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HY-364: Επικοινωνία Ανθρώπου - Μηχανής Slide 1 HY-364: Επικοινωνία Ανθρώπου - Μηχανής Slide 1 Slide 1 COURSE CS-364 (OPTIONAL) HUMAN – COMPUTER INTERACTION UNIVERSITY OF CRETE FACULTY OF SCIENCES AND ENGINEERING COMPUTER SCIENCE DEPARTMENT

HUMAN COMPUTER INTERACTIONhy364/files/lectures/10... · 2020-04-10 · In this lecture we will be looking at: The reasons to conduct evaluations The various methods of evaluation

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Page 1: HUMAN COMPUTER INTERACTIONhy364/files/lectures/10... · 2020-04-10 · In this lecture we will be looking at: The reasons to conduct evaluations The various methods of evaluation

HY-364: Επικοινωνία Ανθρώπου - Μηχανής Slide 1HY-364: Επικοινωνία Ανθρώπου - Μηχανής Slide 1Slide 1

COURSE CS-364 (OPTIONAL)

HUMAN – COMPUTER INTERACTION

UNIVERSITY OF CRETE

FACULTY OF SCIENCES AND ENGINEERING

COMPUTER SCIENCE DEPARTMENT

Page 2: HUMAN COMPUTER INTERACTIONhy364/files/lectures/10... · 2020-04-10 · In this lecture we will be looking at: The reasons to conduct evaluations The various methods of evaluation

In this lecture we will be looking at:

The reasons to conduct evaluations

The various methods of evaluation and how they are classified

Heuristic evaluation

Slide 2CS-364: Human – Computer Interaction

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Evaluation is an integral part of the design process

Initial design decisions are confirmed or rejected, and new requirements and possible interaction problems are revealed

Evaluation helps to ensure that the system behaves as it is expected and to assess whether the requirements and goals set during the requirements phase have been met

Consequently, evaluation offers a way for terminating the iterative development procedure

Slide 3CS-364: Human – Computer Interaction

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“Common sense” design decisions

Assuming personal behaviour is representative

Continuing acceptance of habit and/or tradition

Implicit unsupported assumption in design

Unsupported early design decisions

Postponement of evaluation “until a more

convenient time”

Formal evaluation using inappropriate subject

groups

Experiments which cannot be analysed

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Traditional testing: focus on system functionality and ergonomics, later in the development process

Usability evaluation: focus on the users, the tasks and the user interface, in the early stages of design and development

Mainly used to:

▪ identify usability problems

▪ evaluate design alternatives

▪ assess the effect of the user interface on the users

▪ obtain feedback which can be used to improve design

▪ predict whether usability goals will be met

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Nowadays users expect much more than just a usable system; they also look for a pleasing and engaging experience

This means it is even more important to carry out an evaluation

As the Nielsen Norman Group (www.nngroup.com) notes: “User experience encompasses all aspects of the end-user's

interaction . . . the first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next come simplicity and elegance, which produce products that are a joy to own, a joy to use.”

More about user experience in the UX lecture

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Some of the most favourite criteria used for classifying evaluationmethods in HCI literature are:

Who is involved (users/experts)

Where they are carried out (at the lab / in the field)

The development phase they apply to (design/implementation)

When they are carried out (formative/summative)

Their formality (formal/informal)

The objectiveness and type of their results (objective/subjective -qualitative/quantitative)

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A common approach is to classify evaluation into summative and formative

Summative evaluation takes place after a product is complete, or nearly so

It is often used prior or after product release

This type of evaluation was typical for linear development phases, as in the waterfall model

In current practice, summative evaluation is mainly used to assess the compliance of a product against a standard or set of guidelines or to fine-tune and debug the beta version of a product

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The main drawback of summative evaluation is that, problemsdetected result in major iterations through the same sequence ofdevelopment phases

Furthermore, summative evaluation does not support an iterativerefinement process and consequently cannot support a user-centred design process

Formative evaluation takes place during all the phases ofthe development life-cycle and its results are fed back todesign

This early evaluation brings the maximum pay-off, since problemsare early identified and corrected

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Formative Chef who periodically checks a dish

while it’s being prepared and makes adjustments to positively impact the end result

Summative Evaluating the dish after it is

completed like a restaurant critic who compares the meal with other restaurants

Slide 10CS-364: Human – Computer Interaction

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Usability methods are divided in two main categories according to whether user participation is required, or not:

empirical, or user-based

non-empirical

Since user-based methods are mostly used for evaluating the implementation, they usually refer to summative evaluation

Non-empirical methods are predominantly used during the design and prototyping phases (formative evaluation)

This is not always the case. For example, users are also used during design to compare alternatives, or identify semantic usability problems

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Empirical evaluation involves testing a user interface with real users, and requires a simulation, a prototype, or the full implementation of the system

