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Chapter2 Design Process Part3

Chapter 2 of COMP4045/7450 discusses the user interface design evaluation process, emphasizing the importance of usability testing and various evaluation methods such as cognitive walkthroughs and heuristic evaluations. It outlines the types of evaluations, where they can be conducted, and details the roles of participants in usability tests. The chapter also highlights the significance of collecting both qualitative and quantitative data to improve user experience and interface design.

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0% found this document useful (0 votes)
6 views83 pages

Chapter2 Design Process Part3

Chapter 2 of COMP4045/7450 discusses the user interface design evaluation process, emphasizing the importance of usability testing and various evaluation methods such as cognitive walkthroughs and heuristic evaluations. It outlines the types of evaluations, where they can be conducted, and details the roles of participants in usability tests. The chapter also highlights the significance of collecting both qualitative and quantitative data to improve user experience and interface design.

Uploaded by

aifqdh
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

COMP4045/7450

Chapter 2: User Interface


Design Process – Part 3
Dr. Li Chen
October 2018
Outline

Evaluation
Introduction
Human-computer method
Cognitive walkthrough
Usability testing
Heuristic evaluation
Why evaluate?

How would you find out whether your


product would appeal to the targeted
users, and if they will use it?
Evaluation is integral to the design
process
Evaluation focuses on both the usability
of the system and on the users’
experience when interacting with it
What to evaluate?

 Ranges from low-fidelity prototypes to complete


systems; a particular screen function to the
whole workflow; from aesthetic design to safety
features
 For example,
If users find items faster with a new web browser
How engaging and fun a new game app is and how
long users will play it
If a computerized system for controlling traffic lights
results in fewer accidents
Where to evaluate?

Depends on what is being evaluated


For example,
Web accessibility and design choices (e.g.,
choosing the size and layout of keys for a
smartphone) are often evaluated in a lab
User experience aspects can be evaluated more
effectively in natural settings
Remote studies of online behavior can be
conducted for social networking to evaluate
natural interactions
Three types of evaluation

Controlled settings involving users


Enable evaluators to control what users do,
when they do it, and for how long
To test hypotheses and measure or observe
certain behavior
To reduce outside influences and distractions
Extensively and successfully used to evaluate
software applications running on PCs
Main methods: human-compute method,
usability testing
Cont.

Natural settings involving users


Little or no control of users’ activities in order to
determine how the product would be used in the
real world
Examples are online communities and products
that are used in public places
Main method: field studies
Cont.

Any settings NOT involving users


Consultants and researchers critique, predict,
and model aspects of the interface in order to
identify the most obvious usability problems
Imagine or model how an interface is likely to
be used
Main methods: cognitive walkthrough,
heuristic evaluation
Outline

Evaluation
Introduction
Human-computer method
Cognitive walkthrough
Usability testing
Heuristic evaluation
Human-compute method

 Formalized method of doing Paper Prototype


testing
 One person plays the “computer” and moves the paper prototypes
around in response to the participant’s actions
 One person plays the “facilitator” who is in charge of making sure
the study runs smoothly
 Users indicate where they want to click to find the information, and
“computer” changes the page to show that screen
 When to use:
 When you need more formal or in-depth feedback than just
showing someone your designs

Ref: [Link] 11
Cont.
 Examples:
[Link]
[Link]
ature=[Link]
Preparing for a Test
 Select your users
understand background of intended users
use a questionnaire to get the people you need
don’t use friends or family

 Prepare scenarios that are


typical of the product during actual use
make prototype support these (small, yet broad)

 Practice to avoid “bugs”

Ref: [Link] 13
Conducting a Test
 Three roles
facilitator – only team member who speaks
 Gives instructions & encourages thoughts, opinions
 Must be clear & detailed
 Keeps getting “output” from participant, e.g., “What are you
thinking right now?” (Think aloud)
computer – knows application logic & controls it
 always simulates the response, w/o explanation
observers – notes down users’ feedbacks and
comments
 Typical session is 1 hour

Ref: [Link] 14
Evaluating Results
Sort & prioritize observations
what was important?
lots of problems in the same area?

