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Design and Application of
Experiments and User Studies
Victor Adriel de Jesus Oliveira
INF - UFRGS
PARTE I
About Me
Victor Adriel de J. Oliveira
PhD Candidate in Computer Science - UFRGS
- Design and Assessment of Haptic Interfaces
Masters in Computer Science - UFRGS (2014)
- Designing Tactile Vocabularies for Human-Computer
Interaction
Computer Scientist - UESC (2012)
- Acessibilidade em Sites e Sistemas Web
Member of the EuroHaptics Society (EHS), of the
Technical Committee on Haptics (TCH), of the Institute
of Electrical and Electronics Engineers (IEEE), and of the
Sociedade Brasileira de Computação (SBC)
Summary
• PART I
• Introduction to the Design of Experiments (DOX)
• Designing User Studies
• Hands-on (Design of Experiment)
• PART II
• Applying User Studies
• Analysis and Report of Results
• Hands-on (Analysing Data)
• Conclusions
Introduction to DOX
Purpose of Experimentation
5
https://youtu.be/HIonKbKM-tE
Purpose of Experimentation
6
Purpose of Experimentation
7
(taste, texture, color...)
Purpose of Experimentation
8
FACTORS LEVELS RESPONSES
(taste, texture, color...)
Purpose of Experimentation
9
FACTORS LEVELS RESPONSES
(taste, texture, color...)
• Controllable input factors: are those input parameters that
can be modified in an experiment or process
• In our baking example, these factors include the quantity
and quality of the flour and the temperature of the milk
Components of Experimental Design
10
Experiment
Controllable
Input factors
Uncontrollable
Input factors
Responses/
Output measures
• Uncontrollable input factors: are those parameters that
cannot be changed
• In our example, this may be the temperature in the kitchen
*These factors need to be recognized to understand how they may affect the response
Components of Experimental Design
11
Experiment
Controllable
Input factors
Uncontrollable
Input factors
Responses/
Output measures
• Responses: are the elements of the process outcome that
gage the desired effect
• In the baking example, the taste and texture of the cake are
the responses
Components of Experimental Design
12
Experiment
Controllable
Input factors
Uncontrollable
Input factors
Responses/
Output measures
Fisher’s Principles
13
Ronald Fisher
The Design of Experiments (1935)
Fisher’s Principles
• Factorial Experiments
• Factorial experiments are efficient at evaluating the effects and
possible interactions of several factors (independent variables)
14
Fisher’s Principles
• Factorial Experiments
• Factorial experiments are efficient at evaluating the effects and
possible interactions of several factors (independent variables)
15
One
Factor
3 treatments
3
Fisher’s Principles
• Factorial Experiments
• Factorial experiments are efficient at evaluating the effects and
possible interactions of several factors (independent variables)
16
Two
Factors
3 x 3 treatments
3
3
Fisher’s Principles
• Comparison
• Comparisons between treatments are much more valuable and are
usually preferable, and often compared against a scientific control
or traditional treatment that acts as baseline
17
Baseline Test A Test B
Fisher’s Principles
• Randomization
18
Baseline Test A Test B
Fisher’s Principles
• Randomization
19
Baseline Test A Test B
1 2 3
2 3 1
3 1 21 2 3
Normalized Latin Square
Fisher’s Principles
• Randomization
• Random assignment means assigning individuals at random to
groups in an experiment, so that each individual of the population
has the same chance of becoming a participant in the study
20
Fisher’s Principles
• Blocking
• The non-random arrangement of experimental units into groups
(blocks/lots). Blocking reduces known but irrelevant sources of
variation between units and thus allows greater precision in the
estimation of the source of variation under study.
