Towards a Framework for Dynamic Data PhysicalisationBeat Signer
Presentation given at the International Workshop Toward a Design Language for Data Physicalization, Berlin, Germany, October 2018
ABSTRACT: Advanced data visualisation techniques enable the exploration and analysis of large datasets. Recently, there is the emerging field of data physicalisation, where data is represented in physical space (e.g. via physical models) and can no longer only be explored visually, but also by making use of other senses such as touch. Most existing data physicalisation solutions are static and cannot be dynamically updated based on a user's interaction. Our goal is to develop a framework for new forms of dynamic data physicalisation in order to support an interactive exploration and analysis of datasets. Based on a study of the design space for dynamic data physicalisation, we are therefore working on a grammar for representing the fundamental physical operations and interactions that can be applied to the underlying data. Our envisioned extensible data physicalisation framework will enable the rapid prototyping of dynamic data physicalisations and thereby support researchers who want to experiment with new combinations of physical variables or output devices for dynamic data physicalisation as well as designers and application developers who are interested in the development of innovative dynamic data physicalisation solutions.
Paper: https://www.academia.edu/37336859/Towards_a_Framework_for_Dynamic_Data_Physicalisation
Towards a Framework for Dynamic Data PhysicalisationBeat Signer
Presentation given at the International Workshop Toward a Design Language for Data Physicalization, Berlin, Germany, October 2018
ABSTRACT: Advanced data visualisation techniques enable the exploration and analysis of large datasets. Recently, there is the emerging field of data physicalisation, where data is represented in physical space (e.g. via physical models) and can no longer only be explored visually, but also by making use of other senses such as touch. Most existing data physicalisation solutions are static and cannot be dynamically updated based on a user's interaction. Our goal is to develop a framework for new forms of dynamic data physicalisation in order to support an interactive exploration and analysis of datasets. Based on a study of the design space for dynamic data physicalisation, we are therefore working on a grammar for representing the fundamental physical operations and interactions that can be applied to the underlying data. Our envisioned extensible data physicalisation framework will enable the rapid prototyping of dynamic data physicalisations and thereby support researchers who want to experiment with new combinations of physical variables or output devices for dynamic data physicalisation as well as designers and application developers who are interested in the development of innovative dynamic data physicalisation solutions.
Paper: https://www.academia.edu/37336859/Towards_a_Framework_for_Dynamic_Data_Physicalisation
Crossing Spaces: Towards Cross-Media Personal Information Management User Int...Beat Signer
Presentation given at AVI 2018, International Working Conference on Advanced Visual Interfaces, Grosseto, Italy, May 2018
ABSTRACT: Nowadays, digital and paper documents are used simultaneously during daily tasks. While significant research has been carried out to support the re-finding of digital documents, less effort has been made to provide similar functionality for paper documents. In this paper, we present a solution that enables the design of cross-media Personal Information Management (PIM) user interfaces helping users in re-finding documents across digital and physical information spaces. We propose three main design requirements for the presented cross-media PIM user interfaces. Further, we illustrate how these design requirements have been applied in the development of three proof-of-concept applications and describe a software framework supporting the design of these interfaces. Finally, we discuss opportunities for future improvements of the presented cross-media PIM user interfaces.
Paper: https://www.academia.edu/36502958/Crossing_Spaces_Towards_Cross-Media_Personal_Information_Management_User_Interfaces
From PaperPoint to MindXpres - Towards Enhanced Presentation ToolsBeat Signer
Presentation given at Education Thursday, December, 2014
Related publications:
PaperPoint: https://www.academia.edu/175439/
MindXpres: https://www.academia.edu/7719770/
Interactive Paper: Past, Present and FutureBeat Signer
Presentation given at PaperComp 2010, 1st International Workshop on Paper Computing, Copenhagen, Denmark, September 2010
ABSTRACT: Over the last few years, there has been a significant increase in the number of researchers dealing with the integration of paper and digital information or services. While recent technological developments enable new forms of paper-digital integration and interaction, some of the original research on interactive paper dates back almost twenty years. We give a brief overview of the most relevant past and current interactive paper developments. Then, based on our experience in developing a wide variety of interactive paper solutions over the last decade, as well as the results of other research groups, we outline future directions and challenges for the realisation of innovative interactive paper solutions.
Further, we propose the definition of common data formats and interactive paper design patterns to ensure future cross-application and framework interoperability.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
Research on cross-media information spaces and architectures covering interactive paper, personal information management, data physicalisation, document engineering, gesture recognition, presentation tools, next generation user interfaces and other topics.
An Analysis of Cross-Document Linking MechanismsBeat Signer
Presentation given at JCDL 2018, ACM/IEEE Joint Conference on Digital Libraries, Fort Worth, USA, June 2018
ABSTRACT: Physical and digital documents do often not exist in isolation but are implicitly or explicitly linked. Previous research in Human-Computer Interaction and Personal Information Management has revealed certain user behaviour in associating information across physical and digital documents. Nevertheless, there is a lack of empirical studies on user needs and behaviour when defining these associations. In this paper, we address this lack of empirical studies and provide insights into strategies that users apply when associating information across physical and digital documents. In addition, our study reveals the limitations of current practices and we suggest improvements for associating information across documents. Last but not least, we identify a set of design implications for the development of future cross-document linking solutions.
Paper: https://www.academia.edu/36348960/An_Analysis_of_Cross_Document_Linking_Mechanisms
Cross-Media Document Linking and NavigationBeat Signer
Presentation given at DocEng 2018, 18th ACM Symposium on Document Engineering, Halifax, Canada, August 2018
ABSTRACT: Documents do often not exist in isolation but are implicitly or explicitly linked to parts of other documents. However, due to a multitude of proprietary document formats with rather simple link models, today's possibilities for creating hyperlinks between snippets of information in different document formats are limited. In previous work, we have presented a dynamically extensible cross-document link service overcoming the limitations of the simple link models supported by most existing document formats. Based on a plug-in mechanism, our link service enables the linking across different document types. In this paper, we assess the extensibility of our link service by integrating some document formats as well as third-party document viewers. We illustrate the flexibility of creating advanced hyperlinks across these document formats and viewers that cannot be realised with existing linking solutions or link models of existing document formats. A user study further investigates the user experience when creating and navigating cross-document hyperlinks.
