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Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

What is usability?

Maciej Laskowski

This project has been funded with support from the European
Commission under the Lifelong Learning Programme
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Introduction


There are several different approaches to defining usability.



Moreover, there are also several myths about what usability
really is, and what it does.

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

2
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #1



Usability is difficult and it’s meant to make an application
usable by dumb (aka everyday) users

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

3
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #1

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

4
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #1

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

5
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #2



Usability has to be done at any cost!

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

6
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #2



This project has been funded with support from the European
Commission under the Lifelong Learning Programme

Source: okcancel.com

7
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #3



Everyone cares about usability and accessibility

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

8
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #3

Source: okcancel.com
This project has been funded with support from the European
Commission under the Lifelong Learning Programme

9
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #4



Usability tests are foolproof – if something is labeled
”usable”, than it is.

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

10
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #4



This project has been funded with support from the European
Commission under the Lifelong Learning Programme

Source: okcancel.com

11
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #5



You have to follow all the rules. Period.

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

12
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #5



This project has been funded with support from the European
Commission under the Lifelong Learning Programme

Source: okcancle.com

13
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #6



Usability has to be gained at any cost.

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

14
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #6


This project has been funded with support from the European
Commission under the Lifelong Learning Programme

Source: okcancel.com
15
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #7



User-center design leads to engagement.

Engagement

to fun.
Fun leads to …

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

16
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Myth #7



This project has been funded with support from the European
Commission under the Lifelong Learning Programme

Source: okcancel.com

17
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

OK, but what really is usability?




In a most simple definition:
Usability is the ease of use and learnability of a human-made object.
ISO defines usability as:
The extent to which a product can be used by specified users to
achieve specified goals with effectiveness, efficiency, and satisfaction
in a specified context of use

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

18
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

OK, but what really is usability?


Jakob Nielsen and Ben Shneiderman have written (separately) about a
framework of system acceptability, where usability is a part of the
broader notion "usefulness" and is composed of:






Learnability
Efficiency
Memorability
Errors
Satisfaction
Source: http://www.useit.com/alertbox/20030825.html

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

19
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

OK, but what really is usability?


Jakob Nielsen and Ben Shneiderman have written (separately) about a
framework of system acceptability, where usability is a part of the
broader notion "usefulness" and is composed of:







Learnability:
How easy is it for users to accomplish basic tasks the first time they encounter
the design?
Efficiency
Memorability
Errors
Satisfaction
Source: http://www.useit.com/alertbox/20030825.html
This project has been funded with support from the European
Commission under the Lifelong Learning Programme

20
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

OK, but what really is usability?


Jakob Nielsen and Ben Shneiderman have written (separately) about a
framework of system acceptability, where usability is a part of the
broader notion "usefulness" and is composed of:







Learnability
Efficiency:
Once users have learned the design, how quickly can they perform tasks?
Memorability
Errors
Satisfaction
Source: http://www.useit.com/alertbox/20030825.html

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

21
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

OK, but what really is usability?


Jakob Nielsen and Ben Shneiderman have written (separately) about a
framework of system acceptability, where usability is a part of the
broader notion "usefulness" and is composed of:







Learnability
Efficiency
Memorability:
When users return to the design after a period of not using it, how easily can
they re establish proficiency?
Errors
Satisfaction
Source: http://www.useit.com/alertbox/20030825.html
This project has been funded with support from the European
Commission under the Lifelong Learning Programme

22
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

OK, but what really is usability?


Jakob Nielsen and Ben Shneiderman have written (separately) about a
framework of system acceptability, where usability is a part of the
broader notion "usefulness" and is composed of:







Learnability
Efficiency
Memorability
Errors:
How many errors do users make, how severe are these errors, and how easily
can they recover from the errors?
Satisfaction
Source: http://www.useit.com/alertbox/20030825.html
This project has been funded with support from the European
Commission under the Lifelong Learning Programme

23
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

OK, but what really is usability?


Jakob Nielsen and Ben Shneiderman have written (separately) about a
framework of system acceptability, where usability is a part of the
broader notion "usefulness" and is composed of:






Learnability
Efficiency
Memorability
Errors
Satisfaction:
How pleasant is it to use the design?
Source: http://www.useit.com/alertbox/20030825.html

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

24
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Usability as a functionality


Usability is a non-functional requirement.
As with other non-functional requirements, usability cannot be
directly measured (not necessarily true) but must be quantified by
means of indirect measures or attributes such as, the number of
reported problems with ease-of-use of a system.

This project has been funded with support from the European
Commission under the Lifelong Learning Programme

25
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

Usability as a functionality



This project has been funded with support from the European
Commission under the Lifelong Learning Programme

Source: okcancel.com

26
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

ISO standards
ISO/TR 16982:2002 (Ergonomics of human-system interaction—Usability
methods supporting human-centered design)
is a standard that provides information on human-centered usability
methods that can be used for design and evaluation.
It details the advantages, disadvantages, and other factors relevant to
using each usability method.
It explains the implications of the stage of the life cycle and the
individual project characteristics for the selection of usability
methods and provides examples of usability methods in context.


