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Evaluating Interfaces

This text explores the goals of interface evaluation and compares laboratory studies with field studies. It discusses design-oriented and implementation-oriented evaluation methods such as cognitive walkthrough and heuristic inspections.

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Evaluating Interfaces

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  1. Evaluating Interfaces Goals of evaluation Lab versus field based evaluation Evaluation methods Design-oriented Implemented-oriented

  2. The goals of evaluation? • To ensure that the interface behaves as we expect and meets user needs • Assess the extent of its functionality • Assess its impact on the user • Identify specific problems • Assess the ‘usability’ of the interface

  3. Laboratory studies versus field studies • Laboratory studies • The user comes to the evaluator • Well-equipped laboratory may contain sophisticated recording facilities, two-way mirrors, instrumented computers etc. • Can control or deliberately manipulate the context of use • The only option for some dangerous or extreme interfaces • But cannot reproduce the natural working context of a users environment, especially social interaction and contingencies • Difficult to evaluate long-term use

  4. Field studies • The evaluator goes to the user • Captures actual context • Captures real working practice and social interaction • Not possible for some applications • It can also be difficult to capture data • Cannot ‘prove’ specific hypotheses

  5. Iterations Maintain Test Implement Design Requirements Environment USER Computers Task Different kinds are appropriate at different stages of design Early-on: formative evaluation of the design – may only involve designers and other experts Later-on: evaluation of the implementation – detailed, rigorous and with end-user

  6. Evaluation Methods • Design-oriented evaluation methods: • Cognitive walkthrough • Heuristic/expert inspections • Theory and literature review • Implementation-oriented methods: • Observation • Controlled experiments • Query techniques – interviews and surveys

  7. Cognitive Walkthrough • A predictive technique in which designers and possibly experts simulate the user’s problem-solving process at each step of the human-computer dialogue • Originated in ‘code walkthrough’ from software engineering • Used mainly to consider ‘ease of learning’ issues – especially how users might learn by exploring the interface

  8. Cognitive Walkthrough – The Stages • Begins with • A detailed description of the prototype (e.g., menu layouts) • Description of typical tasks the user will perform • A written list of the actions required to complete the tasks with the prototype • An indication of who the users are and what kind of experience and knowledge they may have

  9. For each task, evaluators step through the necessary action sequences, imagining that they are a new user and asking the following questions: • Will the user know what to do next? • Can the user see how to do it? • Will they know that they have done the right thing? • It is vital to document the walkthrough • Who did what and when • Problems that arose and severity ratings • Possible solutions

  10. A short fragment of cognitive walkthrough • Evaluating the interface to a personal desktop photocopier • A design sketch shows a numeric keypad, a "Copy" button, and a push button on the back to turn on the power. • The specification says the machine automatically turns itself off after 5 minutes inactivity. • The task is to copy a single page, and the user could be any office worker. • The actions the user needs to perform are to turn on the power, put the original on the machine, and press the "Copy" button • Now tell a believable story about the user's motivation and interaction at each action … • From Philip Craiger's page at http://istsvr03.unomaha.edu/gui/cognitiv.htm

  11. The user wants to make a copy and knows that the machine has to be turned on. So they push the power button. Then they go on to the next action. But this story isn't very believable. We can agree that the user's general knowledge of office machines will make them think the machine needs to be turned on, just as they will know it should be plugged in. But why shouldn't they assume that the machine is already on? The interface description didn't specify a "power on" indicator. And the user's background knowledge is likely to suggest that the machine is normally on, like it is in most offices. Even if the user figures out that the machine is off, can they find the power switch? It's on the back, and if the machine is on the user's desk, they can't see it without getting up. The switch doesn't have any label, and it's not the kind of switch that usually turns on office equipment (a rocker switch is more common). The conclusion of this single-action story leaves something to be desired as well. Once the button is pushed, how does the user know the machine is on? Does a fan start up that they can hear? If nothing happens, they may decide this isn't the power switch and look for one somewhere else.

  12. Heuristic/Expert Inspections • Experts assess the usability of an interface guided by usability principles and guidelines (heuristics) • Jacob Nielsen suggest that 5 experts may enough to uncover 75% of usability problems • Best suited to early design and when there is some kind of representation of the system – e.g., storyboard • It’s only as good as the experts and you need experts in the problem domain and usability

  13. The Process of Heuristic Expert Inspections • Briefing session • Experts all given identical description of product, its context of use ad goals of evaluation • Evaluation period • Each experts spends several hours independently critiquing the interface • At least two passes through the interface, one for overall appreciation and others for detailed assessment • Debriefing session • Experts meet to compare findings, prioritise problems and propose solutions • They report/present their findings to decision makers and other stakeholders

  14. Theory and literature review • We have seen before that you can apply existing theory to evaluate a design • The Keystroke Level Model • Fit’s law • HCI and experimental psychology already contain a wealth of knowledge about how people interact with computers • Scour the literature (ACM Digital Library, Google, Citeseer and others) • But think carefully about whether the results transfer

  15. Observation • Observe users interacting with the interface – in the laboratory or field • Record interactions using • Pen and paper • Audio • Video • Computer logging • User notebooks and diaries • Think-aloud techniques

  16. Analysis • Illustrative fragments • Detailed transcription and coding • Post-task walkthroughs • Specialised analysis software can replay video along system data and help the analyst synchronise notes and data

  17. Savannah • An educational game for six players at a time • A virtual savannah is overlaid on an empty school playing field

  18. Studying Savannah • Six trials over three days • Two video recordings from the field • Game replay interface

  19. Impala Sequence

  20. The Impala Sequence Revealed • Elsa suddenly stops • Circular formation • Counting aloud • Nala and Elsa cannot see the impala • Replay shows them stopped on edge of locale • GPS drift carries them over the boundary • The boy who passed through attacked first

  21. Controlled Experiments

  22. Query Techniques • Elicit the user’s view of the system • Can address large numbers of users • Key techniques are: • Interviews • surveys • Relatively simple and cheap to administer • But not so detailed or good for exploring alternative designs

  23. DECIDE: A Framework to Guide Evaluation (Preece, et al, 2001) • Determine the overall goals that the evaluation addresses • Explore the specific questions to be answered • Chose the evaluation approach and specific techniques to answer these questions • Identify the practical issues that must be addressed • Decide how to deal with ethical issues • Evaluate, interpret and present the date

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