Paper: https://www.academia.edu/36550753/Cross_Media_Document_Linking_and_Navigation
For more classes visit
www.snaptutorial.com
CIS 375 Week 2 Assignment 1 Multi-Touch Screens vs. Mouse-Driven Screens
CIS 375 Week 3 Case Study 1 Using Technology as Experience Framework
CIS 375 Week 5 Assignment 2 Massively Multiplayer Online Role-Playing Games (MMORPGs)
Crossing Spaces: Towards Cross-Media Personal Information Management User Int...Beat Signer
Presentation given at AVI 2018, International Working Conference on Advanced Visual Interfaces, Grosseto, Italy, May 2018
ABSTRACT: Nowadays, digital and paper documents are used simultaneously during daily tasks. While significant research has been carried out to support the re-finding of digital documents, less effort has been made to provide similar functionality for paper documents. In this paper, we present a solution that enables the design of cross-media Personal Information Management (PIM) user interfaces helping users in re-finding documents across digital and physical information spaces. We propose three main design requirements for the presented cross-media PIM user interfaces. Further, we illustrate how these design requirements have been applied in the development of three proof-of-concept applications and describe a software framework supporting the design of these interfaces. Finally, we discuss opportunities for future improvements of the presented cross-media PIM user interfaces.
Paper: https://www.academia.edu/36502958/Crossing_Spaces_Towards_Cross-Media_Personal_Information_Management_User_Interfaces
From PaperPoint to MindXpres - Towards Enhanced Presentation ToolsBeat Signer
Presentation given at Education Thursday, December, 2014
Related publications:
PaperPoint: https://www.academia.edu/175439/
MindXpres: https://www.academia.edu/7719770/
Interactive Paper: Past, Present and FutureBeat Signer
Presentation given at PaperComp 2010, 1st International Workshop on Paper Computing, Copenhagen, Denmark, September 2010
ABSTRACT: Over the last few years, there has been a significant increase in the number of researchers dealing with the integration of paper and digital information or services. While recent technological developments enable new forms of paper-digital integration and interaction, some of the original research on interactive paper dates back almost twenty years. We give a brief overview of the most relevant past and current interactive paper developments. Then, based on our experience in developing a wide variety of interactive paper solutions over the last decade, as well as the results of other research groups, we outline future directions and challenges for the realisation of innovative interactive paper solutions.
Further, we propose the definition of common data formats and interactive paper design patterns to ensure future cross-application and framework interoperability.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
Research on cross-media information spaces and architectures covering interactive paper, personal information management, data physicalisation, document engineering, gesture recognition, presentation tools, next generation user interfaces and other topics.
An Analysis of Cross-Document Linking MechanismsBeat Signer
Presentation given at JCDL 2018, ACM/IEEE Joint Conference on Digital Libraries, Fort Worth, USA, June 2018
ABSTRACT: Physical and digital documents do often not exist in isolation but are implicitly or explicitly linked. Previous research in Human-Computer Interaction and Personal Information Management has revealed certain user behaviour in associating information across physical and digital documents. Nevertheless, there is a lack of empirical studies on user needs and behaviour when defining these associations. In this paper, we address this lack of empirical studies and provide insights into strategies that users apply when associating information across physical and digital documents. In addition, our study reveals the limitations of current practices and we suggest improvements for associating information across documents. Last but not least, we identify a set of design implications for the development of future cross-document linking solutions.
Paper: https://www.academia.edu/36348960/An_Analysis_of_Cross_Document_Linking_Mechanisms
Cross-Media Document Linking and NavigationBeat Signer
Presentation given at DocEng 2018, 18th ACM Symposium on Document Engineering, Halifax, Canada, August 2018
ABSTRACT: Documents do often not exist in isolation but are implicitly or explicitly linked to parts of other documents. However, due to a multitude of proprietary document formats with rather simple link models, today's possibilities for creating hyperlinks between snippets of information in different document formats are limited. In previous work, we have presented a dynamically extensible cross-document link service overcoming the limitations of the simple link models supported by most existing document formats. Based on a plug-in mechanism, our link service enables the linking across different document types. In this paper, we assess the extensibility of our link service by integrating some document formats as well as third-party document viewers. We illustrate the flexibility of creating advanced hyperlinks across these document formats and viewers that cannot be realised with existing linking solutions or link models of existing document formats. A user study further investigates the user experience when creating and navigating cross-document hyperlinks.
Paper: https://www.academia.edu/36550753/Cross_Media_Document_Linking_and_Navigation
For more classes visit
www.snaptutorial.com
CIS 375 Week 2 Assignment 1 Multi-Touch Screens vs. Mouse-Driven Screens
CIS 375 Week 3 Case Study 1 Using Technology as Experience Framework
CIS 375 Week 5 Assignment 2 Massively Multiplayer Online Role-Playing Games (MMORPGs)
For more classes visit
www.snaptutorial.com
CIS 375 Week 2 Assignment 1 Multi-Touch Screens vs. Mouse-Driven Screens
CIS 375 Week 3 Case Study 1 Using Technology as Experience Framework
User experience can be drastically elevated by combining data science insights with user-based insights from research. Data analytics on its own can make themes and correlations difficult to explain and to provide accurate recommendations. For example, themes identified via large global surveys and usage data can be better understood with UX insights from focused user research, such as user interviews and/or cognitive walkthroughs. This presentation will highlight the complimentary nature of data science and UX and will focus on the benefits of bringing the two disciplines together. This will be buttressed with practical examples of enterprise projects and applications that combined data and skills from the two disciplines, guidance on how the two disciplines can better work together, and the skills needed to improve as a UX professional when working with data science teams.