Mainly for: project managers!
This project has been funded with support from the European
Commission under the Lifelong Learning Programme

27
Leonardo da Vinci Partnerships Project
GUI USABILITY AND ACCESSIBILITY:
EXCHANGING KNOWLEDGE AND EXPERIENCES

ISO standards
ISO 9241 is a multi-part standard that covers a number of aspects of
people working with computers.
Although originally titled Ergonomic requirements for office work with visual
display terminals (VDTs), it has been retitled to the more generic
Ergonomics of Human System Interaction.


This project has been funded with support from the European
Commission under the Lifelong Learning Programme

28

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What usability is?

  • 1. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES What is usability? Maciej Laskowski This project has been funded with support from the European Commission under the Lifelong Learning Programme
  • 2. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Introduction  There are several different approaches to defining usability.  Moreover, there are also several myths about what usability really is, and what it does. This project has been funded with support from the European Commission under the Lifelong Learning Programme 2
  • 3. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #1  Usability is difficult and it’s meant to make an application usable by dumb (aka everyday) users This project has been funded with support from the European Commission under the Lifelong Learning Programme 3
  • 4. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #1 This project has been funded with support from the European Commission under the Lifelong Learning Programme 4
  • 5. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #1 This project has been funded with support from the European Commission under the Lifelong Learning Programme 5
  • 6. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #2  Usability has to be done at any cost! This project has been funded with support from the European Commission under the Lifelong Learning Programme 6
  • 7. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #2  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 7
  • 8. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #3  Everyone cares about usability and accessibility This project has been funded with support from the European Commission under the Lifelong Learning Programme 8
  • 9. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #3 Source: okcancel.com This project has been funded with support from the European Commission under the Lifelong Learning Programme 9
  • 10. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #4  Usability tests are foolproof – if something is labeled ”usable”, than it is. This project has been funded with support from the European Commission under the Lifelong Learning Programme 10
  • 11. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #4  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 11
  • 12. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #5  You have to follow all the rules. Period. This project has been funded with support from the European Commission under the Lifelong Learning Programme 12
  • 13. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #5  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancle.com 13
  • 14. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #6  Usability has to be gained at any cost. This project has been funded with support from the European Commission under the Lifelong Learning Programme 14
  • 15. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #6  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 15
  • 16. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #7  User-center design leads to engagement. Engagement to fun. Fun leads to … This project has been funded with support from the European Commission under the Lifelong Learning Programme 16
  • 17. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Myth #7  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 17
  • 18. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?   In a most simple definition: Usability is the ease of use and learnability of a human-made object. ISO defines usability as: The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use This project has been funded with support from the European Commission under the Lifelong Learning Programme 18
  • 19. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency Memorability Errors Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 19
  • 20. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency Memorability Errors Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 20
  • 21. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability Errors Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 21
  • 22. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency Memorability: When users return to the design after a period of not using it, how easily can they re establish proficiency? Errors Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 22
  • 23. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency Memorability Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 23
  • 24. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES OK, but what really is usability?  Jakob Nielsen and Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of the broader notion "usefulness" and is composed of:      Learnability Efficiency Memorability Errors Satisfaction: How pleasant is it to use the design? Source: http://www.useit.com/alertbox/20030825.html This project has been funded with support from the European Commission under the Lifelong Learning Programme 24
  • 25. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Usability as a functionality  Usability is a non-functional requirement. As with other non-functional requirements, usability cannot be directly measured (not necessarily true) but must be quantified by means of indirect measures or attributes such as, the number of reported problems with ease-of-use of a system. This project has been funded with support from the European Commission under the Lifelong Learning Programme 25
  • 26. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES Usability as a functionality  This project has been funded with support from the European Commission under the Lifelong Learning Programme Source: okcancel.com 26
  • 27. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES ISO standards ISO/TR 16982:2002 (Ergonomics of human-system interaction—Usability methods supporting human-centered design) is a standard that provides information on human-centered usability methods that can be used for design and evaluation. It details the advantages, disadvantages, and other factors relevant to using each usability method. It explains the implications of the stage of the life cycle and the individual project characteristics for the selection of usability methods and provides examples of usability methods in context.  Mainly for: project managers! This project has been funded with support from the European Commission under the Lifelong Learning Programme 27
  • 28. Leonardo da Vinci Partnerships Project GUI USABILITY AND ACCESSIBILITY: EXCHANGING KNOWLEDGE AND EXPERIENCES ISO standards ISO 9241 is a multi-part standard that covers a number of aspects of people working with computers. Although originally titled Ergonomic requirements for office work with visual display terminals (VDTs), it has been retitled to the more generic Ergonomics of Human System Interaction.  This project has been funded with support from the European Commission under the Lifelong Learning Programme 28

Editor's Notes

  1. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  2. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  3. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  4. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  5. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  6. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  7. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  8. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  9. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  10. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  11. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  12. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  13. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  14. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  15. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  16. Experimental design is a very time consuming process. The more you take time to make a very precise and complete experimental design, the more you test will be robust and pertinent.
  17. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  18. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  19. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  20. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  21. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  22. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  23. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  24. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  25. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  26. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps
  27. In the first step, you’ll have to define independent and dependent variables. Participant’s profiles, experimental conditions and the number of participants will insue from this step. In the second step, you’ll define the scenarios and the tasks to be performed by the participants, in order to make sense with the objectives of the test In the last step, define precisely all the quantitative and qualitative data according to the previous steps