08 GUI Evaluation Techniques
08 GUI Evaluation Techniques
Evaluation Techniques
Human-Computer Interaction 1
?What is evaluation
The role of evaluation:
We still need to assess our designs and test our
systems to ensure that they actually behave as
we expect and meet user requirements.
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What is evaluation? (Cont.)
Evaluation should not be thought of as a
single phase in the design process.
Evaluation should occur throughout the
design life cycle, with the results of the
evaluation feeding back into modifications to
the design.
It is not usually possible to perform extensive
experimental testing continuously throughout
the design, but analytical( ) تحليلي)ةand informal
techniques can and should be used.
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Broad headings on evaluation
techniques
We will consider evaluation techniques under
two broad headings() عناوين عريضة:
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Goals of Evaluation
Evaluation has three main goals:
To assess extent( ) م))دىand accessibility of the
system’s functionality.
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Goals of Evaluation (Cont.)
1. To assess extent and accessibility of
the system’s functionality:
The system’s functionality is important in that
it must accord with the users requirements.
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Goals of Evaluation (Cont.)
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Objectives of User Interface Evaluation
“Minimize malfunctions”
Key reason for focusing on evaluation:
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Evaluation Techniques
Evaluation:
Tests usability and functionality of system.
Evaluates both design and implementation.
Should be considered at all stages in the design life
cycle.
Malfunction analysis:
Determine why a malfunction occurs.
Determine how to eliminate malfunctions.
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Overview of Interface Evaluation
Methods
Three types of methods:
Passive evaluation.
Active evaluation.
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1. Passive evaluation
Performed while prototyping in a test.
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1. Passive evaluation. (Cont.)
Gathering Information:
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1. Passive evaluation (Cont.)
b) Automatic software logs.
Can gather much data about usage:
Command frequency.
Error frequency.
Undone operations (a sign of malfunctions).
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1. Passive evaluation (Cont.)
c) Questionnaires:
Useful to obtain statistical data from large
numbers of users.
Proper statistical means( ) الوس)ائل اإلحص)ائية المناس)بةare
needed to analyze results.
Gathers subjective data about importance of
malfunction.
Less frequent malfunctions may be more important.
Users can prioritize needed improvements.
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Questionnaires
Set of fixed questions given to users.
Advantages:
Quick and reaches large user group.
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Open-ended questions
Open-ended questions are those questions that
will solicit ( ) التماسadditional information from the
inquirer() المستعلم.
Examples:
How may/can I help you?
Where have you looked already?
What aspect are you looking for?
What kind of information are you looking for?
What would you like to know about [topic]?
When you say [topic], what do you mean?
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Closed ended questions
Closed ended questions are those questions, which can be
answered finitely by either “yes” or “no.”
Examples:
a. Can I help you?
b. May I help you?
c. Can you give me more information?
d. Have you searched elsewhere?
e. Can you describe the kind of information you want?
f. Can you give me an example?
g. Could you be more specific?
h. Are you looking for [topic]?
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2. Active evaluation
Actively study specific actions performed by users.
Performed when prototyping done.
Gathering Information:
d) Experiments & usability engineering:
Prove hypothesis about measurable attributes of one or
more UI’s.
e.g. speed/learning/accuracy/frustration…
In usability engineering test against goal of system.
Hard to control for all variables.
g) Cognitive( ) المعرفيةwalkthroughs.
Step-by-step analysis of:
Steps in task being performed.
Goals users form to perform these tasks.
How system leads userHuman-Computer
through tasks.
Interaction 20
Summary of evaluation techniques
When to use Technique
b) Automatic logs
In any moderately( ) متوسطcomplex system
and whenever there are large numbers and
commands
Whenever there are large number of users c) Questionnaires
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Evaluating Designs
The evaluation should occur throughout the
design process.
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1. Videotaped Evaluation
A software engineer studies users who are actively
using the user interface:
To observe what problems they have.
The sessions are videotaped.
Can be done in user’s environment.
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1. Videotaped Evaluation (Cont.)
The importance of video:
With using it, ‘you can see what you want to see from the system’.
You can repeatedly analyze, looking for different problems.
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2. Experiments
1. Pick a set of subjects (users):
1. A good mix to avoid biases() التحيزات.
2. A sufficient number to get statistical significance (avoid
random happenings effect results).
2. Pick variables to test:
Variables Manipulated to produce different conditions:
Should not have too many.
They should not affect each other too much.
Make sure there are no hidden variables.
3. Develop a hypothesis:
A prediction of the outcome.
Aim of experiment is to show this is correct.
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Variables
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Heuristic Evaluation .3
Developed by Jakob Nielsen & Rolf
Molich in the early 1990s.
Helps find usability problems in a UI design.
a heuristic is based on UI guideline.
usability criteria (heuristics) are identified.
design examined by experts to see if these
are violated
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Heuristic Evaluation (cont.)
Evaluators goes through UI several
times.
Inspects( )يفحصvarious dialogue elements.
Consider and compares with list of usability
principles.
Usability principles:
Nielsen’s “heuristics”.