Running Head TOWN GUIDE ANDROID APPLICATION5TOWN GUIDE ANDROI.docxtoltonkendal
Running Head: TOWN GUIDE ANDROID APPLICATION
5
TOWN GUIDE ANDROID APPLICATION
Town Guide Android Application
Student Name
Course Title
Instructor’s Name
Institution Affiliation
Date
Project Design Document
Project Title
Town Guide Android Application
Problem Definition
People visiting new places often have trouble adopting to the new place. Whether on a business trip or holiday vocational trip, a new place is usually hard to adopt in terms of finding locations, restaurants, guest rooms, movie theatres and shopping centers. To find the required destination or services, one has to spend long time and resources asking people or walking from one corner of the town or city to another (Koutroumanis, 2011). The Town-Guide Android application is to help people who are new to a city or town find their way around the town. The application will provide features like navigation, geolocation and reviews for services and other requirements that will help the visitor. The application will also reduce the time of finding services like restaurants, shopping centers and movie theaters among other service centers. Additionally, the app will help select the best services through the reviews of people who has used the restaurant, hotel or tourism center before.
Issues
In modern days, towns and cities have been crowded and security is usually compromised. Moving from one place to another in search of a particular destination can be risky and wasteful of time and other resources. However, applications like Google Maps exist to help find directions; Town-Guide Application will integrate the geolocation feature with features of locating services in town and reviews from the customers and local residents. This will help visitors and tourists find the best services in terms of quality of the places, price range, distance from main centers and security of places. The application aims to have a comprehensive feature for the visitors to help them adopt quickly to the new city or town.
Objectives
Introduce a new android application for visitors at the end of next month to help lower their travelling costs by 50% and reduce the time for finding places and services to one minute. The project also aims to help visitors find category of services in a region by one click with details such as directions, ratings, costs and security.
Requirements
· System Requirements: System availability is 24 hours a day, 7 days a week and 365 days a year (99.9% uptime).
· Reporting Requirements: Weekly traffic report should be auto-generated and sent to the business owner of the application.
· Data requirements: interfacing the system with geolocation data, and other regional databases in terms infrastructure, security and services.
· Business requirements: after approval of the system’s database requirements, there should be five weeks of implementation of the project.
· Security requirements: need to secure the system through two level user authentication.Personnel Requirements: ...
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
This is the COSC 426 Lecture 4 on Designing AR Interfaces. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. This is part of his graduate course on Augmented Reality. Taught on August 2nd 2013
Bazley Developing And Evaluating Online ResourcesMartin Bazley
Slides used as an introduction to E-Learning Resources: Evaluation course at Appleby Magna on 11 May 2009 run by Martin Bazley on behalf of Renaissance East Midlands
090511 Appleby Magna Overview PresentationMartin Bazley
Slides used as an introduction to E-Learning Resources: Evaluation course at Appleby Magna on 11 May 2009 run by Martin Bazley on behalf of Renaissance East Midlands
Leveraging Academic Analytics in System Administration, Professional Developm...ekunnen
Identifying, collecting, reporting, and using system activity data from Blackboard is often a challenge. Come to this session to learn about a series of free Building Blocks that are available (such as bbStats and Project ASTRO) that enable you to collect, generate, and leverage reports of faculty and student activity in Blackboard.
Journey to Industry 4.0 and Beyond with Cognitive Manufacturing -Taiwan compu...Cristene Gonzalez-Wertz
Summary of speech provided at Taipei Computer Association Event June 27, 2017 - Artificial Intelligence Use Cases especially for Industrial Markets and Electronics
News recommenders have the potential to help users filter the enormous amount of news that is available online, and as such may play an important role in determining what information users do and do not get to see. However, current approaches to evaluating recommender systems are often focused on measuring an increase in user clicks and short-term engagement, rather than measuring the user's and society’s longer term interest in diverse and important recommendations. In this talk we aim to bridge the gap between so-called normative notions of news diversity, as it is known in social sciences and specifically democratic theory, and quantitative metrics necessary for evaluating the recommender system. We discuss a number of democratic missions a recommender system could have, together with a set of evaluation metrics stemming from these missions, and suggest ways for practical implementations of these metrics.
The talk will be about practical considerations that our team has had to make in order to bring a recommender system into production. I’ll cover the “default” tools with which we started (Batch processing in Spark) and follow that up with more recent tools like AWS Lambda and Spark Streaming.
Indoor Positioning Using the OpenHPS FrameworkBeat Signer
Research paper presentation given at IPIN 2021, Lloret de Mar, Spain.
Hybrid positioning frameworks use various sensors and algorithms to enhance positioning through different types of fusion. The optimisation of the fusion process requires the testing of different algorithm parameters and optimal lowas well as high-level sensor fusion techniques. The presented OpenHPS open source hybrid positioning system is a modular framework managing individual nodes in a process network, which can be configured to support concrete positioning use cases or to adapt to specific technologies. This modularity allows developers to rapidly develop and optimise their positioning system while still providing them the flexibility to add their own algorithms. In this paper we discuss how a process network developed with OpenHPS can be used to realise a customisable indoor positioning solution with an offline and online stage, and how it can be adapted for high accuracy or low latency. For the demonstration and validation of our indoor positioning solution, we further compiled a publicly available dataset containing data from WLAN access points, BLE beacons as well as several trajectories that include IMU data.
Research paper: https://beatsigner.com/publications/indoor-positioning-using-the-openhps-framework.pdf
Personalised Learning Environments Based on Knowledge Graphs and the Zone of ...Beat Signer
Presentation given at CSEDU 2022, Virtual Event.