Create a written report on findings


gives agenda for meeting on design changes

Make changes & iterate

Ref: [Link] 15
Outline

Evaluation
Introduction
Human-computer method
Cognitive walkthrough
Usability testing
Heuristic evaluation
Cognitive walkthrough
 A method that evaluates whether the order of cues and
prompts in a system supports the way people process
tasks and anticipate the “next steps” of a system.
 When to use it:
 Initial evaluation of a system
 Low budget
 Walk-up-and-use systems or first-use situations
 Access to HCI experts
 When to not use it:
 Formal evaluation of your own system with you as an evaluator
 Example:
[Link]
Ref: [Link]
Cont.
Designer presents an aspect of the
design & usage scenarios
Evaluator is told the assumptions about
user population, context of use, task
details
One or more evaluators walk through
the design prototype with the
scenarios
Evaluators are guided by four questions
18
The Four Questions

1. Will users want to produce whatever effect the


action has?
2. Will users see the control (button, menu, label,
etc.) for the action?
3. Once users find the control, will they recognize
that it will produce the effect they want?
4. After the action is taken, will users understand
the feedback they get, so they can confidently
continue on to the next action?

Ref: [Link]
Stages of a Cognitive Walkthrough

Briefing session to tell experts what to do


Evaluation period of 1-2 hours where:
Each expert works separately
Take one pass to get a feel for the product
Take a second pass to focus on specific
features
Debrief session in which experts work
together to prioritize problems

Ref: [Link]
Outline

Evaluation
Introduction
Human-computer method
Cognitive walkthrough
Usability testing
Heuristic evaluation
Content

1. What is usability testing?


2. Who runs the experiment?
3. Where to do the usability testing?
4. Who will join the test?
5. What will users do?
6. What are to be measured, and how?
7. What to report?

22
1. What is usability testing?
 To determine whether an interface is usable by the
intended user population to carry out the tasks for
which it was designed
 To identify any usability problems, collect qualitative
and quantitative data and determine the participant's
satisfaction with the product
 To recommend improvements to designers
 “Usability testing is one of the least glamorous, but
most important aspects of user experience
research.” Madrigal and McClain (2010)

23
Usability Test Proposal
 A report that contains
objective
description of system being testing
task environment & materials
participants
methodology
tasks
test measures

 Get approved & then reuse for final report


 Seems tedious, but writing this will help
“debug” your test
Ref: [Link] 24
2. Who runs the experiment?
 Trained usability engineers know how
to run a valid study
 Instructor: instruct the user (explain the test
scripts), encourage users to speak aloud their
thoughts, and help users whenever it is
necessary (note: do not interfere and do not
help early)
 Observer (note-taker): note down problems
that the user encounters, record the time and
paths that users have taken
 Useful for developers & designers to
watch
 Available if system crashes or user gets
completely stuck
 But have to keep them from interfering 25
3. Where to do the usability testing?
 Fixed laboratory:
Environmental settings
Involves recording
performance of typical users
doing typical tasks
Data is recorded on video &
key presses are logged
 E.g., if participants repeatedly
pick the wrong menu item,
observer realizes that the label or
placement needs to be changed

26
4. Who will join the test? Getting Users
 Participants should be chosen to represent the
intended user communities

 Example: for our university’s website


([Link])
Three typical user groups
 Current students, age from 18 to 25, f/m
 Prospective students, age below 22, f/m
 Faculties, age from 30 to 65, f/m

 Try to include representatives of all these groups

27
Cont.

 Number of users required


 Jared Spool claims, for large and complete web sites
Only found 35% of problems after 5 users
Needed about 25 users to get 85% of the problems
 Participation should always be voluntary; ethical
approval and informed consent should be
obtained
 Use incentives to get participants
 T-shirt, mug, free coffee/pizza, etc.

