Faster Usability Testing in an Agile World presented at Agile2011Carol Smith
The sheer speed of an Agile project can be frightening to even the most experienced UX practitioner. This talk covers testing in short, quick, repetitive sessions, without sacrificing quality. The presentation covers strategies and techniques that can be used for speeding up traditional usability testing, on-site, remote and Rapid Iterative Testing and Evaluation (RITE) methods. Topics from planning through analysis, and ways to provide useful and usable recommendations to the team will be covered.
This lecture covers various methods for prototyping and testing user interfaces, including paper prototyping, wireframing, and usability testing techniques like heuristic evaluation and cognitive walkthrough. Low-fidelity prototyping allows for early user feedback, while high-fidelity prototyping tests detailed tasks and processes. The lecture also discusses iterative design, with prototypes refined based on user testing to develop the final design.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
The document describes the development process of a dynamic learning environment system using a case study approach. It discusses conducting initial interviews, iterative prototyping using scenarios and heuristic evaluations, field testing the interface with over 100 users, and supplemental experimental studies. Overall feedback was positive regarding ease of use, though the limited content at the time prevented demonstrating significant learning benefits. The project aimed to allow custom assembly of courses from a library of learning objects.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
The document discusses various aspects of user interface design including definitions, task-oriented design process, task and user analysis, prototyping, inspection and testing methods, performance measurement, and managing the UI design process. It provides guidelines for designing interfaces that are intuitive and optimized for user tasks. Evaluation approaches include cognitive walkthroughs, heuristic evaluation, and action analysis methods like GOMS to analyze task flows and identify optimizations.
Faster Usability Testing in an Agile World presented at Agile2011Carol Smith
The sheer speed of an Agile project can be frightening to even the most experienced UX practitioner. This talk covers testing in short, quick, repetitive sessions, without sacrificing quality. The presentation covers strategies and techniques that can be used for speeding up traditional usability testing, on-site, remote and Rapid Iterative Testing and Evaluation (RITE) methods. Topics from planning through analysis, and ways to provide useful and usable recommendations to the team will be covered.
This lecture covers various methods for prototyping and testing user interfaces, including paper prototyping, wireframing, and usability testing techniques like heuristic evaluation and cognitive walkthrough. Low-fidelity prototyping allows for early user feedback, while high-fidelity prototyping tests detailed tasks and processes. The lecture also discusses iterative design, with prototypes refined based on user testing to develop the final design.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
The document describes the development process of a dynamic learning environment system using a case study approach. It discusses conducting initial interviews, iterative prototyping using scenarios and heuristic evaluations, field testing the interface with over 100 users, and supplemental experimental studies. Overall feedback was positive regarding ease of use, though the limited content at the time prevented demonstrating significant learning benefits. The project aimed to allow custom assembly of courses from a library of learning objects.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
The document discusses various aspects of user interface design including definitions, task-oriented design process, task and user analysis, prototyping, inspection and testing methods, performance measurement, and managing the UI design process. It provides guidelines for designing interfaces that are intuitive and optimized for user tasks. Evaluation approaches include cognitive walkthroughs, heuristic evaluation, and action analysis methods like GOMS to analyze task flows and identify optimizations.
HCI LAB MANUAL
1
To understand the trouble of interacting with machines - Redesign interfaces of home
appliances.
2 Design a system based on user-centered approach.
3 Understand the principles of good screen design.
4 Redesign existing Graphical User Interface with screen complexity
5 Design Web User Interface based on Gestalt Theory
6 Implementation of Different Kinds of Menus
7 Implementation of Different Kinds of Windows
8 Design a system with proper guidelines for icons
This document introduces design and development principles based on Don Norman's book "The Design of Everyday Things". It discusses key principles like visibility, feedback, affordance, mapping and consistency. It explains how these principles help address problems in user experience and interaction design. The document concludes by noting how design principles are validated through principles of usability like learnability, efficiency and satisfaction.
This presentation is concerned with the development and evaluation of a redesign of the online and mobile app African Storybook initiative services that support the authoring and reading of openly licensed storybooks to support literacy development in Africa. The redesign makes use of a number of cultural-historical activity theory principles, including: object of activity, tool mediated and shared objects that are part of the third-generation activity system.
Evaluating non-desktop user interfaces focuses on the evaluation of pervasive, ubicomp, augmented reality, etc . appliances. Examples, Methods, and Tools are discussed
User Interface Prototyping Techniques: Low Fidelity PrototypingHans Põldoja
This document discusses low-fidelity prototyping techniques for user interface design. It defines prototypes and describes low and high-fidelity prototyping methods. Paper prototyping and wireframing are introduced as common low-fidelity techniques. The benefits of paper prototyping include low cost, early identification of problems, and ability to get user feedback. Best practices for paper prototyping include creating prototypes based on user stories, testing with tasks, and focusing feedback on terminology, navigation and functionality. Wireframes allow for rapid iteration of interface concepts and easier modification compared to paper.
Session 1 Lecture 2 PACT A Framework for Designing Interactive SystemsKhalid Md Saifuddin
The document discusses the PACT framework for designing interactive systems, which focuses on analyzing People, Activities, Contexts, and Technologies. It describes how to conduct a PACT analysis to understand the variety of users, tasks, environments, and technological requirements. The analysis involves scoping out the different factors through methods like brainstorming, observations, and interviews to inform the design process.
Remote Fieldwork: How observational studies elevated usability at AutoTrader.comEmily Schroeder
While traditional task-based usability research provides invaluable insights, sometimes expanding your practice to include additional methodologies allows usability to have greater influence in an organization. In this session, you will learn how adding remote observational studies enabled the team at AutoTrader.com to become more involved in projects from the beginning.
This document provides an introduction to user-centered design. It defines user-centered design as a framework that extensively focuses on end users' needs, wants and limitations at each stage of the design process. It discusses why user-centered design is important, as users now have more choices and companies need to better serve users to win competition. It also describes some key aspects of user-centered design like user research to understand users and usability testing to validate the design with users. The workshop demonstrated user research and usability testing techniques through role-playing exercises.