The learning of new knowledge and skills often requires previous knowledge, which can lead to some frustration if a teacher does not know a learner's exact knowledge and skills and therefore confronts them with exercises that are too difficult to solve. We present a solution to address this issue when teaching techniques and skills in the domain of table tennis, based on the concrete needs of trainers that we have investigated in a survey. We present a conceptual model for the representation of knowledge graphs as well as the level at which individual players already master parts of this knowledge graph. Our fine-grained model enables the automatic suggestion of optimal exercises in a player's so-called zone of proximal development, and our domain-specific application allows table tennis trainers to schedule their training sessions and exercises based on this rich information. In an initial evaluation of the resulting solution for personalised learning environments, we received positive and promising feedback from trainers. We are currently investigating how our approach and conceptual model can be generalised to some more traditional educational settings and how the personalised learning environment might be further improved based on the expressive concepts of the presented model.
Research paper: https://beatsigner.com/publications/personalised-learning-environments-based-on-knowledge-graphs-and-the-zone-of-proximal-development.pdf
Cross-Media Technologies and Applications - Future Directions for Personal In...Beat Signer
Webinar given at icity Lab Talks - The Digital Value Chain
In this talk, I will first provide an overview of the lab’s research on a general data-driven approach for cross-media information system and architectures based on the resource-selector-link (RSL) hypermedia metamodel. We will then have a look at several cross-media applications for personal information management and next-generation presentation solutions (MindXpres). Finally, I will outline the lab’s most recent research on tangible interaction and dynamic data physicalisation.
Codeschool in a Box: A Low-Barrier Approach to Packaging Programming CurriculaBeat Signer
Presentation given at CSEDU 2023, Prague, Czech Republic.
The tech industry is a fast-growing field, with many companies facing issues in finding skilled workers to fill their open vacancies. At the same time, many people have limited access to the quality education necessary to enter this job market. To address this issue, various small and often volunteer-run non-profit organisations have emerged to up-skill capable learners. However, these organisations face tight constraints and many challenges while trying to design and deliver high-quality education to their learners. In this position paper, we discuss some of these challenges and present a preliminary version of a curriculum packager addressing some of these issues. Our proposed solution, inspired by first-hand experience in these organisations as well as computing education research (CER), is based on a combination of micromaterials, study lenses and a companion mobile application. While our solution is designed for the specific context of small organisations providing vocational ICT training, it can also be applied to the broader domain of learning environments facing similar constraints.
Research paper: https://beatsigner.com/publications/codeschool-in-a-box-a-low-barrier-approach-to-packaging-programming-curricula.pdf
Designing Prosthetic Memory: Audio or Transcript, That is the QuestionBeat Signer
Presentation given at AVI 2018, International Working Conference on Advanced Visual Interfaces, Grosseto, Italy, May 2018
ABSTRACT: Audio recordings and the corresponding transcripts are often used as prosthetic memory (PM) after meetings and lectures. While current research is mainly developing novel features for prosthetic memory, less is known on how and why audio recordings and transcripts are used. We investigate how users interact with audio and transcripts as prosthetic memory, whether interaction strategies change over time, and analyse potential differences in accuracy and efficiency. In contrast to the subjective user perception, our results show that audio recordings and transcripts are equally efficient, but that transcripts are generally preferred due to their easily accessible contextual information. We further identified that prosthetic memory is not only used as a recall aid but frequently also consulted for verifying information that has been recalled from organic memory (OM). Our findings are summarised in a number of design implications for prosthetic memory solutions.
Paper: https://www.academia.edu/36500351/Designing_Prosthetic_Memory_Audio_or_Transcript_That_is_the_Question
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Requirements Analysis, Prototyping and Evaluation - Lecture 03 - Next Generation User Interfaces (4018166FNR)
1. 2 December 2005
Next Generation User Interfaces
Requirements Analysis, Prototyping and Evaluation
Prof. Beat Signer
Department of Computer Science
Vrije Universiteit Brussel
http://www.beatsigner.com
2. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 2October 9, 2017
Requirements Analysis
Update/replace an existing system or develop
a totally innovative product
initial set of requirements or requirements produced from scratch
We have to understand
users and their capabilities (who)
user tasks and goals (how)
conditions (context) under which the product will be used (where)
Requirements analysis is often intertwined (iterative
activity) with design activities and evaluation activities
Produce a set of stable requirements forming a sound
basis to start with the design
3. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 3October 9, 2017
Interaction Design Lifecycle Model
Establishing
requirements
Designing
alternatives
Prototyping
Evaluating
Final
product
4. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 4October 9, 2017
Types of Requirements
Functional requirements
what should the product do (fundamental)
Data requirements
type of data
amount of data
data accuracy
…
Environmental requirements (context of use)
physical environment
- lighting, noise, movement, dust, …
social environment
- synchronous or asynchronous sharing of data, co-located or distributed, …
5. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 5October 9, 2017
Types of Requirements …
Environmental requirements (context of use) …
organisational environment
- user support, resources for training, how hierarchical is the management, …
technical environment
- technologies the product will run on, compatibility, technological limitations, …
User characteristics
key attributes of intended user group
- abilities and skills
- nationality and educational background
- preferences
- physical or mental disabilities
- level of expertise (novice, expert, casual user, frequent user, …)
user profile consists of a collection of attributes for a typical user
6. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 6October 9, 2017
Types of Requirements …
Usability goals
define measures for agreed usability goals
- objective measure of a user’s performance
- measuring a user’s perceptions of the interaction
User experience goals
7. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 7October 9, 2017
Exercise: Types of Requirements
Interactive product to pay
for food (by credit card) in
a university’s self-service
cafeteria
Interactive product to
control the functioning of a
nuclear power plant
8. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 8October 9, 2017
Data Gathering for Requirements
Different forms of data gathering to get information about
tasks and associated goals as well as the context of use
interviews
focus groups
questionnaires
direct observation
indirect observation
studying documentation
researching similar products
9. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 9October 9, 2017
Interviews
Open-ended or unstructured interview
good to get first impressions (exploratory)
rich data with deep understanding of the topic
time consuming to analyse
Structured interview
closed questions with predefined set of alternative answers
questions should be worded the same and asked in the same
order for each participant
Semi-structured interview
combination of closed and open questions
e.g. start with a closed question followed by open question(s)
10. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 10October 9, 2017
Focus Groups
Trained facilitator interviews groups of 3-10 people
Can be conducted in special requirements workshops
Individuals develop opinions within a social context by
talking to each other
Investigates community issues rather than individual
experiences
11. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 11October 9, 2017
Questionnaires
Can ask closed as well as open questions
Might be used for initial responses that can then be
used for selecting people to be interviewed
Different formats of questions and responses
checkboxes
- e.g. male or female
ranges
- e.g. age: 0-17, 18-29, 30-39, 40-49 and 50 and older
- avoid any overlaps
rating
- Likert scale
• how many points on the scale? even or odd number of points?