21
Fisher’s Principles
• Statistical Replication
• Experiments are replicated to help identify the sources of variation,
to better estimate the true effects of treatments, to further
strengthen the experiment's reliability and validity, and to add to
the existing knowledge of the topic
22
Experimental Validity
• Internal Validity
• It is an inductive estimate of the degree to which conclusions about
causal relationships can be made, based on the measures used, the
research setting, and the whole research design
• Good experimental techniques, in which the effect of an
independent variable on a dependent variable is studied under
highly controlled conditions, usually allow for higher degrees of
internal validity than, for example, single-case designs
23
Experimental Validity
• External Validity
• It concerns the extent to which the (internally valid) results of a
study can be held to be true for other cases, for example to
different people, places or times. In other words, it is about
whether findings can be validly generalized
• A major factor in this is whether the study sample (e.g. the research
participants) are representative of the general population along
relevant dimensions
24
Experimental Validity
• Statistical Conclusion Validity
• It is the degree to which conclusions about the relationship among
variables based on the data are correct or reasonable
• Statistical conclusion validity involves ensuring the use of adequate
sampling procedures, appropriate statistical tests, and reliable
measurement procedures
25
Experiment Design Process
26
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
27
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
• Training employees is important but it also can be very
expensive
• Training costs can be reduced by using virtual reality
28
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
• Training employees is important but it also can be very
expensive
• Training costs can be reduced by using virtual reality
• Goal
• General: To design effective VR applications for training
• Specific: To assess how different input and output techniques affect
learning during VR training
29
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
• Previous experience
• Related work
• What are the main output techniques for VR?
• How are they classified?
• What is the baseline?
• What means ”to learn” in this context?
30
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
• Experimental question
• Does different output techniques affect learning during VR training?
• Hypothesis
• I predict that output techniques and learning will be related
• I predict that learning will increase according the level of immersion
caused by the technique
31
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
• H: I predict that learning will increase according the level of
immersion caused by the technique
32
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
• H: I predict that learning will increase according the level of
immersion caused by the technique
• Factor: Immersion
Levels: Non-immersive to fully-immersive
Response: Learning
33
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
• H: I predict that learning will increase according the level of
immersion caused by the technique
• Factor: Immersion
Levels: Non-immersive to fully-immersive
Response: Learning
• Blocking: Age
34
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
• H: I predict that learning will increase according the level of
immersion caused by the technique
• Factor: Immersion
Levels: Non-immersive to fully-immersive
Response: Learning
• Blocking: Age
• Randomization: population and treatments
35
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
But what about the users?
36
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Design of User Studies
Psychological Tests
• It is a systematic procedure for obtaining samples of
behavior, relevant to cognitive, affective, or interpersonal
functioning, and for scoring and evaluating those samples
according to standards (Urbina, 2014)
38
Psychological Tests
• It is a systematic procedure for obtaining samples of
behavior, relevant to cognitive, affective, or interpersonal
functioning, and for scoring and evaluating those samples
according to standards (Urbina, 2014)
• Example: IQ 115
39
Psychological Tests
• It is a systematic procedure for obtaining samples of
behavior, relevant to cognitive, affective, or interpersonal
functioning, and for scoring and evaluating those samples
according to standards (Urbina, 2014)
40
Psychological Tests
• Classical Test Theory (CTT) is a body of related
psychometric theory that predicts outcomes of
psychological testing such as the difficulty of items or the
ability of test-takers
• It is a theory of testing based on the idea that a person’s
observed or obtained score on a test is the sum of a true
score (error-free score) and an error score
41
X = T + E
Observed
score
True
score
error
Psychological Tests
• Reliability is the overall consistency of a measure
• It is the characteristic of a set of test scores that relates to
the amount of random error from the measurement
process that might be embedded in the scores
• Scores that are highly reliable are accurate, reproducible,
and consistent from one testing occasion to another
• Researchers use a measure of internal consistency known
as Cronbach’s α
42
Psychological Tests
• Item Response Theory (IRT) is a paradigm for the design,
analysis, and scoring of tests, questionnaires, and similar
instruments measuring abilities, attitudes, or other
variables
• IRT models are often referred to as latent trait models
• The term latent is used to emphasize that discrete item
responses are taken to be observable manifestations of
hypothesized traits, constructs, or attributes, not directly
observed, but which must be inferred from the manifest
responses
43
Psychological Tests
• Latent trait model
44
X
ε3
Y3
ε2
Y2
ε1
Y1
ε4
Y4
TRAIT
ITEM
ERROR
Psychological Tests
• Test validity is the extent to which a test accurately
measures what it is supposed to measure
• Validity refers to the degree to which evidence and theory
support the interpretations of test scores entailed by
proposed uses of tests
• Construct validity is the degree to which a test measures what it
claims, or purports, to be measuring
• Content validity refers to the extent to which a measure represents
all facets of a given construct
• Criterion validity is the extent to which a measure is related to an
outcome
45
Anxiety
• The State-Trait Anxiety Inventory (STAI) is a commonly used
measure of trait and state anxiety
• The Form Y, its most popular version, has 20 items for
assessing trait anxiety and 20 for state anxiety
Workload
• There are several questionnaires for assessment of
perceived workload, but the most popular seems to be the
NASA-TLX (NASA Task Load Index)
• The NASA TLX has been developed by NASA to assess the
relative importance of six factors in determining how much
workload the subject experienced: Mental Demand,
Physical Demand, Temporal Demand, Effort, Performance,
and Frustration.
