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Introduction To User Interface Experience-NewCh6-Test 2

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0% found this document useful (0 votes)
7 views20 pages

Introduction To User Interface Experience-NewCh6-Test 2

Uploaded by

omarahmad12318
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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&

Dr Sultan M Al Khatib

©2021 Sultan M Al Khatib 1


Test

©2021 Sultan M Al Khatib 52


 “Try out products and use observations and feedback to refine
prototypes, learn more about the user, and refine your original point of
Design Thinking view.”

 Eye Tracking
User – Centred
Design

(The process)
Test

©2021 Sultan M Al Khatib 53


Design Thinking
 Set up a user test
User – Centred  Have them walk through,
talking out loud.
Design  Sit next to them or behind
them is the simplest way.

(The process)  Don’t guide them.

Test

©2021 Sultan M Al Khatib 54


 Test and Observation

Design Thinking

User – Centred
Design

(The process)
Test

©2021 Sultan M Al Khatib 55


 Think aloud
 "Thinking aloud may be the single most valuable usability
Design engineering method." Jakob Nielsen, Usability Engineering, book,
1993.
Thinking  Human behaviour changes much more slowly than the technology
we all find so fascinating, and the best approaches to studying this
behaviour hardly change at all.
(The process)  In a thinking aloud test, you ask test participants to use the system
Test while continuously thinking out loud — that is, simply verbalizing
their thoughts as they move through the user interface.
 To run a basic thinking aloud usability study, you need to do only 3
Rapid Evaluation things:
Methods  Recruit representative users.
 Give them representative tasks to perform.
 Just listen and let the users do the talking.

©2021 Sultan M Al Khatib 56


 Think aloud (CONTD)
 It serves as a window on the soul, letting you discover what users
Design really think about your design. These thoughts are in the form of
qualitative data.
Thinking  You hear their misconceptions, which usually turn into actionable
redesign recommendations.

(The process)  For example: when users misinterpret design elements, you need
to change them.
Test  You usually learn why users guess wrong about some parts of the
UI and why they find others easy to use.

Rapid Evaluation  It offers the benefits of being:


Methods  Cheap. No special equipment is needed; you simply sit next to a user
and take notes as he or she talks. It takes about a day to collect data
from a handful of users, which is all that's needed for the most
important insights.

©2021 Sultan M Al Khatib 57


 Think aloud (CONTD)
 It offers the benefits of being: (CONTD)
Design  Robust. Most people are poor facilitators and don't run the study
exactly according to the proper methodology. But, unless you
Thinking blatantly bias users by putting words into their mouths, you'll still
get reasonably good findings, even from a poorly run study.
 Flexible. You can use the method at any stage in the development
lifecycle, from early paper prototypes to fully implemented, running
(The process) systems. Thinking aloud is particularly suited for Agile projects. it
simply rely on the users doing the thinking.
Test  Convincing. The most hard developers, arrogant designers, and
tight-fisted executives usually soften up when they get direct
exposure to how customers think about their work. Getting the rest
Rapid Evaluation of your team (and management) to sit in on a few thinking-aloud
sessions doesn't take a lot of their time and is the best way to
Methods motivate them to pay attention to usability.
 Easy to learn. you don't need any extras of learning, training hours,
and advanced modifications to cover to run basic tests for your own
design team.

©2021 Sultan M Al Khatib 58


 Emotion impact:
Design  The Ten Emotion Heuristics:
Thinking The heuristics are a set of guidelines to help assess what a user is
feeling beyond self-reported measures. As mentioned above, there
are times where users actions and words do not match up, and you
can use the below heuristics as a way to understand what the user is
(The process) really feeling, beyond the feelings they may be aware of.

Test  Frowning. If a user is frowning, it can be a sign of a necessity to


concentrate, displeasure or of perceived lack of clarity
 Brow Raising. When users raise their brows, it can be a sign of
Rapid Evaluation uncertainty, disbelief, surprise, and exasperation. While surprise
Methods isn’t always negative, we don’t necessarily want our users to be
surprised or uncertain of the experience on our platform

©2021 Sultan M Al Khatib 59


 Gazing Away. When a user gazes away from the screen, they may
feel deceived, ashamed, or confused. They could also very possibly
Design be bored with what is on the screen in front of them
Thinking  Smiling. A smile is a sign of satisfaction in which the user may
have encountered something satisfying or joyful
 Compressing the Lip. Seeing a user compress their lips is a sign of
(The process) frustration and confusion. I see this a lot when a user intends to do
something, but it does not work, causing frustration and anxiety
Test  Moving the Mouth. If the user is speaking to themselves, trying to
understand or complete a task, this indicates them feeling
confused or lost in the experience
Rapid Evaluation
 Expressing Vocally. Vocal expressions such as sighs, gasps,
Methods coughs, as well as the volume of the expression, the tone or
quality of the expression may be signs of frustration or deception.