• place positive end of the scale first (e.g. strongly agree) and the negative end last
12. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 12October 9, 2017
Questionnaires …
rating …
- semantic differential scale
• user is asked to place a cross in a number of positions between two extremes
• extremes represented by two adjectives (e.g. attractive vs. ugly)
Usually small number of participants in interaction design
questionnaires (fewer than 20 users) with high return
rates
Online questionnaires
email or web-based questionnaires
13. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 13October 9, 2017
Direct and Indirect Observation
Direct observation (field study) of participants
in their natural setting (e.g. via ethnographic studies)
understand the nature of the tasks and the context in which
they are performed
Indirect observation of users
diaries
interaction logging (software)
- e.g. for evolving products
14. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 14October 9, 2017
Studying Documentation and Products
Studying of manuals and other documentation
good for background information on the user’s work
Researching of similar products might help to trigger
some requirements
e.g. investigate desktop image editing software when designing
an image editor for mobile devices
15. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 15October 9, 2017
Data Gathering Guidelines for Requirements
Focus on identifying the stakeholders’ needs
Involve all the stakeholder groups
Involve more than one representative from each
stakeholder group
Support the iterative requirements activity with
descriptions and prototypes
16. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 16October 9, 2017
Data Analysis, Interpretation and Presentation
Formats such as the Volere requirements shell highlight
the information to look for
good first step in data analysis for requirements
Functional requirements
class diagrams
state charts
sequence diagrams
…
Data requirements
entity-relationship (ER) diagrams,
…
17. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 17October 9, 2017
Volere Requirements Shell
18. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 18October 9, 2017
Task Description
More recently task descriptions are used throughout the
development
from early requirements activities, through prototyping and
evaluation
Techniques with a user-centred focus to describe users’
goals and tasks
scenarios
use cases
essential use cases
…
19. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 19October 9, 2017
Scenarios
Informal narrative description (stories)
Construction of scenarios by stakeholders often the first
step in establishing requirements
level of detail varies depending on where in the development
process a scenario is being used
emphasise the tasks, context as well as usability and user
experience goals during the requirements activity
Often generated during workshops, interviews or
brainstorming sessions
not intended to capture full set of requirements (one perspective)
can also be used to describe situations envisioned in the future
20. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 20October 9, 2017
Use Cases
Focus on user goals (like scenario) but emphasis is on
user-system interaction rather than on the user’s task itself
A use case diagram consists of actors and the use cases
these actors are associated with
use case consists of a textual description of a normal course as well
as some alternative courses
Withdraw Cash
1. System asks the user to enter their card
2. User enters the card
3. System displays options
4. User chooses the option to withdraw money
5. …
3. If the card is invalid:
3.1. System displays an error message
3.2. System returns the card
3.3. System returns to step 1
21. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 21October 9, 2017
Essential Use Cases
More general case than in a scenario (abstraction) but
tries to avoid the assumptions of a traditional use case
(e.g. that there is a piece of technology to interact with)
no commitment to a particular interaction design when creating an
essential use case
retrieveVisa
USER INTENTION SYSTEM RESPONSIBILITY
find visa requirements
request destination and nationality
supply required information
obtain appropriate visa information
obtain a personal copy of visa information
offer information in different formats
choose suitable format
provide information in chosen format
22. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 22October 9, 2017
Conceptual Design
Transforms requirements into a conceptual model
what can people do with a product?
- emerges from functional requirements
what concepts are needed to understand how to interact
with the product?
- depends on a variety of issues
• who will be the users and what kind of interface will be used
• terminology and application domain
• …
Key guiding principles of conceptual design
keep an open mind but never forget the users and their context
discuss ideas with other stakeholders as much as possible
use low-fidelity prototyping to get rapid feedback
iterate, iterate and iterate
23. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 23October 9, 2017
Personas
Descriptions (conceptual
model) of typical users
brings user profiles to life
consists of a name and often
a photo
unique set of goals related to
the product
user’s skills, attitudes, tasks
and environment
Details help designers to
see personas as real
potential users
24. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 24October 9, 2017
Developing an Initial Conceptual Model
Define an initial conceptual model by considering
which interface metaphors are suitable to help users understand
the product?
which interaction type(s) do best support the users’ activities?
