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System Evaluation: Usability Assessment Dr. Dania Bilal IS 582 Spring 2009
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What is Usability? Evaluation mechanism that measures multiple components of the design of the user interfaceEvaluation mechanism that measures multiple components of the design of the user interface Addresses the relationships between a system and its usersAddresses the relationships between a system and its users Emerges from the human-computer interaction fieldEmerges from the human-computer interaction field –based on user-centered interface design principles
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Importance of Usability Bridges the gap between human and machinesBridges the gap between human and machines Provides information about the user experience and goalsProvides information about the user experience and goals Measures system effectiveness in relation to its intended users rather than to system specificationsMeasures system effectiveness in relation to its intended users rather than to system specifications The sooner problems are found, the less expensive it will be to fix themThe sooner problems are found, the less expensive it will be to fix them –Saves money in product cost
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Importance of Usability Learn aboutLearn about –users and their goals –Difficulty achieving tasks –System design problems that contribute to user failures Generate requirements for improving existing or creating new user-centered designGenerate requirements for improving existing or creating new user-centered design
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Usability Attributes As described by Jakob NielsenAs described by Jakob Nielsen –Learnability –Efficiency –Memorability –Errors & their severity –Subjective satisfaction
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Learnability System must be easy to learn, especially for novice usersSystem must be easy to learn, especially for novice users Hard to learn system is designed for expert usersHard to learn system is designed for expert users Command-driven systems such as Dialog is designed for users who are able to learn the commands and construct search strategies accordingly.Command-driven systems such as Dialog is designed for users who are able to learn the commands and construct search strategies accordingly.
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Efficiency System should be efficient to use so that once the user has learned how to use it, the user can achieve a high level of productivitySystem should be efficient to use so that once the user has learned how to use it, the user can achieve a high level of productivity –Efficiency increases with learning –Efficiency differ from effectiveness –Efficiency and effectiveness are indications of success
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Memorability System should be easy to rememberSystem should be easy to remember –No need to learn how to use system all over again after a period of not using it System feature (searching, browsing, finding hidden features, etc.) are easy to remember in terms ofSystem feature (searching, browsing, finding hidden features, etc.) are easy to remember in terms of –How?how to find them –What?what they are and what they do –Where?where they are in the system
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Errors System should have a low error rateSystem should have a low error rate System should provide user with a recovery mechanismSystem should provide user with a recovery mechanism –how to correct a problem, what to do next, suggestion for correcting a problem, etc. Two types of errors:Two types of errors: –Minor errors –Major errors
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Minor Errors Errors that did not greatly slow down user’s interaction with the systemErrors that did not greatly slow down user’s interaction with the system User is able to recover from themUser is able to recover from them –through system feedback –through awareness of error made Not considered catastrophicNot considered catastrophic
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Major Errors Difficult to recover from themDifficult to recover from them Lead to faulty work if high in frequencyLead to faulty work if high in frequency May not be discovered by the userMay not be discovered by the user –Considered catastrophic Affect productivityAffect productivity Cause negative affectCause negative affect Cause abandoning systemCause abandoning system
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Subjective Satisfaction System should be likeable by usersSystem should be likeable by users System should meet user goalsSystem should meet user goals –Satisfaction –Positive experience –Sense of achievement –Willingness to user system again
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Assumptions The designer’s best guess is not good enoughThe designer’s best guess is not good enough The user is always rightThe user is always right The user is not always rightThe user is not always right Users are not designersUsers are not designers Designers are not usersDesigners are not users More features are not always betterMore features are not always better Minor interface details matterMinor interface details matter Online help does not really helpOnline help does not really help Nielsen, J. (1993). Usability Engineering. San Diego: Morgan Kaufman.
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Jakob Nielsen’s 10 Usability Heuristics Visibility of system statusVisibility of system status Match between system and real worldMatch between system and real world User control and freedomUser control and freedom Consistency & standardsConsistency & standards Error preventionError prevention Error diagnosis and recoveryError diagnosis and recovery Recognition rather than recallRecognition rather than recall Flexibility & efficiency of useFlexibility & efficiency of use Aesthetic and minimalist designAesthetic and minimalist design Help and documentationHelp and documentation
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Eight Golden Rules by Shneiderman & Plaisant (2009) Strive for consistencyStrive for consistency Cater to universal usabilityCater to universal usability Offer informative feedbackOffer informative feedback Design dialogue to lead closureDesign dialogue to lead closure Prevent errorsPrevent errors Permit easy reversal of actionsPermit easy reversal of actions Support internal locus of controlSupport internal locus of control Reduce short term memory loadReduce short term memory load Designing the User Interface, chapter 2, pp. 74-75.