28
5. What will users do? Task Scenarios
 Good scenarios are concise but answer the following key
questions:
 Who is the user?
 Why does the user come to the system? Note what motivates
the user to come to the system and their expectations upon
arrival, if any
 What goals does he/she have?
 Goal-based scenarios
 State only what the user wants to do. Do not include any
information on how the user would complete the scenario
 Realistic and compelling so users are motivated to finish
 Short enough to be finished
 Can let users create their own tasks if relevant
29
Instructions to Participants
 Have an explicit script of what will say
 Describe the purpose of the evaluation
 “I’m testing the product; I’m not testing you.”
 Tell them they can quit at any time
 Demonstrate the interface
 Explain how to think aloud
 Explain that you will not provide help
Check if your friend
 Describe the task has called, find out
what time he will be
going o the club.

30
Ref: [Link]
6. What are to be collected?
 Two Types of Data to Collect
Process data
observations of what users
are doing & thinking
Qualitative [Link]

Bottom-line data
summary of what happened
• time, errors, success
Quantitative

[Link]

31
Ref: [Link]
The “Thinking Aloud” Method
 Need to know what users are thinking, not
just what they are doing

 Ask users to talk while performing tasks


 tell us what they are reading
tell us what they are thinking
tell us what they are trying to do
tell us questions that arise as they work I’ll click on
the
checkout
button

 Prompt the user to keep talking


“tell me what you are thinking”
32
Ref: [Link]
Quantitative data
 Time to learn: how long does it take for typical members of
the community to learn how to perform relevant tasks with the
interface? (learnability)
 Success: percent of users who have completed task
successfully (effectiveness)
 Speed of performance: How long does it take to perform
relevant tasks? (efficiency)
 Rate of errors by users: How many and what kinds of errors
are made by users during performing the tasks? (safety)
 Retention over time: How well do users maintain their
knowledge after an hour, a day, or a week? (memorability)
 User preference: How much did users like using various
aspects of the interface?

 Note: It does not mean we need to cover all of them in a test


33
Measuring User Preference
 n-point Likert scale
 Propose something and let people agree or disagree:
strongly disagree strongly agree
The system was easy to use: 1 .. 2 .. 3 .. 4 .. 5

 Two opposite feelings:


difficult easy
Finding the right information was: 1 .. 2 .. 3 .. 4 .. 5

 If multiple choices, rank them:


Rank the choices in order of preference (with 1 being most preferred and 4 being
least):
Interface #1 Interface #2 Interface #3 Interface #4
34
Questionnaire: System Usability Scale (SUS)
 SUS has become an industry standard, with
references in over 1300 articles and publications
 It allows to evaluate a wide variety of products and
services, including hardware, software, mobile
devices, websites and applications

5-point Likert
scale

35
[Link]
Questionnaire for User Interface Satisfaction (QUIS)

36
QUIS (cont.)

37
7. What to report?
 Quantitative data: success rates, task time, error rates,
and satisfaction questionnaire ratings
 Qualitative data: observations about pathways
participants took, problems experienced,
comments/answers to open-ended questions, and
recommendations

 Images & graphs help people get it!


 Video clips can be quite convincing
 Template: [Link]
tools/resources/templates/report-template-usability-
[Link]
38
Example
 “Overall, I am satisfied  “The interface of this
with this website” website is pleasant”
19 16
20
14
18 14
12
16 12
14
10 9
12
10 9 8
8
8 6
6
4 3
4
2 2
2 1 1

0 0
strongly agree not sure disagree strongly strongly agree not sure disagree strongly
agree disagree agree disagree

Mean rating = Mean rating = 3.03


(2*5+19*4+8*3+9*2+1*1)/39 = 3.31 Percent agree = (1+14)/39 = 38.5%
Percent agree = (2+19)/39 = 54%
39
Cont.
Summary of usability problems
Organize problems by scope and impact
 How widespread is the problem? (scope)
• How many users have encountered similar problem?
 How critical is the problem? (impact)
• Did the problem impede users from completing the task?

