UID Merged Compressed PDF
UID Merged Compressed PDF
1-MHz processor
4KB of RAM
Audio cassette interface for programs and data storage
External 5.25-inch floppy disk drive
The first Apple II had specs that were quite good for the
time:
1-MHz processor
4KB of RAM
Audio cassette interface for programs and data storage
External 5.25-inch floppy disk drive
The first iPod retailed for $400 with 5GB of storage, but
now there’s a host of iPod devices ranging from the tiny
iPod shuffle to the feature-filled iPod touch, each with its
own purpose.
The MacBook Pro paved the way for the MacBook Air a
few years later.
o Visi Corp releases Visi On, the first integrated graphical software
environment for IBM PCs.
o 1985: Geos released for Commodore 64 and later the Apple II.
User Interface Design - UTCN 11
1985
o July 1985: Commodore introduces the Amiga 1000 with the Amiga
Workbench Version 1.0.
User Interface Design - UTCN 12
1985
o 1986: Digital Research developed the GEM desktop that looked like Apple's
Macintosh.
o The new GEM desktop now has just two unmovable, non-resizable
windows for file browsing.
o March 1987 - Apple introduces the Apple Macintosh II, the first color
Macintosh.
o Features: 640*480*256 color with 24 bits color card available.
o Acorn releases "Arthur" for the Acorn computer, it is the basis for RISC OS.
RISC OS 2 and 3 have a similar look, but an improved feel.
User Interface Design - UTCN 17
1988
o October 1988: IBM releases OS/2 1.10 Standard Edition (SE) which added
a graphical user interface called Presentation Manager. (OS/2 1.0 was text
mode only!) The 1.10 GUI was written by Microsoft and looked like
Windows 2.
o Spring of 1992: IBM releases OS/2 Version 2.0, a true 32-bit OS.
o Features a new "Workplace Shell", an object oriented user interface that is
heavily integrated with the rest of the OS.
User Interface Design - UTCN 24
1992
o May 1993 Microsoft releases the first version of Windows NT, their 32-bit
OS. They give it the version number "3.1" and use the same user interface
they do for regular Windows 3.1. Made available for Intel, Power PC, Alpha,
and MIPS systems.
o October 1995: Be introduced BeOS at Agenda 96. The first version was
designed to run on a custom multiprocessor system known as the
"BeBox". Later made available for Power PC and Intel systems.
o 1996: New Deal releases New Deal Office 2.5, which was formerly PC-
GEOS.
User Interface Design - UTCN 31
1996
o IBM Releases OS/2 Warp 4 with a significant facelift for the Workplace
Shell.
o July 1997: Mac OS 8 is finally released. Selling 1.25 million copies in less
than 2 weeks, it becomes the best-selling software in that period.
o March 1999 - Apple releases Mac OS X Server, a Unix based OS with their
Macintosh GUI.
o January 5, 2000: Apple announces Aqua, the new look for their upcoming
MacOS X client.
o Compiz
o Mac OS X
o Vista
References:
http://en.wikipedia.org/wiki/Compiz
http://www.compiz.org/
Compiz
Mac OS X
Vista
References:
http://en.wikipedia.org/wiki/Mac_os_x
http://www.apple.com/macosx/
o Compiz
o Mac OS X
o Vista
References:
http://en.wikipedia.org/wiki/Windows_Vista
NVIDIA's GPUs that support the features of Windows Vista,
http://www.nvidia.com/page/technology_vista_home.html
C Computer
R Real world
Jun Rekimoto and Katashi Nagao. The world through the computer: computer augmented interaction
with real world environments. UIST ’95, pp. 29–36 (1995).
Kim M.,Chae K., DMP: Detouring Using Multiple Paths against Jamming Attack for Ubiquitous
Networking System. Sensors Journal, V0l 10(4), pp.3626-3640 (2010).
Ervin R., Owen T., Innovative virtual reality technology revolutionizes stroke therapy. Medill Reports -
Chicago, Northwestern University (2012).
o Registered in 3D
n Virtual objects appear fixed in space
Real objects
User
Virtual objects
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on
Information and Systems, E77-D(12), pp. 1321-1329 (1994).
Functional Interactive
Component Component
User
outputs,
Screen,
…
Interface Objects
App. Objects Interface Operations User
App. Operations Interaction Techniques
User
inputs
mouse,
...
Internal External
Dialogue Dialogue
Complex Interaction
Techniques
WEB Server
HTTP
TCP/IP WEB
Browser
HTML
Files
Application WEB
Server Server
WEB
Browser
Database
client- Scripts CGI HTML HTTP
server NSAPI/ Files TCP/IP
network ISAPI
Java Server
JDBC
RPC
Database Java Programs TCP/IP
Client
Applets
WEB Server
Functional Interactive
Component Component User
outputs,
Screen,
…
Interface Objects
App. Objects User
Interface Operations
App. Operations
Interaction Techniques User
inputs
mouse,
...
Internal External
Dialogue Dialogue
Ref: http://ei.cs.vt.edu/~cs5724/g2/index.html
o Semantic level: A system is built around a set of objects and manipulations of those objects.
To the system these are data structures and procedures; to the user they are conceptual
entities and conceptual operations on these entities. The Semantic level lays out these entities
and operations. They are intended to be useful for accomplishing the user’s tasks, since they
represent the systems functional capability. Thus, the Semantic level also specifies methods
for accomplishing the tasks in terms of these conceptual entities and operations.
o Syntactic level: The conceptual model of a system is embedded in a language structure, the
command language, for users to communicate with the system. All command languages are
built out of a few syntactic elements; commands, arguments, contexts and state variables. The
Syntactic level lays out these elements. The “meaning” of each command of the system is
defined in terms of operations at the Semantic level, and the methods at the Semantic level
are recorded in terms of Syntactic level commands.
o Interactional level: The dialogue conventions for the user-system interaction must ultimately
be resolved as a sequence of physical actions-key presses and other primitive device
manipulations by the user and display actions by the system. The Interaction level specifies
the physical actions associated with each of the Syntactic level elements, as well as the rules
governing the dialogue.
o TAG example
n consistency of argument order made explicit using a parameter, or semantic
feature for file operations
n Rules
file-op[Op] ::= command[Op] + filename + filename
| command[Op] + filenames + directory
command[Op = copy] ::= cp
command[Op = move] ::= mv
command[Op = link] ::= ln
Transactions
(statement) Processing
Interaction Syntactical
(token) level
Lexical
Action Action level
(lexem) (lexem)
Action Action
Action input
prompter Feedback
PROMPTER
ECHO
START
VALUE
SYMBOL
FINISH
PROMPTER
</BODY>
</HTML>
<par>
<a href="#Story"> <img src="button1.jpg"/> </a>
<a href="#Weather"> <img src="button2.jpg"/></a>
<excl>
<par id="Story" begin="0s">
<video src="video1.mpg"/>
<text src="captions.html"/>
</par>
<par id="Weather">
<img src="weather.jpg"/>
<audio src="weather_rpt.mp3"/>
</par>
</excl>
</par>
Eventhandler event_handler_name Is
Token /* input and output tokens */
token_name event_name; /* the handler can process */
...
Var /* declaration of local variables */
type variable_name=initial_value;
...
Event event_name:type{ /* event declarations */
statements
}
...
Event event_name:type{
statements
}
end event_handler_name
Functional Interactive
Component Component User
outputs,
Interface Objects Screen,
App. Objects …
Interface Operations
App. Operations User
Interaction Techniques
User
inputs
mouse,
...
Internal External
Dialogue Dialogue
Functional Interactive
Component Component User
outputs,
Interface Objects Screen,
App. Objects …
Interface Operations
App. Operations User
Interaction Techniques
User
inputs
mouse,
...
Internal External
Dialogue Dialogue
External Internal
dialogue Dialogue dialogue Computational
Component Component
End User
Dialogue
Development Programming
Tools Environment
Evaluator
Feedback
for Inter-role
interative communication
Dialogue Application
refinement
Developer Programmer
User
AOM Model
AOM Platform
Computer Internet
Resources
};
};
},
o Sequential/asynchronous dialogue
o Local/global
o Functional and interface dominant control
o Mixed/balanced
Functional Interactive
Component Component User
outputs,
Screen,
…
Interface Objects
App. Objects User
Interface Operations
App. Operations
Interaction Techniques User
inputs
mouse,
...
Internal External
Dialogue Dialogue
Interactive Functional
Component Component
User
outputs,
Screen,
…
Interface Objects
User Interface Operations App. Objects
Interaction Techniques App. Operations
User
inputs
mouse,
...
External Internal
Dialogue Dialogue
User
User Procedures
action
Event P1
PushBttn (msg) ____
Message
queue ____
Processing
____ ...
Loop
____
... P2
User event
____ ____
(msg)
____
...
- MouseMove
- MouseOver
- PushLeftButton Pn
____
____
...
Functional Interactive
Component Component
User
outputs,
Screen,
…
Interface Objects
App. Objects Interface Operations User
App. Operations Interaction Techniques
User
inputs
mouse,
...
Internal External
Dialogue Dialogue
Functional Interactive
Component Component User
outputs,
Screen,
Output …
communication
Encoder
concepts
Objects User
Operations Interpretor inputs
mouse,
...
Input
communication Decoder
concepts
Op1 O2
50
25 75
Op2 O1
0 100
Km/h
O3
Op3
O4
Op1 O2
50
25 75
Op2 O1
0 100
Km/h
O3
Op3
O4
o Example:
Speed - application variable
1. Content: Value = 75 Km/h
Change: Set the speed
2. Content: Increment value = 0.5 km/h
Change: Increment the speed
50
25 75
0 100
Km/h
Presenter
Model
Output
Communication Presenter Image
Concepts
Physical
image
Volts
2. 5.0
7.5
Buttons 0 5 10 Line
Button
Red
Push Toggle
Blue
Button Button
Rotate TglBtn
Format
knowledge Domain knowledge
Environment
knowledge Presenter
Presenter's state
o Example:
o Programer encodes the fonts of a list box.
o Push command and press buttons have a rectangular shape
inherited from the button class.
o The end user selects through the Option menu the filling
pattern.
o The graphical attributes are extracted from a database
according with the interaction style or a global parameter.
Application connection
Model Presenters User
low speed
channel
Partial
Application Model
Model Replication
Messages
Event
identification
50
25 75
Increment 0 100
message Presenter Km/h
Presenter state:
increment value
o Issues:
o Different communication protocol
o Presenters get the changes
o Uses a set of change communication concepts
o Difficult change communication:
n to avoid the unuseful display
n to supply enough knowledge to presenters
n to present the events
high speed
channel
Application Interactive
Model part
Continue
refresh
Whole
Application graphical
Model model
Continue
refresh
Continue
connection
Application Presenter
Model
Presenter state
Partial
Application Model
Model Replication
Messages
Continue
refresh
Image taken from Ch16-User Interface Design, in “Software Engineering”, of Ian Sommerville,
7’th ed., 2004
Image taken from Ch16-User Interface Design, in “Software Engineering”, of Ian Sommerville,
7’th ed., 2004
Move
abl e Name
T Chair
Set
Bo Weight
Delete ok Ok
Color
...
...
Round Doo
r
Wall Price
Functional
Operations component
Commands
Communication concepts
Recognisers Interactive
component
Events
o Type of object:
Command
n Conceptual
n Generated by operational
execution
Objects
pool
Move
abl e Name
T Chair
Set
Bo Weight
Delete ok Ok
Color
...
...
Round Doo
r
Wall Price
Move b le
Ta Chair
Name
Set
Bo Weight
Delete ok Ok
Color
...
...
Round D oo
r
Wall Price
Preview
Operation
remove
Appl.
Stack
Model
Op-1 (par)
Op 1 Op 2 Op k-1
remove
o Practical issues
o It is a representation:
n a plan for development
n a set of alternatives and successive elaborations
o Now:
− Most end-users are not computer specialists
− Usability vital for success
o User-Centered design
n UI more important
n Emphasis on end-users’ tasks,
n Early end-user participation: in analysis and design
n Evaluation by end-users
n Consequences: more work for UI-designer and UI-programmer
Identify needs/
establish
requirements
(Re)Design
Evaluate
Build an
interactive
version
Final product
o Software architecture
Design
o Map the stackholders
o Install
Verification
o Test and debug
o Check errors
Maintenance
o Optimize
capabilities
Project set-up
JAD workshops
Iterative design
and build
Engineer and
test final prototype
Implementation
review
o Good for large and complex projects but not simple ones
1 2
4 3
o Important features:
n Evaluation at the center of activities
n No particular ordering of activities. Development may start
in any one
n Derived from empirical studies of interface designers
Task/functional
Implementation
analysis
Requirements
Prototyping Evaluation specification
Conceptual/
formal design
Concept
Design Implementation Testing Deployment
Development
DESIGN
Activity
metaphors, scenarios iterative
information analysis of
technology, usability
HCI theory, claims and
guidelines Information scenarios redesign
Interaction scenarios
Define Users
and Usability User Classes &
Requirements Usability
User Classes Requirements
Design UI
UI design
high fidelity
low fidelity
prototyping
prototyping
methods
methods
o Now:
– Most end-users are not computer specialists
– Usability vital for success
o User-Centered design
n UI more important
n Emphasis on end-users’ tasks,
n Early end-user participation: in analysis and design
n Evaluation by end-users
n Consequences: more work for UI-designer and UI-programmer
1. Learnability
consider novice users of system, measure time to perform certain tasks;
distinguish between no/some general computer experience
2. Efficiency
decide definition of expertise, get sample expert users (difficult), measure
time to perform typical tasks
3. Memorability
get sample casual users (away from system for certain time), measure time
to perform typical tasks
4. Errors
count minor and catastrophic errors made by users while performing some
specified task
5. Satisfaction
ask users' opinion (questionnaire), after trying system for real task
The success of designing for usability requires both creative insight (new
paradigms) and purposeful principled practice.
