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Lecture 6

The document discusses heuristic evaluation, a usability inspection method where experts evaluate a user interface against design principles called heuristics. It describes Nielsen's 10 original heuristics, the heuristic evaluation process involving multiple evaluators, and how to perform an evaluation by making multiple passes and noting any usability problems found. The results of heuristic evaluation can provide valuable findings to improve a user interface with a good benefit-cost ratio.

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Emran Aljarrah
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views

Lecture 6

The document discusses heuristic evaluation, a usability inspection method where experts evaluate a user interface against design principles called heuristics. It describes Nielsen's 10 original heuristics, the heuristic evaluation process involving multiple evaluators, and how to perform an evaluation by making multiple passes and noting any usability problems found. The results of heuristic evaluation can provide valuable findings to improve a user interface with a good benefit-cost ratio.

Uploaded by

Emran Aljarrah
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Lecture 6

Usability Testing
Analytical evaluation
Aims:
• Describe the key concepts associated
with inspection methods.
• Explain how to do heuristic evaluation
and walkthroughs.
• Explain the role of analytics in evaluation.
Inspections
• Several kinds.
• Experts use their knowledge of users &
technology to review software usability.
• Expert critiques (crits) can be formal or
informal reports.
• Heuristic evaluation is a review guided
by a set of heuristics.
• Walkthroughs involve stepping through
a pre-planned scenario noting potential
problems.
Heuristic evaluation
• Developed Jacob Nielsen in the early
1990s.
• Based on heuristics distilled from an
empirical analysis of 249 usability
problems.
• These heuristics have been revised for
current technology.
• Heuristics being developed for mobile
devices, wearables, virtual worlds, etc.
• Design guidelines form a basis for
developing heuristics.
Nielsen’s original heuristics
• Visibility of system status.
• Match between system and real world.
• User control and freedom.
• Consistency and standards.
• Error prevention.
• Recognition rather than recall.
• Flexibility and efficiency of use.
• Aesthetic and minimalist design.
• Help users recognize, diagnose, recover
from errors.
• Help and documentation.
Design Principles and Usability Heuristics

You can avoid common design pitfalls by following 9 design principles

You can inspect an interface for usability problems with these principles

Design principles and usability heuristics (I)


Broad “rules of thumb” that describe features of “usable”
systems

Design principles
• broad usability statements that guide a developer’s design efforts
• derived by evaluating common design problems across many
systems

Heuristic evaluation
• same principles used to “evaluate” a system for usability
problems
• becoming very popular
– user involvement not required
– catches many design flaws
• is an “expert review”

Evan Golub / Ben Bederson / Saul Greenberg

1
Design principles and usability heuristics (II)
Advantages
• the “minimalist” approach
– a few general guidelines can correct for the majority of usability
problems
– easily remembered, easily applied with modest effort

• discount usability engineering


– cheap and fast way to inspect a system
– can be done by usability experts

Challenges (for lack of a better word)


• principles can’t be treated as a simple checklist
– Note: “If done wrong, that’s bad” is a common “disadvantage”, but it is
worth noting here.
• subtleties involved in their use

Evan Golub / Ben Bederson / Saul Greenberg

Discount Usability Engineering


Cheap/Fast/Easy To Use!
• no special labs or equipment needed
–might even be able to run it on your own machine in your
office
–can even be used on paper prototypes

• can be on order of 1 day to apply


–standard usability testing may take weeks

• once understood, can use in many scenarios with little


additional learning

• the more careful you are, the better it get

Evan Golub / Ben Bederson / Saul Greenberg

2
Heuristic Evaluation

Developed by Jakob Nielsen (1990)


• seems inspired by Shneiderman’s “Eight Golden Rules”

Helps find usability problems in a UI design

Small set (3-5) of evaluators examine UI


• independently check for compliance with usability
principles (“heuristics”)
• different evaluators will find different problems
• evaluators only communicate afterwards
– findings are then aggregated

Can perform on working UI or on sketches

Evan Golub / Ben Bederson / Saul Greenberg

Heuristic Evaluation Process

Evaluators go through UI several times


• inspects various dialogue elements
• compares with list of usability principles
• consider other principles/results that come to mind

Usability principles
• Nielsen’s “heuristics”
– there are several slightly different sets (we will see one) of heuristics
• supplementary list of category-specific heuristics
– competitive analysis & user testing of existing products

Use violations to redesign/fix problems

Evan Golub / Ben Bederson / Saul Greenberg

3
Phases of Heuristic Evaluation

1) Pre-evaluation training
• give evaluators needed domain knowledge and information
on the scenario

