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Human Computer Interaction. Introducing evaluation. The aims. Discuss how developers cope with real-world constraints Explain the concepts and terms used to discuss evaluation Examine how different techniques are used at different stages of development. Two main types of evaluation.
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Human Computer Interaction Introducing evaluation
The aims • Discuss how developers cope with real-world constraints • Explain the concepts and terms used to discuss evaluation • Examine how different techniques are used at different stages of development
Two main types of evaluation • Formative evaluation is done at different stages of development to check that the product meets users’ needs • Summative evaluation assesses the quality of a finished product • Our focus is on formative evaluation
What to evaluate • Iterative design & evaluation is a continuous process that examines: • Early ideas for conceptual model • Early prototypes of the new system • Later, more complete prototypes • Designers need to check that they understand users’ requirements
Bruce Tognazzini tells you why you need to evaluate • “Iterative design, with its repeating cycle of design and testing, is the only validated methodology in existence that will consistently produce successful results. If you don’t have user-testing as an integral part of your design process you are going to throw buckets of money down the drain.” • See AskTog.com for topical discussion about design and evaluation
When to evaluate • Throughout design • From the first descriptions, sketches etc. of users needs through to the final product • Design proceeds through iterative cycles of ‘design-test-redesign’ • Evaluation is a key ingredient for a successful design
Approaches: Naturalistic • Naturalistic: • describes an ongoing process as it evolves over time • observation occurs in realistic setting • ecologically valid • “real life” • External validity • degree to which research results applies to real situations
Approaches: Experimental • Experimental • study relations by manipulating one or more independent variables • experimenter controls all environmental factors • observe effect on one or more dependent variables • Internal validity • confidence that we have in our explanation of experimental results • Trade-off: Natural vs Experimental • precision and direct control over experimental design versus • desire for maximum generalizability in real life situations
Approaches: Reliability Concerns • Would the same results be achieved if the test were repeated? • Problem: individual differences: • best user 10x faster than slowest • best 25% of users ~2x faster than slowest 25% • Partial Solution • reasonable number and range of users tested • statistics provide confidence intervals of test results • 95% confident that mean time to perform task X is 4.5+/-0.2 minutes means95% chance true mean is between 4.3 and 4.7, 5% chance its outside that
Approaches: Validity Concerns • Does the test measure something of relevance to usability of real products in real use outside of lab? • Some typical reliability problems of testing vs real use • non-typical users tested • tasks are not typical tasks • physical environment different • quiet lab vs very noisy open offices vs interruptions • social influences different • motivation towards experimenter vs motivation towards boss • Partial Solution • use real users • tasks from task-centered system design • environment similar to real situation
Qualitative Evaluation Techniques
Qualitative methods for usability evaluation • Qualitative: • produces a description, usually in non-numeric terms • may be subjective • Methods • Introspection • Extracting the conceptual model • Direct observation • simple observation • think-aloud • constructive interaction • Query via interviews and questionnaires • Continuous evaluation via user feedback and field studies
Querying Users via Interviews • Excellent for pursuing specific issues • vary questions to suit the context • probe more deeply on interesting issues as they arise • good for exploratory studies via open-ended questioning • often leads to specific constructive suggestions • Problems: • accounts are subjective • time consuming • evaluator can easily bias the interview • prone to rationalization of events/thoughts by user • user’s reconstruction may be wrong
Evaluating the 1984 OMS • Early tests of printed scenarios & user guides • Early simulations of telephone keypad • An Olympian joined team to provide feedback • Interviews & demos with Olympians outside US • Overseas interface tests with friends and family. • Free coffee and donut tests • Usability tests with 100 participants. • A ‘try to destroy it’ test • Pre-Olympic field-test at an international event • Reliability of the system with heavy traffic
Development of HutchWorld • Many informal meetings with patients, carers & medical staff early in design • Early prototype was informally tested on site • Designers learned a lot e.g. • language of designers & users was different • asynchronous communication was also needed • Redesigned to produce the portal version
Usability testing • User tasks investigated: • how users’ identify was represented • communication • information searching • entertainment • User satisfaction questionnaire • Triangulation to get different perspectives
Findings from the usability test • The back button didn’t always work • Users didn’t pay attention to navigation buttons • Users expected all objects in the 3-D view to be clickable • Users did not realize that there could be others in the 3-D world with whom to chat • Users tried to chat to the participant list
Key points • Evaluation & design are closely integrated in user-centered design • Some of the same techniques are used in evaluation & requirements but they are used differently (e.g., interviews & questionnaires) • Triangulation involves using a combination of techniques to gain different perspectives • Dealing with constraints is an important skill for evaluators to develop