A... For each one, ask four questions and try to construct a believability story
28
CW: Questions 1. Will users be trying to produce whatever effect action has? 2. Will users be able to notice that the correct action is available? (is it visible) 3. Once found, will they know it’s the right one for desired effect? (is it correct) 4. Will users understand feedback after action?
29
CW: Answering the Questions 1. Will user be trying to produce effect? Typical supporting evidence It is part of their original task They have experience using the system The system tells them to do it No evidence? Construct a failure scenario Explain, back up opinion
30
CW: Next Question 2.Will user notice action is available? Typical supporting evidence Experience Visible device, such as a button Perceivable representation of an action such as a menu item
31
CW: Next Question 3.Will user know it’s the right one for the effect? Typical supporting evidence Experience Interface provides a visual item (such as prompt) to connect action to result effect All other actions look wrong
32
CW: Next Question 4.Will user understand the feedback? Typical supporting evidence Experience Recognize a connection between a system response and what user was trying to do
33
CW: Questions 1. Will users be trying to produce whatever effect action has? 2. Will users be able to notice that the correct action is available? (is it visible) 3. Once found, will they know it’s the right one for desired effect? (is it correct) 4. Will users understand feedback after action?
34
Let’s practice: PAL
35
User characteristics Technology savy users Familiar with computers Comfortable with basic cell phone operations Familiar with many features of cell phone, but not expert
36
Task: Party helper Heather goes to a reception with some conference attendees. Heather doesn’t know many of them but wants to make a good impression since she’ll be looking for a job in a few months, so she wants to use PAL to remind her of names of folks she meets during the evening.
37
Action list Assume PAL is running… 1. When introduced to someone new, press “earmark” button and repeat the name. 2. Assume no intervening introductions… 3. When there is a break, press and hold the back navigation button until bar reaches earmark. 4. Listen to name being repeated
38
CW Summary Advantages Explores important characteristic of learnability Novice perspective Detailed, careful examination Working prototype not necessary Disadvantages Can be time consuming May find problems that aren’t really problems Narrow focus, may not evaluate entire interface
39
Your turn Prepare: Describe users and their experience Determine task(s) and action lists Evaluation: HA evaluate GroupOne GroupOne evaluate Mini-e Mini-e evaluate HA As a group, for each action, answer the 4 questions with evidence
40
CW: Questions 1. Will users be trying to produce whatever effect action has? 2. Will users be able to notice that the correct action is available? (is it visible) 3. Once found, will they know it’s the right one for desired effect? (is it correct) 4. Will users understand feedback after action?
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.