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Chapter 10: Introducing
Evaluation
Group 4: Tony Masi, Sam Esswein, Brian Rood, Chris Troisi
Chapter Goals
Explain the concepts and terms used to
discuss evaluation.
HutchWorld case study.
Examine how different techniques are
used at different stages of development.
Discuss how developers cope with realworld constraints.
Definition of Evaluation
Dictionary Definition – “To ascertain or fix
the value or worth of.”
Book’s Definition – “The process of
systematically collecting data that informs
us about what it is like for a particular user
or group of users to use a product for a
particular task in a certain type of
environment.”
Some Evaluation Companies:
META Group, Inc. – www.metagroup.com
Canadian Innovation Centere http://www.innovationcentre.ca/
Hitachi Data Systems - http://www.hds.com/
How To Evaluate Your Software http://www.ageesw.com/how.htm
What to evaluate
Iterative design & evaluation is a continuous process that
examines:
Early ideas for conceptual model
Early prototypes of the new system
Later, more complete prototypes
Designers need to check that they understand users’
requirements.
Why to evaluate
Designers should not presume everyone is
like them or that following set guidelines
guarantees usability.
Evaluation is needed to check that users can
use the product and like it.
Why to evaluate
www.AskTog.com
– “Iterative design, with its repeating cycle of
design and testing, is the only validated
methodology in existence that will
consistently produce successful results. If
you don’t have user-testing as an integral part
of your design process you are going to
throw buckets of money down the drain.”
– Bruce Tognazzini
Why to evaluate
Tognazzini’s 5 reasons to evaluate:
– Problems are fixed before the product is shipped, not
after.
– The team can concentrate on real problems, not
imaginary ones.
– Engineers code instead of debating
– Time to market is sharply reduced
– Upon first release, sales department has a rock-solid
design it can sell without having to pepper pitches with
how well the NEXT release will work.
Why to evaluate
USABILITY TESTING involves measuring the
performance of typical users on typical tasks.
SATISFACTION can be evaluated through
questionnaires and interviews.
Trends are towards evaluating more
subjective user-experience goals, like
emotionally satisfying, motivating, fun, etc.
When to evaluate
Throughout design
New product
– Use mockups, sketches, and other low-fidelity prototyping
techniques to elicit users’ opinions
– Goal is to asses how well a design fulfills users’ needs and whether
the users like it
Upgrade existing product
– Evaluations to compare user performance and attitudes toward new
design with those of the previous versions
Evaluation is a key ingredient for a successful design.
Two main types of evaluation
Formative evaluation is done at different stages of
development to check that the product meets users’ needs.
– Design proceeds through iterative cycles of ‘design-testredesign’
– Helps ensure products success upon first arrival in market
Summative evaluation assesses the quality of a finished
product.
– Satisfy sponsoring agency
– Check that standard is being upheld
Chapter 10 focuses on Formative Evaluation.
Story of the 1984 OMS (Box 10.1)
Background –
– Voice mail system for Olympic Games contestants and
their families could send and receive messages
– Developed by IBM
– Could be used from almost any push-button phone
system around the world
Reasons for intense evaluation – IBM’s reputation at stake
– Olympics a high-profile event
Story of the 1984 OMS (Box 10.1)
Evaluation activities –
– Use of printed scenarios
– Iterative testing of user guides
– Development of early simulations
Keypads
Reactions
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Olympian on design team
Interviews with other Olympians
Overseas tests
Free coffee and donut tests
‘Try-and-destroy-it’ with Computer Science students
Pre-Olympic field tests
Heavy traffic tests
HutchWorld Case Study
A Virtual Community
Collaboration:
– Microsoft’s Virtual Worlds Research Group
– Fred Hutchinson Cancer Research Center
Uses:
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chatting
storytelling
discussions
emotional support
Why?
– cancer patient isolation issues
How to design HutchWorld?
Needs:
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useful
engaging
easy-to-use
emotional satisfaction
Early ideas:
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what is typical cancer treatment?
what resources are available to patients?
what are the specific needs of the users?
what kind of “world” should be the model?
how will users interact within the virtual community?
what should it look like?
No stone left unturned
Interviews with patients, caregivers, family,
friends, clinicians, social support groups,
former patients, and experts
Reading of latest research literature, and
HutchWorld web pages
Visiting Fred Hutch research facilities, and
the Hutch school for pediatric patients and
juvenile patient family members
Problem
Inadequate non-verbal feedback
– potential for misunderstanding
– no:
facial expressions
body language
tone of voice
Research
Studies indicates social support helps
cancer patients cope psychologically with
their disease.
Patients also benefit in their overall
physical wellbeing.
Example: women with breast cancer
receiving therapy lived on average twice
as long as those that did not.
Features of HutchWorld
Availability:
– anytime, day or night
– regardless of geographic location
Designed to resemble the outpatient facility
– This real-world metaphor helped users infer the
functionality.
Synchronous chat environment was selected for
realism (vs. asynchronous)
3D photographic avatars (p. 326)
Before testing
Logistical issues:
– Who would provide training for patients and
testers?
– How many systems were needed for testing?
– Where should these systems be placed?
Testing HutchWorld
Test 1:
– six computers
– scaled-back prototype
– Microsoft specialists trained Hutch volunteers
– events were hosted in the prototype
Test 1 observations:
– general usage of the prototype
– usage of the space during unscheduled times
Testing HutchWorld
Test 1 results:
– small user community
– critical mass concept – not enough participants to fill
the chat room for successful conversation
– lack of interest
– patient availability
– patients preferred asynchronous communication (via
email, journals, etc.)
– prototype did not include original computer uses
patients played games and searched the internet
Redesigning HutchWorld
a more “unified” product was desired that
included a variety of communication,
information, and entertainment tasks
new support:
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more asynchronous communication
information-retrieval tools
email, a bulletin board, text-chat
games and other entertainment tasks
a web page creation tool
a way to check if anyone is around to chat with
Usability Tests
Seven participants
– four had used chat rooms
– all had browsed the web
– given five minutes to get familiar with software
A running commentary was given by each during
exploration (what each was looking at, thinking,
or confused by)
After five minutes, a series of structured tasks were
given focusing on how the participants (p. 329):
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dealt with their virtual identity
communicated with others
retrieved desired information
found entertainment
Questionnaire
After the test participants were asked to fill
out a questionnaire about their experience
with HutchWorld
– What did you like about HutchWorld?
– What did you not like about HutchWorld?
– What did you find confusing or difficult to use
in HutchWorld?
– How would you suggest improving
HutchWorld?
Usability Findings
The back button did not always work.
Users ignored navigation buttons
– more prominent buttons were needed
Users expected that objects in 3D would do something
when clicked on
– provide links to web pages when objects are clicked
Users did not realize other real people were interacting
with them in the world
– wording was changed in the overview description
Users did not notice the chat window and instead
chatted with people on the participation list
– instructions on where to chat were clarified
Follow-up
more rounds of observation and testing
were conducted with new subjects
HutchWorld was installed at the Fred
Hutchinson Center
observations continued on the users
– which parts of the system are being used?
– when are they being used?
– why are they being used?
Future of HutchWorld
evaluation of the effects of the software at the
Fred Hutchinson Center
investigation will include:
– How the computers and software impact the social
wellbeing of the patients and their caregivers?
– What type of computer-based communication best
supports this patient community?
– What are the general usage patterns of the system?
– How might any medical facility use computers and
software like HutchWorld to provide social support for
its patients and caregivers?