Serco Usability Research, Ben Weedon, The challenge of measuring game play ex...Use8.net
Ben Weedon from Serco Games Research presented on the challenge of measuring gameplay experience. He discussed how traditional usability metrics do not fully capture the experiential dimensions of games like fun and playability. Weedon suggested ethnographic research and diary studies adapted for mobile/casual games to provide quick feedback during development on issues related to context of use. The goal is to better understand general requirements for these new gaming areas and locate key issues through playtesting titles directly on users' devices.
Introduction to User Experience :
What is User Experience?
User experience (UX) is the amount of a serial interactions of a person with a product, service, or organization.
A General Example
Multi-Disciplinary Contributions
Factors that affects ux
Good And Bad User Experiences
Good And Bad UX example
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
The document discusses various methods for testing the usability of websites, including scenario-based inspection, heuristic evaluation, and user observation. Scenario-based inspection involves evaluators examining a website to complete tasks and note any problems. Heuristic evaluation has evaluators check if a website follows design principles. User observation involves observing real users complete tasks and recording their experiences. Setting up these tests properly is important and involves choosing participants, creating task descriptions, and deciding how to record the sessions. The results can then be analyzed to identify usability issues and prioritize improvements.
This document discusses human-computer interaction and user experience design. It covers several topics:
1. Ethics and codes of conduct that govern research and design involving people. Practitioners must obtain informed consent and protect participants' privacy and data.
2. Frameworks for understanding people in the context of activities, including PACT analysis of People, Activities, Contexts, and Technologies.
3. Techniques for gathering user data, such as interviews, questionnaires, observation, and artifact collection. This helps understand user needs, behaviors, and contexts of use.
Contextual Inquiry and Personas in Interaction DesignHans Põldoja
The document discusses personas, which are profiles of hypothetical users that represent the different types of users of a system. Personas are developed based on research such as interviews with actual users. They include details such as demographics, goals, and behaviors. The document provides examples of personas for different types of users, such as students, photographers, and professors. It also discusses how personas can be used to guide design decisions and evaluate a system's effectiveness for different user groups.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
The document discusses using systems thinking and service design approaches to develop interventions for issues related to healthy aging and aging in place. It outlines capturing information about the problem space through participatory methods to create a "holon" representation. Translating the holon into systems thinking concepts provides understanding of the system properties to inform design interventions. Considering products as byproducts of service design allows designing services without constraints of preexisting products. An example of meal services for older adults highlights current issues and opportunities for technological or social support solutions.
Information Experience Lab, IE Lab at SISLTIsa Jahnke
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 .
HCI LAB MANUAL
1
To understand the trouble of interacting with machines - Redesign interfaces of home
appliances.
2 Design a system based on user-centered approach.
3 Understand the principles of good screen design.
4 Redesign existing Graphical User Interface with screen complexity
5 Design Web User Interface based on Gestalt Theory
6 Implementation of Different Kinds of Menus
7 Implementation of Different Kinds of Windows
8 Design a system with proper guidelines for icons
This document introduces design and development principles based on Don Norman's book "The Design of Everyday Things". It discusses key principles like visibility, feedback, affordance, mapping and consistency. It explains how these principles help address problems in user experience and interaction design. The document concludes by noting how design principles are validated through principles of usability like learnability, efficiency and satisfaction.
This presentation is concerned with the development and evaluation of a redesign of the online and mobile app African Storybook initiative services that support the authoring and reading of openly licensed storybooks to support literacy development in Africa. The redesign makes use of a number of cultural-historical activity theory principles, including: object of activity, tool mediated and shared objects that are part of the third-generation activity system.
Evaluating non-desktop user interfaces focuses on the evaluation of pervasive, ubicomp, augmented reality, etc . appliances. Examples, Methods, and Tools are discussed
User Interface Prototyping Techniques: Low Fidelity PrototypingHans Põldoja
This document discusses low-fidelity prototyping techniques for user interface design. It defines prototypes and describes low and high-fidelity prototyping methods. Paper prototyping and wireframing are introduced as common low-fidelity techniques. The benefits of paper prototyping include low cost, early identification of problems, and ability to get user feedback. Best practices for paper prototyping include creating prototypes based on user stories, testing with tasks, and focusing feedback on terminology, navigation and functionality. Wireframes allow for rapid iteration of interface concepts and easier modification compared to paper.
Session 1 Lecture 2 PACT A Framework for Designing Interactive SystemsKhalid Md Saifuddin
The document discusses the PACT framework for designing interactive systems, which focuses on analyzing People, Activities, Contexts, and Technologies. It describes how to conduct a PACT analysis to understand the variety of users, tasks, environments, and technological requirements. The analysis involves scoping out the different factors through methods like brainstorming, observations, and interviews to inform the design process.
Remote Fieldwork: How observational studies elevated usability at AutoTrader.comEmily Schroeder
While traditional task-based usability research provides invaluable insights, sometimes expanding your practice to include additional methodologies allows usability to have greater influence in an organization. In this session, you will learn how adding remote observational studies enabled the team at AutoTrader.com to become more involved in projects from the beginning.
This document provides an introduction to user-centered design. It defines user-centered design as a framework that extensively focuses on end users' needs, wants and limitations at each stage of the design process. It discusses why user-centered design is important, as users now have more choices and companies need to better serve users to win competition. It also describes some key aspects of user-centered design like user research to understand users and usability testing to validate the design with users. The workshop demonstrated user research and usability testing techniques through role-playing exercises.
Serco Usability Research, Ben Weedon, The challenge of measuring game play ex...Use8.net
Ben Weedon from Serco Games Research presented on the challenge of measuring gameplay experience. He discussed how traditional usability metrics do not fully capture the experiential dimensions of games like fun and playability. Weedon suggested ethnographic research and diary studies adapted for mobile/casual games to provide quick feedback during development on issues related to context of use. The goal is to better understand general requirements for these new gaming areas and locate key issues through playtesting titles directly on users' devices.
Introduction to User Experience :
What is User Experience?
User experience (UX) is the amount of a serial interactions of a person with a product, service, or organization.
A General Example
Multi-Disciplinary Contributions
Factors that affects ux
Good And Bad User Experiences
Good And Bad UX example
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
The document discusses various methods for testing the usability of websites, including scenario-based inspection, heuristic evaluation, and user observation. Scenario-based inspection involves evaluators examining a website to complete tasks and note any problems. Heuristic evaluation has evaluators check if a website follows design principles. User observation involves observing real users complete tasks and recording their experiences. Setting up these tests properly is important and involves choosing participants, creating task descriptions, and deciding how to record the sessions. The results can then be analyzed to identify usability issues and prioritize improvements.