Workload
Workload
Sickness and Cybersickness
• A popular questionnaire used to assess sickness using
Virtual Reality devices is the SSQ (Simulator Sickness
Questionnaire)
• The SSQ is a 27-item scale correspondent to a list of 27
symptoms which are commonly experienced by users of
virtual reality systems
Sickness and Cybersickness
Usability
• Standardized usability questionnaires are questionnaires
designed for the assessment of perceived usability
• Standardized questionnaires are available for assessment of
a product at the end of a study (post-study) and after each
task in a study (post-task)
52
Usability
• Examples of post-study questionnaires:
• SUS - System Usability Scale (10-item) *is one of the most used
• QUIS - User Interface Satisfaction (6 to 27 items)
• SUMI - Software Usability Measurement Inventory (50-item)
• PSSUQ - Post-Study Usability Questionnaire (13 to 19 items)
• UMUX - Usability Metric for User Experience (4-item)
• UMUX-LITE (2-item)
53
Usability
54
Usability
• Examples of post-task questionnaires:
• ASQ - After Scenario Questionnaire (3-item)
• SEQ - Single Ease Question (1-item)
• SMEQ - Subjective Mental Effort Questionnaire (1-item)
• UME - Usability Magnitude Estimation (1-item)
55
Questionnaires
56
https://goo.gl/KpjdmY
Experiment Design Process
• H: I predict that learning will increase according the level of
immersion caused by the technique
-- What more can we assess in this setup? --
-- Which scales or questionnaires can we use? --
57
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Design and Application of
Experiments and User Studies
Victor Adriel de Jesus Oliveira
INF - UFRGS
PARTE II
Experiment Design Process
59
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Experiment Design Process
60
Define
Problem (s)
Verify
Predicted
Results
Determine
Objectives
Brainstorm
Design
Experiment
Analyse
Data
Interpret
Results
Conduct
Experiment
& Collect
Data
Application of
User Studies
Recruiting Users
62
N (1-(1- L )n )
Recruiting Users
63
N (1-(1- L )n )
5
After the first study with five participants has
found 85% of the usability problems, you will
want to fix these problems in a redesign
• Statistical Analysis
• Sample size >= 30
• Sample size should be at least of 5 participants per variable
• Sample size should be of 10 participants per variable (10:1)
• Sample size = $ available / $ per sample
• Power increases with sample size
Recruiting Users
64
Power corresponds to the chance that you reject H0 when H0 is false
(i.e. you [correctly] conclude that there is a treatment effect when there
really is a treatment effect)
Recruiting Users
• A Screener survey has questions to determine who is the
right fit for a particular study
• Keep your screener short
• Use simple sentence structure
• Start broad and narrow down to your audience
• Eliminate leading questions
• Present questions with multiple answer options, as opposed to
binary (yes/no) questions (and include “Other”/“none of the
above” questions)
• Place necessary demographic questions
65
Demographics
• Education
• The user should chose the highest degree or level of school the
subject has completed
66
Demographics
• Handedness
• There are standard questionnaires for assessing handedness, such
as the Edinburgh Inventory
67
Legal and Ethical Issues
• The purpose of the research can not precede the rights and
interests of each research subject
• Risks must be predicted, evaluated and managed