Features
Specifications
1. Usability Requirement
Ex. allow backward recoverability
2. Measuring concept
Ex. undo an erroneous programming sequence
3. Measuring method
Ex. task scenario. Result: number of explicit user actions to undo
current program
4. Current level
Ex. not supported
5. Worst level
Ex. as many actions as it takes to get the program in mistake
6. Planned level
EX. a maximum of two explicit user actions
7. Best case
Ex. one explicit cancel action
2. Competitive Analysis
5. Iterative Design:
a. Prototyping
o Task Analysis
o Users' overall goals, current approach, model of task, prerequisite
information, exceptions to normal work flow
o Functional Analysis
o Functional reason for task: what really needs to be done, and what are
supporting procedures
2
Imitaţi cât mai precis şi în cât mai scurt timp
Cuprindeţi într-un singur contur toate scrisul de mână specificat.
pătratele roşii, şi numai acestea. Trasarea
conturului va fi făcută pentru fiecare grup de Figura 7. Testarea abilităţii în scrierea de mână.
figuri separat şi în mod continuu, fără
întrerupere şi fără intersectarea marginilor.
Obiectivul acestui exerciţiu este evaluarea abilităţii cu care
Figura 5. Selectarea individuală şi în grup a unor utilizatorul poate efectua operaţiuni complexe ce presupun
elemente dintr-o mulţime dată. selectarea condiţionată a obiectelor individuale sau în
grup. S-a măsurat timpul necesar realizării sarcinii,
exerciţii grupate în cadrul a două lecţii incluse în aplicaţia acurateţea cu care aceasta a fost realizată (ex. câte figuri
eTrace. Aceste exerciţii au fost rezolvate de către au fost încercuite parţial) precum şi numărul erorilor (ex.
utilizatori cu ajutorul mouse şi mai apoi cu ajutorul de câte ori s-a utilizat operaţia UNDO, câte greşeli de
creionului grafic, rezultatele obţinute fiind salvate la nivel marcare, obiecte identice marcate cu culori diferite etc).
de server pentru o prelucrare ulterioară. Desenarea
În timpul testelor au fost măsuraţi următorii parametri: Reprezintă adnotarea complexă realizată în spaţiul 2D sau
3D. Poate fi alcătuită din primitive grafice (ex. polilinii,
- timpul în care utilizatorul realizează complet un anumit
triunghiuri, pătrate, cercuri etc.) cu diferite caracteristici
exerciţiu sau o parte a acestuia;
(ex. grosime, culoare, tip etc.) sau din gesturi – adnotări
- precizia cu care utilizatorul îşi îndeplineşte sarcina; realizate cu mâna liberă care respectă un anumit model şi
- numărul erorilor care apar pe parcursul îndeplinirii unei au o semnificaţie clar stabilită. În vederea evaluării acestui
anumite sarcini. tip de interacţiune s-a utilizat tipul de exerciţiu prezentat
în Figura 6.
Exerciţiile care intră în alcătuirea testelor au fost atent
selecţionate pentru a fi reprezentative în evidenţierea Prin intermediul acestei sarcini s-a urmărit evaluarea
atributelor utilizabilităţii. Fiecare experiment este riguros abilităţii utilizatorilor de a urma un anumit şablon grafic,
descris prin: conceptul de utilizabilitate, scenariul, metoda în descrierea cu mouse sau creionul grafic a unui anumit
de măsurare şi criteriul de evaluare. simbol. Prin utilizarea acestei tehnici de interacţiune,
aplicaţiile pot implementa metode de control şi manipulare
Principalele tehnici de interacţiune cu utilizatorul care au
a obiectelor prin interpretarea unor gesturi simple ale
fost evaluate sunt: selecţia, desenarea şi scrierea de mână.
utilizatorului (ex. X – închide aplicaţia, & - salvează
Selecţia modificările etc.). Au fost măsurate şi interpretate:
Este principala acţiune realizată în cadrul adnotărilor - timpul în care utilizatorul a reuşit realizarea gestului;
grafice. Prin intermediul acestui tip de interacţiune
utilizatorul poate specifica unul sau mai multe obiecte - numărul de erori: de cîte ori utilizatorul a utilizat UNDO
GUI (ex. butoane opţiune, casete opţiune etc.) sau obiecte înainte de obţinerea rezultatului final;
aplicaţie (ex. unităţi sau zone grafice pe o hartă). - precizia cu care utilizatorul a reuşit descrierea gestului.
Tipul de exerciţii utilizat pentru evaluarea acestei tehnici
de interacţiune este prezentat în Figura 4 şi Figura 5.
3
Figura 11. Exemple de adnotare în selectarea individuală a Figura 9. Exemple de adnotare pentru selectarea prin
unor elemente dintr-o mulţime dată. contur a unui grup de elemente dintr-o mulţime dată.
4
Figura 14. Exemple de desenare a gesturilor cu mouse şi
creion grafic după un model de formă dată.
6
Evaluarea utilizabilitatii
tehnicilor de adnotare grafică 3D
Adnotări grafice
} spațiul de reprezentare
} 2D/2D
} 2D/3D
} 3D/3D
a)
} contextul și scopul de realizare
} prezentarea materialelor
b)
} comunicarea între utilizatori
} analiza informațiilor
} evaluarea cunoștințelor
} structură de evaluare
} descriere răspuns
c)
2
Dificultăți în trasarea adnotărilor
grafice 3D
} adnotarea continuă în jurul obiectelor convexe
} adnotarea concavităților
a) b)
c) d)
3
Dificultăți în trasarea adnotărilor
grafice 3D
4
Algoritmi de trasare a adnotărilor
grafice 3D
5
Algoritmi de trasare a adnotărilor
grafice 3D
6
Evaluarea utilizabilității adnotărilor
grafice 3D
} definiție
} utilizabilitatea reprezintă gradul în care un produs software poate fi
înțeles, învățat, utilizat și considerat atractiv de către utilizatori, atunci
când este folosit în condiții clar specificate.
(ISO DIS 9126-2:2001 )
} abordări
} evaluare euristică (efectuată de experți)
} cele 10 euristici ale lui Jacob Nielsen
} recomandări pentru dezvoltarea interfețelor utilizator în care sunt implementate
tehnici de interacțiune utilizator prin adnotare grafică 3D
} evaluarea experimentală a adnotărilor grafice (efectuată cu ajutorul
utilizatorilor)
} evaluarea comparativă a dispozitivelor de intrare: mouse și creion grafic
} evaluarea interacțiunii utilizator prin adnotare grafică 3D
7
Evaluarea experimentală a adnotărilor
3D
} aspecte evaluate
} eficacitate
} eficiență
} ușurința de învățare
} gradul de naturalețe
} satisfacția utilizatorilor
} metodologie de evaluare
} dezvoltarea și efectuarea unor experimente dedicate
} aplicarea unui chestionar
} analiza și interpretarea rezultatelor
8
Evaluarea experimentală a
dispozitivelor de intrare
} efectuarea testelor prin adnotare 2D
} 17 exerciţii sub forma unei lecţii în aplicația e-Learning eTrace
} grup de test de 20 utilizatori
} bărbaţi şi femei, 22-52 ani, 8 utilizatori cu experienţă
} măsurători:
} timpul de execuţie, aspect, număr de erori
9
Evaluarea experimentală a
dispozitivelor de intrare
} Exemple de exerciții
10
Evaluarea experimentală a
dispozitivelor de intrare
} Exemple de rezolvări
11
Evaluarea experimentală a
dispozitivelor de intrare
} Măsurători de utilizabilitate pentru selecţie individuală prin
contur.
Utilizabilitate ← 1/(Timp x Număr_de_Erori)
12
Evaluarea experimentală a
dispozitivelor de intrare
} Măsurători de utilizabilitate pentru desenarea gesturilor
Utilizabilitate ← Aspect/(Timp x Număr_de_Erori)
} Concluzie: la desenarea gesturilor, luând în considerare aspectul,
utilizabilitatea adnotării cu creionul grafic este mai mare decât cea
obţinută cu mouse.
13
Evaluarea experimentală a adnotărilor
3D
} grup de test de 50 utilizatori
} bărbaţi şi femei, 19-21 ani
} experiență medie - ridicată în utilizarea calculatorului
} experiență minimă – medie în vizualizarea 3D
} experiență minimă în modelarea 3D
} 3 experimente dedicate pentru interacțiune prin adnotare grafică 3D
} un chestionar din 14 întrebări pentru identificarea
} caracteristicilor utilizatorului
} gradului de satisfacție
} percepției asupra dificultății sarcinilor
} timp total de test pentru fiecare utilizator: 35 - 40 de minute
14
Evaluarea experimentală a adnotărilor
3D: Experimentul I
} ipoteza
} tehnicile de interacțiune utilizator bazate pe adnotarea grafică
tridimensională sunt ușor de învățat
} două grupuri de utilizatori
} Grup 1 – sesiune de prezentare și încercare a adnotărilor grafice 3D
înaintea efectuării experimentului (5 minute)
} Grup 2 - efectuarea fără pregătire a experimentului și învățarea
utilizării tehnicilor pe parcursul acestuia
} măsurători
} numărul sarcinilor complet și corect îndeplinite
} timpul de realizare a sarcinilor
} numărul de erori înregistrate (prin apăsarea butonului “anulează”)
} corectitudinea adnotării trasate
15
Evaluarea experimentală a adnotărilor
3D: Experimentul I
} sarcinile utilizator
16
Evaluarea experimentală a adnotărilor
3D: Experimentul I
} utilizabilitatea = calitate/timp
} concluzii
} performanță cu 8.95% mai bună a utilizatorilor din Grupul 1,
după 5 minute de acomodare supervizată
} în baza chestionarului, 96% dintre utilizatori apreciază că
interacțiunea prin adnotare grafică 3D este ușor de învățat
17
Evaluarea experimentală a adnotărilor
3D: Experimentul II
} ipoteza
} vizibilitatea adnotărilor tridimensionale plasate pe suprafețe 3D oarecare
depinde de complexitatea suprafeței în termeni de număr și tip de concavități
} măsurători
} numărul adnotărilor observate de către utilizatori
} timpul de realizare a sarcinilor
18
Evaluarea experimentală a adnotărilor
3D: Experimentul II
} utilizabilitatea = calitate/timp
} identificarea adnotărilor grafice pe suprafețe de complexitate diferită
19
Evaluarea experimentală a adnotărilor
3D: Experimentul II
} 84.31% dintre participanți au apreciat prin intermediul
chestionarului că adnotările sunt ușor și foarte ușor de
identificat
} concluzii
} identificarea adnotărilor grafice depinde de caracteristicile
suprafețelor
} interfețele utilizator trebuie să ofere metode alternative de
localizare a adnotărilor din cadrul unei scene de obiecte
} identificarea individualizată a adnotărilor depinde de forma
acestora și de reperele existente pe suprafață
20
Evaluarea experimentală a adnotărilor
3D: Experimentul III
} ipoteza
} tehnicile de interacțiune prin intermediul adnotărilor grafice
tridimensionale au un grad ridicat de naturalețe
} două grupuri de utilizatori
} Grup A - efectuează prima dată sarcinile pe un obiect real
} Grup B - efectuează prima dată sarcinile pe un obiect virtual
} măsurători
} numărul sarcinilor complet și corect îndeplinite
} timpul de realizare a sarcinilor în mediul real și mediul virtual
} numărul de erori înregistrate
¨ prin apăsarea butonului “anulează” în mediul virtual
¨ prin trasările greșite din mediul real
} corectitudinea adnotării trasate
21
Evaluarea experimentală a adnotărilor
3D: Experimentul III
22
Evaluarea experimentală a adnotărilor
3D: Experimentul III
23
Evaluarea experimentală a adnotărilor
3D: Experimentul III
} utilizabilitatea pentru fiecare utilizator în fiecare mediu de
lucru
24
Evaluarea experimentală a adnotărilor
3D: Experimentul III
} valori medii obținute în realizarea sarcinilor
} observații
} performanțele în mediul real sunt mai bune la primul contact
} performanțele în mediul real diferă foarte puțin între cele două
grupuri de utilizatori
} diferențele între grupuri pentru mediul virtual se datorează
mai ales timpului necesar efectuării sarcinilor
25
Evaluarea experimentală a adnotărilor
3D: Experimentul III
} concluzii
} principalele dificultăți întâmpinate de utilizatori în mediul virtual se
datorează mecanismelor de vizualizare a scenei de obiecte și nu
interacțiunii prin adnotarea grafică
} tehnicile de interacțiune prin adnotare grafică 3D au un grad ridicat de
naturalețe
} întrebare chestionar: Cum apreciați comparativ dificultatea trasării
pe un obiect real cu cea efectuată pe un obiect virtual?
26
Evaluarea experimentală a adnotărilor
3D: Chestionarul
27
User Experience
Reference:
The Difference (And Relationship) Between Usability And User Experience, By Justin Mifsud,
https://usabilitygeek.com/the-difference-between-usability-and-user-experience/.
o User requirements
o Task description and analysis
o Prototyping
o Approaches
n Data gathering activities
n Data analysis activities
n Expression as “requirements”
n All of this is iterative
o Outcome:
n Requirements definition
o Involving stakeholders:
workshops, interviews, workplace studies, include stakeholders into the development
team
o Requirements management:
version control, ownership
o Use cases
o assume interaction with a system
o assume detailed understanding of the interaction
“The user types in all the names of the meeting participants together with some
constraints such as the length of the meeting, roughly when the meeting needs
to take place, and possibly where it needs to take place.
The system then checks against the individuals’ calendars and the central
departmental calendar and presents the user with a series of dates on which
everyone is free all at the same time. Then the meeting could be confirmed and
written into people’s calendars. Some people, though, will want to be asked
before the calendar entry is made. Perhaps the system could email them
automatically and ask that it be confirmed before it is written in.”
Arrange a
meeting
Retrieve
contact details
Administrator Departmental
member
Update calendar
entry
o Start with a user goal which is examined and the main tasks
for achieving it are identified
Borrow a
book from the
library
0
plan 0:
do 1-3-4.
If book isn’t on the shelf expected, do 2-3-4.
plan 2:
do 2.1-2.4-2.5.
