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Evaluation Using User Studies. Usability. Is it a “good” interface? In what ways? Usability: How well users can use the system’s functionality Dimensions of usability: Learnability : is it easy to learn? Efficiency: once learned, is it fast to use?
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Usability • Is it a “good” interface? • In what ways? • Usability: • How well users can use the system’s functionality • Dimensions of usability: • Learnability: is it easy to learn? • Efficiency: once learned, is it fast to use? • Memorability: is it easy to remember what you learned? • Errors: are errors few and recoverable? • Satisfaction: is it enjoyable to use?
User and task requirements:cognitive models - keystroke level model • Predict performance times for common operations based on knowledge of human motor system • 7 basic operators K - keystroking - actually striking keys B - pressing a mouse button P - pointing, moving the mouse at a target H - homing - switching the hand between mouse and keyboard D - drawing lines using the mouse M - mentally preparing for physical action R - system response (may be ignored)
M-operators in KLM • Initiating a task – pause while user considers what should be done • Making a strategy decision – which option to take? • Remembering something – e.g., a filename • Finding something on the screen (here the location is not well known) • Verifying that what has been done or is about to be done is correct
Typical KLM times Operator K B P H D M R Remarks Press key good typist (90 wpm) average typist (40 wpm) non-typist Mouse button press down or up click Point with mouse Specific movement Average movement Home hands to/from keyboard Drawing Mentally prepare Response from system Time (s) 0.12 0.28 1.20 0.10 0.20 Fitts’ law 1.10 0.40 domain dependent 1.20 measure
Example of KLM • Deleting a file from the desktop on a Mac • Method 1: drag to the wastebasket • Operator sequence: • Initiate the deletion (M) • Find the file icon (M) • Point to file icon (P) • Press and hold mouse button (B) • Drag file icon to wastebasket (P) • Release mouse button (B) • Total predicted time = 2M + 2P + 2B = 4.8 secs
Example of KLM • Deleting a file from the desktop on a Mac • Method 2: using an accelerator key • Operator sequence: • Initiate the deletion (M) • Find the file icon (M) • Point to the file icon (P) • Click – i.e., press and release mouse button (BB) • Move hand to keyboard (H) • Press ‘Apple’ and ‘Delete’ keys (KK) • Move hand back to mouse (H) • Total predicted time = 1P + 2B +2K + 2M +2H = 5.1 seconds
Design implications from Gestalt Psychology • Proximity – group related items close together and separate unrelated ones • Alignment – place related items along an imaginary line. Align items of equal importance and indent subordinate ones • Consistency – make related items look the same • Contrast – make unrelated items look different
What do you see? similarity continuity proximity symmetry closure
Examples of Bad Design … and Why • Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by mistake instead of a control button • People do not make same mistake for the labels and buttons on the top row. Why not? From: www.baddesigns.com
Visibility - Example • Control panel for an elevator • How does it work? • Push a button for the floor you want? • Nothing happens - Push any other button? Still nothing. • What do you need to do? • It is not visible as to what to do!
Visibility …need to insert room card in slot by buttons to get elevator to work! How would to make this action more visible? • Make card reader more obvious • Provide an auditory message that says what to do (which language?) • Provide a big label next to the card reader that flashes when someone enters • Make relevant parts visible • Make what has to be done obvious
Logical or ambiguous design? • Where do you plug the mouse? • Where do you plug the keyboard? • top or bottom connector? • Do the color coded icons help? From: www.baddesigns.com
How to design more logically - A. provides direct adjacent mapping between icon and connector - B. provides color coding to associate the connectors with the labels
Mapping • Relationship between controls and their movements and the results in the world • Why is this a poor mapping of control buttons?
Mapping • Why is this a better mapping? • The control buttons are mapped better onto the sequence of actions of fast rewind, rewind, play and fast forward
Mapping • Which controls go with which rings (burners)? A B C D
Internal and external consistency • Internal consistency refers to designing operations to behave the same within an application • Difficult to achieve with complex interfaces • External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices • Very rarely the case, based on different designer’s preference • Most successful in product families (e.g MS Office) • Op. Sys. vendors may define style guidelines
External Inconsistency … • Keypad numbers layout (a) phones, remote controls (b) calculators, computer keypads 8 9 1 2 7 3 4 5 6 4 5 6 8 9 1 2 7 3 0 0
Usability Measures – 5 Often Used • Time to learn • How long does it take for typical members of the community to learn relevant task? • Speed of performance • How long does it take to perform relevant benchmarks? • Rate of errors by users • How many & what kinds of errors are made during benchmark tasks? • Retention over time • Frequency of use and ease of learning help make for better user retention • Subjective satisfaction • Do they like it? • Allow for user feedback via interviews, free-form comments and satisfaction scales
state evident inmechanical buttons rotary knobs reveal internal state and can be controlled by both user and machine compliant interaction
Evaluation Techniques • Evaluation • tests usability and functionality of system • occurs in laboratory, field and/or incollaboration with users • evaluates both design and implementation
Cognitive Walkthrough Proposed by Polson et al. • evaluates design on how well it supports user in learning task • usually performed by expert in cognitive psychology • expert ‘walks though’ design to identify potential problems using psychological principles
Cognitive Walkthrough (ctd) • For each task walkthrough considers • what impact will interaction have on user? • what cognitive processes are required? • what learning problems may occur? • Analysis focuses on goals and knowledge: does the design lead the user to generate the correct goals?