Three-step process for choosing a good interface
metaphor
understand what the system will do (functional requirements)
understand which parts (tasks or subtasks) of the product are
likely to cause users problems, are complicated or critical
choose metaphor to support those critical aspects
25. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 25October 9, 2017
Developing an Initial Conceptual Model …
Interaction type depends on the application domain and
the kind of product that is developed
e.g. manipulating type most likely suited for a game
conceptual model can include combination of interaction types
- different parts of the interaction associated with different types
Consideration of different interface types at this stage
might lead to different design alternatives
26. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 26October 9, 2017
Brainstorming for Innovation
Generate ideas for alternative designs and for
suggesting innovative and better products
Factors for requirements brainstorming
participants should know the user’s goals to be supported
no ideas should be criticised or debated
include participants from a wide range of disciplines
do not ban silly stuff (can often turn into useful requirements)
use catalysts (e.g. earlier ideas) for further inspiration
keep records and possibly number the ideas (for reference)
user warm-up exercises
- e.g. IDEO’s TechBox idea mentioned in previous lecture
27. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 27October 9, 2017
Physical Design
Considers details of the product including
visual appearance including colour and graphics or sounds
icon design, button design, menu design, interface layout
choice of interaction devices
No rigid border between conceptual and physical design
iterative process where conceptual design decisions might have
to be revisited during physical design
User characteristics have a significant impact on physical
design
accessibility
- good design for all products to include accessibility features
national culture
- cross-cultural design includes the use of appropriate language(s), colours, ...
28. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 28October 9, 2017
Using Scenarios in Design
Scenarios play different roles in the design process
as basis for the overall design
- basis for storyboard creation
- script for prototype evaluation
for the technical implementation
as a means of cooperation within design teams
as a means of cooperation across professions boundaries
- basis of communication in a multidisciplinary team
The most positive and negative consequences of a
particular proposed design might be captured
by plus and minus scenarios
29. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 29October 9, 2017
Prototyping
“It is often said that users can’t tell you what
they want, but when they see something and
get to use it, they soon know what they don’t want.”
A prototype is a manifestation of design that allows
stakeholders to interact with it and explore its suitability
paper-based storyboard or outline of a screen
electronic picture or video simulation of a task
3D cardboard mockup or object printed with a 3D printer
piece of software
…
Prototypes help to choose between design alternatives
Building a prototype encourages reflection in design
30. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 30October 9, 2017
Low-Fidelity Prototyping
Low-fidelity prototypes
often do not look very
much like final products
different materials
Simple, cheap and quick
to modify
support exploration of
alternative designs
Storyboarding
often used in combination
with a scenario
PalmPilot prototype, Jeff Hawkin, 1995
31. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 31October 9, 2017
Low-Fidelity Prototyping …
Sketching
hand-drawn sketches containing computer components, icons,
dialogue boxes, …
Prototyping with index cards
each card represents one screen or one element of a task
Wizard of Oz experiment
assumes that one has a software-based prototype
human operator (wizard) simulates the software’s response
to the user
PowerPoint
balances the provisionality of paper with the polished appearance
of software prototypes
- characteristics of low and high fidelity
32. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 32October 9, 2017
High-Fidelity Prototyping
Prototypes look much more like final product
Growing interest in modifying and integrating existing
components
tinkering (hardware)
component-based software engineering (software)
Advantages
look and feel of final product
often fully interactive
Disadvantages
expensive and time-consuming to develop
users comment on superficial aspects
developers are reluctant to change something
33. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 33October 9, 2017
Compromises in Prototyping
Often the breadth of functionality is
traded against the depth of functionality
horizontal prototyping
- provides a wide range of functions but with little detail
vertical prototyping
- provides a lot of details for only a few functions
Throwaway prototyping
final product is built from scratch
no testing necessary along the way
Evolutionary prototyping
prototype evolves into the final product
rigorous testing necessary along the way
34. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 34October 9, 2017
Support for Design
There exist various pattern collections,
libraries and catalogues for interaction design
http://ui-patterns.com
http://www.welie.com
Hardware toolkits for physical prototyping
Phidgets hardware building blocks
Arduino open source electronics platform
…
35. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 35October 9, 2017
Evaluation
Evaluation is an integral
part of the design process
usability of the system
user experience
Observe participants and
measure their perfor-
mance
usability testing
experiments
field studies
36. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 36October 9, 2017
Why, What, Where and When to Evaluate
Why evaluate
investigate user requirements
ensure that users can use the product and they like it
What to evaluate
conceptual models
early low-fidelity prototypes
more complete high-fidelity prototypes
“User experience encompasses all aspects of the end-user’s
interaction … the first requirement for an exemplary user experience
is to meet the exact needs of the customer, without fuss or bother.
Next come simplicity and elegance, which produces products that are
a joy to own, a joy to use.”
Nielsen Norman Group
37. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 37October 9, 2017
Why, What, Where and When to Evaluate …
Where to evaluate
laboratory
natural setting
(in-the-wild studies)
- better for user experience
living labs
When to evaluate
formative evaluations
- throughout the design process
- what and how to redesign?
summative evaluations
- assess the final product
- how well did we do?
Aware Home, Georgia Tech
38. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 38October 9, 2017
Three Types of Evaluation
Controlled settings involving users
laboratories or living labs
methods: usability testing and experiments
test hypotheses and measure or observe certain behaviour under
controlled conditions
- reduce outside influences and distractions
- same instructions for all participants and results can be generalised
Natural settings involving users
public places and online communities
methods: direct observation (field study), interviews and logging
- identify opportunities for new technology
- establish requirements for a new design
- decide how to best introduce new technology
39. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 39October 9, 2017
Three Types of Evaluation …
Natural settings involving users …
investigate how product is used in the real world with little or no
control of users’ activities
- due to lack of control it might be difficult to anticipate what is going to happen
- might get unexpected data and new insights
should be unobtrusive but some methods might influence how
people behave
Any setting not involving users
consultants and researchers critique, predict and model parts of
the interfaces in order to identify obvious usability problems
methods: heuristics, walkthroughs, analytics and models
Often a combination of methods is used across these
three categories in a single study
40. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 40October 9, 2017
DECIDE Evaluation Framework
DECIDE framework provides a checklist (guide) to plan
an evaluation study and remind about important issues
Determine the goals
Explore the questions
Choose the evaluation methods
Identify the practical issues
Decide how to deal with the ethical issues
Evaluate, analyse, interpret and present the data
41. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 41October 9, 2017
Determine the Goals
What are the high-level goals of the evaluation?