• The research should be based on thorough knowledge of
the scientific literature
• The privacy of the research subject and the confidentiality
of your personal information should be protected
• Subjects must give informed consent
68
General Protocol
69
Greet Intro Discovery Task Debrief
Wrap it
up
• Keep the place clean and organized
• Maintain a standard for every subject
• Make the user comfortable
• Design task scenarios
• Do not lead the user`s answers
Analysis and Report
of Results
Tools
• R, Excel, Python, BioEstat, SPSS…
71
User ID Cond1 Cond2 Cond3
1 75.0 42.0 80.3
User ID Cond Value
1 1 75.0
1 2 42.0
1 3 80.3
Data in R Data in Excel
Tools
• R, Excel, Python, BioEstat, SPSS…
72
User ID Cond1 Cond2 Cond3
1 75.0 42.0 80.3
2 90.6 88.4 95.0
3 53.6 45.9 60.0
4 89.0 60.0 88.5
5 60.0 55.0 75.9
User ID Cond Value
1 1 75.0
1 2 42.0
1 3 80.3
Data in R Data in Excel
Tables
• Reporting data
73
User ID Cond1 Cond2 Cond3
1 75.0 42.0 80.3
2 90.6 88.4 95.0
3 53.6 45.9 60.0
4 89.0 60.0 88.5
5 60.0 55.0 75.9
User ID Cond1 Cond2 Cond3
1 75 42.0 80.3
2 90.65 88.43 95.0
3 53.665 45.9 60
4 89 60.0 88.5
5 60.0 55.000 75.9
Bad TableGood Table
Charts
• Visualizing data
74
0
10
20
30
40
50
60
70
80
90
100
Cond1 Cond2 Cond3
More informativeLess informative
Test Choice
• "Analysis of Variance" (ANOVA)
75
Test Choice
• "Analysis of Variance" (ANOVA)
76
Test Choice
• MANOVA: "Multivariate Analysis of Variance“
• One-way
77
Test Choice
• MANOVA: "Multivariate Analysis of Variance“
• Two-way
78
Test Choice
• Test for normality (Kolmogorov-Smirnov (K-S), Shapiro-Wilk, etc.)
79
Test Choice
• Test for normality (Kolmogorov-Smirnov (K-S), Shapiro-Wilk, etc.)
• If (NORMAL DISTRIBUTION)
• Analysis of Variance: ANOVA/MANOVA
• Post-hoc (means): Tukey's HSD, Student's t-test...
80
Test Choice
• Test for normality (Kolmogorov-Smirnov (K-S), Shapiro-Wilk, etc.)
• If (NORMAL DISTRIBUTION)
• Analysis of Variance: ANOVA/MANOVA
• Post-hoc (means): Tukey's HSD, Student's t-test...
• Else // proceed with non-parametric tests
81
Test Choice
• Test for normality (Kolmogorov-Smirnov (K-S), Shapiro-Wilk, etc.)
• If (NORMAL DISTRIBUTION)
• Analysis of Variance: ANOVA/MANOVA
• Post-hoc (means): Tukey's HSD, Student's t-test...
• Else // proceed with non-parametric tests
• If (WITHIN SUBJECTS)
• Analysis of Variance: Friedman test
• Post-hoc (means): Wilcoxon analyses
• If (BETWEEN SUBJECTS)
• Analysis of Variance: Kruskal-Wallis
• Post-hoc (means): Dunn analyses
82
• F distribution: the distribution of F statistics that we'd see if the
null hypothesis were true
• F statistic here would result in a failure to reject the null
hypothesis because it is less than C, that is, its p value is greater
than .05
Report Results
83
• APA Style
• “There was a significant (not a significant) effect of
IV ____________ on DV ______________ at the p<.05 level for the
three conditions [F(degrees of freedom) = F-value, p = p-value].
Report Results
84
• APA Style
• “There was a significant (not a significant) effect of
IV ____________ on DV ______________ at the p<.05 level for the
three conditions [F(degrees of freedom) = F-value, p = p-value].
Report Results
85
Report Results
• Multiple Factor
• There was a significant main effect for treatment, F(1, 145) = 5.43, p
< .01, and a significant interaction, F(2, 145) = 3.13, p < .05.
• Mean and Standard Deviation
• (M = 12.4, SD = 2.26)
• Correlations
• The two variables were strongly correlated, r(55) = .49, p < .01.