This document discusses human-computer interaction and user experience design. It covers several topics:
1. Ethics and codes of conduct that govern research and design involving people. Practitioners must obtain informed consent and protect participants' privacy and data.
2. Frameworks for understanding people in the context of activities, including PACT analysis of People, Activities, Contexts, and Technologies.
3. Techniques for gathering user data, such as interviews, questionnaires, observation, and artifact collection. This helps understand user needs, behaviors, and contexts of use.
Contextual Inquiry and Personas in Interaction DesignHans Põldoja
The document discusses personas, which are profiles of hypothetical users that represent the different types of users of a system. Personas are developed based on research such as interviews with actual users. They include details such as demographics, goals, and behaviors. The document provides examples of personas for different types of users, such as students, photographers, and professors. It also discusses how personas can be used to guide design decisions and evaluate a system's effectiveness for different user groups.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
The document discusses using systems thinking and service design approaches to develop interventions for issues related to healthy aging and aging in place. It outlines capturing information about the problem space through participatory methods to create a "holon" representation. Translating the holon into systems thinking concepts provides understanding of the system properties to inform design interventions. Considering products as byproducts of service design allows designing services without constraints of preexisting products. An example of meal services for older adults highlights current issues and opportunities for technological or social support solutions.
Information Experience Lab, IE Lab at SISLTIsa Jahnke
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 .
The goal of this presentation is to give attendees a deeper understanding of usability testing so they can leverage it in their own work. The material will shed light on what is important to the research buyer and will help the research provider to better understand how to plan, moderate, and report on a usability study. It will also provide information on where they can go to learn more about this very practical qualitative method.
Kay will cover what a usability test is and when to use it, the key planning steps, the language around it, and the unique insights this method produces. She will also discuss the various approaches a market researcher can take when running a usability study at different points in a product’s development (e.g., concept, early prototype, released product).
This document discusses user experience considerations for multi-platform applications. It covers industry standards and best practices for different platforms including desktop, web, mobile and tablets. It provides examples of typical users for each platform and discusses differences in screen size, input methods, mobility and tasks. The document also outlines the user experience design process, including understanding user and business needs, concept development, prototyping and user testing. Common myths about multi-platform design are debunked.
This document discusses evaluation and user studies. It provides the following key points:
- User studies empirically test hypotheses by determining usability, efficiency, accuracy and emotional response of users to a new interface or visualization.
- Crowdsourcing platforms like Amazon Mechanical Turk can be used for online user studies to gather a large sample size quickly and at low cost.
- User studies measure quantitative performance of systems to evaluate strengths/weaknesses and verify hypotheses. Qualitative studies also provide insights.
- Proper evaluation depends on the research context and questions being addressed, and different methodologies from fields like information visualization and cognitive science can be applied.
User interface design: definitions, processes and principlesDavid Little
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
This document discusses the history and evolution of usability testing over the decades from the 1970s to present. In the 1970s, usability testing was in its infancy with designers believing users were like them and wouldn't need to be consulted. The first usability labs were built in this decade. In the 1980s, usability testing became more scientific and expensive, conducted primarily in labs. Formative testing methods were introduced. The 1990s saw a shift to cheaper discount usability methods with fewer users needed. New techniques like personas and first click testing emerged. Today, faster and remote testing methods allow for more agile development while capturing the essential user experience.
The document summarizes the staff, doctoral students, resources, and laboratories of the HCI Group at Tallinn University. It lists the researchers, professors, and analysts that make up the staff. It also lists the doctoral students that have been or are currently affiliated with the group. Finally, it describes two laboratories managed by the group - the Interaction Design Laboratory and the User Experience Laboratory, including their purposes and example projects.
User Interface Design: Definitions, Processes and PrinciplesMoodLabs
An introduction to User Interface Design, often called UX / UI. Presented by David Little, User Interface Designer, DDH from King's College London Digital Humanities program.
Simple Ways of Planning, Designing and Testing Usability of a Software Produc...KAROLINA ZMITROWICZ
Originally presented at QS-Tag 2016
https://www.qs-tag.de/en/abstracts/tag-1/simple-ways-of-planning-designing-and-testing-usability-of-a-software-product/
Hardware is hard(er): designing for distributed user experiences in IoT - Claire Rowland, www.clairerowland.com
Designing connected devices and hardware-enabled services is significantly more complex than pure software. There are more devices on which code can run, connectivity and data sharing patterns to consider, and often multiple and varied touchpoints for users to interact with. Pulling this all together into a coherent experience involves strong collaboration between design and engineering, and a systems thinking approach to UX. In this talk, we’ll introduce what designers need to know about the tech, what engineers need to know about UX for IoT, and how to facilitate the whole-collaboration needed to create great products.
www.clairerowland.com
Metrics in usability testing and user experiencesHim Chitchat
The document discusses various metrics for measuring usability (UT) and user experience (UX). It presents 11 questionnaires that measure factors like task load, usability, user experience, trust in automated systems, and consumer emotion. The questionnaires assess metrics such as task success rates, error rates, satisfaction levels, system usability, and perceptions of usefulness and ease of use. Administering the validated questionnaires can provide insights into how to improve user performance and experience when interacting with systems and technologies.
This document discusses career guidance approaches for university students and the need for technology-assisted career counseling. It benchmarks existing career counseling technologies and outlines the methodology for developing a prototype mobile application for career counseling. The methodology includes preliminary study, following the software development life cycle of analysis, design, development, testing, and implementation. Design considerations for low and high-fidelity prototypes are also discussed. The document concludes that a technology-assisted career counseling application can help bridge the gap between students and job markets by providing interactive counseling features to help students' career development.
Introduction to the course at the KU Leuven on fundamentals of human computer interaction - http://onderwijsaanbod.kuleuven.be/syllabi/n/G0Q55AN.htm#activetab=doelstellingen_idp1326000
The document summarizes the design process for creating a tracking device for children's belongings. It involved user research through an animated storyboard, ideating multiple concepts and selecting one through evaluation, developing wireframes and a visual design, creating 3D and physical prototypes using various tools, testing technologies, and laser cutting a final prototype. The process utilized lean UX and agile development principles of iterative design, validation with users, and parallel prototyping across interactive, physical, and electronic systems. The design process highlighted the challenges of managing development across different mediums in parallel and the importance of flexibility to change based on user feedback.