2) Evaluation
• individuals evaluate and then aggregate results

3) Severity rating
• determine how severe each problem is (priority)

4) Debriefing
• discuss the outcome with design team

Evan Golub / Ben Bederson / Saul Greenberg

How to Perform Evaluation

At least two passes for each evaluator


• first to get feel for flow and scope of system
• second to focus on specific elements

If system is walk-up-and-use or evaluators are domain


experts, then no assistance needed
• otherwise might supply evaluators with scenarios

Each evaluator produces list of problems


• explain why with reference to heuristic or other info.
• be specific and list each problem separately

Evan Golub / Ben Bederson / Saul Greenberg

4
Examples

Can’t copy info from one window to another


• violates “Minimize the users’ memory load”
• fix: allow copying

Typography uses mix of upper/lower case formats and fonts


• violates “Consistency and standards”
• slows users down
• probably wouldn’t be found by user testing
• fix: pick a single format for entire interface

Evan Golub / Ben Bederson / Saul Greenberg

Severity Rating
Used to allocate resources to fix problems

Estimates of need for more usability efforts

Combination of
• frequency
• impact
• persistence (one time or repeating)

Should be calculated after all evaluations are in

Should be done independently by all judges

Evan Golub / Ben Bederson / Saul Greenberg

5
Nielsen’s Example Ratings List

0 = I don't agree that this is a usability problem at all.


1 = Cosmetic problem only.
need not be fixed unless extra time is available on project
2 = Minor usability problem.
fixing this should be given low priority
3 = Major usability problem.
important to fix, so should be given high priority
4 = Usability catastrophe.
imperative to fix this before product can be released
Some comments on the above…
• Although Nielsen provides a “0” rating, it is unclear where it would be used
- perhaps on a “second opinion” evaluation
• It is possible for a cosmetic problem to be a usability catastrophe
- imagine a green checkmark meaning “bad/danger”

Evan Golub / Ben Bederson / Saul Greenberg

Debriefing
Conduct with evaluators, observers, and development team
members

Discuss general characteristics of UI

Suggest potential improvements to address major usability


problems

Development team rates how hard things are to fix

Make it a brainstorming session


• little criticism until end of session

Evan Golub / Ben Bederson / Saul Greenberg

6
Results of Using HE

Discount: benefit-cost ratio of 48 [Nielsen94]


• cost was $10,500 for benefit of $500,000
• value of each problem ~15K (Nielsen & Landauer)
• how might we calculate this value?
– in-house −> productivity
– open market −> sales

Correlation between severity & finding w/ HE

http://www.useit.com/papers/heuristic/heuristic_evaluation.html

Evan Golub / Ben Bederson / Saul Greenberg

Why Multiple Evaluators?


Single evaluator achieves poor results
• only finds 35% of usability problems
• 5 evaluators find ~ 75% of usability problems
• why not more evaluators???? 10? 20?
– adding evaluators costs more
– many evaluators won’t find many more problems

Evan Golub / Ben Bederson / Saul Greenberg

7
Why Multiple Evaluators (cont)?

problems found benefits / cost

(Graphs for a specific example)

Evan Golub / Ben Bederson / Saul Greenberg

1 Simple and natural dialogue


Conform to the user’s conceptual model.
Match the users’ task in as natural a way as possible
• maximize mapping between interface and task semantics

Good? Bad?

This has changed over time as people went away from audio tape in their lives…

8
1 Simple and natural dialogue
Present exactly the information the user needs.
• less is more
– less to learn, to get wrong, to distract...

• information should appear in natural order


– related information is graphically clustered
– order of accessing information matches user’s expectations

• remove or hide irrelevant or rarely needed information


– competes with important information on screen

• use windows frugally


– don’t make navigation and window management excessively complex

2 Speak the users’ language

9
2 Speak the users’ language
Use terminology based on users’ language for task.

• e.g. withdrawing money from a bank machine

Bad Better

Use meaningful mnemonics, icons, and abbreviations.


• eg: File / Save
– Ctrl + S (abbreviation)
– Alt F S (mnemonic for menu action)
– Open folder (tooltip icon)

NOTE: This could fall under #7 providing shortcuts.

2 Speak the users’ language


Ex: Consider a virus detection program that may have to be occasionally
turned off.

One option would be to have an “override mode” that when activated


would turn off the virus detection.

