Chapter 7
Evaluation techniques & Universal
design
Evaluation Techniques
• Evaluation
– tests usability and functionality of system
– occurs in laboratory, field and/or in collaboration
with users
– evaluates both design and implementation
– should be considered at all stages in the design life
cycle
Goals of Evaluation
gamagame
• assess extent of system functionality
• assess effect of interface on user
• identify specific problems
Evaluating Designs
Cognitive Walkthrough
Heuristic Evaluation
Review-based evaluation
Cognitive Walkthrough
Cognition:- magane zabe
Proposed by Polson et al.
– evaluates design on how well it supports user
in learning task
– usually performed by expert in cognitive
psychology
– expert „walks though‟ design to identify
potential problems using psychological
principles
– forms used to guide analysis
Cognitive Walkthrough (ctd)
• For each task walkthrough considers
– what impact will interaction have on user?
– what cognitive processes are required?
– what learning problems may occur?
• Analysis focuses on goals and
knowledge: does the design lead the
user to generate the correct goals?
Heuristic Evaluation
Heuristic:- yalafa lemedene tataqemo cegerocene mafetate
• Proposed by Nielsen and Molich.
• usability criteria (heuristics) are identified
• design examined by experts to see if these are
violated
• Example heuristics
– system behaviour is predictable
– system behaviour is consistent
– feedback is provided
• Heuristic evaluation `debugs' design.
Review-based evaluation
• Results from the literature used to support or
refute parts of design.
• Care needed to ensure results are transferable
to new design.
• Model-based evaluation
• Cognitive models used to filter design options
e.g. GOMS prediction of user performance.
• Design rationale can also provide useful
evaluation information
Evaluating through user
Participation
Laboratory studies
• Advantages:
– specialist equipment available
– uninterrupted environment
• Disadvantages:
– lack of context
– difficult to observe several users cooperating
• Appropriate
– if system location is dangerous or impractical for
constrained single user systems to allow controlled
manipulation of use
Field Studies
• Advantages:
– natural environment
– context retained (though observation may alter it)
– longitudinal studies possible
• Disadvantages:
– distractions
– noise
• Appropriate
– where context is crucial for longitudinal studies
Evaluating Implementations
Requires an artefact:
simulation, prototype,
full implementation
Experimental evaluation
• controlled evaluation of specific aspects of
interactive behaviour
• evaluator chooses hypothesis to be tested
• a number of experimental conditions are
considered which differ only in the value of
some controlled variable.
• changes in behavioural measure are attributed
to different conditions
Experimental factors
• Subjects
– who – representative, sufficient sample
• Variables
– things to modify and measure
• Hypothesis
– what you‟d like to show
• Experimental design
– how you are going to do it
Variables
• independent variable (IV)
characteristic changed to produce different
conditions
e.g. interface style, number of menu items
• dependent variable (DV)
characteristics measured in the experiment
e.g. time taken, number of errors.
Hypothesis
• prediction of outcome
– framed in terms of IV and DV
e.g. “error rate will increase as font size decreases”
• null hypothesis:
– states no difference between conditions
– aim is to disprove this
e.g. null hyp. = “no change with font size”
Experimental design
• within groups design
– each subject performs experiment under each
condition.
– transfer of learning possible
– less costly and less likely to suffer from user
variation.
• between groups design
– each subject performs under only one condition
– no transfer of learning
– more users required
– variation can bias results.
Analysis of data
• Before you start to do any statistics:
– look at data
– save original data
• Choice of statistical technique depends on
– type of data
– information required
• Type of data
– discrete - finite number of values
– continuous - any value
Experimental studies on groups
More difficult than single-user experiments
Problems with:
– subject groups
– choice of task
– data gathering
– analysis
Observational Methods
Think Aloud
Cooperative evaluation
Protocol analysis
Automated analysis
Post-task walkthroughs
Think Aloud
• user observed performing task
• user asked to describe what he is doing and
why, what he thinks is happening etc.
• Advantages
– simplicity - requires little expertise
– can provide useful insight
– can show how system is actually use
• Disadvantages
– subjective
– selective
– act of describing may alter task performance
Cooperative evaluation
• variation on think aloud
• user collaborates in evaluation
• both user and evaluator can ask each other
questions throughout
• Additional advantages
– less constrained and easier to use
– user is encouraged to criticize system
– clarification possible
Protocol analysis
• paper and pencil – cheap, limited to writing speed
• audio – good for think aloud, difficult to match with other
protocols
• video – accurate and realistic, needs special equipment,
obtrusive
• computer logging – automatic and unobtrusive, large
amounts of data difficult to analyze
• user notebooks – coarse and subjective, useful insights,
good for longitudinal studies
• Mixed use in practice.
• audio/video transcription difficult and requires skill.