Remote moderated testing was once out of reach for many organizations -- but not anymore!
Steve Schang of Midwood Usability shares his expert review of and advice for getting the most of remote testing tools.
Contact Steve and his team at MidwoodUsability.com.
Presented at Firecat Studio's monthly UX and Marketing Strategy gathering, Firecat First Friday, in November 2020.
This document provides an overview of a web usability workshop. It includes sections on user experience, benefits of usability to businesses, knowing users through personas, introduction to navigation and information architecture, user-centered design methodology, and designing home pages and incorporating web 2.0 features. The document emphasizes the importance of usability and involving users in the design process in order to create intuitive, easy-to-use products and websites. It provides examples of usability problems and stresses that usability must be a routine part of the development process for organizations.
Information architecture is the structural design of shared information environments. It involves organizing systems of information to help users find what they need. Key aspects of information architecture include site navigation systems, labeling schemes, search, and the relationships between different types of content. Information architecture provides an underlying framework that guides how users interact with and move through an information space.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
This presentation by OECD, OECD Secretariat, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
1.) Introduction
Our Movement is not new; it is the same as it was for Freedom, Justice, and Equality since we were labeled as slaves. However, this movement at its core must entail economics.
2.) Historical Context
This is the same movement because none of the previous movements, such as boycotts, were ever completed. For some, maybe, but for the most part, it’s just a place to keep your stable until you’re ready to assimilate them into your system. The rest of the crabs are left in the world’s worst parts, begging for scraps.
3.) Economic Empowerment
Our Movement aims to show that it is indeed possible for the less fortunate to establish their economic system. Everyone else – Caucasian, Asian, Mexican, Israeli, Jews, etc. – has their systems, and they all set up and usurp money from the less fortunate. So, the less fortunate buy from every one of them, yet none of them buy from the less fortunate. Moreover, the less fortunate really don’t have anything to sell.
4.) Collaboration with Organizations
Our Movement will demonstrate how organizations such as the National Association for the Advancement of Colored People, National Urban League, Black Lives Matter, and others can assist in creating a much more indestructible Black Wall Street.
5.) Vision for the Future
Our Movement will not settle for less than those who came before us and stopped before the rights were equal. The economy, jobs, healthcare, education, housing, incarceration – everything is unfair, and what isn’t is rigged for the less fortunate to fail, as evidenced in society.
6.) Call to Action
Our movement has started and implemented everything needed for the advancement of the economic system. There are positions for only those who understand the importance of this movement, as failure to address it will continue the degradation of the people deemed less fortunate.
No, this isn’t Noah’s Ark, nor am I a Prophet. I’m just a man who wrote a couple of books, created a magnificent website: http://www.thearkproject.llc, and who truly hopes to try and initiate a truly sustainable economic system for deprived people. We may not all have the same beliefs, but if our methods are tried, tested, and proven, we can come together and help others. My website: http://www.thearkproject.llc is very informative and considerably controversial. Please check it out, and if you are afraid, leave immediately; it’s no place for cowards. The last Prophet said: “Whoever among you sees an evil action, then let him change it with his hand [by taking action]; if he cannot, then with his tongue [by speaking out]; and if he cannot, then, with his heart – and that is the weakest of faith.” [Sahih Muslim] If we all, or even some of us, did this, there would be significant change. We are able to witness it on small and grand scales, for example, from climate control to business partnerships. I encourage, invite, and challenge you all to support me by visiting my website.
This presentation by Professor Giuseppe Colangelo, Jean Monnet Professor of European Innovation Policy, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Tim Capel, Director of the UK Information Commissioner’s Office Legal Service, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by Katharine Kemp, Associate Professor at the Faculty of Law & Justice at UNSW Sydney, was made during the discussion “The Intersection between Competition and Data Privacy” held at the 143rd meeting of the OECD Competition Committee on 13 June 2024. More papers and presentations on the topic can be found at oe.cd/ibcdp.
This presentation was uploaded with the author’s consent.
The importance of sustainable and efficient computational practices in artificial intelligence (AI) and deep learning has become increasingly critical. This webinar focuses on the intersection of sustainability and AI, highlighting the significance of energy-efficient deep learning, innovative randomization techniques in neural networks, the potential of reservoir computing, and the cutting-edge realm of neuromorphic computing. This webinar aims to connect theoretical knowledge with practical applications and provide insights into how these innovative approaches can lead to more robust, efficient, and environmentally conscious AI systems.
Webinar Speaker: Prof. Claudio Gallicchio, Assistant Professor, University of Pisa
Claudio Gallicchio is an Assistant Professor at the Department of Computer Science of the University of Pisa, Italy. His research involves merging concepts from Deep Learning, Dynamical Systems, and Randomized Neural Systems, and he has co-authored over 100 scientific publications on the subject. He is the founder of the IEEE CIS Task Force on Reservoir Computing, and the co-founder and chair of the IEEE Task Force on Randomization-based Neural Networks and Learning Systems. He is an associate editor of IEEE Transactions on Neural Networks and Learning Systems (TNNLS).
Why Psychological Safety Matters for Software Teams - ACE 2024 - Ben Linders.pdfBen Linders
Psychological safety in teams is important; team members must feel safe and able to communicate and collaborate effectively to deliver value. It’s also necessary to build long-lasting teams since things will happen and relationships will be strained.
But, how safe is a team? How can we determine if there are any factors that make the team unsafe or have an impact on the team’s culture?
In this mini-workshop, we’ll play games for psychological safety and team culture utilizing a deck of coaching cards, The Psychological Safety Cards. We will learn how to use gamification to gain a better understanding of what’s going on in teams. Individuals share what they have learned from working in teams, what has impacted the team’s safety and culture, and what has led to positive change.
Different game formats will be played in groups in parallel. Examples are an ice-breaker to get people talking about psychological safety, a constellation where people take positions about aspects of psychological safety in their team or organization, and collaborative card games where people work together to create an environment that fosters psychological safety.