86
Examples
87
Referências
• https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/
• https://www.moresteam.com/toolbox/design-of-
experiments.cfm#purposeExperimentation
• https://en.wikipedia.org/wiki/Design_of_experiments
• https://www.isixsigma.com/tools-templates/design-of-experiments-
doe/design-experiments-%E2%90%93-primer/
• https://www.passeidireto.com/arquivo/23301968/psicometria-hutz-bandeira-
trentini
• http://www.statsmakemecry.com/smmctheblog/stats-soup-anova-ancova-
manova-mancova
88
Design and Application of
Experiments and User Studies
Victor Adriel de Jesus Oliveira
vajoliveira@inf.ufrgs.br
Skype: victor.adriel

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Design and Application of Experiments and User Studies

  • 1. Design and Application of Experiments and User Studies Victor Adriel de Jesus Oliveira INF - UFRGS PARTE I
  • 2. About Me Victor Adriel de J. Oliveira PhD Candidate in Computer Science - UFRGS - Design and Assessment of Haptic Interfaces Masters in Computer Science - UFRGS (2014) - Designing Tactile Vocabularies for Human-Computer Interaction Computer Scientist - UESC (2012) - Acessibilidade em Sites e Sistemas Web Member of the EuroHaptics Society (EHS), of the Technical Committee on Haptics (TCH), of the Institute of Electrical and Electronics Engineers (IEEE), and of the Sociedade Brasileira de Computação (SBC)
  • 3. Summary • PART I • Introduction to the Design of Experiments (DOX) • Designing User Studies • Hands-on (Design of Experiment) • PART II • Applying User Studies • Analysis and Report of Results • Hands-on (Analysing Data) • Conclusions
  • 8. Purpose of Experimentation 8 FACTORS LEVELS RESPONSES (taste, texture, color...)
  • 9. Purpose of Experimentation 9 FACTORS LEVELS RESPONSES (taste, texture, color...)
  • 10. • Controllable input factors: are those input parameters that can be modified in an experiment or process • In our baking example, these factors include the quantity and quality of the flour and the temperature of the milk Components of Experimental Design 10 Experiment Controllable Input factors Uncontrollable Input factors Responses/ Output measures
  • 11. • Uncontrollable input factors: are those parameters that cannot be changed • In our example, this may be the temperature in the kitchen *These factors need to be recognized to understand how they may affect the response Components of Experimental Design 11 Experiment Controllable Input factors Uncontrollable Input factors Responses/ Output measures
  • 12. • Responses: are the elements of the process outcome that gage the desired effect • In the baking example, the taste and texture of the cake are the responses Components of Experimental Design 12 Experiment Controllable Input factors Uncontrollable Input factors Responses/ Output measures
  • 13. Fisher’s Principles 13 Ronald Fisher The Design of Experiments (1935)
  • 14. Fisher’s Principles • Factorial Experiments • Factorial experiments are efficient at evaluating the effects and possible interactions of several factors (independent variables) 14
  • 15. Fisher’s Principles • Factorial Experiments • Factorial experiments are efficient at evaluating the effects and possible interactions of several factors (independent variables) 15 One Factor 3 treatments 3
  • 16. Fisher’s Principles • Factorial Experiments • Factorial experiments are efficient at evaluating the effects and possible interactions of several factors (independent variables) 16 Two Factors 3 x 3 treatments 3 3
  • 17. Fisher’s Principles • Comparison • Comparisons between treatments are much more valuable and are usually preferable, and often compared against a scientific control or traditional treatment that acts as baseline 17 Baseline Test A Test B
  • 19. Fisher’s Principles • Randomization 19 Baseline Test A Test B 1 2 3 2 3 1 3 1 21 2 3 Normalized Latin Square
  • 20. Fisher’s Principles • Randomization • Random assignment means assigning individuals at random to groups in an experiment, so that each individual of the population has the same chance of becoming a participant in the study 20
  • 21. Fisher’s Principles • Blocking • The non-random arrangement of experimental units into groups (blocks/lots). Blocking reduces known but irrelevant sources of variation between units and thus allows greater precision in the estimation of the source of variation under study. 21
  • 22. Fisher’s Principles • Statistical Replication • Experiments are replicated to help identify the sources of variation, to better estimate the true effects of treatments, to further strengthen the experiment's reliability and validity, and to add to the existing knowledge of the topic 22
  • 23. Experimental Validity • Internal Validity • It is an inductive estimate of the degree to which conclusions about causal relationships can be made, based on the measures used, the research setting, and the whole research design • Good experimental techniques, in which the effect of an independent variable on a dependent variable is studied under highly controlled conditions, usually allow for higher degrees of internal validity than, for example, single-case designs 23
  • 24. Experimental Validity • External Validity • It concerns the extent to which the (internally valid) results of a study can be held to be true for other cases, for example to different people, places or times. In other words, it is about whether findings can be validly generalized • A major factor in this is whether the study sample (e.g. the research participants) are representative of the general population along relevant dimensions 24
  • 25. Experimental Validity • Statistical Conclusion Validity • It is the degree to which conclusions about the relationship among variables based on the data are correct or reasonable • Statistical conclusion validity involves ensuring the use of adequate sampling procedures, appropriate statistical tests, and reliable measurement procedures 25