Proportion of users experiencing the problem


Few Many
Impact of the Small Low Severity Medium Severity
problem on the
users who
experience it Large Medium Severity High Severity
40
Example
1. Users complain that the login procedure requires too
many steps: Eight dialog boxes
 few scope, small impact

2. Can’t copy info from one window to another


 few scope, large impact

3. The interface used the string "Save" on the first screen


for saving the user's file, but used the string "Write file"
on the second screen. Users were confused by this
different terminology for the same function.
 large scope, large impact

4. Spelling mistakes, e.g., Contact us -> Contatc us


 large scope, small impact
41
Example, cont. Proportion of users experiencing the problem

Few Many

Low severity Medium severity


Impact of the Small
Problem 1 Problem 4
problem on the
users who
Medium severity High severity
experience it Large
Problem 2 Problem 3

 Rank all problems by their severity levels in the descending order

 So, for the above example, the four problems are ranked as:
Problem 3 (high severity)
Problem 2 (medium severity)
Problem 4 (medium severity)
Problem 1 (low severity)

42
How to recommend improvements?

 Guidelines: Making usability


recommendations useful
Ensure the recommendations improves the
overall usability of the application
Make recommendations specific and clear
Be aware of the business or technical
constraints
Avoid vagueness by including specific
examples in your recommendations

43
So
Bad examples
“Improve the layout and interface.”
“Make the reserve function more clear and easy to
use.”
“To ease the search for books.”
“To show all the functions of the library clearly.”
Good example
“Automatically show the publications by its publication
years (in descending order thus the newest book can
show first), then add a button for the user to select by
ascending or descending order.”
44
Stages of a Usability Testing
 Stage 1: Preparation
 Make sure test ready to go before user arrives
 Stage 2: Introduction
 Say purpose is to test software, not the user!
 Consent form explains procedures and deals with ethical
issues
 Give instructions
 Pre-test questionnaire (personal info, background, etc.)
 Stage 3: Running the test
 Stage 4: Debriefing after the test
 Post-test questionnaire, open-ended questions, thanks
45
Best practices
 Respect the participants
 You are testing the interfaces NOT the users
 Remain neutral
 Do NOT direct the participants
 Decide how much of a hint you will give and the maximum
time for a scenario
 Take good notes, make analysis easier
 Measure both objective and subjective data

 Reference:
 [Link]

46
Outline

Evaluation
Introduction
Human-computer method
Cognitive walkthrough
Usability testing
Heuristic evaluation
Content

Heuristic Evaluation Overview


Heuristic Evaluation vs. Usability Testing
Ten Heuristics
How to Perform Heuristic Evaluation

48
Heuristic Evaluation (HE)

Developed by Jakob Nielsen


Evaluation is performed by experts, whose
expertise is in the application or user-
interface domain and capable of helping
find usability problems in a UI design

Ref: [Link] 49
 Small set (3-5) of experts (evaluators) to
examine UI by role-playing typical users
Independently check for compliance with usability
principles (“heuristics”)
Different evaluators will find different problems
Evaluators only communicate afterwards
 Findings are then aggregated
 Redesign/fix problems

 Can perform on working (high-fidelity) UI or on


sketches
No. of evaluators & problems

Empirical evidence suggests that on average 5 evaluators identify 75-


80% of usability problems 51
Benefits and Cost Balance

problems found benefits / cost

So Jakob Nielsen suggests that the optimal number of


evaluators might be between 3 and 5
52
Experts End users

Usability testing
Heuristic evaluation
Vs Evaluate the UI by
Evaluate the UI based
performing a set of real
on a set of heuristics
tasks