The subjects must be representative of the user population and sufficient sample is needed (a typical minimum is no less than eight)

This type of evaluation is used to identify usability problems, assess the users’ opinion, and observe and measure user performance

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Non-empirical evaluation, is also referred to as formative evaluation;it has to do with the detailed examination of a:

user interface design

specification document

abstract model

prototype

final system

by usability or domain experts as a means of detecting and correcting usability problems early in the development process in order to minimise the cost (time and effort), of potential design changes

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Non-empirical evaluation is decomposed into analytic methods and inspection methods

Evaluation using analytic methods is called model-based evaluation and is used during the early phases of development

These methods use formal (formative) models of the system and the user based on tasks and/or grammar to predict user performance and cognitive load

Analytic methods have many drawbacks:

they are very difficult to apply

they require highly trained people

they are very costly

they take too much time

they do not scale up well to complex highly interactive user interfaces

they do not offer any design input

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As a result, they are not popular to the software industry and tend to be ignored

The research community seems to have an interest in the use of analytic evaluation methods and in the development of software components aiming to partly automate the evaluation of an interactive system using one of the available analytical models

The most famous method in this category is GOMS* but there is a large variety of additional methods (e.g. Keystroke Level Model – KLM, Critical Path Method, etc) each one covering different needs and serving different purposes

*GOMS Model (Card, Moran, and Newell): a human information processing model that predicts what skilled users will do in seemingly unpredictable situations (i.e. assumes expert user and well-defined tasks).GOMS (Goals, Operators, Methods, Selection rules)

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Inspection methods have to do with the inspection of a user interface design or prototype by usability experts, sometimes with the participation of users and/or designers, in order to identify usability problems in an existing user interface design, or task

These methods are used to provide recommendations for fixing problems, improving the usability of the design, or assessing compliance to a specific standard, or set of guidelines

The term inspection is used with reference to formal code and function inspection methods that have been used in software engineering for debugging and improving code

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The main advantages of these methods are that they are cheap, fast and easy to administer and perform

Their main disadvantage is that the outcomes depend heavily on the skill, knowledge and experience of the evaluators

There are 3 different approaches to user interface inspection:

evaluation of a user interface against a set of HCI-related heuristics

walkthrough methods

guidelines inspection

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A formal form of heuristic evaluation is standards inspection, where the interface is assessed for compliance to a specific standard

This type of inspection, must be performed by a person who is expert in the use and interpretation of the standard

Another form of inspections against heuristics are consistencyinspections which are used to ensure the consistency of the “look and feel” of the products of the same company, or of different components of the same product

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Another approach to user interface inspection are the walkthroughmethods, also referred to as storyboarding and tabletopping

These methods are used early in design when no user interface simulation, or prototype exists and they provide a means for systematically reviewing the validity of a user interface and its flow

Their main difference with heuristic methods is that their main focus is on the tasks and not on the interface

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One representative method is the cognitive walkthrough which is used for evaluating the ease of learning of an interface

Cognitive walkthroughs have been criticised for being impractical, effortful and for not delivering the beneficial conceptual support of theory

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An extension of the traditional walkthrough is the pluralisticwalkthrough developed by IBM

A group of usability experts, users, and product developers, review a user interface design by following a task scenario and examining each element of interaction by posing a set of given questions such as,

“Will the users try to achieve the right effect?”

“Will the user notice that the correct action is available?”

etc.

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This type of walkthrough is not just concerned with learnabilityissues, but with the general usability of the user interface

A possible argument would be that, since users participate in the procedure, this method should be classified as empirical

However, this is not the case, because users do not participate as subjects, but as experts, or as living examples of user requirements, preferences and cognitive models

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Compared to empirical experiments, inspection methods find less than half of the problems existing in a specific user interface (Desurvire, 1994), but they successfully identify most of the major ones

Additionally, inspection methods have proved that they can find usability problems overlooked by user tests and vice versa

For this reason, in practice, these two categories are used in combination

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Evaluation methods

Empirical (User-based)

Objective Assessment Subjective Assessment(Query Technique)

• Thinking aloud, Question asking protocol

• Cooperative evaluation, Co-discovery learning, Coaching

• Retrospective testing

• Performance measurement

Questionnaires • Focus Groups

• Interviews

Mental Effort User satisfaction &Perceived usability

Non-empirical

Inspection Methods Theory-Based Methods

Against HCI-based heuristics

Walkthroughs / Storyboarding /

Tabletoping

Guidelines

• Heuristic (Expert) Evaluation

• Standards Inspection (Adherence & Compliance)

• Consistency Inspection

• Cognitive Walkthrough

• Pluralistic Usability Walkthrough

Paper-based

Tools for working with

guidelines

General purpose

Platform specific(Styleguides)

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Factors distinguishing evaluation techniques:

Design vs. implementation

Laboratory vs. field studies

Subjective vs. objective

Qualitative vs. quantitative measures

Information provided

Immediacy of response

Intrusiveness

Resources

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The most popular usability inspection method

It is done as a systematic inspection of a user interface design for usability

Its goal is to find the usability problems in the design so that they can be attended to as part of an iterative design process

It involves having a small set of evaluators examine the interface and judge its compliance with recognized usability principles (the "heuristics")

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In general, heuristic evaluation is difficult for a single individual to do because one person will never be able to find all the usability problems in an interface

Luckily, experience from many different projects has shown that different people find different usability problems

Therefore, it is possible to improve the effectiveness of the method significantly by involving multiple evaluators

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An example from a case study of heuristic evaluation where 19 evaluators were used to find 16 usability problems in a voice response system allowing customers access to their bank accounts

The figure clearly shows that there is a substantial amount of non-overlap between the sets of usability problems found by different evaluators

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Some usability problems are so easy to find that they are found

by almost everybody, but there are also some problems that

are found by very few evaluators

Furthermore, one cannot just identify the best evaluator and

rely solely on that person's findings

The recommendation is normally to use 3 to 5 evaluators since

one does not gain that much additional information by using

larger numbers

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Heuristic evaluation is performed by having each individualevaluator inspect the interface alone

The results of the evaluation can be recorded either as written reports from each evaluator or by having the evaluators verbalize their comments to an observer as they go through the interface

Written reports have the advantage of presenting a formal record of the evaluation, but require an additional effort by the evaluators and the need to be read and aggregated by an evaluation manager

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Using an observer adds to the overhead of each evaluation session, but reduces the workload on the evaluators

The results of the evaluation are available fairly soon after the last evaluation session since the observer only needs to understand and organize one set of personal notes, not a set of reports written by others

The observer can assist the evaluators in operating the interface in case of problems, such as an unstable prototype, and help if the evaluators have limited domain expertise and need to have certain aspects of the interface explained

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Typically, a heuristic evaluation session for an individual evaluator lasts

between one to two hours

Longer evaluation sessions might be necessary for larger or very

complicated interfaces with a substantial number of dialogue

elements, but it would be better to split up the evaluation into

several smaller sessions, each concentrating on a part of the interface

During the evaluation session, the evaluator goes through the

interface several times and inspects the various dialogue elements

and compares them with a list of recognized usability principles (the

heuristics)

These heuristics are general rules that seem to describe common properties of

usable interfaces

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In addition to the checklist of general heuristics, the evaluator obviously is also allowed to consider any additional usability principles or results that come to mind that may be relevant for any specific dialogue element

Furthermore, it is possible to develop category-specific heuristicsthat apply to a specific class of products as a supplement to the general heuristics

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In principle, the evaluators decide on their own how they want to proceed with evaluating the interface

A general recommendation would be that they go through the interface at least twice, however

The first pass would be intended to get a feel for the flow of the interaction and the general scope of the system

The second pass then allows the evaluator to focus on specific interface elements while knowing how they fit into the larger whole

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Since the evaluators are not using the system as such (to perform a real task), it is possible to perform heuristic evaluation of user interfaces that exist on paper only and have not yet been implemented

This makes heuristic evaluation suited for use early in the usability engineering lifecycle

If the system is intended as a walk-up-and-use interface for the general population or if the evaluators are domain experts, it will be possible to let the evaluators use the system without further assistance

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If the system is domain-dependent and the evaluators are fairly naive with respect to the domain of the system, it will be necessary to assist the evaluators to enable them to use the interface

One approach that has been applied successfully is to supply the evaluators with a typical usage scenario, listing the various steps a user would take to perform a sample set of realistic tasks

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A list of usability problems in the interface with references to those usability principles that were violated by the design in each case in the opinion of the evaluator

It is not sufficient for evaluators to simply say that they do not like something; they should explain why they do not like it with reference to the heuristics or to other usability results

The evaluators should try to be as specific as possible and should list each usability problem separately

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There are two main reasons to note each problem separately:

First, there is a risk of repeating some problematic aspect of a dialogue element, even if it were to be completely replaced with a new design, unless one is aware of all its problems

Second, it may not be possible to fix all usability problems in an interface element or to replace it with a new design, but it could still be possible to fix some of the problems if they are all known

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Heuristic evaluation does not provide a systematic way to generate fixes to the usability problems or a way to assess the probable quality of any redesigns

Also, many usability problems have fairly obvious fixes as soon as they have been identified

Even for these simple examples, however, the designer has no information to help design the exact changes to the interface

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Severity ratings can be used to allocate the most resources to fix the most serious problems and can also provide a rough estimate of the need for additional usability efforts

If the severity ratings indicate that several disastrous usability problems remain in an interface, it will probably be unadvisable to release it

But one might decide to go ahead with the release of a system with several usability problems if they are all judged as being cosmetic in nature

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The severity of a usability problem is a combination of three (+1) factors:

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• Is it a one-time problem that users can overcome once they know about it or will users repeatedly be bothered by the problem?