  • 26. Experiment Design Process 26 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 27. Experiment Design Process 27 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 28. Experiment Design Process • Training employees is important but it also can be very expensive • Training costs can be reduced by using virtual reality 28 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 29. Experiment Design Process • Training employees is important but it also can be very expensive • Training costs can be reduced by using virtual reality • Goal • General: To design effective VR applications for training • Specific: To assess how different input and output techniques affect learning during VR training 29 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 30. Experiment Design Process • Previous experience • Related work • What are the main output techniques for VR? • How are they classified? • What is the baseline? • What means ”to learn” in this context? 30 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 31. Experiment Design Process • Experimental question • Does different output techniques affect learning during VR training? • Hypothesis • I predict that output techniques and learning will be related • I predict that learning will increase according the level of immersion caused by the technique 31 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 32. Experiment Design Process • H: I predict that learning will increase according the level of immersion caused by the technique 32 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 33. Experiment Design Process • H: I predict that learning will increase according the level of immersion caused by the technique • Factor: Immersion Levels: Non-immersive to fully-immersive Response: Learning 33 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 34. Experiment Design Process • H: I predict that learning will increase according the level of immersion caused by the technique • Factor: Immersion Levels: Non-immersive to fully-immersive Response: Learning • Blocking: Age 34 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 35. Experiment Design Process • H: I predict that learning will increase according the level of immersion caused by the technique • Factor: Immersion Levels: Non-immersive to fully-immersive Response: Learning • Blocking: Age • Randomization: population and treatments 35 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 36. Experiment Design Process But what about the users? 36 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 37. Design of User Studies
  • 38. Psychological Tests • It is a systematic procedure for obtaining samples of behavior, relevant to cognitive, affective, or interpersonal functioning, and for scoring and evaluating those samples according to standards (Urbina, 2014) 38
  • 39. Psychological Tests • It is a systematic procedure for obtaining samples of behavior, relevant to cognitive, affective, or interpersonal functioning, and for scoring and evaluating those samples according to standards (Urbina, 2014) • Example: IQ 115 39
  • 40. Psychological Tests • It is a systematic procedure for obtaining samples of behavior, relevant to cognitive, affective, or interpersonal functioning, and for scoring and evaluating those samples according to standards (Urbina, 2014) 40
  • 41. Psychological Tests • Classical Test Theory (CTT) is a body of related psychometric theory that predicts outcomes of psychological testing such as the difficulty of items or the ability of test-takers • It is a theory of testing based on the idea that a person’s observed or obtained score on a test is the sum of a true score (error-free score) and an error score 41 X = T + E Observed score True score error
  • 42. Psychological Tests • Reliability is the overall consistency of a measure • It is the characteristic of a set of test scores that relates to the amount of random error from the measurement process that might be embedded in the scores • Scores that are highly reliable are accurate, reproducible, and consistent from one testing occasion to another • Researchers use a measure of internal consistency known as Cronbach’s α 42
  • 43. Psychological Tests • Item Response Theory (IRT) is a paradigm for the design, analysis, and scoring of tests, questionnaires, and similar instruments measuring abilities, attitudes, or other variables • IRT models are often referred to as latent trait models • The term latent is used to emphasize that discrete item responses are taken to be observable manifestations of hypothesized traits, constructs, or attributes, not directly observed, but which must be inferred from the manifest responses 43
  • 44. Psychological Tests • Latent trait model 44 X ε3 Y3 ε2 Y2 ε1 Y1 ε4 Y4 TRAIT ITEM ERROR
  • 45. Psychological Tests • Test validity is the extent to which a test accurately measures what it is supposed to measure • Validity refers to the degree to which evidence and theory support the interpretations of test scores entailed by proposed uses of tests • Construct validity is the degree to which a test measures what it claims, or purports, to be measuring • Content validity refers to the extent to which a measure represents all facets of a given construct • Criterion validity is the extent to which a measure is related to an outcome 45
  • 46. Anxiety • The State-Trait Anxiety Inventory (STAI) is a commonly used measure of trait and state anxiety • The Form Y, its most popular version, has 20 items for assessing trait anxiety and 20 for state anxiety
  • 47. Workload • There are several questionnaires for assessment of perceived workload, but the most popular seems to be the NASA-TLX (NASA Task Load Index) • The NASA TLX has been developed by NASA to assess the relative importance of six factors in determining how much workload the subject experienced: Mental Demand, Physical Demand, Temporal Demand, Effort, Performance, and Frustration.