• Some automatic support tools available
automated analysis
• Workplace project
• Post task walkthrough
– user reacts on action after the event
– used to fill in intention
• Advantages
– analyst has time to focus on relevant incidents
– avoid excessive interruption of task
• Disadvantages
– lack of freshness
– may be post-hoc interpretation of events
post-task walkthroughs
• transcript played back to participant for
comment
– immediately fresh in mind
– delayed evaluator has time to identify
questions
• useful to identify reasons for actions
and alternatives considered
• necessary in cases where think aloud is
not possible
Query Techniques
Interviews
Questionnaires
Interviews
• analyst questions user on one-to -one basis
usually based on prepared questions
• informal, subjective and relatively cheap
• Advantages
– can be varied to suit context
– issues can be explored more fully
– can elicit user views and identify unanticipated
problems
• Disadvantages
– very subjective
– time consuming
Questionnaires
• Set of fixed questions given to users
• Advantages
– quick and reaches large user group
– can be analyzed more rigorously
• Disadvantages
– less flexible
– less probing
Questionnaires (ctd)
• Need careful design
– what information is required?
– how are answers to be analyzed?
• Styles of question
– general
– open-ended
– scalar
– multi-choice
– ranked
Physiological methods
Eye tracking
Physiological measurement
eye tracking
• head or desk mounted equipment tracks the
position of the eye
• eye movement reflects the amount of
cognitive processing a display requires
• measurements include
– fixations: eye maintains stable position. Number and
duration indicate level of difficulty with display
– saccades: rapid eye movement from one point of
interest to another
– scan paths: moving straight to a target with a short
fixation at the target is optimal
physiological measurements
• emotional response linked to physical changes
• these may help determine a user‟s reaction to
an interface
• measurements include:
– heart activity, including blood pressure, volume and pulse.
– activity of sweat glands: Galvanic Skin Response (GSR)
– electrical activity in muscle: electromyogram (EMG)
– electrical activity in brain: electroencephalogram (EEG)
• some difficulty in interpreting these
physiological responses - more research
needed
Choosing an Evaluation Method
when in process: design vs. implementation
style of evaluation: laboratory vs. field
how objective: subjective vs. objective
type of measures: qualitative vs. quantitative
level of information: high level vs. low level
level of interference: obtrusive vs. unobtrusive
resources available: time, subjects,
equipment, expertise
Universal Design
the process of designing products so that
they can be used by as many people as
possible in as many situations as possible
universal design principles
- NCSU
• equitable use
• flexibility in use
• simple and intuitive to use
• perceptible information
• tolerance for error
• low physical effort
• size and space for approach and use
Multi-Sensory Systems
• More than one sensory channel in interaction
– e.g. sounds, text, hypertext, animation, video, gestures,
vision
• Used in a range of applications:
– particularly good for users with special needs, and virtual
reality
• Will cover
– general terminology
– speech
– non-speech sounds
– handwriting
• considering applications as well as principles
Usable Senses
The 5 senses (sight, sound, touch, taste and smell) are
used by us every day
– each is important on its own
– together, they provide a fuller interaction with the natural world
Computers rarely offer such a rich interaction
Can we use all the available senses?
– ideally, yes
– practically – no
We can use • sight • sound • touch (sometimes)
We cannot (yet) use • taste • smell
Multi-modal vs. Multi-media
• Multi-modal systems
– use more than one sense (or mode ) of interaction
e.g. visual and aural senses: a text processor may speak the
words as well as echoing them to the screen
• Multi-media systems
– use a number of different media to communicate
information
e.g. a computer-based teaching system:may use video,
animation, text and still images: different media all using the
visual mode of interaction; may also use sounds, both speech
and non-speech: two more media, now using a different mode
Speech
Human beings have a great and natural
mastery of speech
– makes it difficult to appreciate the
complexities
but
– it‟s an easy medium for communication
Structure of Speech
phonemes
– 40 of them (English Language)
– basic atomic units
– sound slightly different depending on the context
they are in, these larger units are …
allophones
– all the sounds in the language
– between 120 and 130 of them
– these are formed into …
morphemes
– smallest unit of language that has meaning.
Speech (cont’d)
Other terminology:
• prosody
– alteration in tone and quality
– variations in emphasis, stress, pauses and pitch
– impart more meaning to sentences.
• co-articulation
– the effect of context on the sound
– transforms the phonemes into allophones
• syntax – structure of sentences
• semantics – meaning of sentences
Speech Recognition Problems
• Different people speak differently:
– accent, intonation, stress, idiom, volume, etc.
• The syntax of semantically similar sentences may vary.
• Background noises can interfere.
• People often “ummm.....” and “errr.....”
• Words not enough - semantics needed as well
– requires intelligence to understand a sentence
– context of the utterance often has to be known
– also information about the subject and speaker
e.g. even if “Errr.... I, um, don‟t like this” is recognised, it is a fairly
useless piece of information on it‟s own
The Phonetic Typewriter
• Developed for Finnish (a phonetic language, written as it is said)
• Trained on one speaker, will generalise to others.
• Uses neural network that cluster together similar
sounds, which are then labelled with the corresponding
character.
• When recognising speech, the sounds uttered are
allocated to the closest corresponding output, and the
character for that output is printed.
