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Information Experience Lab, IE Lab at SISLT

Founded in 2003
The Information Experience Laboratory, IE Lab – is a usability and user experience lab …
… with the mission to improve learning technologies, information and communication systems.
We here present the IE Lab and methods .

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Information Experience Lab, IE Lab at SISLT

  1. 1. S C H O O L O F I N F O R M AT I O N S C I E N C E A N D L E A R N I N G T E C H N O LO G I E S INFORMATION EXPERIENCE LABORATORY University of Missouri Dr. Isa Jahnke Director of the IELab Associate Professor
  2. 2. WHAT IS THE IE LAB? • Founded in 2003 • The Information Experience Laboratory, IE Lab – is a usability and user experience lab … • … with the mission to improve learning technologies, information and communication systems. The IE Lab conducts research and evaluates digital technology for clients in diverse fields, for example, journalism, healthcare, medicine, computer science and education, and more.
  3. 3. THE IE LAB OFFERS…. • Professional usability and User eXperience (UX) evaluation services • Human-centered studies in organizations, e.g., how technology impacts existing workflows • Studies of effectiveness of pedagogical approaches used in digital platforms
  4. 4. The downside of new technology is that it’s designed by ‘technologists’. But they don’t think like the ordinary user. The ‘ordinary person’ is your grandmother, doctor, nurse, patient or student (and so forth). Most people have the capacity to understand the technology. However, to motivate them to really use the product: make the technology easy to use for them! Note: Top down strategies are not always helpful because users may create work arounds when the technology doesn’t fit their workflows
  5. 5. WHY IS USABILITY IMPORTANT? (1) BENEFITS Business view • Provides early evidence of success (allows you to confirm the validity of design early the development process) • Improves risk management (lets you test and choose on the design to proceed with) • Cheaper (decreases cost of development) • Faster (shortens development timeline) • Increases sales (better products design and effectiveness)
  6. 6. Design/Research view • More accurate designs (a more accurate picture of user needs) • Proof that your design or prototype works (validation of designs, proof of concepts) • Accurate picture of workflow (know how users work before coding) • Reduced task time (improved user performance) • Higher satisfaction (users will be able to find what they need faster) • Higher motivation (users will be motivated to use and return to your website) WHY IS USABILITY IMPORTANT? (2) BENEFITS
  7. 7. CLIENTS The IE Lab has provided service to a range of clients across Missouri, including MU researchers, corporate, non-profit and other academic partners.
  8. 8. CLIENTS – PROJECTS (1) • Reynolds Journalism Institute (RJI) – Usability & efficacy study of mobile microlessons – Mobile Applications for Microlearning – PUSH: An open source mobile platform for media organizations, prototyping – Comparative Systems Review – And more • MU Extension: websites and online courses • LeXMizzou: game-based learning • Hook Center – Evaluation of ElevatEd prototype (a tool for school improvement planning) • MU Library – Website redesign
  9. 9. CLIENTS – PROJECTS (2) • NSF grant with College of Engineering – investigating cybersecurity practices • College of Engineering: Panacea’s Cloud – an AR/VR platform • Division of IT – Website usability study • St. Charles City County Library • School of Nursing (Dr. Lorraine Phillips): a fall risk evaluation platform for senior adults based Timed Up and Go Test • Cerner (Health Wins)
  10. 10. CLIENTS University of Missouri • College of Education • College of Engineering • Division of Extension • Division of Information Technology • Human Resource Services • International Center • MU Extension • MU Hook Center • MU Family & Community medicine • MU Library • Office of Admissions • Office of Research • Office of the Registrar • RJI Fellows, School of Journalism • School of Nursing – Tiger Place • Research Council Missouri • Cerner Corporation • East Central College of Missouri • Fontbonne University Library • IconoPsych/HomePsych • International Society for Performance Improvement, St. Louis Chapter (ISPI) • Missouri State University Library • MOBIUS Consortium • MOREnet • LANIT Consulting, Inc. • St.Charles City-County Library • Tiger Institute • Shelter Insurance Global/International • East China Normal University Distance Education College • Taiwan Office Missouri Department of Agriculture • Tamkang University Libraries
  11. 11. WHAT IS USABILITY? Usability measures the quality of a user’s experience when interacting with a product or system—e.g., a web site, a software application, mobile technology. In general, usability refers to how well users can use a product to achieve their goals and how satisfied they are with that process/workflow. • Ease of use • Satisfaction • Efficiency of use • Error frequency and severity Image Source:
  12. 12. USABILITY FRAMEWORK Image source: to-ISO-9241-11-ISO-9241-1998_fig1_233428176
  13. 13. ADDITIONAL SERVICES Usability/UX Studies Prototyping Consulting & Design Recommen- dation Sociotechnical Integration
  14. 14. PROTOTYPING • Rapid prototyping capabilities • Comparative systems and industry analysis
  15. 15. CONSULTING & DESIGN RECOMMENDATIONS • Recommendations on needs assessment • Advice on instructional system design • Professional suggestions on software/app design
  16. 16. Sociotechnical Walkthrough (STWT): Representative (future) users are asked to model together sociotechnical service or work processes in a series of workshops that are professional facilitated. SOCIOTECHNICAL INTEGRATION: HOW TECHNOLOGY IMPACTS WORKFLOW CHANGE
  18. 18. EVALUATION PROCESS 1) Assess Project • Assessment of the client’s needs • Contract • Graduate researchers responsibility for the client study 2) Design Study • Determination of testing methods • Organization of experts, resources and test participants as required to conduct the study 3) Conduct Study • Usability study with expert reviews, user observations, and interviews • Data collection and Analysis 4) Deliver Results • Present results • Recommendations on: – The improvement of usability
  19. 19. METHODS Task Analysis Think Aloud SUS – System Usability Score Focus Groups Card Sort Cognitive Walkthrough Comparative Evaluation Nielsen’s 10 heuristics Persona Information Horizon Data/Web or Learning analytics Sociotechnical Walkthrough
  20. 20. Task Analysis Identifies main goals of the system and models tasks based on these goals, then users conduct the tasks Think Aloud Users are asked to give a running commentary on their thoughts as they perform tasks.
  21. 21. Image Source: : Focus Groups Six to eight representative users are interviewed as a group to provide input on system content, design, or usability. SUS System Usability Scale: survey tool, data collection instrument for user’s subjective rating of a product’s usability; range of 0- 100%
  22. 22. Card Sort Categorize system content, user input on how the site should be designed. Cognitive Walkthrough Hypothetical scenario helps to reveal problems not readily discovered on the surface. Image Source:
  23. 23. Comparative Evaluation Systems more or less equivalent to the system under review are identified. Expert Evaluation with Nielsen’s 10 Heuristics The system is evaluated by three or four experts using a standard list of usability heuristics.
  24. 24. Information Horizons Sketch a diagram of a user’s subsequent actions towards satisfying her/his information need. Persona Profiles of representative users and their potential tasks in the system
  25. 25. Data Analytics Monitors and analyzes your web site traffic. Sociotechnical Walkthrough Users model the workflow for the future system
  26. 26. TOOLS AND TECHNOLOGIES Morae Eyetracking Qualtrics Survey Tool Prototyping Tools Optimal Workshop Zoom
  27. 27. MORAE Allows us to perform usability testing sessions by recording and remotely observing the user’s interaction with different system interfaces, incorporate surveys and efficiently analyze and edit the final results.
  28. 28. EYETRACKING (X2-60 & Tobii Pro Glasses 2): A wearable eye tracker to accommodate for a wide array of human behavior research. These devices allow us capture exactly where the participant is looking, timing, as well as fixations in a research lab or in a non-lab setting.
  29. 29. QUALTRICS SURVEY TOOL Through the use of Qualtrics, our team can track email invites and reminder emails, instantly share our survey data and results, graphically visualize data, and download data into popular stats platforms for further research.
  30. 30. P R OTOT Y P I N G TO O L S I N C L U D I N G A X U R E A N D B A L S A M I Q Prototyping can help translate an idea into a basic working version of a system and allow usability evaluation and redesign for the enhancement of precision, effectiveness, and usefulness of the system before the system is actually built.
  31. 31. O P T I M A L W O R K S H O P IE lab team also uses Optimal Workshop’s tools to conduct card sorting and tree testing. Based on heatmaps generated by tools like Chalkmark, Treejack etc., we can identify usability related issues of a system like issues in navigation and information
  32. 32. Z O O M W E B - CO N F E R E N C I N G TO O L With Zoom, we can observe and analyze the users’ interaction with the system under evaluation and deliver high quality audio and video recordings to our clients.
  33. 33. OT H E R T E C H N O LO G I E S  360 video camera  Smart glasses like Recon Jet and Google Glasses  Android smartwatch and Apple watch
  34. 34. The Information Experience Lab has the ability to conduct in- person and remote usability testing
  35. 35. Coming up: • Methods for evaluating the user’s experience in immersive VR/AR/XR and 360 degree videos • Pedagogical usability check lists • Sociotechnical heuristics
  36. 36. Thank you