More realistic
Much faster
More accurate
Less participants
Find more problems
53
Heuristic Evaluation (HE) vs. Usability
Testing (UT)
 Heuristic Evaluation
 is much faster
 1-2 hours each evaluator (HE) vs. days-weeks (UT)
 HE doesn’t require interpreting user’s actions
 HE may miss problems & find“false positives”
 Usability Testing
 Usability testing is far more accurate (by definition)
 Takes into account actual users and tasks
 Know how typical users, especially first-time users, will
behave
 Good to alternate between HE & UT
 Find different problems
 Don’t waste participants
54
Heuristic Evaluation Process
 Usability heuristics
 Nielsen’s “10 heuristics”
 These guidelines closely resemble the high-level design
principles, e.g., reduce users’ memory load, make design
consistent, and use terms users understand

 Evaluators go through UI several times (normally


twice)
 Inspect various dialogue/interface elements
 Check with the list of usability heuristics
 Consider other principles that come to mind
55
Nielsen’s 10 heuristics
1. Visibility of system status
2. Match between system and real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose, recover from errors
10. Help and documentation
[Link]
56
Heuristics 1
 1: Provide feedback (visibility of system
status)
Keep users informed about what is going on
Example
 Changing the cursor to show whether a map interface is
in zoom-in or select mode
 Pay attention to response time
• Less than 1.0 sec: no special indicators needed
• 1.0 sec to 10 sec: indicate max. duration if user stays
focused on action
• for longer delays, use percent-done progress bars

57
Provide feedback
 User should always be aware of what is going on
 So continuously inform the user about
What the system is doing
How it is interpreting the user’s input

What’s it
Time for
doing?
coffee.

> Doit
> Doit
This will take
5 minutes...

58
Bad Example – The title does not
contain the progress status

The title should take the form of


"[XX]% Completed - [Task
Description] - [Product Name]”

Bad example – this progress bar looks like it is stuck at 99%.


Ideally the progress bar should be hidden when completed
and replaced by a green tick 59
Good Example – users may change
Good Example - Microsoft Update uses 3 their mind about what they are doing
icons to indicate different status

60
Heuristics 2
 2: Match between system & real world
Terminology in user’s language
 Not computer terminology, not “techno-jargon”
Language from user’s perspective
 “You have bought…” not “We have sold you…”

61
Heuristics 3
 3: User control and freedom
 Easy to abort: with “Cancel” buttons
 E.g., cancel an order, cancel changing a profile
 Easy to undo
 “Back” button permits easy reversal of actions. If users know
that errors can be undone, they could be encouraged to
explore new and unfamiliar options

62
Heuristics 4
 4: Consistency and standards
 Same commands always have the same effect
 Following standards/conventions will help
 Locations for information, names of commands
 Web: use templates or CSS, style guides

Inconsistent,
why?

63
1st screen

Standard Message text in


icon set Arial 14, left
2nd screen
Good:
adjusted

?
Do you really want
to delete the file
“[Link]” from
No Ok the folder “junk”?

Bad:
No Ok
2nd screen

Apply
The file was
destroyed
Cancel

64
Heuristics 5
 5: Error prevention (revisit “safety”
usability goal)
Gray out menu items that are not
appropriate
Modern widgets: only “legal commands”
selected, or “legal data” entered
Provide reasonable checks for users to re-
consider their intentions

65
Heuristics 6
6: Recognition rather than recall
Because our short memory has limited size
Avoid interfaces in which users must remember
information from one screen and then use that
information on another screen
Make objects, actions, options, & directions
visible/easily recognizable

66
Which way is easier?
Type the URL by yourself

Select from the list

67
Heuristics 7
 7: Flexibility and efficiency of use
Add explanations for novice users
Provide shortcuts and fast pacing for experienced users
Reuse users’ previously entered information
Give good default values