If book not identified from information available, do 2.2-2.3-2.4-2.5
o Types of prototyping
o Methods for prototyping
o Low fidelity
just rough sketch - not close to final
o High fidelity
resembles final product
o Horizontal prototype
broad but only top-level
o Vertical prototype
deep, but only some functions
Yes
No Final
Adequate?
requirements
Identify Prototype
components Component
No Yes
System
complete? ...
o Examples:
Sketches of screens, task sequences, etc
Card notes
Storyboards
‘Wizard-of-Oz’
Scroll
Bar
Opening Secondary
Contents Menu
‘System’,
User
developer
>Select the user name
>Name: ‘Maria’
>Specify the age
>Years: ’25’
>
o For software-based prototyping there are slow responses, sketches of icons, limited
functionality, etc.
o Development environments
E.g. Flash, Visual Basic, Visual C++, .Net, HTML tools, etc.
3. Build prototype
4. Investigate the prototype
o For each problem/change make a note:
n what is the problem
n what solution is proposed
n what decision is made (try in current iteration, in next iteration, ..)
n what is the rationale for the decision.
“When the cook tastes the soup in the kitchen, that’s formative
evaluation; when the guests taste the soup at the dinner table, that’s
summative evaluation.” (Prof. O. De Troyer)
Disadvantages
n Lack of real context - unnatural situation
o Field studies
Advantages
n Real context: user is in its natural environment
E.g. user interrupted during the execution of a task
Disadvantages
n Constant interruptions can make observation difficult
o Objectives:
o Heuristics are used to find the usability problems
o Classification of the problem is less important
o Technique
o Several evaluators are needed
o Evaluations must be done independently
Reference: Rusu C., Roncagliolo S., Tapia G., Hayvar D., Rusu V., Gorgan D., Usability
Heuristics for Grid Computing Applications. ACHI 2011 - The Fourth International
Conference on Advances in Computer-Human Interactions, 23-28 Febr., 2011,
Gosier, Guadeloupe, France. Published by IARIA, 2011, Eds. Miller I., Roncagliolo
S., pp.53-58 (2011).
(H2) Metafore
(H2.1) Metaforele îl ajută pe utilizator să înţeleagă mai bine semnificaţia
aplicaţiei.
(H2.2) Metaforele sunt folosite numai pentru concepte şi taskuri simple.
(H2.3) Metaforele pentru concepte şi taskuri complexe, greu de înţeles,
sunt evitate.
(H2.4) Metaforele sunt simplu de înţeles.
o Technique:
o Search literature for this, conference papers, technical reports,
etc.
o Take into consideration the context, user classes and tasks
used during the experiments
1. Expert-based evaluation
2. Experimental evaluation
3. Observational techniques
4. Query techniques
o Disadvantages
o usually too late
o the expert does not have the characteristics of the real users
3. Subjects
4. Configuration
5. Variables
a. Independent variables
b. Measured variables
6. Data analysis
7. Conclusions on hypothesis
Example:
Graphical annotation in eTrace, Course uid-06-Usability(Part2-5)
o Subjects (participants)
n Should be representative for the expected user classes
n Number should be large enough to be representative (recommended 10)
o Variables
n Independent variables:
Set to change the conditions of the experiment to derive different situations. E.g number of nested
menus, number of icons
n Dependent variables:
Variables which are measured. E.g. time to complete task , number of errors
o Conclusions on hypothesis
n The initial hypothesis is confirmed totally or partially
n Conclusions describe the conditions for each type of confirmation
y
(dependent
variable) V3 – case 3
V2 – case 2
V1 – case 1
X
(independent
variable)
o Within-groups
o Each subject performs under each condition
o Advantages
n Less costly: less subjects
n Less effects from individual differences
o Disadvantage: learning effect
o Mixed method
o If more than one independent variable
n One between-groups and one within-groups
o Style of evaluation
o Laboratory vs. field
o Information provided
o Low level vs. high level
o Resources required
o Equipment
o Time
o Money
o Subjects
o Evaluators (expertise)
o Context
11. Describe the main issues of selecting the group and sequence
of task executions.
Rezumat În acest capitol se descrie experimentul efectuat pentru evaluarea calităţii site-
urilor web prin aplicarea metodei WebQEM. În prima secţiune se prezintă fazele de
aplicare, procedurile şi algoritmii utilizaţi în cadrul metodei WebQEM. În următoarele
secţiuni se descrie în detaliu experimentul efectuat: obiectivele urmărite şi condiţiile
desfăşurării experimentului, metodologia de experimentare şi rezultatele obţinute. În partea
finală sunt prezentate constatările şi concluziile desprinse din experimentare.
4.1 INTRODUCERE
Odată cu creşterea volumului informaţional disponibilizat prin Internet, devine tot
mai dificilă selectarea acelor site-uri care îndeplinesc cerinţele utilizatorilor.
Literatura de specialitate este relativ bogată în prezentarea şi analiza de metode de
evaluare a calităţii site-urilor web (v. pentru exemple [6], [8]).
O serie de cercetări recente desfăşurate în ICI au fost orientate spre analiza
calităţii şi elaborarea de recomandări privind metodele de evaluare a calităţii site-
urilor web pentru diferite domenii de activitate.
În scopul elaborării de recomandări privind proiectarea şi realizarea site-urilor
web din domeniul cultural, un colectiv de specialişti din ICI a experimentat metoda
WebQEM pe un număr de site-uri web autohtone dedicate unor muzee româneşti
reprezentative care dispun şi de prezentări virtuale pentru Internet.
2 Alexandru Dan Donciulescu, Cornelia Lepădatu, Ioana Costache
S-a avut în vedere cuprinderea unor domenii cât mai diverse, reprezentative în
peisajul cultural românesc (istorie, artă, literatură, etnografie, ştiinţele naturii).
Suplimentar, a fost analizat site-ul web al National Gallery of Art din SUA în
vederea comparării rezultatelor obţinute din experiment cu rezultatele obţinute în
studiul de caz realizat în [8] şi [9].
Experimentul a avut loc timp de 2 luni şi a implicat un număr de 4 specialişti,
realizatori de aplicaţii şi site-uri web în domeniul culturii.
În scopul colectării datelor, fiecare evaluator a primit o listă cu adresele web ale
celor 8 site-uri şi câte un chestionar în format electronic însoţit de instrucţiuni de
completare, precum şi de comentarii explicative privind semnificaţia criteriilor.
Răspunsurile evaluatorilor s-au concretizat prin acordarea pentru fiecare criteriu
a unui punctaj (pe o scală de la 0 la 100), a unui răspuns de tip da/nu, sau a unei
evaluări cuprinse într-o listă ataşată. Evaluatorii au fost solicitaţi să răspundă la
toate criteriile incluse în chestionar.
Pentru calcularea numărului de link-uri valide, respectiv invalide sau
neimplementate, evaluatorii au utilizat instrumentul software XENU (freeware).
Tabelul 4.6 Rezultate parţiale ale preferinţelor elementare pentru caracteristica Funcţionalitate
Funcţionalitate Muzeu1 Muzeu2 Muzeu3 Muzeu4 Muzeu5 Muzeu6 Muzeu7 NGA
2.1.1.1. 100 0 0 0 100 0 0 100
2.1.1.2. 0 0 0 0 100 0 0 100
2.2.1.1. 0 0 0 0 0 0 0 0
2.2.1.2.1. 25 25 25 25 23 23 28 98
2.2.1.2.2. 25 25 25 16 19 0 25 88
2.2.2. 78 0 0 0 0 0 0 50
2.2.3.1.1. 94 75 86 89 85 58 85 100
2.2.3.1.2. 94 76 89 81 84 55 85 98
2.2.3.2.1. 100 100 100 100 100 100 100 100
2.2.3.2.2. 0 0 0 0 0 0 0 0
2.2.4.1. 99 91 91 88 70 50 85 100
2.2.4.2. 95 90 93 84 71 48 88 100
2.3.1. 100 84 90 93 91 69 89 100
2.3.2. 96 83 90 73 60 51 88 100
2.3.3.1.1. 0 0 0 100 0 0 0 100
2.3.3.1.2. 0 23 0 75 0 0 0 98
2.3.3.2. 0 50 0 0 0 0 0 80
2.3.4.1. 0 0 0 0 0 0 0 0
2.3.4.2. 100 100 100 100 100 100 100 100
Tabelul 4.7 Rezultate parţiale ale preferinţelor elementare pentru caracteristica Fiabilitate
Fiabilitate Muzeu1 Muzeu2 Muzeu3 Muzeu4 Muzeu5 Muzeu6 Muzeu7 NGA
3.1.1.1. 100 100 100 85 100 100 100 100
3.1.1.2. 99 99 100 58 100 97 100 100
3.1.1.3. 100 905 100 65 67 99 100 100
3.1.2.1. 100 100 100 100 100 100 100 100
3.1.2.2. 100 100 100 100 80 100 100 100
3.1.2.3.. 93 95 100 45 100 100 100 100
3.1.2.4. 98 90 100 65 100 100 100 100
Tabelul 4.8 Rezultate parţiale ale preferinţelor elementare pentru caracteristica Eficienţă
Eficienţă Muzeu1 Muzeu2 Muzeu3 Muzeu4 Muzeu5 Muzeu6 Muzeu7 NGA
4.1.1. 0 0 0 0 100 100 0 100
4.1.2.1. 18 6 36 25 39 60 25 93
4.1.2.2. 75 53 88 74 73 75 80 100
Evaluarea calităţii site-urilor web 11
1 0.3
Utilizabilitate
Preferinţe globale
2 0.3
Funcţionalitate
C-+
3 0.25
Fiabilitate
4 0.15
Eficienţă
c)
Fig. 4.2 Structura agregării preferinţelor globale şi parţiale, utilizând modelul LSP
a) Caracteristica Utilizabilitate; b) Caracteristica Fiabilitate; c) Agregarea globală a preferinţelor
Tabelul 4.10 Caracteristicile de calitate şi preferinţele globale pentru site-urile web ale muzeelor
Carcateristici Muzeu1 Muzeu2 Muzeu3 Muzeu4 Muzeu5 Muzeu6 Muzeu7 NGA
1.Utilizabilitate 51.08 38.53 62.99 55.19 45.36 34.61 52.91 84.61
2.Funcţionalitate 63.24 27.81 29.10 28.38 55.53 19.24 26.38 82.86
3.Fiabilitate 98.76 97.06 100.00 73.00 94.04 99.04 100.00 100.00
4.Eficienţă 32.75 12.28 28.38 22.25 51.13 70.50 23.50 85.25
Preferinţe globale 58.99 53.01 60.58 52.41 61.64 50.16 56.31 83.69
83.69
8
56.31
7
50.16
6
Muzee
61.64
5
52.41
4
60.58
3
53.01
2
58.99
1
0.00 20.00 40.00 60.00 80.00 100.00
Preferinte globale [%]
100.00
80.00
Scor
60.00
caracteristica
Utilizabilitate 40.00
20.00
0.00
1 2 3 4 5 6 7 8
Muzee
100.00
80.00
Scor 60.00
caracteristica
40.00
Functionalitate
20.00
0.00
1 2 3 4 5 6 7 8
Muzee
100.00
80.00
Scor
60.00
caracteristica
40.00
Fiabilitate
20.00
0.00
1 2 3 4 5 6 7 8
Muzee
100.00
80.00
Scor
60.00
caracteristica
Eficienta 40.00
20.00
0.00
1 2 3 4 5 6 7 8
Muzee
− suportul pentru versiunea text (4.1.1.) este prezent în numai 37% din cazuri;
− atributul Titlul imaginii (4.1.2.1.) a fost evaluat cu scoruri mici (6-39%) în 75%
din situaţii, singurul site care a obţinut o valoare ridicată pentru acest atribut
(93%) este cel al muzeului Gallery of Art;
− lizibilitatea (4.1.2.2.) a primit aprecieri cuprinse între 73-100% în 87% din cazuri.
4.7 CONCLUZII
Experimentarea metodei WebQEM pe un eşantion de 8 muzee a urmărit
evidenţierea aplicabilităţii acestei metode de analiză la site-uri din domeniul
culturii. S-a urmărit de asemenea desprinderea de concluzii şi recomandări
privitoare la derularea unui proces de evaluare experimentală a metodelor de
analiză a calităţii.
Pe lângă cele 7 site-uri selectate din peisajul cultural românesc, colectivul de
cercetare a analizat şi site-ul muzeului Gallery of Art în scopul comparării
rezultatelor obţinute de specialiştii români cu cele prezentate în [10] şi [11],
comparaţie prezentată în Tabelul 4.16:
Se remarcă diferenţa de 4.43% între punctajele finale obţinute în cadrul celor 2
evaluări. Analizând datele din Tabelul 4.16, se constată că această diferenţă
provine în special din valorile calculate pentru caracteristica Utilizabilitate.
20 Alexandru Dan Donciulescu, Cornelia Lepădatu, Ioana Costache
Tabelul 4.16. Caracteristicile de calitate şi preferinţele globale pentru site-ul Gallery of Art
Carcateristici Evaluare realizată în acest experiment Evaluare realizată în [10]
1.Utilizabilitate 84.61 70.39
2.Funcţionalitate 82.86 80.41
3.Fiabilitate 100.00 89.67
4.Eficienţă 85.25 80.00
Preferinţe globale 83.69 79.26
Bibliografie
1. *** IEEE Web Publishing Guide, http://www.ieee.org/web/developers/style/
2. *** IEEE Std 1061-1992, IEEE Standard for a Software Quality Metrics Methodology.
3. *** ISO/IEC 9126-1991 Information technology – Software product evaluation –
Quality characteristics and guidelines for their use.
4. *** ISO/IEC 14598-5:1998 Information Technology – Software product Evaluation –
Part 5: Process for evaluators.
5. *** W3C, 1998, W3C Working Draft, “WAI Accessibility Guidelines: Page
Authoring”, http://www.w3c.org/TR/1998/WD-WAI-PAGEAUTH-19980918/
6. Balog, Al. şi colectiv. Specificarea sistemului de metode şi proceduri de măsurare şi
evaluare a calităţii produselor / serviciilor. Raport de cercetare, Programul CALIST,
Contract C3505, Faza 2, iunie 2003.
7. Dujmovic, J.J.A Method for Evaluation and Selection of Complex Hardware and
Software Systems, The 22nd Int´l Conference for the Resource Management and
Performance Evaluation of Enterprise CS. CMG 96 Proceedings, Vol. 1, pp.368-378.
