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Human Computer Interaction
Introducing evaluation
류현정
2005-09-01
The aims
Discuss how developers cope with realworld constraints
Explain the concepts and terms used to
discuss evaluation
Examine how different techniques are
used at different stages of development
Two main types of evaluation
Formative evaluation is done at different
stages of development to check that the
product meets users’ needs
Summative evaluation assesses the
quality of a finished product
Our focus is on formative evaluation
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
Bruce Tognazzini tells you why you
need to evaluate
“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.”
See AskTog.com for topical discussion about
design and evaluation
When to evaluate
Throughout design
From the first descriptions, sketches etc. of
users needs through to the final product
Design proceeds through iterative cycles of
‘design-test-redesign’
Evaluation is a key ingredient for a successful
design
Approaches: Naturalistic
Naturalistic:
describes an ongoing process as it evolves
over time
observation occurs in realistic setting
ecologically valid
“real life”
External validity
degree to which research results applies to
real situations
Approaches: Experimental
Experimental
study relations by manipulating one or more independent
variables
experimenter controls all environmental factors
observe effect on one or more dependent variables
Internal validity
confidence that we have in our explanation of experimental
results
Trade-off: Natural vs Experimental
precision and direct control over experimental design
versus
desire for maximum generalizability in real life situations
Approaches: Reliability
Concerns
Would the same results be achieved if the test were
repeated?
Problem: individual differences:
best user 10x faster than slowest
best 25% of users ~2x faster than slowest 25%
Partial Solution
reasonable number and range of users tested
statistics provide confidence intervals of test results
95% confident that mean time to perform task X is 4.5+/-0.2
minutes means
95% chance true mean is between 4.3 and 4.7, 5% chance its
outside that
Approaches: Validity Concerns
Does the test measure something of relevance to
usability of real products in real use outside of lab?
Some typical reliability problems of testing vs real use
non-typical users tested
tasks are not typical tasks
physical environment different
quiet lab vs very noisy open offices vs interruptions
social influences different
motivation towards experimenter vs motivation towards boss
Partial Solution
use real users
tasks from task-centered system design
environment similar to real situation
Qualitative Evaluation
Techniques
Qualitative methods for
usability evaluation
Qualitative:
produces a description, usually in non-numeric terms
may be subjective
Methods
Introspection
Extracting the conceptual model
Direct observation
simple observation
think-aloud
constructive interaction
Query via interviews and questionnaires
Continuous evaluation via user feedback and field
studies
Querying Users via Interviews
Excellent for pursuing specific issues
vary questions to suit the context
probe more deeply on interesting issues as they arise
good for exploratory studies via open-ended questioning
often leads to specific constructive suggestions
Problems:
accounts are subjective
time consuming
evaluator can easily bias the interview
prone to rationalization of events/thoughts by user
user’s reconstruction may be wrong
Evaluating the 1984 OMS
Early tests of printed scenarios & user guides
Early simulations of telephone keypad
An Olympian joined team to provide feedback
Interviews & demos with Olympians outside US
Overseas interface tests with friends and family.
Free coffee and donut tests
Usability tests with 100 participants.
A ‘try to destroy it’ test
Pre-Olympic field-test at an international event
Reliability of the system with heavy traffic
Development of HutchWorld
Many informal meetings with patients, carers &
medical staff early in design
Early prototype was informally tested on site
Designers learned a lot e.g.
language of designers & users was different
asynchronous communication was also needed
Redesigned to produce the portal version
Usability testing
User tasks investigated:
how users’ identify was represented
communication
information searching
entertainment
User satisfaction questionnaire
Triangulation to get different perspectives
Findings from the usability test
The back button didn’t always work
Users didn’t pay attention to navigation
buttons
Users expected all objects in the 3-D view
to be clickable
Users did not realize that there could be
others in the 3-D world with whom to chat
Users tried to chat to the participant list
Key points
Evaluation & design are closely integrated in
user-centered design
Some of the same techniques are used in
evaluation & requirements but they are used
differently
(e.g., interviews & questionnaires)
Triangulation involves using a combination of
techniques to gain different perspectives
Dealing with constraints is an important skill for
evaluators to develop