But this would be on when the user wanted


the utility to be off – conflicting with the
users’ model

Alternatively, a checkbox that was on when


the utility would be on would speak the
users’ language.

10
3 Minimize user’s memory load
Promote recognition over recall.
• computers are good at remembering thing, people not as much…
• menus, icons, choice dialog boxes vs command lines, field formats
• relies on visibility of objects to the user (but less is more!)

Bad

Better

3: Minimize user’s memory load


Describe required input format and provide an example or a
default or a selection interface.

Bad Better

Small number of rules applied universally.


generic commands
– same command can be applied to all interface objects
•interpreted in context of interface object
– copy, cut, paste, drag ’n drop, ... for characters, words, paragraphs, circles, files

11
4: Be consistent
Consistency of effects.
• same words, commands, actions will always have the same effect in
equivalent situations
– predictability

Consistency of language and graphics.


• same information/controls in same location on all screens / dialog boxes
Ok Cancel Cancel Ok Ok Done Never Mind Accept Dismiss

Cancel
• forms follow boiler plate
• same visual appearance across the system (e.g. widgets)
– e.g. different scroll bars in a single window system!

Consistency of input.
• consistent syntax across complete system

4: Be consistent
In application suites, have individual applications consistent
with the other individual applications in the suite.

PowerPoint 2003 Word 2003

-vs-

12
4: Be consistent
In application suites, have individual applications consistent
with the other individual applications in the suite.

All from same


“suite” of
programs?

5: Provide feedback
Continuously inform the user about.
• what it is doing
• how it is interpreting the user’s input
• user should always be aware of what is going on

What’s it
Time for
doing?
coffee.

13
5. Provide feedback

What mode
am I in now?

What did I
select? How is the
system
interpreting
my actions?

5. Provide feedback
Should be as specific as possible, based on user’s input.

Bad Better

Best within the context of the action rather than with a dialog box.

14
5. Provide feedback
Response time is important…
• how users perceive delays
0.1 second max: perceived as “instantaneous”
1 seconds max: user’s flow of thought stays uninterrupted, but delay noticed
10 seconds: limit for keeping user’s attention focused on the dialog
> 10 seconds: user will want to perform other tasks while waiting and might
think that the application has failed

5. Provide feedback
Dealing with long delays…

• Cursors
– for short transactions

• Percent-done dialogs
– for longer transactions
• how much left
• estimated time
• what it is doing
NOTE: When giving this type of feedback, take care to do so in a meaningful
fashion based upon percent of time. For example, if doing a progress bar for an
e-mail client, rather than the % of messages sent, use % of size of messages.

• “Still Working”
– for unknown/changing times

15
6. Provide clearly marked exits

How do
I get
out of
this?

6. Provide clearly marked exits


Users don’t like to feel trapped by the computer!
• should offer an easy way out of as many situations as possible

Strategies:
• Cancel button (for dialogs waiting for user input)
• Universal Undo (can get back to previous state)
• Interrupt (especially for lengthy operations)
• Quit (for leaving the program at any time)
Core
• Defaults (for restoring a property sheet) Dump

16
7. Provide shortcuts
Experienced users should be able to perform frequently
used operations quickly!
Strategies:
• keyboard and mouse accelerators
– abbreviations
– command completion
– menu shortcuts
– function keys
– double clicking vs menu selection

• type-ahead (entering input before the system is ready for it)

• navigation jumps
– e.g., going to window/location directly, and avoiding intermediate nodes

• history systems
– WWW: ~60% of pages are revisits

Keyboard
accelerators for
menus

Customizable
toolbars and
palettes for
frequent actions

Split menu, with


recently used
fonts on top

Right-click raises
toolbar dialog box

Right-click raises
object-specific
menu
Scrolling controls
for page-sized
increments

17
Alternate
representation for
quickly doing
different set of
tasks

Toolset brought in
appropriate to this
representation

8: Deal with errors in a positive and helpful manner


People will make errors – plan for it!

Errors we make
• Mistakes
– arise from conscious deliberations that lead to an error instead of the correct
solution

• Slips
– unconscious behavior that gets misdirected en route to satisfying goal
•e.g. drive to store, end up in the office

– shows up frequently in skilled behavior


•usually due to inattention

– often arises from similarities of actions

18
Types of slips
Capture error (habit)
• a frequently performed activity takes charge “on autopilot” instead of the
one intended at the time
– occurs when common and rarer actions have same initial sequence
–change clothes for dinner and find oneself in bed (William James, 1890)
–confirm saving of a file when you don’t want to replace it

I can’t
believe I
pressed
Yes...