Who wants the evaluation and why?
Goals influence the methods used for the study
Possible goals
check that user requirements are met
improve the usability of the product
identify the best metaphor for the design
check for consistency
investigate how a product affects working practices
…
42. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 42October 9, 2017
Explore the Questions
Questions help to guide the evaluation
The goal of finding out why some customers prefer to
buy paper airline tickets (rather than e-tickets) can for
example be broken down into specific sub-questions
what are customers’ attitudes to e-tickets?
are customers concerned about security?
is the interface to obtain the e-tickets poor?
- is the system difficult to navigate?
- is the response time too slow?
- is the terminology confusing (inconsistent)?
43. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 43October 9, 2017
Choose the Evaluation Methods
Evaluation method influences how data is
collected, analysed and presented
For example, field studies
involve observations and interviews
observe users in natural settings
do not involve controlled tests
produce mainly qualitative data
…
44. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 44October 9, 2017
Identify the Practical Issues
Selection of users
people with particular level of expertise
gender distribution
age
Find evaluators
Selection of equipment
will participants be disturbed by cameras?
Stay within the budget
Respect the schedule
Should a pilot study be organised?
45. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 45October 9, 2017
Decide How to Deal with the Ethical Issues
Develop an informed
consent form
Information for participants
goals of the study
what happens with the
findings
- anonymity when quoting them
confidentiality of personal
information (coding)
offer draft of final report
Participants are free to
stop at any time
46. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 46October 9, 2017
Evaluate, Interpret and Present the Data
Evaluation method influences how data is collected,
analysed and presented
The following needs to be considered
Reliability
- can the study be replicated by another evaluator or researcher?
Validity
- does the method measure what we expect?
Ecological validity
- does the environment influence the findings
- are participants aware of being studied (Hawthorne effect)?
Biases
- is the process creating biases (e.g. preferences of evaluators)?
Scope
- can the findings be generalised
47. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 47October 9, 2017
Usability Testing
Record the performance (quantitative data) of typical
users doing typical tasks in a controlled setting
Participants are observed and timed
Data is recorded on video and interactions (e.g. key
presses) are logged
users might be asked to think aloud while carrying out tasks
Data is used to calculate the time to complete a task
and to identify the number and type of errors
User satisfaction and opinion is evaluated based on
questionnaires and interviews
Field observations may provide contextual understanding
48. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 48October 9, 2017
Usability Lab with User and Assistant
49. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 49October 9, 2017
Testing Conditions
Usability lab or other controlled space
usability-in-a-box and remote usability testing as more affordable
and mobile alternatives to a usability lab
Emphasis on
selecting representative users
defining representative tasks
5-12 participants and tasks no longer than 30 minutes
number of participants depends on schedule, availability and cost
of running tests
some experts argue that testing should continue until no new
insights are gained
Same test conditions for every participant
50. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 50October 9, 2017
Experiments
Test hypothesis to discover new knowledge by inves-
tigating the relationship between two or more variables
Independent variable is manipulated by the investigator
e.g. cascaded menus vs. context menus
Dependent variable depends on the independent
variable
e.g. time to select and option from the menu
We further define a null hypothesis (e.g. there is no
difference in selection time) and an alternative
hypothesis (e.g. there is a difference between the two
menus on selection time)
51. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 51October 9, 2017
Experiments …
Statistical analysis of the data can be used to
contradict the null hypothesis
Experimenter has to set up the conditions and find ways
to keep other variables constant (experimental design)
52. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 52October 9, 2017
Experimental Design
We have to decide which participants to use
for which conditions in an experiment
different participants (between-subjects design)
- single group of participants is allocated randomly to the experimental
conditions
- no order or training effects
- large number of participants is needed (to minimise individual differences)
same participants (within subjects design)
- all participants appear in both conditions
- less participants needed
- need counter-balancing to avoid order effect
matched participants (pair-wise design)
- participants are matched in pairs (e.g. based on expertise, gender etc.)