8. Olsina, L. Quantitative Methodology for Evaluation and Comparison of Web Site
Quality, Doctorial Thesis (in Spanish), UNLP, La Plata, Argentina, 2000.
9. Olsina, L. Web site Quantitative Evaluation and Comparison: a Case Study on
Museum, ICSE `99, Workshop on Software Engineering over the Internet, Los
Angeles, SUA, 1999.
10. Olsina, L. Strategies for Quality Assessment of WebApps. ICWE’02, Second Ibero-
American Conference on Web Engineering 10-12 September 2002; Santa Fe de la Vera
Cruz, Santa Fe.
11. Olsina, L., Rossi, G. A Quantitative Method for Quality Evaluation of Web Sites and
Applications. IEEE Multimedia Magazine, Oct. 2002, pp. 20-29.
WEBQEM
Level of acceptability:
Unsatisfactory 0% - 40%
Medium 40% - 60%
Satisfactorily 60%-100%
o Duration: 2 months
o Evaluation team: 4 specialists in the domain of Web site
development, and software quality evaluation
connect
connect
Museums
Sample of conclusions:
o There is a fairly small percentage of sites that provide a map
(1.1.1.1) or a global index (1.1.1.2), 37%
o All sites have a content (1.1.1.3) and text tags (1.1.2.1)
o Only 37% of the sites have facilities for viewing conventional
tours (1.1.3.1), while 87% offer virtual tours (1.1.3.2)
Sample of conclusions:
o Punctual search mechanisms (2.1.1.1) are available in 37% of
cases, while global search mechanisms (2.1.1.2) exist in only
25% of sites
o All 8 sites were evaluated with satisfactory values (over 60%)
for the attributes Navigation Controls (2.2.3) and navigation
anticipation (2.2.4)
User Interface Design - UTCN 32
Phase 4.1: Quality characteristics
o From the point of view of the level of punctual interconnectivity
(2.2.1.1), all the 8 sites received a minimum score, and
regarding the orientation (2.2.1.2) 87% of the sites are around
25%, with the exception of the NGA that received 90%
o E-commerce functions (2.3.3) are only available in 25% of
cases
o None of the 8 sites have an indicator for the size of the image
(2.3.4.1), instead the zoom facility for the image is present in
all these sites
Sample of conclusions:
o There was a reduced number of link errors: 87% of the sites
received maximum score for the Isolated links attribute
(3.1.1.1), 87% of the sites were evaluated with scores
between 97-100%, for the Invalid links attribute (3.1.1.2), and
75% of the total received scores between 95-100% for the
attribute of Unimplemented links (3.1.1.3)
Sample of conclusions:
o Text version support (4.1.1) is present in only 37% of cases
o The Image title attribute (4.1.2.1) has been evaluated with low
scores in 75% of cases, the only site that has obtained a high
value for this attribut is NGA museum
o Readability (4.1.2.2) received ratings from 73-100% in 87% of
cases
User Interface Design - UTCN 35
Phase 4.2: Evaluated sites
o Score based on the evaluators' preferences
Sample of conclusions:
o The site has obtained variable scores (32-99%), ranking 4th
place according to WebQEM and 3rd place among the
evaluators' preferences
o This site should be improved, especially with the attributes that
refer to the Efficiency feature (32.75%). For instance,
according to the data presented in table Elementary evaluation
on Efficiency, it is necessary to add the support for the text
version (4.1.1)
o Regarding the Usability feature (51.08%), is has to add the
function of global search (2.2.1.2), improvement of navigation
feature (2.2.1.1), adding the function of e-commerce (2.3.3),
and the specification of the image dimension (2.3.4.1).
Sample of conclusions:
o The site has obtained variable scores (12-97%), ranking 6th
place according to WebQEM and among the evaluators'
preferences
o The Efficency feature has the lowest score (12.28%), followed
by the Functionality feature (27.81%) and the Usability feature
(38.53%).
o ...
Measuring Web
measuring these less tangible characteristics
directly isn’t practical, but we can assess them by
measuring the product’s “lower abstraction attrib-
utes.”5 We see attributes as measurable properties
Application
of an entity—here, a Web application—and pro-
pose using a quality model (in the form of a qual-
ity requirement tree) to specify them.
In this context, stakeholders must focus on
Quality with
characteristics and attributes that influence prod-
uct quality and “quality in use.”4 (Ensuring high
product quality doesn’t always suffice to guaran-
tee quality in use, but such discussion exceeds
WebQEM
this article’s scope.) Specifically, characteristics
that influence product quality as prescribed in
the ISO 9126-1 standard include usability, func-
tionality, reliability, efficiency, portability, and
maintainability. To specify the quality require-
Luis Olsina ment tree for a given assessment goal and user
La Pampa National University, Argentina viewpoint, we should consider such diverse
attributes as broken links, orphan pages, quick
Gustavo Rossi access pages, table of contents, site map, link
La Plata National University, Argentina color uniformity, and main control permanence.
Of course, we recognize how difficult it is to
design a rigorous nonfunctional requirement
T
he Web plays a central role in such model that provides a strong correlation between
This article discusses diverse application domains as busi- attributes and characteristics.
using WebQEM, a ness, education, industry, and enter- Though our method works for assessing all
quantitative tainment. Its growing importance aspects of Web sites and applications, we focus
evaluation strategy heightens concerns about Web application devel- on user-perceptible product features such as nav-
to assess Web site opment methods and argues for systematic, dis- igation, interface, and reliability rather than
and application ciplined use of engineering methods and tools.1 product attributes such as code quality or design.
quality. Defining and In particular, we need sound evaluation methods That is, we consider Web site characteristics and
measuring quality for obtaining reliable information about product attributes from a general visitor viewpoint.
indicators can help quality. These methods should identify attribut-
stakeholders es and characteristics that can serve as meaning- The WebQEM evaluation process
understand and ful indicators for specific evaluation goals given The WebQEM process includes four major
improve Web a user viewpoint. technical phases:
products. An e- This article discusses the Web Quality
commerce case Evaluation Method2 and some aspects of its sup- 1. Quality requirements definition and specifi-
study illustrates the porting tool, WebQEM_Tool.3 Using WebQEM to cation
methodology’s assess Web sites and applications supports efforts
utility in to meet quality requirements in new Web devel- 2. Elementary evaluation (design and imple-
systematically opment projects and evaluate requirements in mentation stages)
assessing attributes operational phases. It also helps us discover
that influence absent features or poorly implemented require- 3. Global evaluation (design and implementa-
product quality. ments such as interface-related design and imple- tion stages)
mentation drawbacks or problems with
navigation, accessibility, search mechanisms, 4. Conclusion (recommendations)
content, reliability, and performance.
We follow common practice in describing soft- Figure 1 shows the evaluation process underly-
ware quality in terms of quality characteristics as ing the methodology, including the phases, stages,
defined in the ISO/IEC 9126-1 standard.4 The lit- main steps, inputs, and outputs. This model fol-
erature often characterizes quality, cost, or pro- lows the ISO’s process model for evaluators.5
Quality
requirements
Quality requirements specification
definition
the evaluation
descriptions goals Elementary Global
Design of
Metric
preference preference
selection
criteria definition criteria definition
Elementary Aggregation
criterion schema
descripton
Measured
Web product value
of the evaluation
Measurement
Implementation
components implementation
Scored
value
Elementary
preference
implementation Partial/global
preference
Measurement
implementation
result
Elementary Final
result result
Recomendations
Documentation
Quality requirements definition and explicit and implicit user needs), we can specify
specification characteristics, subcharacteristics, and attributes
In this phase, evaluators clarify the evaluation in a quality requirement tree. This phase yields a
goals and the intended user viewpoint. They quality requirement specification document.
select a quality model, for instance, the ISO-
prescribed characteristics in addition to attribut- Elementary evaluation
es customized to the Web domain. They then This phase defines the two major stages that
October–December 2002
identify these components’ relative importance Figure 1 depicts: elementary evaluation design
to the intended Web audience and the extent of and implementation.
coverage required. For each measurable attribute Ai from the
The user profile may entail three abstract eval- requirement tree, we can associate a variable Xi,
uation categories—visitor, developer, and man- which will take a numerical value from a direct
ager—that we can break into subcategories. For or indirect metric. However, because this metric’s
example, the visitor category can include general value won’t represent the elementary require-
and expert visitor subcategories. Once we’ve ment’s satisfaction level, we need to define an
defined the domain and product descriptions, elementary criterion function that will yield an
agreed goals, and selected user view (that is, the elementary indicator or preference value.
21
For instance, consider the Broken Links 0 ≤ EPi ≤ 1 ; or given a percentage scale, 0 ≤ EPi
attribute, which measures (counts) links that lead ≤ 100
to missing destination pages. A possible indirect
metric is X = #Broken_Links / #Total_Links_of_Site. and the sum of weights must fulfill
Now, how do we interpret the measured value, and
what are the best, worst, and intermediate pre- (W1 + W2 + ... + Wm ) = 1; if Wi > 0 ; to i = 1 ... m
ferred values? We can represent a possible criteri-
on function to determine the elementary quality The basic arithmetic aggregation operator for
preference EP as such: inputs is the plus (+ or A) connector. We can’t
use Equation 1 to model input simultaneity or
EP = 1 (100 percent) if X = 0; EP = 0 (0 percent) replaceability, among other limitations, as we
if X ≥ Xmax discuss later.
otherwise EP = (Xmax – X) / Xmax if 0 < X < Xmax Therefore, once we’ve selected a scoring
where Xmax is some agreed upper threshold model, the aggregation process follows the hier-
such as 0.04 archical structure as defined in the nonfunction-
al requirement tree (see Figure 2), from bottom
So the elementary quality preference EP is fre- to top. Applying a stepwise aggregation mecha-
quently interpreted as the percentage of a satis- nism, we obtain a global schema. This model lets
fied requirement for a given attribute and is us compute partial and global indicators in the
defined in the range between 0 and 100 percent implementation stage. The global quality prefer-
(so the scale type and the unit of metrics become ence ultimately represents the global degree of
normalized6). To simplify preferences interpre- satisfaction in meeting the stated requirements.
tation, we define three acceptability levels:
unsatisfactory (0 to 40 percent), marginal (40 to Concluding the evaluation
60 percent), and satisfactory (60 to 100 percent). This phase documents Web product compo-
The implementation stage applies the select- nents, quality requirements, metrics, and crite-
ed metrics to the Web application as Figure 1 ria; and records elementary and final results as
shows. We can measure some values observa- well. Requesters and evaluators can then analyze
tionally and obtain others automatically using and understand the assessed product’s strengths
computerized tools. and weaknesses with regard to established goals
and user viewpoint, and suggest and justify rec-
Global evaluation ommendations.
This phase also has two major stages: design
and implementation of the partial and global Automating the process using WebQEM_Tool
quality evaluation. We select aggregation criteria The evaluation and comparison processes
and a scoring model in the design stage. The require both methodological and technological
quantitative aggregation and scoring models aim support. We developed a Web-based tool3 to sup-
to make the evaluation process well structured, port the administration of evaluation projects. It
accurate, and comprehensible by evaluators. At permits editing and relating nonfunctional
least two type of models exist: those based on lin- requirements.
ear additive scoring models7 and those based on For instance, in our e-commerce case study
nonlinear multicriteria scoring models8 where dif- (which we discuss in the next section), we
ferent attributes and characteristics relationships defined more than 90 attributes.2 Then, by auto-
can be designed. Both use weights to consider matically or manually editing elementary indi-
indicators’ relative importance. For example, if our cators, WebQEM_Tool aggregates the elements to
procedure is based on a linear additive scoring yield a schema and calculates a global quality
model, the aggregation and computing of par- indicator for each site. This lets evaluators assess
tial/global indicators or preferences (P/GP), con- and compare Web product quality.
IEEE MultiMedia
sidering relatives weights (W) is based on: WebQEM_Tool relies on a Web-based hyper-
document model that supports traceability of eval-
P/GP = (W1 EP1 + W2 EP2 + ... + Wm EPm) (1) uation aspects. It shows evaluation results using
linked pages with textual, tabular, and graphical
such that if the elementary preference (EP) is in information, and dynamically generates pages with
the unitary interval range, the following holds: these results from tables stored in the data layer.