Types of slips
Description error
• intended action has much in common with others that are possible
– usually occurs when right and wrong objects physically near each other
–pour juice into bowl instead of glass
–go jogging, come home, throw sweaty shirt in toilet instead of laundry basket
–move file to trash instead of to folder

Loss of activation
• forgetting what the goal is while undergoing the sequence of actions
– start going to room and forget why you are going there
– navigating menus/dialogs and can’t remember what you are looking for
– but continue action to remember (or go back to beginning)!

Mode errors
• people do actions in one mode thinking they are in another
– refer to file that’s in a different directory
– look for commands / menu options that are not relevant

19
Designing for slips
General rules
• Prevent slips before they occur
• Detect and correct slips when they do occur
• User correction through feedback and undo

Examples
• capture errors
– instead of confirmation, make actions undoable
– allows reconsideration of action by user
•e.g. Mac trash can can be opened and “deleted” file taken back out
• description errors
– in icon-based interfaces, make sure icons are not too similar,
– check for reasonable input, etc.
• loss of activation
– if system knows goal, make it explicit
– if not, allow person to see path taken
• mode errors
– have as few modes as possible (preferably none)
– make modes highly visible

Generic system responses for errors


Interlock
• deals with errors by preventing the user from continuing
– eg cannot delete an object if none are selected

Warn
• warn people that an unusual situation is occurring
• when overused, becomes an irritant
– e.g.,
•audible bell
•alert box

20
Generic system responses for errors continued...
Do nothing
• illegal action just doesn’t do anything
• user must infer what happened
– enter letter into a numeric-only field (key clicks ignored)
– put a file icon on top of another file icon (returns it to original position)

Self-correct
• system guesses legal action and does it instead
• but leads to a problem of trust
– spelling corrector

Lets talk about it


• system initiates dialog with user to come up with solution to the problem
– compile error brings up offending line in source code

Teach me
• system asks user what the action was supposed to have meant
• action then becomes a legal one

8 Deal with errors in a positive and helpful manner

HUH ?!?

21
8 Deal with errors in a positive and helpful manner

A problematic message to a nuclear power plant operator

8 Deal with errors in a positive and helpful manner


Provide meaningful error messages!
• error messages should be in the user’s language (preferably task language)

• don’t make people feel stupid

Bad
Try again…

Error 25

Cannot open this document.

Better
Cannot open “chapter 5” because the application “Microsoft Word”
is not on your system

Cannot open “chapter 5” because the application “Microsoft Word”


is not on your system. Open it with “OpenOffice” instead?

22
8 Deal with errors in a positive and helpful manner
Prevent errors.
• try to make errors “impossible” to make
• modern widgets: only “legal commands” selected, or “legal data” entered
(which if these might allow you to enter February 29th, 2014?)

Provide reasonableness checks on input data.


• on entering order for office supplies
– 5000 pencils is an unusually large order. Do you really want to order that many?

Consumer
Manuals...

23
9. Provide help
Help is not a replacement for bad design!

Simple systems:
Volume 37:
• walk up and use; minimal instructions A user's
guide to...
Most other systems:
• feature rich
• some users will want to become “experts” rather than “casual” users
• intermediate users need reminding, plus a learning path

Documentation and how it is used


NOTE: Many users do not read manuals.
• prefer to spend their time pursuing their task

Usually used when users are in some kind of panic, they will
want (and perhaps need) immediate help.
• indicates need for online documentation, good search/lookup tools
• online help can be specific to current context
• Kindle “Mayday” option?

NOTE: paper or CD manuals unavailable in many business environments


– e.g. single copy locked away in system administrator’s office

Sometimes documentation is used for quick reference in


advance.
• syntax of actions, possibilities...
• list of shortcuts ...

24
Types of help
Tutorial and/or getting started manuals.
• short guides that people are likely to read when first obtaining their systems
– encourages exploration and getting to know the system
– tries to get conceptual material across and essential syntax

• on-line “tours”, exercises, and demos


– demonstrates very basic principles through working examples

Types of help
Reference manuals.
• used mostly for detailed lookup by experts
– rarely introduces concepts
– thematically arranged
• on-line HTML
– search / find
– table of contents
– index
– cross-index

25
Types of help
Reminders to the user.
• short reference cards used to be VERY popular
– expert user who just wants to check facts
– novice who wants to get overview of system’s capabilities

• keyboard templates used to be VERY popular


– shortcuts/syntactic meanings of keys; recognition vs. recall; capabilities

• tooltips are STILL very popular!


