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Predictive Studies

This document discusses different methods for predictive evaluation of user interfaces, which aim to predict usability issues without requiring users. It describes heuristic evaluation, where experts evaluate a design against usability best practices. Discount usability testing involves 2-3 users testing paper prototypes. Cognitive walkthrough involves experts walking through example tasks to predict usability issues. The goals of evaluation are to assess functionality, user impact, and specific problems.

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MZ Malik
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0% found this document useful (0 votes)
40 views19 pages

Predictive Studies

This document discusses different methods for predictive evaluation of user interfaces, which aim to predict usability issues without requiring users. It describes heuristic evaluation, where experts evaluate a design against usability best practices. Discount usability testing involves 2-3 users testing paper prototypes. Cognitive walkthrough involves experts walking through example tasks to predict usability issues. The goals of evaluation are to assess functionality, user impact, and specific problems.

Uploaded by

MZ Malik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Predictive Studies

This material has been developed by Georgia Tech HCI faculty, and continues
to evolve. Contributors include Gregory Abowd, Al Badre, Jim Foley, Elizabeth
Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker.
Permission is granted to use with acknowledgement for non-profit purposes.
Last revision: January 2007.

Agenda

• Evaluation
– Overview

• Predictive evaluation
– Heuristic evaluation
– Discount usability testing
– Cognitive walkthrough

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Evaluation

• Gathering data about usability of a


design by a specified group of users for a
particular activity within a specified
environment

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Goals

• 1. Assess extent of system’s functionality

• 2. Assess effect of interface on user

• 3. Identify specific problems with system

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Forms

• Formative
– As project is forming. All through the
lifecycle. Early, continuous. iterative.
– “Evaluating the design”

• Summative
– After a system has been finished. Make
judgments about final item.
– “Evaluating the implementation”

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Approaches

• Experimental (Lab studies, quantitative)


– Typically in a closed, lab setting
Manipulate independent variables to see
effect on dependent variables

• Naturalistic (Field studies, qualitative)


– Observation occurs in “real life” setting
Watch process over time

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Tradeoffs

• Experimental • Naturalistic

+ Replicable + “Ecologically valid”


+ More “objective” + Cheap, quick

- Expensive, requires -Not reproducible,


real users & lab user-specific results
- Realistic? -Not quantitative
(how much better?)

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Evaluation Methods

• 1. Experimental/Observational Evaluation
– Typically with users
– Experiments (usability specifications)

• 2. Predictive Evaluation (without users)

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Predictive Evaluation

• Basis:
– Observing users can be time-consuming and
expensive
– Try to predict usage rather than observing it
directly
– Conserve resources (quick & low cost)

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Approach

• Expert reviews (often used)


– HCI experts (not real users) interact with
system, try to find potential problems, and
give prescriptive feedback

• Best if
– Haven’t used earlier prototype
– Familiar with domain or task
– Understand user perspectives

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Predictive Eval. Methods

• 1. Heuristic Evaluation
• 2. Discount usability testing
• 3. Cognitive Walkthrough

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1. Heuristic Evaluation

• Developed by Jakob Nielsen

(www.useit.com)

• Several expert usability evaluators assess


system based on simple and general
heuristics (principles or rules of thumb)

Essay: http://www.useit.com/papers/guerrilla_hci.html

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Procedure

• 1. Gather inputs
• 2. Evaluate system
• 3. Debriefing and collection
• 4. Severity rating

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Gather Inputs

• Who are evaluators?