22
1. Usability 2.1.2 Retrieve mechanisms
1.1 Global site understandability 2.1.2.1 Level of retrieving customization
1.1.1 Global organization scheme 2.1.2.2 Level of retrieving feedback
1.1.1.1 Table of contents 2.2 Navigation and browsing issues
1.1.1.2 Site map 2.2.1 Navigability
1.1.1.3 Global indexes 2.2.1.1 Orientation
1.1.1.3.1 Subject index 2.2.1.1.1 Indicator of path
1.1.1.3.2 Alphabetical index 2.2.1.1.2 Label of current position
1.1.1.3.3 Chronological index 2.2.1.2 Level of links per page
1.1.1.3.4 Geographical index 2.2.2 Navigational control objects
1.1.1.3.5 Other indexes (by audience, by format, or 2.2.2.1 Presentation permanence and stability of
hybrid such as alphabetical and subject-oriented) contextual (subsite) controls
1.1.2 Quality of labeling system 2.2.2.1.1 Contextual controls permanence
1.1.3 Audience-oriented guided tour 2.2.2.1.2 Contextual controls stability
1.1.3.1 Conventional tour 2.2.2.2 Level of scrolling
1.1.3.2 Virtual reality tour 2.2.2.2.1 Vertical scrolling
1.1.4 Image map (metaphorical, building, campus, floor and 2.2.2.2.2 Horizontal scrolling
room imagemaps) 2.2.3 Navigational prediction
1.2 Feedback and help features 2.2.3.1 Link title (link with explanatory help)
1.2.1 Quality of help features 2.2.3.2 Quality of link phrase
1.2.1.1 Global help (for first-time visitors) 2.2.4 Browse mechanisms
1.2.1.2 Specific help (for searching, checking out) 2.2.4.1 Quick browse controls
1.2.2 Addresses directory 2.3 Domain-specific functionality and content
1.2.2.1 Email directory Note: See, for example, the specification to e-bookstores in
1.2.2.2 Phone and fax directory Figure 4.
1.2.2.3 Post mail directory
1.2.3 Link-based feedback 3. Reliability
1.2.3.1 FAQ feature 3.1 Nondeficiency (or Maturity)
1.2.3.2 What’s New feature 3.1.1 Link errors
1.2.4 Form-based feedback 3.1.1.1 Broken links
1.2.4.1 Questionnaire feature 3.1.1.2 Invalid links
1.2.4.2 Comments and suggestions 3.1.1.3 Unimplemented links
1.2.4.3 Subject-oriented feedback 3.1.2 Spelling errors
1.2.4.4 Guest book 3.1.3 Miscellaneous errors or drawbacks
1.3 Interface and aesthetic features 3.1.3.1 Deficiencies or absent features due to different
1.3.1 Cohesiveness by grouping main control objects browsers
1.3.2 Presentation permanence and stability of main controls 3.1.3.2 Deficiencies or unexpected results (such as
1.3.2.1 Direct controls permanence (main, search, nontrapped search errors, frame problems)
browse controls) independent of browsers
1.3.2.2 Indirect controls permanence 3.1.3.3 Orphan pages
1.3.2.3 Stability 3.1.3.4 Destination nodes (unexpectedly) under
1.3.3 Style issues construction
1.3.3.1 Links color style uniformity
1.3.3.2 Global style uniformity 4. Efficiency
1.3.4 Aesthetic preference 4.1 Performance
1.4 Miscellaneous features 4.1.1 Quick static pages
1.4.1 Foreign language support 4.2 Accessibility
1.4.2 Web site last update indicator 4.2.1 Information accessibility
1.4.2.1 Global 4.2.1.1 Support for text-only version
1.4.2.2 Scoped (per subsite or page) 4.2.1.2 Readability by deactivating the browser image
1.4.3 Screen resolution indicator feature
4.2.1.2.1 Image title
2. Functionality 4.2.1.2.2 Global readability
2.1 Searching and retrieving issues 4.2.2 Window accessibility
2.1.1 Web site search mechanisms 4.2.2.1 Number of panes regarding frames
2.1.1.1 Global search 4.2.2.2 Nonframe version
2.1.1.2 Scoped search (such as museum collections,
books, academic personnel)
Figure 2. Tailorable
quality requirement
Putting WebQEM to work domain specific, contribute to Web application tree for a general visitor
We’ve used WebQEM to evaluate sites in sev- quality. Figure 3 (next page) shows an e-store standpoint. Italics
eral domains9 and discuss here its application in homepage (http://www.cuspide.com.ar) and represent direct or
an e-bookstore case study.2 highlights several attributes generally available indirect measurable
on such sites. Figure 2 documents a wider list of attributes.
About quality requirements tailorable quality requirements assuming a gen-
Many potential attributes, both general and eral visitor profile.
23
We developed the requirement tree shown in specific functionality and content. Because this last
Figure 2 to be reusable among domains. For tree component (where Functionality is the super-
instance, the Usability characteristic splits into sub- characteristic) should be customized among
characteristics such as global site understandabili- domains, we don’t intend it for wholesale reuse.
ty, feedback and help features, and interface and Figure 4 outlines the schema we used in the
aesthetic features. The Functionality characteristic e-bookstore study. We identified five main e-
decomposes into searching and retrieving issues, store components:10 product information (2.3.1),
navigation and browsing issues, and domain- purchase features (2.3.2), customer features
2.3 Domain-specific functionality and content (for e-bookstores) 2.3.2.1.2.2 Fax, phone, or email purchase
2.3.1 Product information 2.3.2.2 Purchase policies
2.3.1.1 Product description 2.3.2.2.1 Purchase cancellation policy
2.3.1.1.1 Basic book description 2.3.2.2.2 Return policy information
2.3.1.1.2 Book content and structure 2.3.2.2.3 Shipping and handling information
2.3.1.1.2.1 Book’s table of contents 2.3.2.2.4 Payment policy information
2.3.1.1.2.2 Content description 2.3.2.2.5 Resent purchase (gift service)
2.3.1.1.3 Product image 2.3.3 Customer features
2.3.1.1.3.1 Image availability 2.3.3.1 E-subscriptions
2.3.1.1.3.2 Zooming 2.3.3.2 Customized recommendations
2.3.1.2 Price evaluation 2.3.3.3 Account facility
2.3.1.2.1 Price comparison availability 2.3.3.3.1 Account availability
2.3.1.3 Product rating availability 2.3.3.3.2 Account security
2.3.1.4 Related titles and authors’ recommendations 2.3.3.3.3 Account configuration
2.3.1.5 Catalog download facility 2.3.3.3.3.1 Order history and status
2.3.2 Purchase features 2.3.3.3.3.2 Account settings
2.3.2.1 Purchase mode 2.3.3.3.3.3 Address book
2.3.2.1.1 Online 2.3.3.4 Customer revision of a book
2.3.2.1.1.1 Shopping basket 2.3.4 Store features
2.3.2.1.1.1.1 Shopping basket availability 2.3.4.1 Title availability rate
2.3.2.1.1.1.2 Continue buying feedback 2.3.4.2 Store ranking
2.3.2.1.1.1.3 Edit and recalculate feature 2.3.4.2.1 The top books
2.3.2.1.1.2 Quick purchase (1-click or similar) 2.3.4.2.2 The best-selling books
2.3.2.1.1.3 Checkout features 2.3.5 Promotion policies
2.3.2.1.1.3.1 Checkout security 2.3.5.1 With-sale promotion availability
2.3.2.1.1.3.2 Canceling feedback 2.3.5.2 Appetizer promotion availability (such as contests,
2.3.2.1.2 Offline frequent-purchase points)
2.3.2.1.2.1 Printable checkout form
Figure 4. Domain-specific functionality and content subcharacteristics for e-bookstore sites. Italics represent direct or indirect
measurable attributes.
24
(2.3.3), store features (2.3.4), and promotion Table 1. Template and example with the characteristic items.
policies (2.3.5). WebQEM_Tool uses this information.
Though we’ve specified the Figure 4 subtree for
the e-bookstore field, we could easily reuse many Template Example
of its parts for a more general e-commerce domain. Title (code) Reliability (3)
Examples include the purchase features (2.3.2) and Type Characteristic
its subfactors purchase mode (2.3.2.1) and pur- Factor Quality
chase policies (2.3.2.2). For the purchase mode sub- Subcharacteristic (code) Nondeficiency (3.1)
characteristic, we characterize online and offline Definition and comments “The capability of the software product to
modes, though the former is becoming more pop- maintain a specified level of performance
ular as confidence in security increases.11 For when used under specified conditions”4
online purchases, we model the shopping basket, Model to determine Nonlinear multicriteria scoring model,
quick purchase, and checkout features. the global or specifically, the Logic Scoring of Preferences
As noted elsewhere, 12 developers generally partial computation model8
use the shopping basket mechanism to decou- Employed tools WebQEM_Tool
ple product or service selection from checkout. Arithmetic or logic operator C*
We find it interesting to compare many of Relative weight 0.2
these criteria with existing navigation and Calculated preference values A set of values for Reliability, as shown in Table 3
interface patterns. We believe that recording * We explain the arithmetic or logic operator item for the subcharacteristic and
and reusing design experience yields valuable characteristic aggregation later.
information for specifying quality attributes or
subcharacteristics.
cally grouped attributes, subcharacteristics, and
Designing and implementing the elementary characteristics accordingly.
evaluation As mentioned earlier, we can use a linear
As mentioned earlier, the evaluators should additive or a nonlinear multicriteria scoring
define, for each quantifiable attribute, the basis model. We can’t use the additive scoring model
for the elementary evaluation criterion and per- to model input simultaneity or replaceability,
form measurement and preference mapping. however, because it can’t express for example
To record the information needed during simultaneous satisfaction of several require-
evaluation, we defined a descriptive specification ments as inputs. Additivity assumes that insuf-
framework as Tables 1 and 2 (next page) show. ficient presence of a specific attribute (input)
This framework includes specific information can always be compensated by sufficient pres-
about attribute, subcharacteristic, and character- ence of any other attribute. Furthermore,
istic definition as well as metrics, elementary additive models can’t model mandatory require-
preference criteria, scoring model components, ments; that is, a necessary attribute’s or
and calculations. (Tables 1 and 2 template codes subcharacteristic’s total absence can’t be com-
correspond to those shown in the requirement pensated by others’ presence.
tree in Figure 2.) A nonlinear multicriteria scoring model lets
Once evaluators have designed and imple- us deal with simultaneity, neutrality, replace-
mented the elementary evaluation, they should ability, and other input relationships using aggre-
be able to model attribute, subcharacteristic, and gation operators based on the weighted power
characteristic relationships. They should consid- means mathematical model. This model, called
er not only each attribute’s relative importance Logic Scoring of Preferences8 (LSP), is a general-
October–December 2002
but also whether the attribute (or subcharacteris- ization of the additive-scoring model and can be
tic) is mandatory, alternative, or neutral. For this expressed as follows:
task, we need a robust aggregation and scoring
model, described next. P/GP(r) = (W1 EP r1 + W2 EP r2 + ... + Wm EP rm)1/r (2)
25
Table 2. Template and example with the attribute items.
Template Example
Title (code) Broken links (3.1.1.1)
Type Attribute
Highest-level
characteristic (code) Reliability (3)
Supercharacteristic (code) Link errors (3.1.1)
Definition and comments It represents found links that lead to missing destinations, both internal and external static pages (also
known as dangling links). “Users get irritated when they attempt to go somewhere, only to get their
reward snatched away at the last moment by a 404 or other incomprehensible error message.” (See
http://www.useit.com/alertbox/ 980614.html.)
Template of metric The metric and parameters item links another template with information of the selected metric criterion,
and parameters the expected and planned values, measurement dates, and other fields.13 For instance, the metric
criterion is X = #Broken_Links / #Total_Links_of_Site. For each e-store in the field study, we got the
respective X value.
Data collection type The data collection type item records whether the data are gathered manually or automatically and what
tool is employed (if done automatically, as for the broken links attribute).
Employed tools Our Web site metrics automation tool, among others.
Elementary preference EP = 1 (or 100 percent) if X = 0;
function EP = 0 (or 0 percent) if X ≥ Xmax ;
otherwise EP = (Xmax – X) / Xmax if 0 < X < Xmax
Xmax = 0.04
Relative weight 0.5
Elementary preference values Cúspide’s site yielded an elementary preference of 99.83 percent; Amazon, 98.40 percent; Barnes and
Noble, 97.45 percent; Borders, 76.34 percent; and Díaz de Santos, 60.07 percent.
P/GP(+∞) = max (EP1 , EP2, ... , EPm) low-quality input preferences can never be well
compensated by a high quality of some other input
The power r is a parameter (a real number) to output a high-quality preference (in other words,
selected to achieve the desired logical relationship a chain is as strong as its weakest link). Conversely,
and polarization intensity of the aggregation func- disjunctive operators (D operators) imply that low-
tion. If P/GP(r) is closer to the minimum, such a quality input preferences can always be compen-
criterion specifies the requirement for input simul- sated by a high quality of some other input.
taneity. If it is closer to the maximum, it specifies Designing the LSP aggregation schema
the requirement for input replaceability. requires answering the following key basic ques-
Equation 2 is additive when r = 1, which mod- tions (which are part of the Global Preference
els the neutrality relationship; that is, the formu- Criteria Definition task in Figure 1):
la remains the same as in the first additive model.
Equation 2 is supra-additive for r > 1, which mod- ❚ What’s the relationship among this group of
els input disjunction or replaceability. And it’s related attributes and subcharacteristics: con-
subadditive for r < 1 (with r != 0), which models junctive, disjunctive, or neutral?
input conjunction or simultaneity.
For our case study, we selected this last model ❚ What’s the level of intensity of the logic oper-
and used a 17-level approach of conjunction- ator, from a weak to strong conjunctive or dis-
disjunction operators, as defined by Dujmovic.8 junctive polarization?
Each operator in the model corresponds to a par-
IEEE MultiMedia
ticular value of the r parameter. When r = 1 the ❚ What’s the relative importance or weight of
operator is tagged with A (or the + sign). The C or each element in the group?
conjunctive operators range from weak (C–) to
strong (C+) quasiconjunction functions, that is, The WebQEM_Tool lets evaluators select the
from decreasing r values, starting from r < 1. aggregation and scoring model. When using the
In general, the conjunctive operators imply that additive scoring model, the aggregation operator
26
is A for all tree composites (subchar-
acteristics and characteristics). If
evaluators select the LSP model, they
must indicate the operator for each
subcharacteristic and characteristic.
Figure 5 shows a partial view of the
enacted schema for Amazon.com as
generated by our tool.
Table 3. Summary of partial and global preferences for e-bookstores assessed for quality.