– text over graphical items indicates their meaning or purpose
– No way to do this with touch interfaces 

Types of help
Context-sensitive help.
• system provides help on the interface component the user is currently
working with
– Macintosh “balloon help”
– Microsoft “What’s this” help
•brief help explaining whatever the user is pointing at on the screen

Title bar
To move the window, position the
pointer in the title bar,
press the button, and drag it to the new
position

26
Types of help
Wizards specific to task.
• walks user through typical tasks
• but dangerous if user gets stuck

What’s my
computer’s
name?
Fred?
Intel?
AST?

Types of help
Tips to the user.
• provides migration path to learning system features
• also context-specific tips on being more efficient
• must be “smart”, otherwise boring and/or tedious and/or interrupts user’s
work flow (ie: Office Assistant had good and bad elements)

27
3 stages for doing heuristic
evaluation
• Briefing session to tell experts what to
do.
• Evaluation period of 1-2 hours in which:
– Each expert works separately;
– Take one pass to get a feel for the product;
– Take a second pass to focus on specific
features.
• Debriefing session in which experts
work together to prioritize problems.
Advantages and problems
• Few ethical & practical issues to
consider because users not involved.
• Can be difficult & expensive to find
experts.
• Best experts have knowledge of
application domain & users.
• Biggest problems:
– Important problems may get missed;
– Many trivial problems are often identified;
– Experts have biases.
Heuristics for websites focus
on key criteria (Budd, 2007)
• Clarity
• Minimize unnecessary complexity &
cognitive load
• Provide users with context
• Promote positive & pleasurable user
experience
Cognitive walkthroughs
• Focus on ease of learning.
• Designer presents an aspect of the
design & usage scenarios.
• Expert is told the assumptions
about user population, context of
use, task details.
• One or more experts walk through
the design prototype with the
scenario.
• Experts are guided by 3 questions.
The 3 questions
• Will the correct action be sufficiently evident
to the user?
– Will users know what to do to achieve tasks?
• Will the user notice that the correct action is
available?
– Will users see how to do it (feasible functionality)?
• Will the user associate and interpret the
response from the action correctly?
– Will users receive feedback on correct and
incorrect actions?
As the experts work through the scenario they note
problems.
Pluralistic walkthrough
• Variation on the cognitive walkthrough
theme.
• Performed by a carefully managed team.
• The panel of experts begins by working
separately.
• Then there is managed discussion that
leads to agreed decisions.
• The approach lends itself well to
participatory design.
Analytics

• A method for evaluating user traffic


through a system or part of a system
• Many examples including Google
Analytics, Visistat (shown below)
• Times of day & visitor IP addresses
Social action analysis
(Perer & Shneiderman, 2008)
Key points
• Inspections can be used to evaluate
requirements, mockups, functional
prototypes, or systems.
• User testing & heuristic evaluation may
reveal different usability problems.
• Walkthroughs are focused so are suitable for
evaluating small parts of a product.
• Analytics involves collecting data about
users activity on a website or product
Querying Users
Surveys and Questionnaires
Usability Questionnaires
• ISO 9241-11 suggests that measures
of usability should cover:
– effectiveness ( the ability of users to
complete tasks using the system, and
the quality of the output of those tasks)
– efficiency ( the level of resource
consumed in performing tasks)
– satisfaction (users’ subjective
reactions to using the system).
Usability Questionnaires:
Examples
• SUS - A quick and dirty usability
scale.
• IBM-Computer Usability Satisfaction
SUS - A quick and dirty
usability scale
• SUS is a simple, ten-item scale
giving a global view of subjective
assessments of usability.
• SUS is a Likert scale
– the respondent indicates the degree of
agreement or disagreement with the
statement on a 5 (or 7) point scale.
SUS -
questions
Scoring SUS
• To calculate the SUS score:
– First sum the score contributions from each
item.
– Each item's score contribution will range from
0 to 4.
– For items 1,3,5,7,and 9 the score contribution
is the scale position minus 1.
– For items 2,4,6,8 and 10, the contribution is 5
minus the scale position.
– Multiply the sum of the scores by 2.5 to
obtain the overall value of SU.
• SUS scores have a range of 0 to 100.
Example
• For items
1,3,5,7,and 9 the
score contribution
is the scale position
minus 1.
• For items 2,4,6,8
and 10, the
contribution is 5
minus the scale
position.

Total score = 22

SUS Score = 22 *22.5 = 55


IBM-Computer Usability
Satisfaction

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