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 Hand Touching the Face. If a user is touching their face during the
Design interview, they could be tired, lost, or confused. This can also
indicate a high level of concentration and frustration with a task.
Thinking  Leaning Back on the Chair. When a user (or anyone, really) leans
back in a chair, it is an indication they are having a negative
emotion and would like to remove themselves from the situation.
(The process) This generally shows a fairly high level of frustration
 Forward Leaning the Trunk. Leaning forward and showing a
Test sunken chest may be a sign of difficulty and frustration with the
task at hand. At this point, the user may be close to giving up on a
task or experience.
Rapid Evaluation  What it is important and you need to do: Memorize the different
Methods heuristics, Practice the heuristics with others, and Observe and
make note of heuristics during the interviews.

©2021 Sultan M Al Khatib 61


 Quasi empirical UX evaluation:
 Is an empirical method, being very informal and not following a strict protocol.
It focuses on qualitative data to identify UX problems that can be fixed and
usually do not involve quantitative data.
Design  can occur almost anywhere, including UX lab space, a conference room, an
office, a cafeteria, or in the field.
Thinking  It is recommended to interrupt and intervene at opportune moments to elicit
more thinking aloud and to ask for explanations and specifics.
 Each session participant is different—some are more knowledgeable whereas
(The process) some are more helpful. You must find ways to learn the most you can about the
UX problems.

Test  Prepare a set of representative, frequently used, and mission-critical tasks for
your participants to explore.
 includes lightweight selection and recruiting of participants, preparation of
materials such as the informed consent form, and establishment of protocols
and procedures for the sessions.
Rapid Evaluation  What you need to do as a facilitator are: working closely in collaboration, use of
Methods the think-aloud data collection, make sure participants understands their role
to evaluate the UX, take simple and lightweight notes, work with the
participant to find UX problems and ways the design should be improved, say
the right thing at the right time to keep it on track, you can interact with the
participant with questions at any time.

©2021 Sultan M Al Khatib 62


 Questionnaire:
 A questionnaire is a fast and easy way to collect subjective UX data, either as
a supplement to any other rapid UX evaluation method or as a method on its
Design own.
 Questionnaires with good track records, such as the Questionnaire for User
Thinking Interface Satisfaction (QUIS), the System Usability Scale (SUS), or
Usefulness, Satisfaction, and Ease of Use (USE), are all easy and inexpensive
to use and can yield varying degrees of UX data. See for example:
https://garyperlman.com/quest/quest.cgi?form=QUIS
(The process)  A/B (Alpha/Beta) testing:
 After almost all development is completed, manufacturers of software
Test applications sometimes send out alpha and beta (pre-release) versions of the
application software to selected users, experts, customers, and professional
to review.
 users try it out and give feedback on the experience. Little or no guidance is
Rapid Evaluation given, and it’s just “tell us what you think is good and bad and what needs
fixing, what additional features would you like to see, etc.”
Methods  while it can be good for getting user satisfaction, it does not capture the
details of use within the usage experience.
 The purpose is to give one version to some customers; give another to the
rest. Measure the performance of each to see which was more successful

©2021 Sultan M Al Khatib 63


Design
Thinking Inspection:
 Because the process depends on the evaluator’s judgment, it
requires an expert, a UX practitioner or consultant, which is why
(The process) this kind of evaluation method is also sometimes called “expert
evaluation” or “expert inspection.” These evaluation methods are
Test also sometimes called “heuristic evaluation (HE)” but that term
technically applies only to one particular version, “the heuristic
evaluation method” (Nielsen, 1994b), in which “heuristics” or
Expert Evaluation generalized design guidelines are used to drive an inspection
Methods