Characteristics and Amazon Barnes & Noble Cúspide Díaz de Santos Borders
Subcharacteristics (percent) (percent) (percent) (percent) (percent)
1. Usability 76.16 82.62 75.93 56.09 72.67
2. Functionality 83.15 80.12 61.69 28.64 61.45
2.1 Searching and retrieving issues 100 100 91 42.67 72.06
2.2 Navigation and browsing issues 70.71 69.85 73.25 64.12 51.95
2.3 Domain-specific functionality
October–December 2002
27
nonfunctional require-
ments subjectively
based on human exper-
tise and occasional field
studies. Moreover, we
must sometimes sub-
jectively assess how
well requirements are
satisfied (such as quali-
ty of help features or a
Web site’s aesthetic
preference). However,
we can minimize sub-
jectivity in the evalua-
tion process by
focusing on objectively
Figure 6. The chase feature subcharacteristic. The Díaz de Santos measurable attributes such as broken links, orphan
Web_QEM tool yields application doesn’t have checkout security, quick pages, and quick access pages. A robust and flexi-
diverse information purchase, or checkout canceling feedback, among ble evaluation methodology must properly aggre-
types. The graph at other mandatory or desirable attributes. gate both subjective and objective components
right shows final e- Conversely, Amazon has a superb online purchase controlled by experts.
bookstore rankings. preference of 100 percent. Overall, four of five WebQEM works well for assessing and compar-
evaluated sites received satisfactory ratings for the ing quality requirements for operative Web sites
purchase feature subcharacteristic. Finally, Table and applications as well as in early phases of Web
3 shows the partial preferences for the customer development projects. The tool can be useful in
features (2.3.3), store features (2.3.4), and promo- assessing diverse application domains according to
tion policies (2.3.5) subcharacteristics. different user views and evaluation goals. The eval-
uation process must start with defining and speci-
Conclusions and future work fying quality requirements. For example, to assess
Quantitative evaluation of Web applications the developer viewpoint rather than a visitor view-
remains scarce despite the publication of many point, we must plan additional internal and exter-
style guides, design principles, and tech- nal attributes and evaluation criteria, and also
niques.14,15 Guidelines with prioritized check- consider the ISO-prescribed maintainability and
points for designers to make sites more efficient portability characteristics. The manager view,
and accessible16 have shed light on essential char- meanwhile, may have different constraints, requir-
acteristics and attributes and might help improve ing that evaluators consider management factors
the Web design and authoring process but don’t such as cost or productivity to optimize quality
constitute formal evaluation methods by them- within cost, resource, and time constraints.
selves. Quantitative surveys and Web domain- Planned WebQEM_Tool improvements include
specific evaluations10,11,17 offer important usability support for collaborative evaluations because we
evaluation information using, in some cases, sub- have seen that in many assessment projects,
jective user-based questionnaires, a strategy with domain experts aren’t colocated yet must interact
its own strengths and weaknesses.17 during the design and implementation of elemen-
We’ve been developing the WebQEM method- tary and global evaluation processes, or at the eval-
ology since the late 1990s. Because the underlying uation’s conclusion. Groupware mechanisms will
strategy is evaluator-driven by domain experts let evaluators assume different roles, with appro-
rather than user-driven, the method is more objec- priate access rights, to share workspaces and trigger
tive than subjective and is quantitative and data visualizers, multiparty chats, and whiteboards,
IEEE MultiMedia
model-centered rather than qualitative and among other facilities. We’re also cataloging Web
intuition-centered. Of course, a global quality metrics, specifically those where data gathering can
evaluation (and eventually comparison) of com- be automated. We’ve already cataloged up to 150
plex products can’t entirely avoid subjectivity. The direct and indirect automated Web metrics, and
evaluation process starts with specifying goals that hope this catalogue13 will generate a framework for
are to some extent subjective, and we derive the evaluation criteria and procedure reuse. MM
28
Acknowledgment Patterns,” Proc. WWW8 Congress, Elsevier Science,
This research is partially supported by La Amsterdam, 1999, pp. 589-600.
Pampa National University UNLPam-09/F022 13. L. Olsina et al., “Designing a Catalogue for
research project and by the CYTED (Science and Metrics,” Proc. 2nd Ibero-American Conf. Web Eng.
Technology for Development) Program in the (ICWE’02), 2002, pp. 108-122.
VII.18 West (Web-Based Software Technology) 14. IEEE Web Publishing Guide,
Iberoamerican Project. http://www.ieee.org/web/developers/style/.
15. J. Nielsen, The Alertbox, 1995-2002,
References http://www.useit.com/alertbox.
1. S. Murugesan et al., “Web Engineering: A New 16. WWW Consortium, Web Content Accessibility
Discipline for Development of Web-Based Guidelines 1.0, W3C Recommendation, 1999,
Systems,” Lecture Notes in Computer Science http://www.w3c.org/TR/WD-WAI-PAGEAUTH/.
2016, Web Engineering: Managing University and 17. J. Kirakowski et al., “Human Centred Measures of
Complexity of Web Application Development, S. Success in Web Site Design,” Proc. 4th Conf.
Murugesan and Y. Deshpande, eds., Springer- Human Factors and the Web, AT&T,Basking Ridge,
Verlag, Heidelberg, 2001, pp. 3-13. N.J., 1998, http://www.research.att.com/conf/
2. L. Olsina, G.J. Lafuente, and G. Rossi, “E-Commerce hfweb/proceedings/kirakowski/index.html.
Site Evaluation: A Case Study,” Lecture Notes in
Computer Science 1875, Proc. 1st Int’l Conf. Electronic
Commerce and Web Technologies (EC-Web 2000), Luis Olsina is an associate profes-
Springer-Verlag, Heidelberg, 2000, pp. 239-252. sor of object-oriented technology
3. L. Olsina et al., “Providing Automated Support for at La Pampa National University,
the Web Quality Evaluation Methodology,” Proc. Argentina, and heads the Software
Fourth Workshop on Web Eng./10th Int’l WWW Engineering R&D group (GIDIS).
Conf., 2001, pp. 1-11. His research interests include Web
4. ISO/IEC 9126-1:2001, Software Engineering— engineering, particularly Web metrics, cataloging, and
Product Quality—Part 1: Quality Model, Int’l Org. for quantitative evaluation issues. He authored the WebQEM
Standardization, Geneva, 2001. methodology. He received a PhD in software engineer-
5. ISO/IEC 14598-5:1998 International Standard, ing and an MSE from La Plata National University,
Information technology—Software Product Argentina. He is member of the IEEE Computer Society.
Evaluation—Part 5: Process for Evaluators, Int’l Org.
for Standardization, Geneva, 1998.
6. H. Zuse, A Framework of Software Measurement, Gustavo Rossi is a professor of
Walter de Gruyter, Berlin, N.Y., 1998. object-oriented technology at La
7. T. Gilb, Software Metrics, Chartwell-Bratt, Plata National University, Argen-
Cambridge, Mass., 1976. tina, and heads LIFIA, a comput-
8. J.J. Dujmovic, “A Method for Evaluation and er science research lab in La Plata,
Selection of Complex Hardware and Software Argentina. His research interests
Systems,” Proc. 22nd Int’l Conf. Resource include hypermedia design patterns and frameworks.
Management and Performance Evaluation of Enterprise He coauthored the Object-Oriented Hypermedia
Computer Systems, vol. 1, Computer Measurement Design Method (OOHDM) and is currently working on
Group, Turnersville, N.J., 1996, pp. 368-378. application of design patterns in Web applications. He
9. L. Olsina et al., “Assessing the Quality of Academic earned a PhD in computer science from Catholic
Websites: A Case Study,” New Review of Hypermedia University of Rio de Janeiro (PUC-Rio), Brazil. He is an
October–December 2002
and Multimedia (NRHM) J., vol. 5, 1999, pp. 81-103. ACM member and IEEE member.
10. G. Lohse and P. Spiller, “Electronic Shopping,”
Comm. ACM, vol. 41, no. 7, July 1998, pp. 81-86. Readers may contact Luis Olsina at GIDIS, Dept. of
11. C. Kehoe et al., Results of GVU’s 10th World Wide Informatics, Faculty of Engineering School, UNLPam,
Web User Survey, Graphics Visualization and Usability Calle 9 y 110, (6360) General Pico, La Pampa,
Center, College of Computing, Georgia Inst. of Argentina, [email protected].
Technology, Atlanta, Ga., http://www.gvu.gatech.
edu/user_surveys/survey-1998-10/tenthreport.html. For further information on this or any other computing
12. G. Rossi, D. Schwabe, and F. Lyardet, “Improving topic, please visit our Digital Library at http://computer.
Web Information Systems with Navigational org/publications/dlib.
29
WEBQEM
WebQEM methodology
Domain-specific functionality
and content subcharacteristics
for e-bookstore sites. Italics
represent direct or indirect
measurable attributes.
ABSTRACT
The evaluation of the interface of a video game is essential
for its development. In this paper, a heuristic evaluation is
proposed, from the perspective of an interactive application.
The goal is to estimate the level of usability. The game is
tested by evaluators who follow a series of scenarios and
relevant actions, with the purpose of answering questions
that can determine if it respects the usability requirements.
Specific evaluation criteria are established, and solutions
are proposed for the found problems.
Author Keywords
evaluation criteria; heuristic evaluation; interactive
applications; video games; usability. Figure 1. The game interface of EvoGlimpse, whose usability
will be evaluated
ACM Classification Keywords
empirical studies; HCI design and evaluation methods; to be avoided, the execution speed, and also the number of
interactive games. errors. These methods of estimating the usability are
preferred by developers and are done by experts in the
INTRODUCTION domain, which are familiar with such systems.
Video games are a very popular type of interactive The evaluators are focusing on finding the problems and
application, with a large number of objectives. For creating thorough and helpful reports. Usability can be
example, they can be used in educational purposes [1], to established by cognitive or pluralist evaluations, inspecting
offer useful information to the user, in an enjoyable way. the consistency, standards, and characteristics of the system
The games are also used because they are recreational and a or by heuristic evaluation [3]. In the current paper, they are
preferred pastime for children and teenagers. They can help combined in order to reach solutions to solve the problems
develop fast problem-solving skills, with applicability in which are found.
real life too. This can be better observed in the case of The interactive application that will be evaluated in this
strategy games, where the player has to use the existing paper is the game called EvoGlimpse. It started with the
environment, resources, and characters to efficiently win aim to give to players a glimpse into evolution from the
the game. perspective of an exterior observer, who can travel at
The main motivation behind the concept of usability of an different points in time of Earth’s existence. This game is
interactive application, so implicitly of video games, relies heavily inspired by the movie and the book „2001: A space
on its capacity of establishing the success or failure rate of a odyssey” [2], in which a civilization of advanced beings
software product. Therefore, numerous companies have helps humans that are in different stages of evolution by
strict evaluation criteria, with some of them presented in presenting to them ways that can aid in their survival.
this paper. The evaluation of usability can be done during A series of worlds would be available, starting from the
the implementation and development stages of a game, first appearance of life – the fusion between RNA and an
which is highly recommended. Evaluation is an iterative enzyme, then at different stages of the evolution of species
process, by intercalating it in the stages of developing a – underwater life, transitioning to land and dinosaurs,
video game, and because it has the advantage of moving on to the human history – from the ancestors until
highlighting the design and implementation flaws, errors today, and for a plus of entertainment, will continue with a
and specific deficiencies, which can only be observed science fiction view of humankind – the union of human-
during testing. There are various evaluation methods, but in machine and the exploration of the universe. The player
general, they are done by testing some scenarios with would be able to travel in these worlds in different specific
necessary actions that need to be done when executing the shapes: atoms, energy, swimming, walking, riding animals,
project, establishing what outputs are expected, what needs
driving the cars, flying with the flying cars, and exploring freedom, consistency and standards, error prevention,
space in spaceships. recognition rather than recall, flexibility and efficiency of
Each stage has as objective finding the knowledge source, use, aesthetic and minimalist design, help users recognize,
represented by the monolith, which has an imposing shape, diagnose, and recover from errors, and help and
tall, black, created by a superior entity and which holds documentation.
superior information about the current state of the world. This paper is structured as follows: in Section Related
For example, in the stone age, this can offer to the monkeys Work will be presented a literature review of this domain,
the idea of creating weapons that represent an advantage in together with some evaluation methods. In Section
the fight for survival. Theoretical Considerations, the exact methodology that
As a world is explored, different obstacles appear, and the was taken into account for the heuristic evaluation will be
player must overcome them with the current set of skills. explained. In Section Experimental Considerations, the
This is enhanced each time the monolith is found. Once the stages of the evaluation are discussed, and the observations
world has been completely observed and the enemies are are explained; there are presented the requirements, the
defeated, the monolith appears to present the way of going evaluators, the heuristic evaluation details, the scenarios
from the past to the future. Using visual and auditory and the tasks that need to be followed for testing, and the
information, the player will know if he/she is close to the means of recording the results. Then, in Section Result
location of the monolith, and when this will be found, an Analysis, the outcomes are analyzed after the independent
educational video about evolution will be presented. The and group evaluations, the errors discovered are highlighted
player will also be able to see all finished phases and all the and solutions are proposed. The final observations are
discovered videos in a library, to which he/she can return at written in Section Conclusions.
any time.
For the actual game implementation, the goal was to create RELATED WORK
only a world, a futuristic one, on a planet covered by water, For the evaluation of the usability of an interactive
in a developed society, with modern architecture and flying application, there are various methods, each one specific to
cars. The main enemies will be planes guided by artificial the type of application, and the main goals of its developers.
intelligence. The player will have to protect itself from In general, there are used usability questionnaires like
them by shooting, for example with bullets, plasma or laser. SUMI [5] or QUIS [6], from which standard information
The main plot of the game follows 3 stages. In the first one, from the domain of usability can be extracted.
the player will have some time to get used to the planet and In [7], a series of steps are defined for evaluating the
the controls, being able to peacefully explore and observe usability: data gathering – by collecting information related
the world scene. In the second stage, the player will have to to how the application should be used, data analysis –
protect the planet from some invaders; as the game summarizing the statistics that were done and pointing out
advances, the abilities of the player increase. In the last the flaws and coming up with ways of improving them.
stage, since an advanced technology state has been reached, In virtual reality applications, for example, there are 6
the monolith will appear in an unknown location and will stages [8]: the exploratory one – where similar applications
have to be found by following its sound signals. An in- are analyzed and bibliographic material, related to the
game image can be seen in Figure 1. Here there can be domain and the evaluation heuristics, is collected, the
observed the game scene composed of water, building and a descriptive one – where the conclusions from the first stage
separator ring, the player’s vehicle, and the dynamic object are synthetized, and specific evaluations are formalized, the
with which the player will interact (enemies and power-up correlative one – where the principal characteristics of the
boxes). usability heuristics are identified, and representative case
We want to heuristically evaluate this game, which is a studies are presented, the explanatory one – where the
technique that helps determine the usability problems of a
heuristics are established following five characteristics
user interface. This is done by a small number of evaluators
(two), using a specific set of heuristics, proposed by the (identifiers, explanation, example, benefits, and problems),
developer. Afterward, the evaluation results are centralized, the validation one – where the evaluators inspect the
and the noticed problems are marked out, and solutions are application based on the previously mentioned heuristics,
proposed. The chosen criteria come from the 10 heuristics and the refinement one – after which three types of
of Nielsen [4]: the visibility of system status, match problems are found and need to be solved.