– Need to learn about domain, its practices

• Get the prototype to be studied


– May vary from mock-ups and storyboards to
a working system

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Evaluation Method

• Reviewers evaluate system based on


high-level heuristics (i.e., usability
principles):

• use simple and natural dialog • provide clearly marked exits


• speak user’s language • provide shortcuts
• minimize memory load • provide good error messages
• be consistent • prevent errors
• provide feedback

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Updated Heuristics

• Stresses

• visibility of system status • recognition rather than recall

• aesthetic and minimalist • flexibility and efficiency of use


design • recognition, diagnosis and
• user control and freedom recovery from errors

• consistency and standards • help and documentation

• error prevention • match between system and real


world

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Process

• Perform two or more passes through


system inspecting
– Flow from screen to screen
– Each screen

• Evaluate against heuristics


• Find “problems”
– Subjective (if you think it is, it is)
– Don’t dwell on whether it is or isn’t

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Debriefing

• Organize all problems found by different


reviewers
– At this point, decide what are and aren’t
problems
– Group, structure
– Document and record them

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Severity Rating

• 0-4 rating scale


– 4 is the most severe

• Based on
– frequency
– impact
– persistence
– market impact

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Advantages

• Cheap, good for small companies who


can’t afford more

• Getting someone practiced in method is


valuable

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Application

• Nielsen found that


about 5 evaluations
found 75% of the
problems

• Above that you get more, but at


decreasing efficiency

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Somewhat Controversial

• Very subjective assessment of problems


– Depends of expertise of reviewers

• Why are these the right heuristics?


– Others have been suggested

• How to determine what is a true usability


problem
– Some recent papers suggest that many
identified “problems” really aren’t

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2. Discount Usability Testing
• Hybrid of empirical usability testing and
heuristic evaluation

• Have 2 or 3 think-aloud user sessions


with paper or prototype-produced mock-
ups

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Discount Usability in Action

• Mockups are not supposed to be perfect!


• A variety of approaches for mockups:
– Must be quick to create; economical in use of
resources
– Sketches most common
– Paper has its limitations; tends to focus on the
visual elements
– Sometimes awkward to use in usability testing

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3. Cognitive Walkthrough

• Assess learnability and usability through


simulation of way users explore and
become familiar with interactive system
• A usability “thought experiment”

• Like code walkthrough in s/w engineering


• From Polson, Lewis, et al at UC Boulder

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CW Process

• Construct carefully designed tasks from


system spec or screen mock-up
• Walk through (cognitive & operational)
activities required to go from one screen
to another
• Review actions needed for task, attempt
to predict how users would behave and
what problems they’ll encounter

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Requirements

• Description of users and their


backgrounds
• Description of task user is to perform
• Complete list of the actions required to
complete task
• Prototype or description of system

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Assumptions

• User has rough plan


• User explores system, looking for actions
to contribute to performance of action
• User selects action seems best for
desired goal
• User interprets response and assesses
whether progress has been made toward
completing task

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Methodology

• Step through action sequence


– Action 1
– Response A, B, ..
– Action 2
– Response A
– ...

• For each one, ask four questions and try


to construct a believability story

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CW Questions

• 1. Will users be trying to produce


whatever effect action has?
• 2. Will users be able to notice that
correct action is available?
• 3. Once found, will they know it’s the
right action for desired effect?
• 4. Will users understand feedback after
action?

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Answering the Questions

• 1. Will user be trying to produce effect?


– Typical supporting Evidence
• It is part of their original task
• They have experience using the system
• The system tells them to do it
– No evidence?
• Construct a failure scenario
• Explain, back up opinion

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Next Question

• 2.Will user notice action is available?


– Typical supporting evidence
• Experience
• Visible device, such as a button
• Perceivable representation of an action such
as a menu item

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Next Question

• 3.Will user know it’s the right one for the


effect?
– Typical supporting evidence
• Experience
• Interface provides a visual item (such as
prompt) to connect action to result effect
• All other actions look wrong

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Next Question

• 4.Will user understand the feedback?


– Typical supporting evidence
• Experience
• Recognize a connection between a system
response and what user was trying to do

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Example

• Program VCR
– List actions
– Ask questions

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IRB

• Need to move ahead for project now


• Prepare human subjects submission by
next Tuesday
– Sample consent forms available
– Do best job with survey instruments
– Must be forwarded to me
– Can be amended later

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Administratia

• Missing survey forms

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Upcoming

• Requirements gathering & Understanding


users
– Contextual inquiry
– Ethnography

• Task Analysis & User requirements

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