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Factors Influencing User Interaction Address the functionality of the system vis-à-vis:Address the functionality of the system vis-à-vis: –user goals and tasks –user expectations –user cognitive processes, mental model, conceptualization of system use –user methods for solving tasks –context –system interface design
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Usability Methods
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What Method(s) to Use? One or a mix of methods can be usedOne or a mix of methods can be used Depends on project usability goalsDepends on project usability goals –Budget –Time constraints –Availability of experts for data collection and analysis –User recruitment to participate in data collection –Complexity of system to be assessed
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Cognitive walkthrough method Focuses on how a user might achieve a task and the problems he/she might experienceFocuses on how a user might achieve a task and the problems he/she might experience Experts play role of the user and put themselves in the user’s shoes in performing each taskExperts play role of the user and put themselves in the user’s shoes in performing each task Experts perform tasks given by experimenter (project leader or observer)Experts perform tasks given by experimenter (project leader or observer) Experts take notes while performing each tasks keeping the intended user in mindExperts take notes while performing each tasks keeping the intended user in mind
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Cognitive walkthrough method Role of Experimenter/observerRole of Experimenter/observer –meets with experts prior to data collection to decide on parts of system interface to evaluate, broad tasks, and other matters as needed –prepares specific tasks –develops usability materials –provides introduction about data collection –decides time and location of data collection individually or in consultation with experts –schedules debriefing session with experts to discuss collected data –develops benchmarks by which to evaluate success on each task performed by each expert –reviews draft of data collection compiled by each expert –analyzes collected data –meets with experts to discuss draft of the usability report –compiles the final usability report See also Project #2 for additional information.See also Project #2 for additional information.
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Heuristic Evaluation/Inspection Evaluators individually interact with an interface and evaluate it based on predefined sets of heuristics/rules/guidelinesEvaluators individually interact with an interface and evaluate it based on predefined sets of heuristics/rules/guidelines Each evaluator goes through the interface and rates each usability problem or violation found based on a severity rating scaleEach evaluator goes through the interface and rates each usability problem or violation found based on a severity rating scale
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Heuristic Evaluation/Inspection Each evaluator compiles a usability report containingEach evaluator compiles a usability report containing –each feature evaluated in the interface –severity rating of each usability problem found in interface –explanation of each usability problem saying why this is a problem –suggestion for solving the problem
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Heuristic Evaluation/Inspection One of the evaluators (or team leader) compiles the evaluators’ reportsOne of the evaluators (or team leader) compiles the evaluators’ reports Team leader aggregates the results of the reports (should calculate the mean value of severity ratings given by the evaluators)Team leader aggregates the results of the reports (should calculate the mean value of severity ratings given by the evaluators) Generates the final usability reportGenerates the final usability report
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Severity of System Problems Combination of 3 factorsCombination of 3 factors –Frequency of problem occurrence Common or rare?Common or rare? –Impact Is problem easy or difficult to user to overcome?Is problem easy or difficult to user to overcome? –Persistence Is problem common and user can’t overcome or is it one- time problem and user can overcome?Is problem common and user can’t overcome or is it one- time problem and user can overcome?
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Severity Rating Scale of Usability Problems 0 = I don't agree that this is a usability problem at all 1 = Cosmetic problem only: need not be fixed unless extra time is available on project 2 = Minor usability problem: fixing this should be given low priority 3 = Major usability problem: important to fix, so should be given high priority 4 = Usability catastrophe: imperative to fix this before product can be released Nielson, Jakob. http://www.useit.com/papers/heuristic/severityrating.html
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Class Activity Visit the Library of Congress OPAC.Visit the Library of Congress OPAC. Select a component of the interface to evaluate against a combined list of heuristics and Rules.Select a component of the interface to evaluate against a combined list of heuristics and Rules.
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Sources http://www.usabilityfirst.com/methodshttp://www.usabilityfirst.com/methodshttp://www.usabilityfirst.com/methods http://www.useit.com/papers/heuristic/heuristic_list. html (Nielsen’s usability heuristics)http://www.useit.com/papers/heuristic/heuristic_list. html (Nielsen’s usability heuristics)http://www.useit.com/papers/heuristic/heuristic_list. htmlhttp://www.useit.com/papers/heuristic/heuristic_list. html http://www.useit.com/papers/heuristic/heuristic_eval uation.html (how to conduct a heuristic evaluation)http://www.useit.com/papers/heuristic/heuristic_eval uation.html (how to conduct a heuristic evaluation)http://www.useit.com/papers/heuristic/heuristic_eval uation.htmlhttp://www.useit.com/papers/heuristic/heuristic_eval uation.html http://www.uie.com/articles (collection of articles)http://www.uie.com/articles (collection of articles)http://www.uie.com/articles http://www.uie.com/articles/usability_tests_learn/ Learning about usability test (Jared Spool)http://www.uie.com/articles/usability_tests_learn/ Learning about usability test (Jared Spool)http://www.uie.com/articles/usability_tests_learn/ http://www.useit.com/papers/heuristic/severityrating. html (Nielsen’s Severity Rating Scale)http://www.useit.com/papers/heuristic/severityrating. html (Nielsen’s Severity Rating Scale)http://www.useit.com/papers/heuristic/severityrating. htmlhttp://www.useit.com/papers/heuristic/severityrating. html
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