between system and the real world, user control and The developer is the one who proposes game scenarios, and
him/her describes how these can be done by the evaluators,
Table 1. The developer and the usability evaluators
Name Specialization and year of study Domain
Developer Artificial Vision and Intelligence Researcher in the image processing group;
1st year master’s student medium experience with video games
Eval1 Artificial Vision and Intelligence Researcher in the image processing group;
1st year master’s student little experience with video games
Eval2 Artificial Vision and Intelligence Experience in designing interactive applications;
1st year master’s student medium experience with video games
as the execution of specific actions. Thus, there can be
Table 2. Scenarios and actions that will be executed by the
observed how these actions can be done, how easily they evaluators to test the game
are understood, their difficulty level and the differences Scenario Actions
between the expectations and the actual implementation can S1. Navigation in T1. controlling the vehicle using
be seen. An evaluator has to test the game while keeping in the 3D scene the mouse movements
mind the requirements and will write reports which will T2. increase speed by pressing
point out the discovered flaws. space
Another evaluation method is AOP (Aspect Oriented T3. zoom in and out using the
Programming) [9], a recent technique with satisfying scroll wheel
results, and which is easy to use. In [10], the same authors S2. Attacking and T1. observing the enemies
avoiding T2. flying towards enemy
propose the use of agents that can automatically do the
enemies T3. player attacks by pressing the
evaluation. Based on an initial set of knowledge, they have left button of the mouse
the capacity to learn how to use the environment in which T4. the enemies attack when the
they are placed and know what tasks to execute. player gets in a certain range
The heuristic evaluation proposed by Nielsen [4] asks the and in a certain field of view
evaluators to establish the usability level based on 10 T5. observing the enemies reaction
criteria. This is done by a small number of evaluators, based T6. avoiding enemies
on a detailed set of scenarios and materials. The tasks have S3. Monolith T1. the player should understand
to be executed twice on the application’s interface, with the objective, by reading the
each element being inspected (button, object, control message shown on the screen
T2. successfully navigating in the
element etc.), followed by the evaluation of the
scene
implementation techniques and the interaction with them. T3. observe the monolith
The main goal is to find design and implementation errors T4. fly towards objective
and solutions to them. T5. message of winning the game
THEORETICAL CONSIDERATIONS S4. Repair power-up T1. recognizing the object
box T2. flight towards the objective
Usability is defined by Shackel [11, 12] as the capacity of a
T3. colission with the object
system to be easily understood and efficient to use by a T4. object destroyed
specific category of users, which received instructions and T5. life health increased
assistance in the usage of the application, by executing S5. Immunity T1. recognizing the object
tasks defined for a system. The emphasis is on efficiency, power-up box T2. flight towards the objective
ease of learning, flexibility, and attitude. A similar way of T3. colission with the object
defining usability is the one devised by Preece [13], which T4. object destroyed
measures it as the ease with which a system can be used, T5. enemy attack canceled for 20
together with its efficiency and security. seconds
In the ISO 9241-11 standard [14], usability is defined as S6. Display relevant T1. message with the game
messages objectives
being: “the extent to which a product can be used by
T2. toggle help option
specified users to achieve specified goals with T3. quit button
effectiveness, efficiency, and satisfaction in a specified T4. player health information
context of use”. Efficiency is the ratio between the used T5. message of collecting repair
resources and the accuracy with which they can be used, power-up box
efficacy is the accuracy and correctness of the system, T6. message of collecting
while satisfaction is a more subjective measure that refers immunity power-up box
to the user’s comfort. T7. message of destroying enemy
From Dix’s perspective [15], usability depends on three T8. message of losing the game
factors: the ease of learning – how fast can the new users T9. message of winning the game
use the system correctly and at a high level of performance,
Functionality refers to the degree of correctness the
flexibility – how easy it is to use the controls, together with
their correctness and robustness – the help that the user has implementation of the application has, while the interface is
what the user sees and a way of sending inputs and getting
to fulfill the specific actions. These represent a starting
point for creating evaluation tools. outputs. It has a big impact, especially in video games,
Usability evaluation has three main objectives, which are because the interaction is more visual and based on
highly correlated to the previously mentioned factors: metaphors specific to the game genre. On it depends the
ease of learning and the usage flexibility, but also the
1. establishing the degree of functionality of the
ability to recognize not recall, which doesn’t load the
interactive application;
2. assessing the suitability of the interaction of the user memory of the user with too much information.
with the interface; The planning is done together with the evaluators, after an
3. identifying the system’s problems. implementation phase of the system. The used concepts are
defined in order to avoid misunderstandings. Afterward, a
series of criteria are defined, which are clear and specific to whose information can be seen in Table 1. Next, six usage
the evaluated interactive application. Then the evaluation is scenarios have been set, which contain the game scene
done based on them, highlighting the errors, and finally, the navigation by controlling the player’s vehicle using the
results are evaluated, and solutions are proposed to improve mouse, interaction with the enemies by attacking them,
the system. In the next section, these steps will be shown on collecting the power-up boxes etc. Each scenario can be
the game EvoGlimpse. executed by following a set of tasks, which result in
feedback from the system, and that can be instantly seen by
EXPERIMENTAL CONSIDERATIONS the user. This information is contained in Table 2.
In the heuristic evaluation done on the proposed video Afterward, the evaluation criteria were established.
game, the main goal was to find the implementation errors Nielson’s 10 usability heuristics for user interface design
of the proposed scenarios. First, the evaluators were chosen, were chosen [4], with supplementary explanations that will
aid the evaluators to focus on the desired elements. Each deficiency of the game, solutions were proposed by the
person who tests the game will complete a table for each game developer. It has been found that the game has a high
scenario, in which he/she will give a mark between 0 level of usability. This evaluation represents a big help for a
and100 for each of the 10 heuristics, and then will write a creator of interactive application because it is an extremely
report with the found problems. These aspects are detailed helpful way of finding in a fast and efficient way what the
in Table 3 and Table 4. There are two stages, one where the problems are, which speeds up the process of improving the
evaluation is done independently by each person, and one system.
where it is done together with the developer to discuss the
REFERENCES
found issues directly on the game and to assess how [1] C. Pribeanu, D. D. Iordache, V. Lamanauskas, R. Vilkonis, "Evaluarea
suitable are the proposed solutions. utilizabilităţii şi eficacităţii pedagogice a unui scenariu de învăţare
bazat pe realitate îmbogăţită," presented at the Conferinta Nationala de
RESULT ANALYSIS Interactiune Om-Calculator - RoCHI, 2008.
In this section, tables that contain the usability evaluation [2] A. C. Clarke, S. Kubrick, 2001: a space odyssey, 1968.
will be presented. The results of the evaluation were [3] E. d. Kock, J. v. Biljon, and M. Pretorius, "Usability evaluation
gathered in tables to keep track of the scenario that is tested, methods: mind the gaps," presented at the Proceedings of the 2009
together with the problems it contains, and specific Annual Research Conference of the South African Institute of
Computer Scientists and Information Technologists, 2009.
solutions that are proposed to remove the errors. Table 5 to
[4] J. Nielsen, Usability Engineering: Morgan Kaufmann Publishers Inc.,
Table 10 contain the results of the individual evaluation for 1993.
each proposed scenario, together with a report on the [5] K. Jurek and C. Mary, "SUMI: the Software Usability Measurement
discovered errors, and also with the solutions found by the Inventory," British Journal of Educational Technology, vol. 24, pp.
developer. In Table 11 and Table 12, the most important 210-212, 1993.
questions that were asked during the group evaluation are [6] J. P. Chin, V. A. Diehl, and K. L. Norman, "Development of an
instrument measuring user satisfaction of the human-computer
taken apart and answered. Thus, we have successfully interface," presented at the Proceedings of the SIGCHI Conference on
identified the drawbacks of the user interface design and Human Factors in Computing Systems, 1988.
implementation, and we were able to find solutions to [7] M. Y. Ivory and M. A. Hearst, "The state of the art in automating
correct them. usability evaluation of user interfaces," ACM Comput. Surv., vol. 33,
After the two evaluations, both evaluators found different pp. 470-516, 2001.
[8] D. Gorgan, C. Rusu, D. Mihon, V. Colceriu, S. Roncagliolo, V. Rusu,
types of errors and problems. Mostly, it had to do with "Euristici specifice de utilizabilitate pentru aplicaţiile paralele şi
functionality flaws, related to the interaction between the distribuite," presented at the Revista Română de Interacţiune Om-
player’s vehicle and the buildings. It was also noted that the Calculator, Vol.4, Nr.2, 2011.
user is not fully satisfied with the game, because it is [9] A. M. Tarta and G. S. Moldovan, "Automatic Usability Evaluation
repetitive and does not bring a lot of excitement with the Using AOP," 2006 IEEE International Conference on Automation,
Quality and Testing, Robotics, vol. 2, pp. 84-89, 2006.
low variety of tasks it had to do, and with the objects it has [10] A. M. Tarta, G. S. Moldovan, G. Serban, " An Agent Based User
to interact with. After the heuristic evaluation, we reached Interface Evaluation Using Aspect Oriented Programming
the conclusion that the game has a level of usability of Techniques," presented at the ICAM5, 2006.
92.6%. [11] B. Shackel, "Usability - context, framework, definition, design and
evaluation," in Human factors for informatics usability, Cambridge
CONCLUSIONS University Press, 1991, pp. 21-37.
This paper focused on heuristically evaluating a video [12] B. Shackel, "Usability - Context, framework, definition, design and
game. The two evaluators had to execute a set of specific evaluation," Interact. Comput., vol. 21, pp. 339-346, 2009.
scenarios, to follow a group of tasks, and to write down [13] B. D. Preece J., Davies G., Keller G., RogersY, "A Guide to
Usability," 1990.
reports with the problems that they found while testing the [14] ISO9214-11, "Ergonomic Requirements for office Work with VDT’s
interactive application. Two main types of tables resulted, – Guidance on Usability," 1991.
one containing the individual evaluations, and one with the [15] A. Dix, J. E. Finlay, G. D. Abowd, and R. Beale, Human-Computer
group evaluation discussions. For each mentioned error or Interaction (3rd Edition): Prentice-Hall, Inc., 2003.
Heuristic Evaluation of the EvoGlimpseVideo Game
Bianca-Cerasela-Zelia Blaga
Selma Evelyn Cătălina Goga
Al-doori Rami Watheq Yaseen
Dorian Gorgan
Introduction
• Digital games are recreational and a preferred pastime for children and teenagers [1]
• Evaluation is a key step in the development methodology of any human-computer interactive application
Ø iterative process, being intercalated in the stages of developing a video game [2]
• Advantage: highlights the design and implementation flaws, errors and specific deficiencies
• Establishes the success or failure rate of a software product
Ø Final Fantasy XIV was a massive multiplayer online role-playing game in
Square Enix's Final Fantasy series, developed as a spiritual successor to
Final Fantasy XI.
Ø The game was released for Microsoft Windows on September 30, 2010.
Ø The initial release of the game was met with poor reviews, with critics
describing grind-heavy gameplay, poor controls, and a confusing user
interface.
Ø Shortly after release, then-CEO of Square Enix Yoichi Wada issued an
official apology for the quality of the game at the 2011 Tokyo Game Show
in December 2011, saying that "the Final Fantasy brand [had] been greatly
damaged". [3]
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M otivation
• Case study: EvoGlimpse video game [4]
• Focus: finding the errors and problems, creating thorough and helpful reports, and finding solutions
• Use: heuristical evaluation, which is a technique that helps determine the usability problems of a user interface
Ø (ISO 9241-11 standard) the extent to which a product can be used by specified users to achieve specified goals with
effectiveness, efficiency, and satisfaction in a specified context of use [5]
Ø (Shackel) the capacity of a system to be easily understood and efficient to use by a specific category of users, which
received instructions and assistance in the usage of the application, by executing tasks defined for a system [6, 7]
Ø The emphasis is on:
ü Efficiency – ratio between the used resources and the accuracy with which they can be used
ü Efficacy – the accuracy and correctness of the system
ü Ease of learning – how fast can the new users use the system correctly and at a high level of performance
ü Flexibility – how easy it is to use the controls, together with their correctness
ü Robustness – the help that the user has to fulfill the specific actions
ü Satisfaction – a more subjective measure that refers to the user’s comfort
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T heoretical Considerations
• In virtual reality applications, for example, there are 6 stages [8]:
1. exploratory – where similar applications are analyzed and bibliographic material, related to the domain and the
evaluation heuristics, is collected;
2. descriptive – where the conclusions from the first stage are synthetized, and specific evaluations are formalized;
3. correlative – where the principal characteristics of the usability heuristics are identified, and representative case
studies are presented;
4. explanatory – where the heuristics are established following five characteristics (identifiers, explanation, example,
benefits, and problems);
5. validation – where the evaluators inspect the application based on the previously mentioned heuristics;
6. refinement – after which three types of problems are found and need to be solved.
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Case Scenario:
EvoGlimpse
EvoGlimpse aims to give the players a glimpse into
evolution from the perspective of an exterior observer,
who can travel at different points in time of Earth’s
existence. This game is heavily inspired by the movie and
the book „2001: A space oddysey” [9], in which a
civilization of advanced beings helps humans that are in
different stages of evolution by presenting them ways
that can aid in their survival.
For the actual game implementation, the goal was to
create only a world, a futuristic one, on a planet covered
by water, in a developed society, with modern
architecture and flying cars. The main enemies will be
planes guided by artificial intelligence. The player will
have to protect itself from them by shooting, for example
with bullets, plasma, or laser. After defeating all enemies,
since an advanced technology state has been reached,
the monolith will appear in an unknown location and will
have to be found by following its sound signals.
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Scenarios
Scenario Actions
1. Navigation in the 1. controlling the vehicle using the mouse movements
2. increase speed by pressing space
3D scene 3. zoom in and out using the scroll wheel
2. Attacking and 1. observing the enemies
2. flying towards enemy
avoiding enemies 3. player attacks by pressing the left button of the mouse
4. the enemies attack when the player gets in a certain range and in a certain field of view
5. observing the enemies reaction
6. avoiding enemies
3. Monolith 1. the player should understand the objective, by reading the message shown on the screen
2. successfully navigating in the scene
3. observe the monolith
4. fly towards objective
5. message of winning the game
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Nielson’s 10 Usability Heuristics
1. Visibility of system status
Ø Is the state of the system visible at all times?
