Short excerpts | Week #5 & Week #6

 This is the final post in Short excerpts series. This series will be used as a reference.

Usability evaluation

    After designing we evaluate what we have done 

    Why evaluate ? to get feedback

    Making sure we are getting the design right 


Evaluation techniques 

    Expert appraisal , user involved techniques

    Cognitive walkthrough + Heuristic evaluation



Usability inspection methods 

    Experts are better testers if they have domain knowledge (if they understand the topic), or we may train developers to be             testers.


Usability inspection methods:

  •  Guideline review 
  •  Standard inspection
  • Checklists
  •  Cognitive walkthrough 
  • Heuristic evaluation 

((and more importantly))

  • Cognitive walkthrough 
  • Heuristic evaluation 

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Guideline review 

Check against available guideline 

Developer.gnome.org/hig/stable 


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Standard inspection

Defined after research sometimes 

can be internal developer standards or internal clients standard external industrial standards or international standards ..etc 


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Checklists

How do we do the previous ? via Checklist

Download Gnome interface checklist 


pass/failed

+ quick and cheep

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Cognitive walkthrough 

Start with TA , task analyses =sequence if steps required by user to accomplish aa task ) then designers and developers walk through the steps , data gathered then compiled to report of potential issues 

HTA , hierarchal task analyses  (imagine yourself the user )


Streamlined walkthrough


+

  • Can be done without first hand access to users 
  • Quick and inexpensive 
-

  •  People getting defensive about their design 
  • The value of the data limited by the skills of the evaluators 

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Heuristic evaluation

Rule of thumb : every day simple to remember measure 

sets of general all purpose guidelines for good interface practice (Heuristic/rule of thumb)


3 Evaluator in number of sessions inspect an interface and compare with a list of usability principles (heuristics) 


Nielson and Shneiderman heuristics

- Can be subjective as there is no users involvements 

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Usability evaluation || (that involves users)


Focus groups , users trials , usability labs

 


Usability lab evaluation 

  • Efficiency = time to complete a set of tasks 
  • Effectiveness= how many errors were made in completing the task 


SUMI (software usability measurement inventory)


  • Eye tracking : Eye movement believed to be linked to cognitive processing \ mental workload
  • Number of fixation : the more fixation the harder user is working to find something on screen  
  • fixation duration: longer a fixations indicate difficult interpreting 
  • scan path: area of interest 
  • pupil dilation : can indicate something of users emotional state or mood 

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Physiological measurements 

    Inferring emotional states 


    Heart activity relation to stress and anger 


  • Very intrusive 
  • Sweat glands (GSR) measured by skin resistance (linked to arousal  and mental effort) 
  • EMG = electrical activity of muscle (involvement in a task)
  • EEG= electrical activity of the brain , decision making attention and motivation 

Usability lab - weighing  costs 

+ can collect objective controlled data describing usability 

- usability lab labour intensive time consuming 

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Observational studies 

    Research in the wild 

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Cooperative Evaluation 

  • Think aloud technique 
  • Actionable insight 
  • Difficult for users to keep talking during their task 
  • simple and powerful 
  • User actively encouraged to critique 


Cooperative Evaluation process 

  • Recruit users ( pay for them) 
  • prepare tasks 
  • interact recording
  • debrief 


  • BE AWARE OF THAT YOU RECORD THE SETTING 
  • Emphasise that you are testing the prototype not the user 
  • keep it casual and informal 


Note each occurrence of unexpected behaviour 

Debrief before they leave  ( the users) 


Cooperative Evaluation simple and powerful technique to get qualitative information from users trials 

you can do it in lab setting or in the wild 


Digital civics 

  • HCI for digital civics 
  • smart cities 
  • Does technology consider factors of good life such as education and health 

  • Smarter citizens rather than smart cities ( focus on human ) 
  • What is the role of hci research  ?
  • Translational models (break down problems to lab-sized research)


  • Taking human centred design approach to developing digital support for 4 civic goods ( education, health , social care and public participation)

UX and sustainability (visiting lecturer )

5 layers of UX ( abstract to concrete) 

  • Surface 
  • skeleton 
  • Structure 
  • Scope 
  • Strategy 

useful = usability + utility 


UX designer toolkit 

  • conceptual model : How we can use the product ( you look it understand immediately how to use it ) 
  • Visual indicators ( product have labels)
  • Mapping (you understand what this button there for like play /stop  ) 
  • Knowledge in the world (like users know how to use the keyboard) 
  • Knowledge in the head ( give the user the information that he can easily correlate)

urbanobservatory.ac.uk

howbusyistoon.com

  • Educational technology
  • Human-agent centred interaction 
,,End,,

Comments

  1. Topics of Week #6
    1Slow computing to be put here in comments later
    2Educational technology
    3Human-robot interaction
    4Human-agent centred interaction

    To be summarised here soon

    ReplyDelete

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