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Published byBrittany Pierce Modified over 9 years ago
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Midterm Stats Min: 16/38 (42%) Max: 36.5/38 (96%) Average: 29.5/36 (78%)
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Evaluation 2: Choosing a Strategy
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Objectives For evaluation of a given application, you will be able to… Prioritize goals and specify usability requirements Decide what type of data you need to collect Decide who should take part Develop good tasks Decide where and for how long Justify your decisions for all of the above
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Why bother? Tied to the usability engineering lifecycle Pre-design –investing in new expensive system requires proof of viability Initial design stages –develop and evaluate initial design ideas with the user design implementationevaluation
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Why bother? Iterative design –does system behavior match the user’s task requirements? –are there specific problems with the design? –what solutions work? Acceptance testing –verify that system meets expected user performance criteria 80% of 1st time customers will take 1-3 minutes to withdraw $50 from the automatic teller design implementationevaluation
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Experimental approach Experimenter controls all environmental factors –study relations by manipulating independent variables –observe effect on one or more dependent variables –Nothing else changes File Edit View Insert New Open Close Save File Edit View Insert New Open Close Save There is no difference in user performance (time and error rate) when selecting an item from a pull down or a pop- up menu of 4 items
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Usability engineering approach Observe people using systems in simulated settings –people brought in to artificial setting that simulates aspects of real world setting –people given specific tasks to do –observations / measures made as people do their tasks –look for problem areas / successes –good for uncovering ‘big effects’
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Usability engineering approach Is the test result relevant to the usability of real products in real use outside of lab? Problems –non-typical users tested –non-typical tasks –different physical environment –different social context motivation towards experimenter vs motivation towards boss Partial Solution –use real users –task-centered system design tasks –environment similar to real situation
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Conceptual model extraction How? –show the user static images of the prototype or screens during use –ask the user explain the function of each screen element how they would perform a particular task What? –Initial conceptual model how person perceives a screen the very first time it is viewed –Formative conceptual model How person perceives a screen after its been used for a while Value? –good for eliciting people’s understanding before & after use –poor for examining system exploration and learning
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Why are you evaluating?: 5 E’s of Usability Effective Efficient Engaging Error Tolerant Easy To Learn But, you don’t always want to test all of these!
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Why are you evaluating?: Identify your goals Identify your usability goals for the interface Then prioritize them to determine which you need to test
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Who? Actual end users Varied types of users –Different user groups –Different ages –Different experience –Etc…
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How Many Users? Depends on variability of users and how stringently you want to test. observing many users is expensive but individual differences matter –best user 10x faster than slowest –best 25% of users ~2x faster than slowest 25% Solution? Textbook recommends starting with 5 from each user group, adding more as needed. Big problems identified with a few users, smaller problems may need many.
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Where?: Field vs. Lab Field studies – realistic setting –True to real life –Hard to arrange and do –Less control of variables Controlled studies - controlled environment –More control but less realistic –Often easier to set up, more efficient
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Validity External validity –confidence that results applies to real situations –usually good in natural settings Internal validity –confidence in our explanation of experimental results –usually good in experimental settings Trade-off: Natural vs Experimental –precision and direct control over experimental design versus –desire for maximum generalizability in real life situations
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How long should a session last? Usually 30-90 minutes / session May be longer, but beware of fatigue and learning effects Sometimes need several sessions (e.g. for tasks that require substantial training)
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What should the participants do? Think carefully about the tasks you ask people to do. Task should model real-world use. May also want to test rare / unusual situations
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Key Points Plan - to ensure you are testing the right things with the right people. Consider the goals & usability requirements, data to collect, users, tasks, location, and length of the evaluation.
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