  • 50. Sickness and Cybersickness • A popular questionnaire used to assess sickness using Virtual Reality devices is the SSQ (Simulator Sickness Questionnaire) • The SSQ is a 27-item scale correspondent to a list of 27 symptoms which are commonly experienced by users of virtual reality systems
  • 52. Usability • Standardized usability questionnaires are questionnaires designed for the assessment of perceived usability • Standardized questionnaires are available for assessment of a product at the end of a study (post-study) and after each task in a study (post-task) 52
  • 53. Usability • Examples of post-study questionnaires: • SUS - System Usability Scale (10-item) *is one of the most used • QUIS - User Interface Satisfaction (6 to 27 items) • SUMI - Software Usability Measurement Inventory (50-item) • PSSUQ - Post-Study Usability Questionnaire (13 to 19 items) • UMUX - Usability Metric for User Experience (4-item) • UMUX-LITE (2-item) 53
  • 55. Usability • Examples of post-task questionnaires: • ASQ - After Scenario Questionnaire (3-item) • SEQ - Single Ease Question (1-item) • SMEQ - Subjective Mental Effort Questionnaire (1-item) • UME - Usability Magnitude Estimation (1-item) 55
  • 57. Experiment Design Process • H: I predict that learning will increase according the level of immersion caused by the technique -- What more can we assess in this setup? -- -- Which scales or questionnaires can we use? -- 57 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 58. Design and Application of Experiments and User Studies Victor Adriel de Jesus Oliveira INF - UFRGS PARTE II
  • 59. Experiment Design Process 59 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 60. Experiment Design Process 60 Define Problem (s) Verify Predicted Results Determine Objectives Brainstorm Design Experiment Analyse Data Interpret Results Conduct Experiment & Collect Data
  • 63. Recruiting Users 63 N (1-(1- L )n ) 5 After the first study with five participants has found 85% of the usability problems, you will want to fix these problems in a redesign
  • 64. • Statistical Analysis • Sample size >= 30 • Sample size should be at least of 5 participants per variable • Sample size should be of 10 participants per variable (10:1) • Sample size = $ available / $ per sample • Power increases with sample size Recruiting Users 64 Power corresponds to the chance that you reject H0 when H0 is false (i.e. you [correctly] conclude that there is a treatment effect when there really is a treatment effect)
  • 65. Recruiting Users • A Screener survey has questions to determine who is the right fit for a particular study • Keep your screener short • Use simple sentence structure • Start broad and narrow down to your audience • Eliminate leading questions • Present questions with multiple answer options, as opposed to binary (yes/no) questions (and include “Other”/“none of the above” questions) • Place necessary demographic questions 65
  • 66. Demographics • Education • The user should chose the highest degree or level of school the subject has completed 66
  • 67. Demographics • Handedness • There are standard questionnaires for assessing handedness, such as the Edinburgh Inventory 67
  • 68. Legal and Ethical Issues • The purpose of the research can not precede the rights and interests of each research subject • Risks must be predicted, evaluated and managed • The research should be based on thorough knowledge of the scientific literature • The privacy of the research subject and the confidentiality of your personal information should be protected • Subjects must give informed consent 68
  • 69. General Protocol 69 Greet Intro Discovery Task Debrief Wrap it up • Keep the place clean and organized • Maintain a standard for every subject • Make the user comfortable • Design task scenarios • Do not lead the user`s answers
