Cognitive Walkthrough
Cognitive Walkthrough
3-1
Definition
goal of the task is to create a wish list. The first action is actually to sign up for an account with the site. Will users realize
that? (They might if they’re familiar with the way wish lists work on other site; or if the site displays a message telling them
to do so; or if they try to invoke the Create Wish List action and the system directs them to register first.)
• Will the user find the action in the interface? This question deals with visibility, navigation, and labeling of actions.
• Will the user recognize that the action accomplishes their sub goal? This question addresses whether action labels and
how does the user recognize that the desired sub goal was actually achieved.
• Cognitive walkthrough is a more specialized inspection technique than heuristic evaluation, but if learnability is very
important in your application, then a cognitive walkthrough can produce very detailed, useful feedback, very
cheaply.
Why we use Cognitive
walkthrough
• Cognitive walkthrough enables a designer to evaluate an interface without users
• a designer attempts to see the interface from the perspective of a user
• Low-investment technique to identify task-related usability issues early on
• no implementation or users required
• can be performed on existing interfaces
• Identify task-related problems before implementation
• invest a little now, save a lot later
• Enables rapid iteration early in design
• can do several evaluations of trouble points
• Evaluations are only effective if your team
• has the right skill set
• wants to improve the design, not defend it
Walkthrough Basics
• Imagine how well a user could perform tasks with your low-fidelity prototype
• Manipulate prototype as you go
• evaluate choice-points in the interface
• evaluate labels or options
• evaluate likely user navigation errors
• Revise prototype and perform again
When to do the Walkthrough
• Have a low-fidelity prototype of the interface
• Know who the users are
• Have task descriptions
• Have scenarios designed to complete the task
• you have a “functional” paper prototype
• Viable once the scenario and paper prototype are complete
What You Need
• Task descriptions
• Low-fidelity prototype with enough “functionality” for several tasks
• Evaluation team:
• design team
• design team and users together
• design team and other skilled designers
For Each Action in a Task
• Tell a story of why a user would perform it
• Critique the story by asking critical questions
• is the control for the desired action visible?
• will a user see that the control produces the desired effect?
• will a user select a different control instead?
• will the action have the effect that the user intends?
• will a user understand the feedback and proceed correctly?
Pros and Cons of Walkthrough
Walkthrough Pros
• Easy to learn
• Can perform early in the design process
• Questions assumptions about what a user may be thinking
• Helps identify controls obvious to the designer but not a user
• Helps identify difficulties with labels and prompts
• Helps identify inadequate feedback
Walkthrough Cons
• Is diagnostic, not prescriptive
• Focuses mostly on novice users
• Designers must put themselves in users mind
• Focus specifically on task-related issues
• The interactions are slower and not real
• Does not provide quantitative results
• A useful tool in conjunction with others
What HE and CW have in
•
Common
Despite their differences, the two techniques, like many inspection methods, have several things in common.
• Double Experts: Having expertise in both Human Computer Action and the specific domain (e.g., Finance, Automotive Parts, etc.) will yield the best
insights.
• Uncover Many Usability Problems: In general both methods tend to find many of the problems in user-testing. The actual percentage of problems
tends to vary from (30 to 90%) depending on the study (Hollingsed and Novick 2007). Interestingly enough, this percentage is similar to software
inspection and walkthrough methods which tend to find between 30% and 70% of the logic-design and coding errors that are eventually detected (Myers
2004 p21).
• Not User Testing: Neither method is a substitute for testing with actual users. Both offer a potentially cheaper way of identifying problems at all stages
of the development process. It can be difficult to test users on a prototype and these inspection methods provide for early feedback, especially in an
multiple evaluators inspecting an interface will generate both more problems are identify overlapping problems.
• Inspections Can be more Thorough Than User Testing: While usability testing is often looked at as the “gold-standard” for detecting problems, users
are generally constrained to a small number of tasks. This limits their expose in the interface and the opportunity to detect more problems. With HE/CW,
a few evaluators can inspect all the “nooks and crannies” of an interface and provide more coverage of an interface.
How to Conduct a Cognitive
Walkthrough
• A cognitive walkthrough begins by defining the task or tasks that the user would be
expected to carry out. It is these tasks that the cognitive walkthrough will examine for
usability—any tasks that can be performed in the product but are not subject to a
cognitive walkthrough will not normally be assessed during the process.
The Four Questions to be Asked during a Cognitive Walkthrough
• In their 2002 paper, “Cognitive walkthrough for the Web” Blackmon, Polson, et al. offer
four questions to be used by an assessor during a cognitive walkthrough:
• Will the user try and achieve the right outcome?
• Will the user notice that the correct action is available to them?
• Will the user associate the correct action with the outcome they expect to achieve?
• If the correct action is performed, will the user see that progress is being made towards
their intended outcome?
Who Should Conduct a Cognitive Walkthrough?