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1. User Experience and Usability Testing
Within the Sociotechnical Process –
Methods, Challenges and Pitfalls
Isa Jahnke, Hao He, Yen-Mei Lee, Minh Pham, Gayathri
Sadanala, & Joi Moore
2. 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 S 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
http://ielab.Missouri.edu
3. Road map
Morning
08.30 Welcome & Agenda
08.45 Warming-up
09.15 Part 1: The four project phases – Theory vs. Experience
10am coffee break
10.15am Part 2: Considerations of how to bring technology into work:
How organization, humans and technology affect each other
12.00 Lunch break
4. Road map
Afternoon
1.00 Part 3: Introduction into classic methods
• Task-based analysis (Minh)
• Think Aloud (Minh)
• Individual and focus groups interviews (Yen-Mei)
• SUS (Gayathri)
• Expert Review with Nielsen’s Heuristics (Gayathri)
• Prototyping (Hao)
2.15 Part 4: Group work 3-5 participants per group design a study for:
• Client 1: Push (Minh)
• Client 2: Library (Yen-Mei)
• Client 3: AECT registration website (Gayathri)
• Client 4: Media Innovation Space (Hao)
3.15 Groups present their solutions
4.00 Lessons Learned (Discussion of possible collaborations)
4.30pm Happy Ending
5. WARMING UP: LIVING STATISTICS
• Are you from North, East, South or West within the US, or outside US?
• How many years of Experience in UX/Usability?
Build a row, 1 year or less, to 10 years or more
• For what domain do you use or want to use usability/UX testing
e.g., Education, Service (Insurance, …) Health Care, IT development
• What expectations do you have?
A) Learn UX methods, B) General curiosity, C) Hands-on experience,
D) Interest in technology use for UX, or E) Others
• Do you have a question?
6. 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.
7. 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
8. 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
9. 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)
10. 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
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: www.katzenbergdesign.net
13. PART 1
THE FOUR PROJECT PHASES
1. Assess Needs
2. Design Study
3. Conduct Study
4. Deliver Results
14. 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
15. Theory vs. Experience
What can go wrong?
Mobile Microlearning Library Usability RJI Prototyping
Assess
needs
• In the beginning, the client
wanted to build up a brand-
new mobile app.
• However, after we did
research, there were a
bunch of mobile learning
‘apps’ out there suitable for
the client’s needs.
• We provided evidences and
references to the client that
allowed the client to make
decision whether or not it
was necessary to develop a
new mobile app.
• We had no problem in
defining needs. The
client came to us with
well-defined needs.
• The client wanted us to
test a library website
with end users through
task-based evaluation.
• At first we thought it
was a usability testing
project and we were
waiting for the client to
give us the product.
• Finally we realized it
was a prototyping
project and we needed
to start everything from
scratch.
16. Design the
study
Mobile
Microlearning
• When examining
the current
platform: we did
not expect that we
need to build up
several criteria for
the study.
• Thus, we spent a
lot of time on
working on
creating the criteria
based on the
client’s needs.
Library
• We designed
evaluation tasks
based on a shared
prototype from the
client.
• However, the client
was still improving
the same prototype
at the same time.
• This nullified some of
our work because
some issues on that
version of the
prototype no longer
existed.
• We requested an
independent
prototype.
RJI Protoytyping
• At first we created a
design document.
However, it didn’t
work. We switched to
a brain storming
method and draw
ideas in a mind map,
which later became
the site map.
• The site map was
created in MS-Word,
but that caused
problems and display
problems. Then we
switched to XMind, a
mind tool. It worked
well.
17. Conduct
study
• No training in
how to
analyze
literature
review data
and interview
transcripts.
• Thus, during
the data
analysis
process, the
researchers
spent a lot of
time on
writing/
analyzing.
At first we did not
have prior consent
on how to rate
completion
performance. There
existed discrepancy
among raters in
terms of completion
rate of participants.
• A mind map was not
enough. It showed too
many ideas. We tried to
simplify by learning how
potential users think what
they need, and then we
determined what
functions/ ideas we
should keep and what
should be discarded.
• Data collection was not
conducted through
collecting first-hand data.
Instead they were
collected by IELab from
interview transcriptions
provided by the client.
18. Deliver
results
• The final report
were completed by
the entire team.
• However, because
each section of the
report was written
by different
researchers, in the
end, the person
who was
responsible for the
combination needs
to clarify the writing
contents with each
team member. This
way was time
consuming.
• We shared results
with the client in the
form of a formal
report. No problems
here.
• Usually, we deliver
evaluation reports
through emails.
• However, due to
safety reason, the
email system blocked
our email with the
prototype to the
client. Therefore, we
had to use a cloud
storage (Google
Drive) to deliver our
deliverables.
20. PART 2
CONSIDERATIONS OF HOW TO BRING
TECHNOLOGY INTO WORK:
HOW THE ORGANIZATION, HUMANS AND
TECHNOLOGIES AFFECT EACH OTHER
21. The context matters!
• What is the Sociotechnical Integration Design?
• Sociotechnical Walkthrough (STWT) as a method for UX
studies:
STWT: proofed concept!
“Improving the Coordination of Collaborative Learning with Process
Models” Carell, Herrmann, Menold, in: CSCL2005
THE SOCIO-TECHNICAL …
22. Problems? Have you ever faced
challenges like this...
• Your organization makes decision for new technology
and you have to work with it
• Technology does not do what you want to do
• Technology does not match task
• Technology does not work when you need it
• You have better tools in mind but your organization don‘t want to hear
• You built “work arounds“ to avoid the system
• …
Technology Tasks
23. We can engineer/design and control
technical systems
(and technical system rules)…
…but social practices evolves!
We cannot control how people use technology
“Social Systems”, Niklas Luhmann, 1998
24. SOME THOUGHTS….
“Technology should not be the
driver for teaching-learning
but pedagogy should come
first and then you choose the
right app”
…what do you
think is the
problem with
that?
25. THE WICKED PROBLEM
• To know the ’right’ technology, you
have to test it and to use it
• To use technology, you have to
change your current social practice
--> a new social
practice
Co-evolutionary growth
of both the Technical and
the Social together
26. TECHNICAL OR SOCIAL OR
SOCIOTECHNICAL ?
HCI
Person-Tool-
Relationship…
…woohoo really?
27. SOCIAL OR TECHNICAL OR
SOCIOTECHNICAL ?