– requires large dictionary of minor variations to correct general
mechanism
– noticeably poorer performance on speakers it has not been
trained on
The Phonetic Typewriter (ctd)
a a a ah h æ æ ø ø e e e
o a a h r æ l ø y y j i
o o a h r r r g g y j i
o o m a r m n m n j i i
l o u h v vm n n h hj j j
l u v v p d d t r h hi j
. . u v tk k p p p r k s
. . v k pt t p t p h s s
Speech Recognition: useful?
• Single user or limited vocabulary systems
e.g. computer dictation
• Open use, limited vocabulary systems can
work satisfactorily
e.g. some voice activated telephone systems
• general user, wide vocabulary systems …
… still a problem
• Great potential, however
– when users hands are already occupied
e.g. driving, manufacturing
– for users with physical disabilities
– lightweight, mobile devices
Speech Synthesis
The generation of speech
Useful
– natural and familiar way of receiving information
Problems
– similar to recognition: prosody particularly
Additional problems
– intrusive - needs headphones, or creates noise in the
workplace
– transient - harder to review and browse
Speech Synthesis: useful?
Successful in certain constrained applications
when the user:
– is particularly motivated to overcome problems
– has few alternatives
Examples:
• screen readers
– read the textual display to the user
utilised by visually impaired people
• warning signals
– spoken information sometimes presented to pilots whose
visual and haptic skills are already fully occupied
Non-Speech Sounds
boings, bangs, squeaks, clicks etc.
• commonly used for warnings and alarms
• Evidence to show they are useful
– fewer typing mistakes with key clicks
– video games harder without sound
• Language/culture independent, unlike speech
Non-Speech Sounds: useful?
• Dual mode displays:
– information presented along two different sensory
channels
– redundant presentation of information
– resolution of ambiguity in one mode through information in
another
• Sound good for
– transient information
– background status information
e.g. Sound can be used as a redundant mode in the Apple
Macintosh; almost any user action (file selection, window
active, disk insert, search error, copy complete, etc.) can have
a different sound associated with it.
Auditory Icons
• Use natural sounds to represent different types of
object or action
• Natural sounds have associated semantics which can be
mapped onto similar meanings in the interaction
e.g. throwing something away
~ the sound of smashing glass
• Problem: not all things have associated meanings
• Additional information can also be presented:
– muffled sounds if object is obscured or action is in the
background
– use of stereo allows positional information to be added
SonicFinder for the Macintosh
– items and actions on the desktop have
associated sounds
– folders have a papery noise
– moving files – dragging sound
– copying – a problem …
sound of a liquid being poured into a receptacle
rising pitch indicates the progress of the copy
– big files have louder sound than smaller
ones
• Other Examples: SharedARK and ARKola
Earcons
• Synthetic sounds used to convey information
• Structured combinations of notes (motives )
represent actions and objects
• Motives combined to provide rich information
– compound earcons
– multiple motives combined to make one more
complicated earcon
Earcons (ctd)
• family earcons
similar types of earcons represent similar classes of
action or similar objects: the family of “errors” would
contain syntax and operating system errors
• Earcons easily grouped and refined due to
compositional and hierarchical nature
• Harder to associate with the interface task
since there is no natural mapping
touch
• haptic interaction
– cutaneous perception
• tactile sensation; vibrations on the skin
– kinesthetics
• movement and position; force feedback
• information on shape, texture, resistance,
temperature, comparative spatial factors
• example technologies
– electronic braille displays
– force feedback devices e.g. Phantom
• resistance, texture
Handwriting recognition
Handwriting is another communication mechanism
which we are used to in day-to-day life
• Technology
– Handwriting consists of complex strokes and spaces
– Captured by digitising tablet
• strokes transformed to sequence of dots
– large tablets available
• suitable for digitising maps and technical drawings
– smaller devices, some incorporating thin screens to
display the information
• PDAs such as Palm Pilot
• tablet PCs
Handwriting recognition (ctd)
• Problems
– personal differences in letter formation
– co-articulation effects
• Breakthroughs:
– stroke not just bitmap
– special „alphabet‟ – Graffeti on PalmOS
• Current state:
– usable – even without training
– but many prefer keyboards!
gesture
• applications
– gestural input - e.g. “put that there”
– sign language
• technology
– data glove
– position sensing devices e.g MIT Media Room
• benefits
– natural form of interaction - pointing
– enhance communication between signing and non-
signing users
• problems
– user dependent, variable and issues of coarticulation
Users with disabilities
• visual impairment
– screen readers, SonicFinder
• hearing impairment
– text communication, gesture, captions
• physical impairment
– speech I/O, eyegaze, gesture, predictive systems (e.g.
Reactive keyboard)
• speech impairment
– speech synthesis, text communication
• dyslexia
– speech input, output
• autism
– communication, education
… plus …
• age groups
– older people e.g. disability aids, memory aids,
communication tools to prevent social isolation
– children e
– .g. appropriate input/output devices, involvement in
design process
• cultural differences
– influence of nationality, generation, gender, race,
sexuality, class, religion, political persuasion etc. on
interpretation of interface features
– e.g. interpretation and acceptability of language,
cultural symbols, gesture and colour