Competitive analysis & user testing of existing
products.
Use violations to redesign/fix problems.
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Heuristic Evaluation .1
A type of predictive( ) تنبؤيevaluation:
Use HCI experts as reviewers instead of users.
Benefits of predictive evaluation:
The experts know what problems to look for.
Can be done before system is built.
Experts give prescriptive( ) توجيهيfeedback.
Important points about predictive evaluation:
Reviewers should be independent of designers.
Reviewers should have experience in both the application
domain and HCI.
Include several experts to avoid bias.
Experts must know classes of users.
Beware: Novices can do some very bizarre( ) غ)ريبthings
that experts may not anticipate.
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Heuristic Evaluation .1
Example heuristics:
System behaviour is predictable.
System behaviour is consistent.
Feedback is predictable.
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:Nielsen’s ten heuristics are
1. Visibility of system status.
2. Match between system and the real world.
3. User control and freedom.
4. Consistency and standards.
5. Error prevention.
6. Recognition( ) التعرفrather than recall() تذكر.
7. Flexibility and efficiency of use.
8. Aesthetic( ) جم))اليand minimalist() الح)))د األدنى
design.
9. Help users recognize, diagnose( ) تش))خيصand
recover from errors.
10. Help and documentation.
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H-1: Visibility of system status
Provide feedback.
Keep users informed about what is going on.
example: pay attention to response time.
0.1 sec: no special indicators needed.
1.0 sec: user tends to lose track of data.
10 sec: max. duration if user to stay focused on 1
action.
For longer delays, use percent-done progress bars.
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H-1: Visibility of system status
Continuously inform the user about:
What it is doing.
How it is interpreting the user’s input.
User should always be aware of what is
going on.
What’s it > Do it
Time for
> Do it coffee.
doing? This will take
5 minutes...
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H-1: Visibility of system status
What mode
am I in now?
What did I
select? How is the
system
interpreting
my actions?
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Microsoft Paint
H-1: Visibility of system status
Be as specific as possible, based on user’s input.
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H-1: Visibility of system status
Multiple files being copied,
but feedback is file by file.
Drawing Board LT
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H-1: Visibility of system status
Dealing with long delays.
Cursors.
For short transactions.
Random
Contacting host (10-60 seconds)
For unknown times.
cancel 37
H-2: Match between system and real world
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H-2: Match between system and real world
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H-2: Match between system and real world
Wizards
Must respond to 1 Q
before going to next
Good for beginners
Have N versions
SketchUp 6
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H-3: User control and freedom
How do
I get
out of
this?
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H-3: User control and freedom
Users don’t like to feel trapped by the computer!
Should offer an easy way out of as many situations as
possible.
Strategies:
Cancel button (for dialogs waiting for user input).
Universal Undo (can get back to previous state).
Quit (for leaving the program at any time).
Defaults (for restoring a property sheet). Core
Dump
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H-4: Consistency & standards
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H-4: Consistency & standards
Consistent syntax of input.
Consist language and graphics.
Same visual appearance across the system.
Same information/controls in same location on all windows.
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H-4: Consistency & standards
These are labels with a
raised appearance.
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Why
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H-6: Recognition rather than recall
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H-6: Recognition rather than recall
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H-6: Recognition rather than recall
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H-7: Flexibility and efficiency of use
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H-8: Aesthetic( ) جماليand
minimalist( ) الحد األدنىdesign
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H-9: Help users recognize,
diagnose, and recover from
errors
Error messages in plain language.
Precisely indicate the problem.
Constructively suggest a solution.
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H-9: Help users recognize,
diagnose, and recover from errors
People will make errors!
Errors we make
Mistakes
Conscious(الواعي ) actions lead to an error instead of
correct solution.
Slips
Unconscious behaviour gets misdirected in route to
satisfy a goal.
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H2-9: Help users recognize,
diagnose, and recover from
errors
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H2-9: Help users recognize,
diagnose, and recover from
errors
Prevent errors:
Try to make errors impossible.
Modern widgets: can only enter legal data.
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H2-10: Help and documentation
Easy to search.
Focused on the user’s task.
List concrete steps to carry out.
Not too large.
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H2-10: Help and documentation
Simple systems:
Use minimal instructions.
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Documentation and how it is
used
Many users do not read manuals.
Usually used when users are in some kind of
panic.
paper manuals unavailable in many businesses!
e.g. single copy locked away in system administrator’s
office.
online documentation better.
online help specific to current context.
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2. Cognitive Walkthrough
Proposed by Polson and colleagues.
Evaluates design on how well it supports user in learning
task.
Focus on ease of learning.
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Cognitive Walkthrough .2
Walkthroughs require a detailed review of a sequence
of actions.
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Walkthrough needs four
:things
1. A specification or prototype of the system.
It doesn't have to be complete, but it should be fairly
detailed.
2. A description of the task the user is to perform on the
system.
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Four Questions
The evaluator will answer these questions:
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Cognitive Walkthrough
For each task walkthrough considers:
What impact will interaction have on user?
What processes are required?
What learning problems may occur?