68
Heuristics 8

 8: Aesthetic and minimalist design


“KISS” principle: Keep it Simple and Stupid
“Less is More”: Identify what is really needed
 Extra options can confuse users
 Avoid excessive use of color (magic number: 4)
 Avoid excessive use of animation and blinking effects

69
Principle: KISS

Keep It Simple and


Stupid!
Variations
 “Keep it short and simple",
 "Keep it simple and
stimulating”
 “Keep it simple and
straightforward"

70
Can you find how to check in?
[Link]

71
Can you find how to check in in the new page?
[Link]

Card-based user interface


72
Heuristics 9
 9: Help users recognize, diagnose, & recover
from errors (revisit “safety” usability goal)
Error messages in plain language
Precisely indicate the problem
Constructively suggest a solution

Provides immediate
feedback with specific
instructions

73
Good Error Messages

 Clearly indicate what


has gone wrong
 Human readable
 Polite
 Describe the problem
 Explain how to fix it
 Highly noticeable

74
Ref: [Link]
Cont.
 Be as specific and precise as possible
 Not too simple, or too general, e.g., “syntax error” (not
enough information), “FAC RJCT 004004400400” (too
obscure)
 Use positive tone
 Avoid “Fatal error”, “catastrophic error”, “disastrous error”;
negative terms, such as illegal, invalid, bad, error, should be
used infrequently
 Example:
 Poor: “Disastrous string overflow. Job abandoned.”
 Better: “Revise program to use shorter strings or expand
string space.”
 Poor: “Undefined labels.”
 Better: “Define statement labels before use.”
75
Heuristics 10
10: Help and documentation
Easy to search
Focused on the user’s task
List concrete steps to carry out
Not too large

Help tips are displayed on hover, answering the Embedded videos can be used to showcase
most likely questions about a field or instructions features as well as get people started using the
76
product
Stages of Heuristic Evaluation
 Stage 1: Pre-evaluation training
 Give evaluators needed domain knowledge
 Stage 2: Evaluation
 Have evaluators go through the UI and try different user-interface
elements, such as dialog boxes, menus, navigation structure, online help,
etc.
 Ask them to see if it complies with heuristics
 Note where it doesn’t & say why
 Make the list of problems
 Stage 3: Severity rating
 Determine how severe each problem is
 Have evaluators independently rate severity
 Stage 4: Aggregation
 Combine the findings from 3 to 5 evaluators
 Group meets & aggregates problems (with ratings)
 Stage 5: Debriefing
 Discuss the outcome with designer team

77
Severity Ratings
0 – not a real usability problem
1 – need not be fixed unless extra time is
available on project
2 – minor usability problem – low priority
3 – major usability problem – important to
fix
4 – usability catastrophe – imperative to fix
before releasing product – high priority
Ref: [Link]

78
Ref: [Link]
Ref: [Link]
Best practices
 Have evaluators go through the UI twice
 Ask them to see if it complies with heuristics
 note where it doesn’t & say why
 Have evaluators independently rate severity
 Combine the findings from 3 to 5 evaluators
 Alternate with usability testing

 Supplementary materials:
 [Link]
 Shneiderman’s 8 Golden Rules ([Link]
[Link]/literature/article/shneiderman-s-eight-golden-rules-
will-help-you-design-better-interfaces)

81
Ref: [Link]
Summary of Chapter 2
 Getting requirements right is crucial
 Scenarios and use cases are used to articulate
existing and envisioned work practices
 Task analysis techniques such as hierarchical task
analysis (HTA) help to investigate existing systems
and practices
 Two aspects of design: conceptual and physical
 Different kinds of prototyping are used for different
purposes and at different stages
 Different evaluation methods: human-computer
method, cognitive walkthrough, usability testing,
heuristic evaluation
82
Reference

Chapters 9-11, 13-15 of “Interaction


Design: Beyond Human-Computer
Interaction”, 4th edition, Wiley, 2015.

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