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Published byJulie Hensley Modified over 9 years ago
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Presentation: Techniques for user involvement ITAPC1.
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Motivation How to evaluate pervasive computing projects? Performance, reliability, feasibility, usability Increasing data validity levels 1.Basic feasibility lab testing 2.Feasibility testing in situ Work, home, bus … 3.Testing with real users a.Controlled and observed b.Uncontrolled c.Longitudinal
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Main Guidelines 1.Remember that you are NOT your typical user “The designer” is not a good user 2.Know your users “Everyone” is not a user “The Vice President” is rarely the user “Marketing” is rarely the user If you can’t find a user – then you’re in big trouble! 3.Users aren’t designers It is your job to generate visions (prototypes, future workshops) and to collect their feedback 4.Users aren’t all-knowing Beware of users giving you wrong information – use & study several
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The Context Tradition (cognitive) HCI is not concerned with the context where the work is situated Focus is on the mapping between the user & the computer in an isolated setting This approach has various flaws
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The “new wave” of HCI Social Computing (born in the late 80’s) Users are not isolated beings They are part of a context – social & cultural Not possible to isolate the work context completely in a lab Users act differently when not in their work context Solution Study the users at the work setting (field studies & interviews) Integrate users in the development team
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The “new wave” of HCI Concepts Distributed Cognition Situated Action Theory Activty Theory Participatory Design (field studies & interviews) Prototyping XP: eXtreme Programming (and other Agile Methods)
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Warning Not all user involvement needs to be in the work context as this might be expensive As always - cost/benefit Therefore – come well prepared ! Different methods to apply involving users
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Techniques Field studies or lab testing Think aloud: talk while doing the job Talk right after : debriefing after the job Role playing Cueing recall with videotape (Focus Shift Analysis) Focus groups & interviews Mailed surveys Context recording Others: Retrospective testing, Coaching method, Constructive interaction, Contextual inquiry
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Field studies or lab testing Field studies are undertaken to understand the users work context and enable the designer to discover possible user needs Video recording and/or note taking Video not always acceptable (hospital ward) Evaluation methods – studying the use of prototypes or the finished product – can either be performed in the users work context or in a lab Depending on the prototypes level of completion
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Focus group Requires a skilled and experienced leader One or two people may dominate Some people may get into side conversations May work if very well done
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Surveys and Questionnaires Very difficult to write good questions Choice of respondents list can bias results A return rate of 10% is extremely good; 1-2% is typical Consider finding a patient organization or similar May report on what people think they do, not what they actually do May be inexpensive
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Think aloud: the Gold Standard Both lab & in situ (Tognazzini, 1992): might be big controlled lab experiments with video cameras – or cheap no nonsense studies “May be the single most valuable … method” (Nielsen, 1993) Makes the users mental model of the system clear to us – to close the gap between the model of the system
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Think aloud: the Gold Standard Samples of facilitating remarks: “Could you tell me what options you are considering?” “Is anything in particular puzzling you?” “What might you do next?” BUT: No feedback, positive or negative No answers or hints If users get stuck, have them go on Neutral demeanor at all times ”I’m not the designer”
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Talk right after Sometimes talking while doing the work is not feasible
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Talk right after Talking right after may be best alternative to thinking aloud
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Context recording Avoid observer bias Understand “real use” Video recording and analysis expensive Record context (contextual tagging) Combine with qualitative follow-up interviews May uncover “hidden” patterns
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Role playing Some things happen so infrequently that there is no way to observe the user Some one may be able to play the role of a user in that situation
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Recruiting Users If product is in use, test with real current users: Employees Customers If it is a new product – test with potential users Provide incentives: Coffee mugs, T-shirts, wine, cake Not family or friends: they won’t be critical enough Ethical aspects Conduct all test with the deepest respect for their well- being Users are only “novice” users the first time! Do not waste your usability testing resources on basic problems – make sure your product is ready for testing
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Common Pitfalls Reliability Huge differences between test users Best user up to 10x efficient 25% users twice as fast as the slowest 25% May use standard statistical tests Number of test users will determine reliability Validity Are we measuring something useful? Statistics won’t help here – only common sense and experience
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