• Certain usability problems can have a devastating effect on the popularity of a product, even if they are "objectively" quite easy to overcome

• Will it be easy or difficult for the users to overcome?

• Is it common or rare?

The frequencywith which

the problem occurs

The impactof the

problem if it occurs

The persistence

of the problem

+ Market impact of the

problem

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Even though severity has several components, it is common to combine all aspects of severity in a single severity rating as an overall assessment of each usability problem in order to facilitate prioritising and decision-making

The following 0 to 4 rating scale can be used to rate the severity of usability problems:

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I don't agree that this is a usability

problem at all

Cosmetic problem only:

need not be fixed unless extra time

is available on project

Minor usability problem: fixing

this should be given low priority

Major usability problem:

important to fix, so should be

given high priority

Usability catastrophe:

imperative to fix this before

product can be released

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It is difficult to get good severity estimates from the evaluators during a heuristic evaluation session when they are more focused on finding new usability problems

Also, each evaluator will only find a small number of the usability problems, so a set of severity ratings of only the problems found by that evaluator will be incomplete

Instead, severity ratings can be collected by sending a questionnaire to the evaluators after the actual evaluation sessions, listing the complete set of usability problems that have been discovered, and asking them to rate the severity of each problem

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Since each evaluator has only identified a subset of the problems included in the list, the problems need to be described in reasonable depth, possibly using screen-dumps as illustrations

The descriptions can be synthesized by the evaluation observer from the aggregate of comments made by those evaluators who had found each problem ▪ or, if written evaluation reports are used, the descriptions can be

synthesized from the descriptions in the reports

These descriptions allow the evaluators to assess the various problems fairly easily even if they have not found them in their own evaluation session

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Typically, evaluators need only spend about 30 minutes to provide their severity ratings

It is important to note that each evaluator should provide individual severity ratings independently of the other evaluators

Often, the evaluators will not have access to the actual system while they are considering the severity of the various usability problems

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It is possible that the evaluators can gain additional insights by revisiting parts of the running interface rather than relying on their memory and the written problem descriptions

Experience indicates that severity ratings from a single evaluator are too unreliable to be trusted

As more evaluators are asked to judge the severity of usability problems, the quality of the mean severity rating increases rapidly, and using the mean of a set of ratings from three evaluators is satisfactory for many practical purposes

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Heuristic evaluation is explicitly intended as a "discount usability engineering" method

Independent research has indeed confirmed that heuristic evaluation is a very efficient usability engineering method

As a discount usability engineering method, heuristic evaluation is not guaranteed to provide "perfect" results or to find every last usability problem in an interface

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Usability problems can be located in a dialogue in four different ways:

at a single location in the interface

at two or more locations that have to be compared to find the problem

as a problem with the overall structure of the interface

as something that ought to be included in the interface but is currently missing

An analysis of 211 usability problems (Nielsen 1992) found that the difference between the four location categories was small and not statistically significant

In other words, evaluators were approximately equally good at finding all four kinds of usability problems

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Even though heuristic evaluation finds many usability problems that are not found by user testing, it is also the case that it may miss some problems that can be found by user testing

Evaluators are probably especially likely to overlook usability problems if the system is highly domain-dependent and they have little domain expertise

Since heuristic evaluation and user testing each finds usability problems overlooked by the other method, it is recommended that both methods be used

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Because there is no reason to spend resources on evaluating an interface with many known usability problems only to have many of them come up again, it is normally best to use iterative design between uses of the two evaluation methods

Typically, one would first perform a heuristic evaluation to clean up the interface and remove as many "obvious" usability problems as possible

After a redesign of the interface, it would be subjected to user testing both to check the outcome of the iterative design step and to find remaining usability problems that were not picked up by the heuristic evaluation

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Visibility of system status

The system should always keep users informed about what is going on, through appropriate feedback within reasonable time

Match between system and the real world

The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms

Follow real-world conventions, making information appear in a natural and logical order

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User control and freedom

Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo

Consistency and standards

Users should not have to wonder whether different words, situations, or actions mean the same thing

Follow platform conventions

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Error prevention

Even better than good error messages is a careful design which prevents a problem from occurring in the first place

Recognition rather than recall

Make objects, actions, and options visible

The user should not have to remember information from one part of the dialogue to another

Instructions for use of the system should be visible or easily retrievable whenever appropriate

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Flexibility and efficiency of use

Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users

Allow users to tailor frequent actions

Aesthetic and minimalist design

Dialogues should not contain information which is irrelevant or rarely needed

Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility

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Help users recognize, diagnose, and recover from errors

Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution

Help and documentation

Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation

Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too extensive

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