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Unit 3
evaluation techniques
What is evaluation?
• Evaluation helps test whether the interface meets the set requirements or not. A
design evaluation highlights problems before the design is sent for the final
implementation.
• Ideally, evaluation should not be left to the end of the design process. Instead, it
should be a continuous activity where individual interface components are assessed
during the design process.
Evaluation Techniques
• Evaluation
– tests usability and functionality of system
– occurs in laboratory, field and/or in collaboration with users
– evaluates both design and implementation
– should be considered at all stages in the design life cycle
Goals of Evaluation
• The evaluation aims to:
1. Assess the system's functionality: Evaluation should consider whether the system
provides enough functionality to allow users to perform tasks efficiently. It also
involves assessing the user's performance and effectiveness in using the system. If
the system replaces a manual task, it must provide enough capability to perform it
similarly or better.
2. Assess users' experience with the interface: This involves evaluating the user's
experience of the interaction and its effects on them. The user experience can be
assessed by considering aspects such as learnability, usability, and user satisfaction.
User pain points must also be examined and avoided.
3. Identify specific problems with the interface: This is related to the system
functionality and usability of the interface design. It involves inspecting those
interface components which generate unexpected outputs and confuse the users.
Evaluation Techniques
• The techniques to perform evaluation can be broadly divided
into two categories:
1. Evaluations that require expert analysis.
2. Evaluations that require involving user participation.
5
6
Evaluations that require expert analysis.
1. Cognitive Walkthrough
2. Heuristic Evaluation
3. Review-based evaluation
1. Cognitive Walkthrough
Proposed by Polson and Lewis in 1990, Based on software
engineering walkthrough
• Walkthrough means sequence of steps
1. evaluates design on how well it supports user in learning task
2. usually performed by expert in cognitive psychology
3. expert ‘walks though’ design to identify potential problems using
psychological principles
4. forms used to guide analysis
Cognitive Walkthrough (ctd)
• For each task walkthrough considers
– Is the effect of the action the same as the user’s goal at that point?
– Will users see that the action is available?
– Once users have found the correct action, will they know it is the one
they need?
– After the action is taken, will users understand the feedback they
get?
• Analysis focuses on goals and knowledge: does the design lead
the user to generate the correct goals?
Heuristic Evaluation
• Proposed by Nielsen and Molich.
• Performed in design phase, Useful for evaluating early design, prototype or
early system.
• usability criteria (heuristics) are identified
• design examined by experts to see if these are violated
• Example heuristics
– system behaviour is predictable
– system behaviour is consistent
– feedback is provided
• Heuristic evaluation `debugs' design.
• Nielsen’s experience indicates that between three and five
evaluators is sufficient, with five usually resulting in about 75%
of the overall usability problems being discovered.
• To aid the evaluators in discovering usability problems, a set of
10 heuristics are provided. The heuristics are related to
principles and guidelines
11
Nielsen’s ten heuristics are:
1. Visibility of system status Always keep users informed about what is
going on, through appropriate feedback within reasonable time. For
example, if a system operation will take some time, give an indication of
how long and how much is complete.
2. Match between system and the real world The system should speak
the user’s language, with words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow real-world conventions, making
information appear in natural and logical order.
12
Nielsen’s ten heuristics are:
13
3. User control and freedom Users often choose system functions by
mistake and need a clearly marked ‘emergency exit’ to leave the unwanted
state without having to go through an extended dialog. Support undo and
redo.
4. Consistency and standards Users should not have to wonder whether
words, situations or actions mean the same thing in different contexts.
Follow platform conventions and accepted standards.
5. Error prevention Make it difficult to make errors. Even better than good
error messages is a careful design that prevents a problem from occurring
in the first place.
Nielsen’s ten heuristics are:
14
6. Recognition rather than recall Make objects, actions and options
visible. The user should not have to remember information from one part
of the dialog to another. Instructions for use of the system should be
visible or easily retrievable whenever appropriate.
7. Flexibility and efficiency of use Allow users to tailor frequent actions.
Accelerators – unseen by the novice user – may often speed up the
interaction for the expert user to such an extent that the system can cater
to both inexperienced and experienced users.
Nielsen’s ten heuristics are:
15
8. Aesthetic and minimalist design Dialogs should not contain information
that is irrelevant or rarely needed. Every extra unit of information in a
dialog competes with the relevant units of information and diminishes
their relative visibility.
