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
Topics of Week #6
ReplyDelete1Slow computing to be put here in comments later
2Educational technology
3Human-robot interaction
4Human-agent centred interaction
To be summarised here soon