Questions Cognitive Walkthrough • Is the next goal clear at this stage? • Is the appropriate action obvious? • Is it clear that this action leads to the goal? • What problems are there in performing the action?
Cognitive Walkthrough: How (cont.) • Walk through the task while answering these Questions: • Will the user know what to do? • Will the user see how to do it? • Will the user understand from feedback whether their action was correct?
Heuristic Evaluation • Proposed by Nielsen and Molich. • usability criteria (heuristics) are identified • design examined by experts to see if these are violated • Example heuristics • system behaviour is predictable • system behaviour is consistent • feedback is provided • Heuristic evaluation `debugs' design.
The Procedure • Several independent evaluators • each uses the same checklist • each works alone • each makes a list of usability problems • Combine lists into a single list • works well as a group activity
“Think Aloud” Protocols • “Single most valuable usability engineering method” • Get user to continuously verbalize their thoughts • Find out why user does things • What thought would happen, why stuck, frustrated, etc. • Encourage users to expand on whatever interesting • But interferes with timings • May need to “coach” user to keep talking • Unnatural to describe what thinking • Ask general questions: “What did you expect”, “What are you thinking now” • Not: “What do you think that button is for”, “Why didn’t you click here” • Will “give away” the answer or bias the user • Alternative: have two users and encourage discussion
Analyzing the data • Numeric data • Example: times, number of errors, etc. • Tables and plots using a spreadsheet • Look for trends and outliers • Organize problems by scope and severity • Scope: How widespread is the problem? • Severity: How critical is the problem?
Physiological measurements • emotional response linked to physical changes • these may help determine a user’s reaction to an interface • measurements include: • heart activity, including blood pressure, volume and pulse. • activity of sweat glands: Galvanic Skin Response (GSR) • electrical activity in muscle: electromyogram (EMG) • electrical activity in brain: electroencephalogram (EEG)
1. Visibility of system status • Keep users informed about what is going on • What page they are on and what part of a process • Provide appropriate feedback • About what system is doing, and how input is being interpreted • E.g. in XXX product, • "really ungroup?" -- loses associated behavior
Eye tracking • head or desk mounted equipment tracks the position of the eye • eye movement reflects the amount of cognitive processing a display requires • measurements include • fixations: eye maintains stable position. Number and duration indicate level of difficulty with display • saccades: rapid eye movement from one point of interest to another • scan paths: moving straight to a target with a short fixation at the target is optimal
2. Match between system and the real world • Terminology in user’s language • Not computer terminology • Language from user’s perspective • “You have bought…” not “We have sold you…” • Use common words, not “techno-jargon” • Error messagesand feedback refer touser objects • Allow full-length names • E.g. “Hit any key to continue”
3. User control and freedom • Easy to abort: Cancel buttons • Cancel order, cancel changing a profile • Easy to Undo • Web issue: what does “Back” button do? • Example: many sites can get confused if use back button • Users (even experts) will make errors • E.g. in XXX product, • no way to get out of editing a text field
4. Consistency and standards • Same command always have the same effect • Locations for information, names of commands • Give the user a mental model of the system • Size, location, color, wording, function, sequencing, etc. • E.g., color purple? • Following standards helps • Web: use templates or CSS, style guides • Seems easy, but often not followed; e.g. in XXX • naming "F#1.C#1" vs. "F#1", "C#1" • consistent with industry standards: e.g., Copy purple?
5. Error prevention • Selection rather than entry • www.Expedia.com: question, when ambiguous city (e.g. Columbus) • Remove or gray-out illegal choices • Not common for web pages • Confirmation • Avoid modes • Definition: same user action has different results • Make unavoidable modes visible • E.g. Typing "daytime" to a mail program
6. Recognition rather than recall • Make objects, actions, options visible • See and pick it, not generate it • Short-term memory= 7 ± 2 items; 30 sec to 2 min • unless interrupted • Menus rather than type-in (but short enough) • Prompts provide format and limits • Don't require retyping of remembered information • Pervasive, generic rules (cut/paste) • E.g. in Aegis, remembering altitude
Example:prompts • What is a DTIC user code and how to get one?
Error Messages, cont. • Blame the system, not the user • “Unrecognized” vs. “illegal” command • No humor or snide comments • Easy error recovery • Can have multiple levels of messages • E.g. in XXX product, “can't save file” — why not?