Home Mess System III
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Home Mess System III



Evaluation: the 3rd phase of interaction design.

Evaluation: the 3rd phase of interaction design.



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Home Mess System III Home Mess System III Presentation Transcript

  • Home-Mess System
    Presentation III: Evaluation of Prototype IArundhati, Ihab, Ibrahim, Fareed, Zain
    • Testing is the big unknown, often ignored world that intends to uncover design and construction flaws in a solution.
    • The earlier we start testing, the better the testing strategy, the better the test coverage, the sooner we can reveal the flaws and address them.
    • Uncovering a flaw when a solution is still in early construction phases is a reasonably cost effective and easy flaw to resolve
    Source- http://blogs.msdn.com/willy-peter_schaub
  • Objectives
    • Discovering strengths and weaknesses in prototype design
    • Identification of barriers to successful penetration of the system functions
    • Evaluation of non-response (non-participation) elements in design
    • Exploitation of evaluations results and outcomes for improving system layout and architecture
    “Reaching a deeper understanding of the users' expectations and impressions of the system.”
  • Our Approach
    Step 1: Decide on testing strategy
    • Technical review of the solution
    • Involving both developers and users
    • Starting from the ‘inside’
    • Define the boundaries and scope
    Step 2: Prepare the ‘battle plan’
    • Define the types, objective, target users for testing
    • Define process of task scenariosfor testing
  • Evaluation Methods
  • User Testing
    Cognitive Walkthrough
    Heuristic Evaluation
  • Theory Based- Cognitive Walkthrough
    Measure the usability aspect by collecting empirical data of task breakdown and recognizing the sequence/path taken by the user.
    Field Based- User Testing
    Observation of users in their home environment. A basic structure would be kept as a guideline. It’s a user centric approach
    Expert Based- Heuristic Evaluation
    Identify usability problems based on established human factors principles. The method will provide recommendations for design improvements.
  • Cognitive Walkthrough
  • The stages in a cognitive walkthrough and the dependencies between stages
    Preparation Phase
    Execution Phase
  • Task Based Walkthroughs- Approach
    Users Identified:
    what knowledge, skills, experience will they have?
    Tasks Identified:
    set of representative tasks
    sequence of actions needed to achieve each task
  • processing model of human cognition
  • Predefined problem criteria
    User articulates a goal & cannot succeed in attaining it within 2 minutes
    User explicitly gives up
    User articulates a goal and has to try three or more actions to find a solution
    User produces a result different from the task given
    User expresses surprise
    User expresses some negative affect or says something is a problem
    User makes a design suggestion
  • KLM: Keystroke Level Model
    K Press a key or button
    P Point to a target on the display
    H Home hands on input device
    D Draw a line segment
    M Mentally prepare for an action
    R (system response time)
    KLM Operators:
  • User Testing
  • Set task scenarios for user testing
    Recruit prospective users
    Record each session of testing
    Observe and Analyse data
    Follow up with a cooperative evaluation questionnaire
    Think aloud protocol : Approach
  • Task Scenario
    “Create a new task”
    To ascertain the path that the user would follow and their understanding of the system layout
    “Leave a direct message”To test the user’s intuition when no clear path has been defined.
    “Create a new event”
    “Check for reminders”
  • Users Tested
    "Anything that can go wrong will go wrong” - Murphy’s Law
    Measures of usability should cover:
    • Effectiveness ( the ability of users to complete tasks using the system, and the quality of the output of those tasks)
    • Efficiency ( the level of resource consumed in performing tasks)
    • Satisfaction (users’ subjective reactions to using the system)
  • Scales Usefulness Ease Of Use
    Very Easy
    Somewhat Easy
    Somewhat Difficult
  • Questionnaire
  • User Quotes
    “Good white space – links are obvious – clearly labeled – browsing divided very nicely – good subcategories.”
    “What is ‘camera’ icon for? It was the first choice I noticed.”
    “I think the designers have done well”
    “I don’t know which button to click with the options present in more that one place on the main screen.”
  • Heuristics Evaluation
  • Severity Rating Scale
  • Severity ratings
  • Thematic Problems Identified
  • Compiled Evaluation Analysis
  • Implementing Changes
  • Conclusion
    • Evaluation reveal s flaws in the system
    • Triangulated by methods:- Cognitive Walkthrough - User Testing - Heuristic Evaluation
    • Formulated data and analyzed the severity for each problem
    • Derived possible design and functionality solutions for next phase of prototype development
  • Any Questions?
    See You with our REDESIGNED prototype