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Midterm: 10/2 What do you want it to be?. History of HCI Requirements Design User Centered Design process Data Gathering Evaluation. Midterm Project Presentations. FORMAT:
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Midterm: 10/2What do you want it to be? History of HCI Requirements Design User Centered Design process Data Gathering Evaluation
Midterm Project Presentations • FORMAT: • 15 minutes to present the problem, design space, how formative evaluation affected your design, and the design including illustrations. • 5 minutes of feedback from the class. • The presentation should be based on your written team reports from project steps 2 (req. analysis) and 3 (design & formative). • Initial Idea • Needs/problem statement, users (primary, secondary, tertiary), client (if applicable) • Requirements • Design Space • Mock Up/prototype • Formative Evaluation (how it effected your design)
Notes on Midterm Presentation • Describe changes / iterations • Feel free to reuse images and diagrams that were developed for the reports. • Organize Presentation (AND REPORTS !!!!) • Introduction • Topic, Initial Idea, Origin, Needs, Problem statement (story, question, etc.) • Body • What you have so far and why (design, evaluation, etc.) • Conclusion • What you learned, where you are going, what is left to do. • Crisp and clear presentations. • Enlist feedback, questions, etc. that will help YOU. What do YOU need. Be honest (and professional) and don’t be afraid to discuss your weaknesses and real concerns. • NOTE TAKING: Each team must designate one member to record class feedback, put notes in Design Log
Overview • Useful data? • Your needs vs. Participant’s answers • Interviews • Questionnaires • Observation • Choosing and combining techniques
Interviews • Unstructured - are not directed by a script. Rich but not replicable. • Structured - are tightly scripted, often like a questionnaire. Replicable but may lack richness. • Semi-structured - guided by a script but interesting issues can be explored in more depth. Can provide a good balance between richness and replicability.
Interview questions • Two types: • ‘closed questions’ have a predetermined answer format, e.g., ‘yes’ or ‘no’ • ‘open questions’ do not have a predetermined format • Closed questions are easier to analyze • Avoid: • Long questions • Compound sentences - split them into two • Jargon and language that the interviewee may not understand • Leading questions that make assumptions e.g., why do you like …? • Unconscious biases e.g., gender stereotypes
Questionnaires • Questions can be closed or open • Closed questions are easier to analyze, and may be done by computer • Can be administered to large populations • Paper, email and the web used for dissemination • Sampling can be a problem when the size of a population is unknown as is common online
Questionnaire design • The impact of a question can be influenced by question order. • Do you need different versions of the questionnaire for different populations? • Provide clear instructions on how to complete the questionnaire. • Decide on whether phrases will all be positive, all negative or mixed.
Question and response format • ‘Yes’ and ‘No’ checkboxes • Checkboxes that offer many options • Rating scales • Likert scales • semantic scales • 3, 5, 7 or more points? • Open-ended responses
Observation • Direct observation in the field • Structuring frameworks • Degree of participation (insider or outsider) • Ethnography • Direct observation in controlled environments • Indirect observation: tracking users’ activities • Diaries • Interaction logging
Structuring frameworks to guide observation • - The person. Who? - The place. Where?- The thing. What? • The Goetz and LeCompte (1984) framework:- Who is present? - What is their role? - What is happening? - When does the activity occur?- Where is it happening? - Why is it happening? - How is the activity organized?
Direct observation in a controlled setting • Think-aloud technique Indirect observation • Diaries • Interaction logs
Choosing and combining techniques • Depends on • The focus of the study • The participants involved • The nature of the technique • The resources available
Summary • Three main data gathering methods: interviews, questionnaires, observation • Four key issues of data gathering: goals, triangulation, participant relationship, pilot • Interviews may be structured, semi-structured or unstructured • Questionnaires may be on paper, online or telephone • Observation may be direct or indirect, in the field or in controlled setting • Techniques can be combined depending on study focus, participants, nature of technique and available resources
Interviewing • What role do they play? Managers and clerks may view the system completely different. • Prepare yourself as well as the user. Send them warm-up materials. • Depending on their role and availability, meet in a neutral place. • Meeting room or closed off room. Reduces distractions for both parties. No email or ringing phones. Turn off your phone/pager. • Bring: • tape recorder • Camera • legal pad for both of you • colored pens • business cards • laptop. Be careful not to use your computer if it cannot be seen by all attendees. Don’t hide behind it.
Interviewing Continued... • Give yourself enough time for the interview and plan for breaks. • Role play if the user’s explanation is unclear. • Users cannot articulate the procedures they follow • Impossible for you to ask every possible question and for any user to know questions the developer should be asking. • Draw simple diagrams or decision trees. Complex diagrams will turn off key non-technical users. • Send a summary as soon as possible to the interviewees.
Storyboarding/Prototyping • Passive storyboards - sketches, pictures, screenshots, Powerpoint presentations, or sample outputs. Use stick figures. • Active storyboards - automated slide presentation or movie describing the way the system behaves. • Interactive storyboards - require participation by the user. Throw away code. Sample interface or reporting outputs; very close to a throwaway prototype. • Storyboard elements: • Who are the players • What happens to them • How it happens
Storyboarding/Prototyping • Don’t invest too much in the prototype. • A throwaway prototype shouldn’t take more than a week to build. • Users will be intimidated to make changes if it looks to close to the real thing. • “If you didn’t change anything, you didn’t learn anything.” • If the prototype looks too good, users will want it now or assume that you are almost done.
Questionnaire Resources Questionnaires in Usability Engineering FAQWeb-based UI Evaluation Questionnaire perl CGI script