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Steps of a Cognitive
Walkthrough
Define inputs.
Convene analysts.
Step through action sequences for each task.
Record important information.
Modify UI.
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Define Inputs - Example
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Action Sequence
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Action Sequence (cont’d)
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Action Sequence (cont’d)
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Action Sequence (cont’d)
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Cognitive Walkthrough
:Example
step1: identify task
step 2: identify action sequence for task
user action: Press the ‘timed record’ button
system display: Display moves to timer mode. Flashing
cursor appears after ‘start’.
step 3: perform walkthrough
for each action – answer the following questions
Is the effect of the action the same as the user’s goal at that point?
Will users see that the action is available?
Once users have found the correct action, will they know it is the
one they need?
After the action is taken, will users understand the feedback they
get?
Might find a potential usability problem relating to icon on
‘timed record’ button.
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Example:
Programming a VCR by remote control
1
Start:
Time 21:45
End:
Channel 3 Channel:
Date:
1 2 3 1 2 3
4 5 6 4 5 6
7 8 9 0 7 8 9 0
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Example: VCR (Cont.)
Task: Program the video time-record a
program starting at 12.00 and finishing at
13.30 on channel 2 on 23 February 2008.
Who: Assume user is familiar with VCRs but
not with this particular design.
Action Sequence:
User’s action ( UA ).
System’s Display ( SD ).
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UA 1: Press the ‘timed record’ button
SD 1: Display moves to timer mode. Flashing cursor appears after ‘start:’
UA 2: Press digits 1 2 0 0
SD 2: Each digit is displayed as typed and flashing cursor moves to next
position
UA 3: Press the ‘timed record’ button
SD 3: Flashing cursor moves to ‘end:’
UA 4: Press digits 1 3 3 0
SD 4: Each digit is displayed as typed and flashing cursor moves to next
position
UA 5: Press the ‘timed record’ button
SD 5: Flashing cursor moves to ‘channel’
UA 6: Press digit 2
SD 6: Digit is displayed as typed and flashing cursor moves to next position
UA 7: Press ‘timed record’ button
SD 7: Flashing cursor moves to ‘date’
UA 8: Press digits 2 3 0 2 0 8
SD 8: Each digit is displayed as typed and flashing cursor moves to next
position.
UA 9: Press the ‘timed record’
SD 9: Stream number in top right-hand corner of display flashes
UA 10: Press the transmit button
SD 10: Details are transmitted to video player and display returns to normal
mode
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Example: VCR (Cont.)
We must answer the four questions and tell a
story about the usability of the system:
UA 1: Press the ‘timed record’ button
Q1) is the effect of the action the same as the user’s
goal at that point?
The timed record button initiates timer programming. It is
reasonable to assume that a user familiar with VCRs would
be trying to do this as his first goal.
Q2) Will users see that the action is available?
The ‘timed record’ button is visible on the remote controller.
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Example: VCR (Cont.)
Q3) once users have found the correct action, will they
know it is the one they need?
It is not clear which button is the ‘timed record’ button. The icon of
a clock is a possible candidate but this could be interpreted as a
button to change the time. Other possible candidates might be the
fourth button down on the left or the filled circle ( associated with
record ). In fact, the icon of the clock is the correct choice but it is
quite possible that the user would fail at this point. This identify a
potential usability problem.
Q4) After the action is taken, will users understand the
feedback they get?
Once the action is taken the display changes to the timed record
mode and shows familiar headings ( start, end, channel, date ). It
is reasonable to assume that the user would recognize these as
indicating successful completion of the first action.
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Evaluation through user
participation
Some of the techniques we have considered
so far concentrate on evaluating a design or
system through analysis by the designer, or
an expert evaluator, rather than testing with
actual users.
User participation in evaluation tends to
occur in the later stages of development
when there is at least a working prototype of
the system in place.
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Styles of evaluation
There are two distinct evaluation styles:
Those performed under laboratory conditions.
Those conducted in the work environment or ‘in
the field’.
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Laboratory Studies
In the first type of evaluation studies, users
are taken out of their normal work
environment to take part in controlled tests,
often in a specialist usability laboratory.
This approach has a number of benefits and
disadvantages.
A well equipped usability laboratory may
contain sophisticated audio/visual recording
and analysis facilities.
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Laboratory Studies (Cont.)
There are some situations where laboratory
observation is the only option.
e.g. if the system is to be located in a dangerous or remote
location, such as a space station.
Some very constrained single user tasks may be
adequately performed in a laboratory.
Want to manipulate the context in order to uncover
problems or observe less used procedures.
Want to compare alternative designs within a controlled
context.
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Field Studies
The second type of evaluation takes the
designer or evaluator out into the user’s work
environment in order to observe the system
in action.
High levels of ambient noise, greater levels of
movement and constant interruptions, such
as phone calls, all make field observation
difficult.
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Field studies (Cont.)
The very ‘open’ nature of this situation means
that you will observe interactions between
systems and between individuals that would
have been missed in a laboratory study.
The context is retained and you are seeing
the user in his ‘ natural environment ‘.
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