- same as different participants but individual differences reduced
53. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 53October 9, 2017
Usability Testing vs. Research
Usability Testing
improve products
a few participants
results inform design
usually not completely
replicable
conditions controlled as
much as possible
procedure planned
results reported to
developers
Experiments for Research
discover knowledge
many participants
results validated statistically
must be completely
replicable
strongly controlled
conditions
experimental design
scientific report to scientific
community
54. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 54October 9, 2017
Field Studies
Field studies are done in natural settings
“in-the-wild studies” is a term for prototypes being used
freely in natural settings
Aim to understand what users do naturally and how
technology impacts them
Field studies are used in product design to
identify opportunities for new technology
establish requirements for a new design
decide how to best introduce new technology
evaluate technology in use
Findings of field studies can sometimes be unexpected
55. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 55October 9, 2017
Inspections, Analytics and Models
Understand users through knowledge codified in
heuristics, remotely collected data or models that predict
users’ performance
user does not have to be present during the evaluation
Inspection
heuristic evaluation and walkthroughs
expert plays role of a user and analyses aspect of the interface
Analytics
based on user interaction logging (often done remotely)
Predictive models
analysing and quantifying physical and mental operations needed
for a task
56. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 56October 9, 2017
Inspections
Experts use their knowledge of users and
technology to review the usability of a product
Expert critiques can be formal or informal reports
Heuristic evaluation is a review guided by a set of
heuristics
Walkthroughs involve stepping through a pre-planned
scenario noting down potential problems
57. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 57October 9, 2017
Heuristic Evaluation
Developed by Jacob Nielsen and
his colleagues in the early 1990s
Based on heuristics distilled from an
empirical analysis of 249 usability
problems
Over time the original heuristics have
been revised for current technology
Heuristics being developed for mobile devices,
wearables, virtual worlds, …
Design guidelines form a basis for developing heuristics
Jacob Nielsen
58. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 58October 9, 2017
Nielsen’s Original Heuristics
Visibility of system status
Match between system and the real world
User control and freedom
Consistency and standards
Error prevention
Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalistic design
Help users recognise, diagnose and recover from errors
Help and documentation
59. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 59October 9, 2017
Discount Evaluation
Heuristic evaluation is referred to as discount
evaluation when 3-5 evaluators are used
Empirical evidence suggests that on average 5 evalua-
tors identify 75-80% of the usability problems
60. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 60October 9, 2017
Three Stages of Heuristic Evaluation
Briefing session to tell experts what to do
Evaluation period of 1-2 hours in which
each expert works separately
each expert takes one pass to get a feel for the product
each expert takes a second pass to focus on specific features
Debriefing session in which experts work together in
order to prioritise the problems
61. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 61October 9, 2017
Advantages and Problems
Few ethical and practical issues to consider because no
users are involved
Can be difficult (and expensive) to find experts
Only best experts have knowledge of the application
domain and the users
Important problems might get missed
Many trivial problems and often also problems that are
no problems (false alarms) are identified
Experts have biases
62. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 62October 9, 2017
Cognitive Walkthroughs
Focus on ease of learning
Designer presents an aspect of the design together with
usage scenarios (focused evaluation of small parts)
Expert is told the assumptions about the user population,
the context of use and the task details
One or more experts walk through the design prototype
with the scenario and guided by the following 3 questions
will the correct action be sufficiently evident to the user?
will the user notice that the correct action is available?
will the user associate and interpret the response from the action
correctly?
As experts work through the scenario they note problems
63. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 63October 9, 2017
Pluralistic Walkthrough
Variation of the cognitive walkthrough
Performed by a carefully managed team
Panel of experts begins by working separately
Then there is managed discussion that leads to agreed
decisions
64. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 64October 9, 2017
Analytics
Method for evaluating user
traffic through a system or
parts of a system
Analysing various logged
parameters of user inter-
actions
Google Analytics is an
example for the analytics
of web-based solutions
times of day, visitor IP
address, time on page, exit
pages, …
65. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 65October 9, 2017
Predictive Models
Predictive models provide a way of evaluation products
or designs without direct user involvement
Less expensive than user testing
Usefulness is limited to solutions with predictable tasks
e.g. telephone answering system, mobile phones, …
Based on expert error-free behaviour
66. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 66October 9, 2017
GOMS Model
Goals
what does the user want to achieve
- e.g. find a website
Operators
cognitive processes and physical actions needed to attain goals
- e.g. decide which search engine to use
Methods
procedure to accomplish the goals
- e.g. drag mouse over input field, type in keywords and press the ‘go’ button
Selection rules
decide which method to select when there is more than one
- e.g. press the ‘go’ button or the ‘Enter’ key on the keyboard
67. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 67October 9, 2017
Operator Description Time (sec)
K Pressing a single key or button
Average skilled typist (55 wpm)
Average non-skilled typist (40 wpm)
Pressing shift or control key
Typist unfamiliar with the keyboard
0.22
0.28
0.08
1.20
P
P1
Pointing with a mouse or other device on a
display to select an object.
This value is derived from Fitts’ Law which is
discussed below.
Clicking the mouse or similar device
0.40
0.20
H Bring ‘home’ hands on the keyboard or other
device
0.40
M Mentally prepare/respond 1.35
R(t) The response time is counted only if it causes
the user to wait.
t
Keystroke Level Model
GOMS model has been further developed into the
quantitative keystroke level model
Predicts how long it takes an expert user to perform a
task by summing up the necessary operations
68. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 68October 9, 2017
Fitts’s Law (1954)
Fitts’s Law predicts that the time to point
at an object using a device is a function
of the distance from the target object and
the object’s size
𝑇 = 𝑘 log2 𝐷 𝑆 + 1.0
T = time to move the pointer to the target
D = distance between the pointer and the target
S = size of the target k = constant
The further away and the smaller the object the longer
the time to locate it and point to it
useful for evaluating systems for which the time to locate an
object is important (e.g. smartphone and handheld devices)
Paul Fitts
69. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 69October 9, 2017
Further Reading
Parts of this lecture are based on the
Interaction Design: Beyond
Human-Computer Interaction book
chapter 7
- Data Gathering
chapter 10
- Establishing Requirements
chapter 11
- Design, Prototyping and Construction
chapter 12
- Introducing Evaluation
chapter 13
- An Evaluation Framework
70. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 70October 9, 2017
Further Reading …
Parts of this lecture are based on the
Interaction Design: Beyond
Human-Computer Interaction book
chapter 14
- Evaluation Studies: From Controlled to Natural Settings
chapter 15
- Evaluation: Inspections, Analytics and Models
71. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 71October 9, 2017
References
UI Patterns
http://ui-patterns.com
A Pattern Library for Interaction Design
http://www.welie.com
Phidgets Inc.
http://www.phidgets.com
Arduino
http://www.arduino.cc
72. Beat Signer - Department of Computer Science - bsigner@vub.ac.be 72October 9, 2017
References …
The Psychology of Human-Computer Inter-
action, Card, S.K., Moran, T.P. and Newell, A., Lawrence
Earlbaum Associates, Hillsdale, NJ, 1983
The Information Capacity of the Human Motor System in
Controlling Amplitude of Movement, Fitts, P.M., Journal
of Experimental Psychology 47, 381-391, 1954