  • 71. Tools • R, Excel, Python, BioEstat, SPSS… 71 User ID Cond1 Cond2 Cond3 1 75.0 42.0 80.3 User ID Cond Value 1 1 75.0 1 2 42.0 1 3 80.3 Data in R Data in Excel
  • 72. Tools • R, Excel, Python, BioEstat, SPSS… 72 User ID Cond1 Cond2 Cond3 1 75.0 42.0 80.3 2 90.6 88.4 95.0 3 53.6 45.9 60.0 4 89.0 60.0 88.5 5 60.0 55.0 75.9 User ID Cond Value 1 1 75.0 1 2 42.0 1 3 80.3 Data in R Data in Excel
  • 73. Tables • Reporting data 73 User ID Cond1 Cond2 Cond3 1 75.0 42.0 80.3 2 90.6 88.4 95.0 3 53.6 45.9 60.0 4 89.0 60.0 88.5 5 60.0 55.0 75.9 User ID Cond1 Cond2 Cond3 1 75 42.0 80.3 2 90.65 88.43 95.0 3 53.665 45.9 60 4 89 60.0 88.5 5 60.0 55.000 75.9 Bad TableGood Table
  • 74. Charts • Visualizing data 74 0 10 20 30 40 50 60 70 80 90 100 Cond1 Cond2 Cond3 More informativeLess informative
  • 75. Test Choice • "Analysis of Variance" (ANOVA) 75
  • 76. Test Choice • "Analysis of Variance" (ANOVA) 76
  • 77. Test Choice • MANOVA: "Multivariate Analysis of Variance“ • One-way 77
  • 78. Test Choice • MANOVA: "Multivariate Analysis of Variance“ • Two-way 78
  • 79. Test Choice • Test for normality (Kolmogorov-Smirnov (K-S), Shapiro-Wilk, etc.) 79
  • 80. Test Choice • Test for normality (Kolmogorov-Smirnov (K-S), Shapiro-Wilk, etc.) • If (NORMAL DISTRIBUTION) • Analysis of Variance: ANOVA/MANOVA • Post-hoc (means): Tukey's HSD, Student's t-test... 80
  • 81. Test Choice • Test for normality (Kolmogorov-Smirnov (K-S), Shapiro-Wilk, etc.) • If (NORMAL DISTRIBUTION) • Analysis of Variance: ANOVA/MANOVA • Post-hoc (means): Tukey's HSD, Student's t-test... • Else // proceed with non-parametric tests 81
  • 82. Test Choice • Test for normality (Kolmogorov-Smirnov (K-S), Shapiro-Wilk, etc.) • If (NORMAL DISTRIBUTION) • Analysis of Variance: ANOVA/MANOVA • Post-hoc (means): Tukey's HSD, Student's t-test... • Else // proceed with non-parametric tests • If (WITHIN SUBJECTS) • Analysis of Variance: Friedman test • Post-hoc (means): Wilcoxon analyses • If (BETWEEN SUBJECTS) • Analysis of Variance: Kruskal-Wallis • Post-hoc (means): Dunn analyses 82
  • 83. • F distribution: the distribution of F statistics that we'd see if the null hypothesis were true • F statistic here would result in a failure to reject the null hypothesis because it is less than C, that is, its p value is greater than .05 Report Results 83
  • 84. • APA Style • “There was a significant (not a significant) effect of IV ____________ on DV ______________ at the p<.05 level for the three conditions [F(degrees of freedom) = F-value, p = p-value]. Report Results 84
  • 85. • APA Style • “There was a significant (not a significant) effect of IV ____________ on DV ______________ at the p<.05 level for the three conditions [F(degrees of freedom) = F-value, p = p-value]. Report Results 85
  • 86. Report Results • Multiple Factor • There was a significant main effect for treatment, F(1, 145) = 5.43, p < .01, and a significant interaction, F(2, 145) = 3.13, p < .05. • Mean and Standard Deviation • (M = 12.4, SD = 2.26) • Correlations • The two variables were strongly correlated, r(55) = .49, p < .01. 86
  • 88. Referências • https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/ • https://www.moresteam.com/toolbox/design-of- experiments.cfm#purposeExperimentation • https://en.wikipedia.org/wiki/Design_of_experiments • https://www.isixsigma.com/tools-templates/design-of-experiments- doe/design-experiments-%E2%90%93-primer/ • https://www.passeidireto.com/arquivo/23301968/psicometria-hutz-bandeira- trentini • http://www.statsmakemecry.com/smmctheblog/stats-soup-anova-ancova- manova-mancova 88
  • 89. Design and Application of Experiments and User Studies Victor Adriel de Jesus Oliveira vajoliveira@inf.ufrgs.br Skype: victor.adriel