9. Help users recognize, diagnose and recover from errors Error messages
should be expressed in plain language (no codes), precisely indicate the
problem, and constructively suggest a solution.
10. Help and documentation Few systems can be used with no
instructions so it may be necessary to provide help and documentation.
Any such information should be easy to search, focused on the user’s task,
list concrete steps to be carried out, and not be too large.
Review-based evaluation
• Results from the literature used to support or refute parts of design.
• Care needed to ensure results are transferable to new design.
• Model-based evaluation: A third expert-based approach is the use of models.
Certain cognitive and design models provide a means of combining design
specification and evaluation into the same framework.
• Cognitive models used to filter design options
e.g. GOMS prediction of user performance.
• Design rationale can also provide useful evaluation information
Evaluating through user Participation
Evaluating through user Participation
Style of evaluation:Laboratory studies
• In the first type of evaluation studies, users are taken out of
their normal work environment to take part in controlled tests,
often in a specialist usability laboratory.
• A well-equipped usability laboratory may contain sophisticated
audio/visual recording and analysis facilities, two-way mirrors,
instrumented computers and the like, which cannot be
replicated in the work environment.
19
Laboratory studies
• Advantages:
– specialist equipment available
– uninterrupted environment
• Disadvantages:
– lack of context
– difficult to observe several users cooperating
• Appropriate
– if system location is dangerous or impractical for constrained single user systems to allow
controlled manipulation of use
Style of evaluation:Field Study
• The second type of evaluation takes the designer or evaluator
out into the user’s work environment in order to observe the
system in action. Again this approach has its pros and cons.
• High levels of ambient noise, greater levels of movement and
constant interruptions, such as phone calls, all make field
observation difficult.
• However, the very ‘open’ nature of the situation means that
you will observe interactions between systems and between
individuals that would have been missed in a laboratory study.
Style of evaluation:Field Study
• Advantages:
– natural environment
– context retained (though observation may alter it)
• Disadvantages:
– distractions
– noise
• Appropriate
– where context is crucial for longitudinal studies
Experimental evaluation
• controlled evaluation of specific aspects of interactive behaviour
• evaluator chooses hypothesis to be tested
• a number of experimental conditions are considered which differ only in
the value of some controlled variable.
• changes in behavioural measure are attributed to different conditions
Experimental factors
• Subjects
– who – representative, sufficient sample
• Variables
– things to modify and measure
• Hypothesis
– what you’d like to show
• Experimental design
– how you are going to do it
Variables
• independent variable (IV)
characteristic changed to produce different conditions
e.g. interface style, number of menu items
• dependent variable (DV)
characteristics measured in the experiment
e.g. time taken, number of errors.
Hypothesis
• prediction of outcome
– framed in terms of IV and DV
e.g. “error rate will increase as font size decreases”
• null hypothesis:
– states no difference between conditions
– aim is to disprove this
e.g. null hyp. = “no change with font size”
Experimental design
• within groups design
– each subject performs experiment under each condition.
– transfer of learning possible
– less costly and less likely to suffer from user variation.
• between groups design
– each subject performs under only one condition
– no transfer of learning
– more users required
– variation can bias results.
Analysis of data
• Before you start to do any statistics:
– look at data
– save original data
• Choice of statistical technique depends on
– type of data
– information required
• Type of data
– discrete - finite number of values
– continuous - any value
Analysis - types of test
• parametric
– assume normal distribution
– robust
– powerful
• non-parametric
– do not assume normal distribution
– less powerful
– more reliable
• contingency table
– classify data by discrete attributes
– count number of data items in each group
Analysis of data (cont.)
• What information is required?
– is there a difference?
– how big is the difference?
– how accurate is the estimate?
• Parametric and non-parametric tests mainly address first of
these
Experimental studies on groups
More difficult than single-user experiments
Problems with:
– subject groups
– choice of task
– data gathering
– analysis
Subject groups
larger number of subjects
 more expensive
longer time to `settle down’
… even more variation!
difficult to timetable
so … often only three or four groups
The task
must encourage cooperation
perhaps involve multiple channels
options:
– creative task e.g. ‘write a short report on …’
– decision games e.g. desert survival task
– control task e.g. ARKola bottling plant
Data gathering
several video cameras
+ direct logging of application
problems:
– synchronisation
– sheer volume!
one solution:
– record from each perspective
Analysis
N.B. vast variation between groups
solutions:
– within groups experiments
– micro-analysis (e.g., gaps in speech)
– anecdotal and qualitative analysis
look at interactions between group and media
controlled experiments may `waste' resources!