Organization
Culture
Situation/
Context
28. Elements of processes / coordination
– Actors
– Activities
– Interdependencies (between resources)
COORDINATION THEORY
MALONE AND CROWSTON (1990)
29. • Relating goals/activities, actors and technologies to each other
AND
• Managing interdependencies (e.g., shared objects, make visible
relationships)
COORDINATION THEORY
MALONE AND CROWSTON (1990)
• The result of one activity
can be the input for
another activity
30. OUR APPROACH:
SHIFT FROM TECHNICAL TO
SOCIOTECHNICAL INTEGRATION DESIGN
The positive impact of a technical system on the Social
depends on its way of being integrated into
organizational processes, competence structures, and
so forth …
31. ASPECTS OF SOCIO-TECHNICAL
Features of the
technical component
Communication and
cooperation
Work processes,
work flow
Training and
competence
Roles and actors
Ressources
Conditions, events,
exceptions
Interplay between
technical components
Needed: a type of documentation which take all these aspects systematically
into account and provides enough flexibility (for multiple perspectives)
as well as consistency (for the sustainability of decisions)
32. DOCUMENTATION FOR
SOCIO-TECHNICAL
GRAPHICAL DIAGRAMS AS A DOCUMENTATION
FORM
• Integration of formal and informal structures
• Integration of technical and social aspects
• Integration of ethnographic material
• Tools for editing and presentation
Experience: The success of the documentation depends
essentially on the communication processes
.
Research
since
1997
.
Many
cases
.
Different
fields
.
.
Prof. Thomas Herrmann &
IMTM-IAW team!
www.imtm-iaw.rub.de
33. STWT
FOUNDER: PROF. DR. THOMAS HERRMANN & TEAM, UNIV. OF BOCHUM,
GERMANY
• Sociotechnical Walkthrough is
• a method to design and develop technology
use in groups (small-big)
• by identifying and documenting current social
practices and then to identify and document
how technologies can help toward new social
practices (processes)
• in a participatory design setting.
34. COMMUNICATION-ORIENTED INTERVENTION METHOD
(PREPARATION FOR CHANGE MANAGEMENT)
• Structured
• Focused
• Facilitated
• Continuous
• Sustainable
Socio-technical Walkthrough (STWT)
… communication and
documentation
(aims to integrate technical,
social, organizational,
cultural aspects
35. OUTCOME OF A STWT
• Decisions about the features of the socio-technical
system – and about the work processes of the future
• Decisions about decisions which are postponed or left
open
• Start of a learning process
• Sustainable description about the characteristics of the
socio-technical system
36. BACKGROUND OF STWT: COMBINATION
OF…
• Observations…
– Allow for an unobstructed view on a process and allow to easily identify deviations
– Only works for processes that are visible and observed subjects are prone to
behave differently than they would without observation
• Interviews…
– Allow for identifying aspects of processes that cannot be observed
– Only one perspective on a process is considered at a time and ones perspective on
a process might be obstructed or biased.
• Workshops…
– Allow for exchanging perspectives and building common ground
– Scheduling could be hard and only a limited number of people can reasonably
participate
37. SOCIO-TECHNICAL WALKTHROUGH
THE IDEA BEHIND THE APPROACH
knowledge
gap Stakeholder
(process)
Consultant
(process modeling)
Participatory
collaborative
modeling
38. Task of the facilitatorPreparing
workshops
Work-
shop 1
Work-
shop 2
Work-
shop n
Developing
or discussing
the work
process and
the models
step-by-step
Asking
prepared
questions
Collecting
problems
comments,
proposals,
documents
Refocus
on the
model
modifying
models,
visualizing
notes
Outcome: models, notes,
Work documents
Ideas for first changes of work practice
SOCIOTECHNICAL WALKTHROUGH
CORE FACILITATOR ACTIVITIES
39. EXAMPLE – GRAPHICAL MODELLING
Roles / Actors
Information and instruments
Tasks and Processes
41. THE EXAMPLE OF ELEVATED - A TOOL FOR STRATEGIC
IMPROVEMENT PLANNING (SIP) IN SCHOOLS
• Schools apply strategic improvement planning / SIP
• New technology called ElevatEd shall help
• We conducted a traditional usability study
• …and sociotechnical integration study (technology development and
preparation for implementation) with 3 teachers and 3 principals
We wanted to know:
1. What kind of activities exist in current SIPs, in what ways are
users (principals, teachers, and others) involved, and what kind of
digital systems are connected to the SIPs workflows?
2. What challenges do principals and teachers face while carrying
out the SIP in schools?
Any ideas
how the
models
look?
42. STWT PREPARATION
• Get an idea about the context of a process beforehand (e.g.
through interviews or document analysis)
– Start and end of the process
– Circumstances under which process takes place
• Break down overall goal to smaller goals for each workshop
• Set number of workshops and time for each workshop
• Assemble a suitable group
– All stakeholders should be present (including decision makers)
– Potentially invite domain experts or future customers
– It may become necessary to alter group during a modeling project
• Prepare guiding questions for workshop
43. WHAT MAKES A “GOOD” QUESTION?
• A good guiding question:
– Is open: How, what, why, …
– Makes participants think about their concrete work environment
– Fosters creativity
– Relates a new solution to current practice
– Connects both old and new work process
• Examples:
– Think about a concrete case that you are currently working on. Does this case fit to
the process that is being modeled?
– How could the new software improve your current work process?
– What would help you to work more effectively or efficiently?
– What would help you to improve collaboration with your colleagues?
44. TIPS -- DURING STWTS SESSIONS
GENERAL FACILITATOR TASKS
• Open and guide discourse
(Overview / background / goals)
• Try to integrate all participants into the discussion:
– All participants are experts, at least for their own practice / perspective
• Encourage critical questioning
• Keep track of the workshop goals
• Stay neutral, do not take a certain position / perspective.
• Ask for specific example
45. TIPS -- DURING STWTS SESSIONS
CONCRETE GUIDELINES
• Go through the process step-by-step
• Start with activities, then roles, then entities
• Each contribution should leave a trace in the model
• Use generally accepted terms
• Walk through process parts multiple times (if necessary)
• Show conflicts or diverging perspectives in the model
• Make use of comments and additional flipcharts
• Re-focus participants on the model
46. TIPS -- DURING STWTS SESSIONS
GENERAL QUESTIONS
• What happens next?
