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Evaluation Techniques in Universal Design

This document discusses evaluation techniques and universal design. It covers goals of evaluation such as assessing system functionality and user experience. Evaluation methods described include cognitive walkthroughs, heuristic evaluation, and review-based, experimental, and observational evaluations. Considerations for choosing an evaluation method are provided. Universal design principles aim to design products that can be used by as many people as possible. Multi-sensory systems can incorporate various sensory channels like sound, text, and gestures to improve usability.

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0% found this document useful (0 votes)
14 views59 pages

Evaluation Techniques in Universal Design

This document discusses evaluation techniques and universal design. It covers goals of evaluation such as assessing system functionality and user experience. Evaluation methods described include cognitive walkthroughs, heuristic evaluation, and review-based, experimental, and observational evaluations. Considerations for choosing an evaluation method are provided. Universal design principles aim to design products that can be used by as many people as possible. Multi-sensory systems can incorporate various sensory channels like sound, text, and gestures to improve usability.

Uploaded by

Efoy Tech
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

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

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