Ø Is the feedback offered by the system suitable?
Ø Is the response time appropriate, without unacceptable delays?
Ø The game scene will be observed, as well as the interaction with the objects and elements specific to each game
scenario; attention will be payed to movement of the vehicle, attack, collection of the power-ups, the display of
messages
2. Match between system and the real world
Ø Does the game correspond to the mental model that the user has from a real-world game? Is it what you expected
or similar to other games?
Ø Are the language, words, and phrases used familiar to the user?
Ø Is there a natural way in displaying the information?
Ø Is this a suitable shooter game? Is the game scene realistic?
Ø Are there any uncertainties?
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Nielson’s 10 Usability Heuristics
3. User control and freedom
Ø Can the user execute the necessary actions to fulfill the scenarios? Is their functioning correct?
Ø Can the user exit an unwanted state? For example, is there a need for an undo/ redo button?
Ø How does the vehicle control, attack, collection, and buttons feel?
4. Consistency and standards
Ø Is the user surprised by different words, situations or actions that have the same meaning?
Ø Is there consistency in the use of colors and symbols?
Ø Is the meaning of the objects from the scene understood?
5. Error prevention
Ø What is the functional correctness level of the game?
Ø Are the errors eliminated or are there methods to prevent situations that favor the apparition of errors?
Ø For example, notice what happens if the player tries to get too close to the water, at the collision with different
objects etc.
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Nielson’s 10 Usability Heuristics
6. Recognition rather than recall
Ø Can the player recognize the objects and their usage?
Ø Are there elements that require storage in the memory of the user?
7. Flexibility and efficiency of use
Ø What is the level of flexibility and efficiency of the game usage?
Ø Is the user bothered by certain aspects? Or are some of them missing?
8. Aesthetic and minimalist design
Ø What is the quantity of relevant information?
Ø Is there any redundant information?
Ø Is the information presented clear and easily accessible?
Ø Is the field of view of the player cluttered with too many elements or is it suitable?
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Nielson’s 10 Usability Heuristics
9. Help users recognize, diagnose, and recover from errors
Ø Are the messages clear and helpful for the player?
Ø Should there be any additional error prevention cases?
10. Help and documentation
Ø Is the help menu complete?
Ø Does it contain clear, simple, and easily accessible information?
Ø Is the documentation clear, does it contain sufficient information for the player? If not, what should be added?
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R esults
Criteria Scenario 1 Scenario 2 Scenario 3 Scenario 4 Scenario 5 Scenario 6
1 2 3
Level of entertainment Errors
Difficulties
Problem: small map, and easy to win Problem: building collision Problem: not enough
Solution: make the game scene Solution: alter the bounce sounds and visual effects
bigger, and add more enemies, with parameter of the physics Solution: add a menu, new
more variety to their behavior materials sounds and particle
effects, and life bar for
enemies
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Additional Questions and Observations
1. The mouse controlled movement of the vehicle is a great improvement
2. How can the collision problem be solved?
3. Insuficient indicators for the enemies attacks (sounds, effects or health bar)
4. Too easy to take enemies down
5. The monolith causes confusions – its position does not change and it is difficult to spot
6. The power-up boxes are redundant and too easy to obtain
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Conclusions
• After the two evaluations, both evaluators found different types of errors and problems;
• Mostly, it had to do with functionality flaws, related to the interaction between the player’s vehicle and the buildings;
• It was also noted that the user is not fully satisfied with the game, because it is repetitive and does not bring a lot of
excitement with the low variety of tasks it had to do, and with the objects it has to interact with;
• After the heuristic evaluation, we reached the conclusion that the game has a level of usability of 92.6%.
• As future work, use other methods such as Heuristics for Evaluating Playability [11] for each of the categories:
Ø game play – the set of problems and challenges a user must face to win a game;
Ø game story – plot and character development;
Ø game mechanics – the programming that provides the structure by which units interact with the environment;
Ø game usability – the interface; encompasses the elements the user utilizes to interact with the game (e.g. mouse,
keyboard, controller, game shell, heads-up display).
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Bibliography
1. C. Pribeanu, D. D. Iordache, V. Lamanauskas, R. Vilkonis, "Evaluarea utilizabilităţii şi eficacităţii pedagogice a unui scenariu de învăţare bazat pe
realitate îmbogăţită," presented at the Conferinta Nationala de Interactiune Om-Calculator - RoCHI, 2008.
2. E. d. Kock, J. v. Biljon, and M. Pretorius, "Usability evaluation methods: mind the gaps," presented at the Proceedings of the 2009 Annual
Research Conference of the South African Institute of Computer Scientists and Information Technologists, 2009.
3. Senior, Tom (October 18, 2010). "Final Fantasy XIV review". PC Gamer. Archived from the original on August 10, 2015. Retrieved October 20,
2010.
4. B. C. Z. Blaga, D. Gorgan, " Game Development Methodology Mapped on the EvoGlimpse Video Game Experiment “, RoCHI 2018.
5. ISO9214-11, "Ergonomic Requirements for office Work with VDT’s – Guidance on Usability," 1991.
6. B. Shackel, "Usability - context, framework, definition, design and evaluation," in Human factors for informatics usability, Cambridge University
Press, 1991, pp. 21-37.
7. B. Shackel, "Usability - Context, framework, definition, design and evaluation," Interact. Comput., vol. 21, pp. 339-346, 2009.
8. D. Gorgan, C. Rusu, D. Mihon, V. Colceriu, S. Roncagliolo, V. Rusu, "Euristici specifice de utilizabilitate pentru aplicaţiile paralele şi distribuite,"
presented at the Revista Română de Interacţiune Om-Calculator, Vol.4, Nr.2, 2011.
9. A. C. Clarke, S. Kubrick, "2001: a space odyssey", 1968.
10. J. Nielsen, "Usability Engineering", Morgan Kaufmann Publishers Inc., 1993.
11. H. Desurvire, M. Caplan, J. A. Toth, "Using heuristics to evaluate the playability of games“, CHI ’04 Extended Abstracts on Human Factors in
Computign Systems, Vienna, Austria, p. 1509 – 1512, 2004.
INTERNATIONAL CONFERENCE ON
Heuristic Evaluation of the EvoGlimpse Video Game HUMAN-COMPUTER INTERACTION 16
3-4 September, Cluj-Napoca, Romania
Thank you!
To do: add information and picture
INTERNATIONAL CONFERENCE ON
Heuristic Evaluation of the EvoGlimpse Video Game HUMAN-COMPUTER INTERACTION 17
3-4 September, Cluj-Napoca, Romania
Interaction Techniques
o Interaction basics
o Classification
n Gestures
n Simple interaction techniques
n Complex interaction techniques
n Other interaction techniques
Echo
Start
Value Symbol
Finish
Prompter
Visual UI object
Procedures
- UI object
User events - Visual presentation
P1
- Interactive object
- Process user messages ____
- Mousemove ____
- Mouseover ...
- Push_left_button
(MLB) PushBttn P2
__________ ____
__________ ____
__________ Object events ...
__________
__________
... Pn
__________ ____
____
...
o Output devices
n Monitors, earphones, loudspeakers, haptic devices (force
feedback, tactile, temperature), robots, dolls, etc.
o Input-output devices
1. Select, choice
2. Quantify, valuator
3. Text, string
4. Position, locator
A slider
(x,y)
(dx,dy)
1. Gestures
n en event sequence that have a well defined significance
1. Click
2. Press-down
3. Release
4. Press-timer
5. Range
6. Drag
Reference: Classification given by P. Szekely in “Separating the User Interface from the Functionality
of Application’s Program”, PhD Thesis, Carnegie-Mellon Univ., 1988.
o Example: value
identifier of a UI control such as radio button, check box,
ID of an application object,
ID of a menu item.
o Use case:
Click on application object (i.e. rectangle) to select it.
Click on a menu item to select it.
o Example: value
identifier of a UI control such as radio button, check box,
ID of an application object,
ID of a menu item.
o Use case:
Press on application object (i.e. rectangle) to select and drag it.
Press on a file icon and drag it into a directory or a garbage collector.
o Example: value
ID of an application object,
Position within a working area.
o Use case:
Release an application object onto a specific position.
Release the file icon onto the icon of a garbage collector.
Specifies by direct manipulation the second endpoint of a line segment.
o Example:
value - ID of a slider,
new_value – ID of the index within a slider.
o Use case: The user moves the mouse cursor inside the slider area. The slider
has associated a timer that give the rate to scroll the working area of a graphic
editor. When the user pres the left button of the mouse on the upper arrow of the
slider the object scene scrolls up until the user releases the button. Leaving the
slider area the timer stops.
o Use case:
Pressing the mouse button, the user specifies the first corner of a rubber
band. Moving the cursor, the user specifies the temporary second
corner. The editor draws the intermediate rubber band rectangle. When
the user releases the button the cursor position is sent to the editor
and the application draws the final rubber band rectangle.
o Example:
value - current position of the moving cursor,
var – value sent to the application program.
o Use case:
The user clicks on the iconic presentation of an application object. He drags
the icon around the dragging area. The application drops the icon on
the position where the user releases the button.
If the user realeases the button outside the dragging area, the icon jumps
onto the initial position.
o Example:
n Radio buttons
n Check boxes
n Command button
n Push button
n Edit box
n List box
Pressed appearance
Default appearance
Unavailable appearance
A rich-text box
A combo box
A static text field A spin box
1. Menus
8. Bubble cursor
Menu bar
Accelerator
Cascading
menu and
multiple
selections
e. Cyclic network
o Issues:
1. If an object consists of subobjects, does the user want the object
or the subobject?
2. If several objects overlap, which one does the user want?
3. Can differentiate points with different selection meaning
4. Can also have different actions for different selection levels
5. The notion of front and back
o Selected item
n Text identifier
n Object name
n Integer identifier
n Direct manipulation
n Graphics primitive: point, line, rectangle, etc.
n Graphics label
n Object area
n Contour based selection
n Active area, context
o Object type
n Icon
n Bitmap
n Graphics primitive
n Complex objects (aggregate)
n Raster
n Vector based object
o Interaction techniques
n Gestures: press, release, etc.
n Simple: buttons, box, slider, etc.
n Complex: dialog box, menu, palette, etc.
o Selection semantics
n One context
n Sequence of contexts
A tab control
o Rubber banding
o Interaction style
o Interaction mode:
n what the user is doing when interacting with a system
e.g. instructing, talking, browsing or other
o Interaction style:
n the kind of interface used to support the interaction mode
e.g. speech, menu-based, gesture
n interaction techniques are organized into higher level structures,
called interaction styles or dialogue styles
n usually the interfaces provide more than one style, but one is
predominant
n appropriate style depends on user and task
A. Command based
o Interactions can be broken down into discrete units of interaction
o Example: operator + a sequence of operands
B. Continuous
o This is a new type of style evolving in simulation, games, virtual reality.
No commands
o Examples: the control of visualization in VRML browsers, user
movement through the virtual space in 3D graphical editors
Results
o Interaction takes a cyclic form:
1. user makes request
User System
2. system processes request
3. user processes system results
Command
A1. Key-modal
o Command set depends on and is limited by system state, or
mode
o Easy to learn, ideal for “walk-up”
A2. Linguistic
o Keyboard is used as input
o There is a language syntax that governs input
o Operand ordering
o Fixed order means easier to check, explain
o Free order means no need to learn ordering
o Free order possible only if types or entry methods are
different
o Feedback types:
1. Lexical
n After each physical action,
n e.g. echo key press, mouse move
2. Syntactic
n Is syntax of command correct?
n Usually after command complete (earlier if prefix)
n No feedback if the command is ok, error message if bad
3. Semantic
n Shows results of executed command
n If command destructive, confirmation is requested
o Selection of default
o Explicitly chosen
o Last used
o Most frequently used
A1. Key-modal
o Command set depends on and is limited by system state, or
mode
o Easy to learn, ideal for “walk-up”
A2. Linguistic
o Keyboard is used as input
o There is a language syntax that governs input
o Examples:
o Command line
o Natural language
o Real world examples:
o UNIX
o Database query languages (e.g. SQL)
o Organization schemes:
o Simple sets: one command per operator
o Operator with operand
o Operator, option, operand
o Hierarchical
o Familiar to user
o Use speech recognition or typed natural language
o Problems: vague, ambiguous
o Examples:
o graphical direct manipulation
o forms fill in
1. Key-modal
n Menu selection
2. Linguistic
n Command line
n Natural language
3. Direct manipulation
n WIMP (Windows, Icons, Menu, Pointers)
n Form fill-in and spreadsheets
Application
Interaction style Main advantages Main disadvantages
examples
Direct manipulation Fast and intuitive May be hard to implement. Video games,
(WIMP) interaction. Only suitable where there is a CAD systems.
Easy to lean. visual metaphor for tasks and
objects.
Menu selection Avoid user error. Slow for experienced users. Most general –
Little typing required. Can become complex if many purpose systems.
menu options.
Form fill-in Simple data entry. Takes up a lot of screen space. Stock control,
Easy to learn. Causes problems where user Personal loan
Checkable. options don’t match the form processing.
fields.
Table from Ch16-User Interface Design, in “Software Engineering”, of Ian Sommerville, 7’th ed., 2004
o Based on
o windows
o icons
o cursors
o menus
Cursors – pointers
Types of menu:
1. Cascading menu
item calls other menu
2. Pop-up and pull-down menu’s
pull-down menu usually connected to menu bar (top of the screen or
window)
pop-up menu more efficient (anywhere on the screen, usually
connected to an object - context menu)
3. Pin-up menu
4. Multiple selection
select/deselect items
need ‘done” function
5. Pie menu
select time for each item is the same
Menu bar
Accelerator
Cascading
menu and
multiple
selections
o Characterized by:
3. Environment is 3D
n Not a desktop, but a room or a 3D working space
op move, jump, . . .
speed
object
slow, fast, . . .
avatar, . . .
direction