• What happens before?
• Under which conditions do you do this?
• When do you do something else?
• Who does that?
• Who is involved?
• Which resources do you need to do that?
• What is the result of this?
Questions are generally related to the characteristics of
processes.
49. RELATION OF STWT TO OTHER METHODS
JAD (Joint Application Design) (Crawford, 1994) Shares the relevance
of workshop/session series such as STWT but not the necessity of diagrammatic
representations of work processes
Scenario based techniques (Carroll, 1995) STWT: focus on diagrams
which cover a variety of possible scenarios, scenarios are an optional means for
illustration whereas STWT does not illustrate optimal but real current practices at
first
Contextual Design (Holtzblatt, 2004) Validates models – also in workshops –
which are provided by an ethnographer, wheras STWT integrates the users as co-designers,
model development and validation together, and focusses on work processes
MUST (Method for Participatory Design) (Kensing et al., 1996)
intervention is seen as a communication process similar to STWT, different kind of modelling
Analysis of task procedures (Jonassen, 1986) task analysis process:
inventorying, describing, selecting, sequencing, and analyzing tasks, differentiated analysis
procedures
Herrmann, Kunau, Loser, Menold, in: PD 2004
50. IF THERE IS TIME
LET‘S DO SEEME AND MODELING TOGETHER
51. Role – carried out by single persons or
groups like departments. They usually
come with a set of rights and
responsibilities.
Activity – tasks which are carried out by
roles. They usually use entities or modify
them.
Entity – static aspects of processes (e.g.
objects, data, systems)
activity [1]
role
document
technical
system
activity [2]
SEEME BASICS
BASIC ELEMENTS
52. BEFORE WE START MODELING….
WHAT ABOUT THE MODELING NOTATION?
• Explain basic constructs of the SeeMe notation…
– At the beginning of the
workshop or
– When an element appears
for the first time
53. expects
something from
role [1]
activity [1]
role [2]
activity [2]
entity [1] entity [2]
These standard definitions can be altered by attaching
alternate labels to the respective relations.
carries
out
belongs
to
leads to
affects
can be
described by
modifies
is used
by
relates to
SEEME BASICS
RELATIONS
54. ELEMENTS OF MODELING
NOTATIONS
• Organizational structure
• Roles (e.g. engineer, project manager)
• Rights and responsibilities
• Functions
• Workflow
• Executed by roles or systems
• Same granularity as other functions
• Information
• Data and containers (artifacts)
• Resources
• In- and Out-put for (Sub-)processes
• Control
• Branches and conditions
55. …let’s model somethingWebeditor
https://cme.iaw.rub.de/
We want to design and develop a tool for AECT 2018 that includes the
online program, conference registration and communication.
What activities should participants be able to conduct with such a
tool?
60. USING THE SEEME EDITOR
PRESENTING MODELS
• Prepare a model for presentation by hiding
elements using the hide tool
• Showing elements
using the grey button at
the bottom of an
element
61. SPECIFICS OF VISUAL MODELING
NOTATIONS
• Consist of elements (visual shapes) and relations
(connections between them)
• A syntax describes how these elements may be
interconnected with each other
• A semantic describes their meaning in relation to real life
phenomena
Some modeling notations contain multiple diagram types (e.g. UML)
altersprogrammer code
63. SIX CLASSIC METHODS
• Task-based analysis (Minh)
• Think Aloud (Minh)
• Focus groups interviews (Yen-Mei)
• System Usability Score, SUS (Gayathri)
• Expert Review with Nielsen’s Heuristics (Gayathri)
• Prototyping (Hao)
64. The process of learning about ordinary users by observing them in action to
understand in detail how they perform their tasks and achieve their intended
goals (Usability.org).
It measures:
• based on what your goals are with the system: if system helps your users to
achieve and the goals efficiently (by conducting/performing special defined
tasks)
• what users actually do to achieve those goals
• the user’s experience with the system
• how users are influenced by their physical environment
• how users’ previous knowledge and experience influence the use of the
system:
– what they think about the workflow
Task-based Analysis (Minh Pham)
(Hackos, & Redish, 1998)
65. • 10-12 tasks per scenario
• Several scenarios at a stage of design
• Ask users about their own scenarios
• Notes about how users would complete tasks
• Comparisons between notes and observations
Scenarios
You are traveling to
Seattle for your job next
week and you want to
check on the amount you
can be reimbursed for
meals and other
expenses.
(Usability.org)
66. “A use case is a written description of how users will perform tasks on a
software. It outlines, from a user’s point of view, a system’s behavior as it
responds to a request. Each use case is represented as a sequence of simple
steps, beginning with a user's goal and ending when that goal is fulfilled.”
• Who is using the software
• What the user wants to do with the system
• The user's goal with the system
• The steps the user takes to accomplish a particular task
• How the software should respond to an action
Use cases
(Usability.org)
67. “In a thinking aloud test, you ask test participants to use the system while
continuously thinking out loud — that is, simply verbalizing their thoughts as
they move through the user interface. “ (Nielsen, 2012)
To run a basic thinking aloud usability study, you need to do only 3 things:
1. Recruit representative end users
2. Give them representative tasks to perform
3. Let the users do the talking
Think Aloud (Minh Pham)
68. A qualitative research technique
which involves “conducting intensive
interviews with a small number of
respondents to explore target
audiences’ perspectives on a
particular idea, program or situation
(Boyce & Neale, 2006) .
Reference: Boyce, C. & Neale, P. (2006) “Conducting in-depth Interviews: A Guide for Designing and Conducting In-Depth
Interviews”, Pathfinder International Tool Series
Resource: http://thegolfclub.info/6a6f62/job-interview-icon.html
Interviews (Yen-Mei Lee)
69. TYPES OF INTERVIEW
Reference: Research Methodology. Retrieved from: https://research-methodology.net/research-
methods/qualitative-research/interviews/
Structured Interview
• A series of pre-determined questions.
• All interviewees answer in the same
order.
Unstructured Interview
• No questions are prepared prior to the interview
• In an informal manner
Semi-structured Interview
• A set of same questions are answered by all interviewees.
• Additional questions might be asked to clarify and/or further expand certain
issues.
70. Individual Interview
• Talk to only one person at a time (30 minutes to an hour)
• Probe the interviewee’s attitudes, beliefs, desires, and experiences.
