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CMC/CC A Usability Evaluation. Master IK, CIW, MMI L.M. Bosveld-de Smet Course 4; mon. 02/10/06; 16.00-18.00. Usability Evaluation. Design of interaction Dix et al. (2004). What is wanted. Analysis. Design. Usability Evaluation. Implement and deploy. Prototype.
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CMC/CC AUsability Evaluation Master IK, CIW, MMI L.M. Bosveld-de Smet Course 4; mon. 02/10/06; 16.00-18.00
Design of interactionDix et al. (2004) What is wanted Analysis Design Usability Evaluation Implement and deploy Prototype
Design process of usable interactive systems • Interaction design process • Complex • Iterative • Never complete • User-centered design • Within software engineering framework • Design rules • Implementation support • Evaluation techniques • Universally accessible designs • Provision of user support
3 related concepts • Usability: measure of success of a product • User-Centered Design: design involving user participation • Usability Engineering: • Whole process ensuring usable interactive systems • Process aiming at systems fit for the user, the task, the environment • Process implying user participation during software development • Process committing itself to design-evaluate-redesign development cycle • In search for objective measures for user interface
Usability: different views • Same intuitions vs. Different approaches • Different views on: • Definition of usability • Usability attributes • Importance of user-centered design • When and how to deal with user participation • How to build usable systems • How to measure usability
Usability Attributes: Shackel’s view • “A usable product is one that users find satisfactory for the tasks for which it was designed.” • “Good design for usability depends upon achieving successful harmony in the dynamic interplay between user, task, system, and environment.” • Usability: 4 usable criteria • Learnability • Effectiveness • Attitude • Flexibility
Usability Attributes: ISO definition • “Usability is the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in particular environments.” • Effectiveness: “accuracy and completeness with which users achieve specific goals” • Efficiency: “accuracy and completeness of goals in relation to resources expended” • Satisfaction: “comfort and acceptability of the system”
An aside: User Interface Standards • Disadvantages: • Constrain design • Stagnate innovation • Describe principles, do not provide solutions • Become quickly obsolete • Advantages: • Define ‘good practice’ • Affect attitudes w.r.t. ‘software development’
User-Centered Design: Karat’s view • Karat (1996) “UCD: Quality or Quackery?” • “UCD is an iterative process whose goal is the development of usable systems, achieved through involvement of potential users of a system in system design” • “I suggest we consider UCD a nice fluffy little catch phrase. It captures a commitment that the usability community supports – that you must involve users in system design – while leaving fairly open how this is accomplished”
UCD: a more objective view • UCD can be accomplished through the application of Usability Engineering • Design should centre on users • End-user should be consulted • Needs of end-users should be considered
HCI in software process • Software engineering • Usability engineering • Iterative design practices • Design rationale
Waterfall model Requirements Specification Architectural design Detailed Design Implementation and Unit testing Integration and Testing Operation and Maintenance
Usability Engineering • Usability specification as part of requirements specification • Iteration and testing • List of usability measurement requirements (Whiteside, Bennett and Holtzblatt, 1988) • Time to complete a task • Ratio of successes to failures • Time spent in errors • Number of commands used • Frequency of help and documentation use • …
Iteration in waterfall model Requirements Specification Architectural design Detailed Design Implementation and Unit testing Integration and Testing Operation and Maintenance
Usability Engineering LifecycleFaulkner (2000) • Know the user • Know the task • User requirements capture • Setting usability goals • Design process • Apply guidelines, heuristics • Prototyping • Evaluation with users • Redesign and evaluation with users • Evaluation with users and report
Role of prototyping Design OK? Prototype Evaluate Done! Not OK? Redesign
Iterative design and prototyping • Three main approaches to prototyping • Throw-away prototyping within requirements specification • Incremental prototyping within the life cycle • Evolutionary prototyping throughout the life cycle
Throw-away prototyping Preliminary Requirements Build Prototype Evaluate Prototype Adequate? no Final Requirements yes
Evolutionary prototyping Req Build Prototype Arch Det Evaluate Prototype Impl Int Operation and Maintenance
Usability Evaluation (UE) • Methodologies for measuring usability aspects of system’s user interface and identifying specific problems (Dix et al. 1998; Nielsen 1993) • Should occur throughout design life cycle • Common activities: • Capture • Analysis • Critic • There is a wide range of UE techniques • Each technique has its own requirements • Different techniques uncover different usability problems
Taxonomies of UE (1) • Formative vs. Summative • Analytical vs. Empirical • Expert analysis vs. User participation • Analytic methods • Review methods • Model-based methods vs. • Experimental methods • Observational methods • Query methods
Taxonomies of UE (2) • Automated vs. Non-automated • Ivory and Hearst (2001): • Testing • Inspection • Inquiry • Analytical modeling • Simulation
Important factors choice UE • Stage in cycle at which UE is carried out • Style of UE • Level of subjectivity or objectivity of UE technique • Type of measures provided • Information provided • Immediacy of response • Level of interference implied • Resources required
Vocabulary application • Task analysis • Feasability study • Design representation
Feasibility study • Why is system needed? • How will system help to improve user task performance? • Are there critical processes that need to be supported by system? • What are the technical implications? • Can system be produced within given budget? • Is there a timescale for the development of the system?
Strategies for representing design • Storyboards • State transition diagrams • Simulations • Scenarios • Rapid prototyping • Wizard of Oz • …