©2021 Sultan M Al Khatib 64


HCI Usability General Principles
 Compatibility:
Design  Concerned about user, product, task, and workflow compatibility with
user needs and point of view, by providing enough elements for their
Thinking goal.
 Ease of Learning:
 the user can rapidly start getting some work done with the system.
 Memorability:
(The process)  Objects are placed in a consistent location, elements of UI are grouped
logically together as in a menu, and the use of conventional objects and
Test symbols will be easier to remember as the shopping cart symbol.
 Predictability:
 Person’s expectations and the ability to determine the results of actions
ahead of time.
Expert Evaluation  Simplicity:
Methods  Show the user only what is necessary, limiting the actions that can be
performed.
 Flexibility:
 Allow more user control for variations in user skill and preferences, i.e.,
give users choices
©2021 Sultan M Al Khatib 65
HCI Usability General Principles ( CONT’D)
 Responsiveness:
Design  The system must rapidly respond to the user’s requests. It should provide
immediate acknowledgment for user actions: visual, textual, and/or auditory.
Thinking  Protection:
 Protect users against disastrous results of common human error
 Invisible Technology:
(The process)  The user should need to know as little as possible about the technical details of
Test  Control:
how the system is implemented and operates

 Users prefer to feel a sense of mastery and control over the system not being
Expert Evaluation controlled and directed by machine.
 WYSIWYG:
Methods  What you see is what you get
 Accessibility:
 Degree to which a product is accessible by as many people as possible

©2021 Sultan M Al Khatib 66


Nielsen's Principles of Usability
10 Usability Heuristics for User Interface Design
Design 1. Visibility of system status:
 For each action, users should be informed by feedback about their
Thinking location within the process.
2. Match between system and the real world
 System should appear familiar to user from real-world conventions.
(The process) 3. User control and freedom:
Test  Support easily recovering from mistakes or unwanted state by
providing controls such as undo redo.
4. Consistency and standards:
 The way UI looks and process of doing actions have to be consistent
Expert Evaluation with what the user is familiar and conform to standards. Think about
Methods the fonts.
5. Error prevention:
 Design a process and messages to prevent a problem from occurring
or users from doing undeliberate error.

©2021 Sultan M Al Khatib 67


Nielsen's Principles of Usability (CONT’D)
6. Recognition rather than recall:
Design  Making UI objects visible and easy to understand for the instruction on
how to use, which can help on reducing the memory load.

Thinking 7. Flexibility and efficiency of use:


 Considering both experienced and inexperienced users to have the
chance of performing actions easily and more frequently.

(The process) 8. Aesthetic and minimalist design:


 Design should provide the exact information and interaction needed to
Test user to perform the task, as well as the look of the design to be more
related to the dialogue.
9. Help users recognize, diagnose, and recover from errors:
Expert Evaluation  There should be a precise problem indicators where these indicator can
inform the user about the error that the action has resulted in, and ways
Methods of solutions, like error messages.
10. Help and documentation:
 There should be help and documentation provided for the user to use for
times of necessity.

©2021 Sultan M Al Khatib 68


Don Normans’ principles
 Visibility – The more visible functions are, the more likely users will be
able to know what to do next. In contrast, when functions are "out of
Design sight," it makes them more difficult to find and know how to use.
Thinking  Feedback – Feedback is about sending back information about what
action has been done and what has been accomplished, allowing the
person to continue with the activity. Various kinds of feedback are
available for interaction design-audio, tactile, verbal, and
(The process) combinations of these.

Test  Constraints – The design concept of constraining refers to


determining ways of restricting the kind of user interaction that can
take place at a given moment. There are various ways this can be
achieved.
Expert Evaluation  Mapping – This refers to the relationship between controls and their
Methods effects in the world. Nearly all artifacts need some kind of mapping
between controls and effects, whether it is a flashlight, car, or power
plant. An example of a good mapping between control and effect is the
up and down arrows used to represent the up and down movement of
the cursor, respectively, on a computer keyboard.
©2021 Sultan M Al Khatib 69
Don Normans’ principles (CONT’D)
Design  Consistency – This refers to designing interfaces to have similar
operations and use similar elements for achieving similar tasks. In
Thinking particular, a consistent interface is one that follows rules, such as using
the same operation to select all objects. For example, a consistent
operation is using the same input action to highlight any graphical
(The process) object at the interface, such as always clicking the left mouse button.
Inconsistent interfaces, on the other hand, allow exceptions to a rule.
Test  Affordance – is a term used to refer to an attribute of an object that
allows people to know how to use it. For example, a mouse button
invites pushing (in so doing acting clicking) by the way it is physically
Expert Evaluation constrained in its plastic shell. At a very simple level, to afford means
Methods "to give a clue" (Norman, 1988). When the affordances of a physical
object are perceptually obvious it is easy to know how to interact with
it.

©2021 Sultan M Al Khatib 70

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