• Face-to-face, by phone or video conference, or via instant messaging
system.
• Dive deeper
Focus Group Interview
• 5 to 10 participants (60 to 90 minutes)
• Focus on a specific, focused discussion topic
• Has a trained leader, or facilitator
• Gather a range of ideas and feelings (enrichment of responses)
• When recruiting: Specific traits or characteristics (Age, Occupation,
Experience, Education, Ethnicity, etc. )
Reference: Usability.gov. Retrieved from: https://www.usability.gov/how-to-and-tools/methods/focus-groups.html
Individual Interview vs. Focus Group Interview
71. • Top 16 Qualitative Data Analysis Software in 2018
(Nvivo, ATLAS.ti, MAXQDA, etc.)
• Top 21 Free Qualitative Data Analysis Software
INTERVIEW ANALYSIS:
TECHNIQUE & SOFTWARE
• Thematic content analysis: identify topics/themes from user’s view
• Narrative analysis
72. What is SUS?
• System Usability Scale
• Survey tool - Data collection instrument
- user’s subjective rating of a product’s
usability.
Why SUS?
• easy to understand: single score
• flexible to assess
• easy to use
• cost-effective
Benefits
• sample sizes with reliable results
• Is valid
Things to keep in mind
• Complex scoring system
• normalize to percentiles
• not a diagnostic
SYSTEM USABILITY SCALE
(Gayathri Sadanala)
73. Source: https://www.measuringux.com/SUS.pdf
Scoring: 0-40
Interpreting the scores
Converting to a new number
Odd rows: +1
5- Even rows
Sum*2.5 ==> 0 to 100
Percentile ranking:
Below average
---SUS score 68 (50th percentile average)---
Above average
10 item questionnaire with 5 response
options
74. • Potential usability issues and strengths
• UX Expert - Exposure to the real user behavior
(EXPERTISE)
Past experience + Knowledge
Usability heuristics + cognitive psychology + human information
behavior
Deliver design recommendations
EXPERT REVIEW
WITH NIELSEN’S HEURISTICS
(Gayathri Sadanala)
76. Components
of an Expert
Review
• List of usability strengths
• List of usability problems
• Severity ratings
• Recommendations
When
to do
• Any time in the
design cycle
• Iteratively
• At the phase end
77. PROTOTYPING
A prototype is an
early release of a
product built to
test whether a
concept, a process
or something
works in the
desired way.
(Hao He)
78. PROTOTYPE VS MODEL
Model vs Prototype
anything (animal, human,
house, car, virtual,
conceptual, etc.)
Source a product
smaller than real Size same or similar size
No
Carry the
function?
Yes
to show the appearance Purpose
to identify any flaws for
correction
88. 2.15PM GROUP WORK
Client 1: Push Project (Minh)
Client 2: Library Project (Yen-Mei)
Client 3: AECT website/registration (Gayathri)
Cilent 4: Prototype of Media Innovation Space Project (Hao)
89. Client 1
What the client wants…
I am an IT Manager of a public city library and would like you to
help us evaluate our new library website which is
underdevelopment.
In the early stage, can you provide a execution proposal to help
us understand what kind of process and methods you will apply
for the newly developed library website?
Information: Now I have six types of target users (personas)
retrieved from the library statistic system, including Digitarians,
Stay Connected, Page Turner, Bedtime Stories, Bright Future,
Library Staff.
(Yen-Mei)
90. Background: Push is an open source mobile app for news outlets to create
their own mobile news apps (two apps named Meydan TV and Bivol )
I want to know whether the apps are usable.
Your task:
Please have a look at the apps and propose a usability study design,
specifying methods, data collection, data analysis, and results/ deliverables.
Client 2:
What the client wants
(Minh)
91. Background: Client is the AECT registration website
I want to know whether the website is user-friendly , easy to use, and functionable.
Your task:
Propose a study design, specifying methods, data collection, data analysis, and how to
present the study results.
Client 3:
What the client wants
(Gayathri)
93. BACKGROUND:
Copyright 2017 Dr. Michelle Ferrier All Rights
SUPPORT TO START A
COMPANY
MENTOR STUDENT
ENTREPRENEURS
TO EXPAND STUDENTS’
NETWORK
An online platform for journalist students to ...
Client 4: Media Innovation Space (MIS)
(Hao)
94. MIS – USER NEEDS
• collaboration
• engagement
• feedback
• hands-on activities
• LMS
• marketing
• mentoring
• network
• practice
• profile
• resources
• showcase
• story telling
• supportive
atmosphere
• training
Copyright 2017 Dr. Michelle Ferrier All Rights
95. MIS – FEATURES
NEWS, TRENDS, AND
RESOURCES
MEMBERSHIP SERVICES CAREER INFO AND
TRAINING
COMMUNICATION
AND CONNECTION
ACTIVITIES CONTENT
MANAGEMENT SYSTEM
Copyright 2017 Dr. Michelle Ferrier All Rights
97. WHAT WE ACTUALLY DID…
• Task analysis (Create 8-10 tasks for each target audience)
• Think-aloud
• User Satisfaction Survey (SUS)
• Technology: Morea software
Client 1: Library project (Yen-Mei)
98. Methods
• Expert Design Review
• Task based usability evaluation.
• Mobile device test
Deliverables
• Design Review report
• Actionable recommendations
• A document with the listing of each of the five mobile device
specifications and errors, issues or concerns pertaining to each of the
devices tested
What we did….
Client 2: Push (Minh)
99. What IE lab would propose to do
Study Design:
– Task based Interface Evaluation
Methods:
– Think aloud
– Interview protocol
– SUS
Data Collection and Analysis:
– Quantitative and qualitative
Deliverables:
– Review report of usability problems and
– Design recommendations
Client 3: AECT website (Gayathri)
100. MIS – IE LAB EXAMPLE
Home
Profile My Project Community Accelerator Support
Sign up/Log in
Copyright 2017 Dr. Michelle Ferrier All Rights
Client 4: What IE Lab did (Hao)
101. MIS – IE LAB EXAMPLE
Copyright 2017 Dr. Michelle Ferrier All Rights
102. MIS – IE LAB EXAMPLE
Copyright 2017 Dr. Michelle Ferrier All Rights
MIS Prototype