Field studies
Experiments dominated by group formation
Field studies more realistic:
distributed cognition  work studied in context
real action is situated action
physical and social environment both crucial
Contrast:
psychology – controlled experiment
sociology and anthropology – open study and rich data
Observational Methods
Think Aloud
Cooperative evaluation
Protocol analysis
Automated analysis
Post-task walkthroughs
Think Aloud
• user observed performing task
• user asked to describe what he is doing and why, what he thinks is happening etc.
• Advantages
– simplicity - requires little expertise
– can provide useful insight
– can show how system is actually use
• Disadvantages
– subjective
– selective
– act of describing may alter task performance
Cooperative evaluation
• variation on think aloud
• user collaborates in evaluation
• both user and evaluator can ask each other questions throughout
• Additional advantages
– less constrained and easier to use
– user is encouraged to criticize system
– clarification possible
Protocol analysis
• paper and pencil – cheap, limited to writing speed
• audio – good for think aloud, difficult to match with other protocols
• video – accurate and realistic, needs special equipment, obtrusive
• computer logging – automatic and unobtrusive, large amounts of data difficult to analyze
• user notebooks – coarse and subjective, useful insights, good for longitudinal studies
• Mixed use in practice.
• audio/video transcription difficult and requires skill.
• Some automatic support tools available
automated analysis – EVA
• Workplace project
• Post task walkthrough
– user reacts on action after the event
– used to fill in intention
• Advantages
– analyst has time to focus on relevant incidents
– avoid excessive interruption of task
• Disadvantages
– lack of freshness
– may be post-hoc interpretation of events
post-task walkthroughs
• transcript played back to participant for comment
– immediately  fresh in mind
– delayed  evaluator has time to identify questions
• useful to identify reasons for actions and alternatives
considered
• necessary in cases where think aloud is not possible
Query Techniques
Interviews
Questionnaires
Interviews
• analyst questions user on one-to -one basis
usually based on prepared questions
• informal, subjective and relatively cheap
• Advantages
– can be varied to suit context
– issues can be explored more fully
– can elicit user views and identify unanticipated problems
• Disadvantages
– very subjective
– time consuming
Questionnaires
• Set of fixed questions given to users
• Advantages
– quick and reaches large user group
– can be analyzed more rigorously
• Disadvantages
– less flexible
– less probing
Questionnaires (ctd)
• Need careful design
– what information is required?
– how are answers to be analyzed?
• Styles of question
– general
– open-ended
– scalar
– multi-choice
– ranked
Physiological methods
Eye tracking
Physiological measurement
eye tracking
• head or desk mounted equipment tracks the position of the eye
• eye movement reflects the amount of cognitive processing a display requires
• measurements include
– fixations: eye maintains stable position. Number and duration indicate level of difficulty with
display
– saccades: rapid eye movement from one point of interest to another
– scan paths: moving straight to a target with a short fixation at the target is optimal
physiological measurements
• emotional response linked to physical changes
• these may help determine a user’s reaction to an interface
• measurements include:
– heart activity, including blood pressure, volume and pulse.
– activity of sweat glands: Galvanic Skin Response (GSR)
– electrical activity in muscle: electromyogram (EMG)
– electrical activity in brain: electroencephalogram (EEG)
• some difficulty in interpreting these physiological
responses - more research needed
Choosing an Evaluation Method
when in process: design vs. implementation
style of evaluation: laboratory vs. field
how objective: subjective vs. objective
type of measures: qualitative vs. quantitative
level of information: high level vs. low level
level of interference: obtrusive vs. unobtrusive
resources available: time, subjects,
equipment, expertise

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Unit 3_Evaluation Technique.pptx

  • 2. What is evaluation? • Evaluation helps test whether the interface meets the set requirements or not. A design evaluation highlights problems before the design is sent for the final implementation. • Ideally, evaluation should not be left to the end of the design process. Instead, it should be a continuous activity where individual interface components are assessed during the design process.
  • 3. Evaluation Techniques • Evaluation – tests usability and functionality of system – occurs in laboratory, field and/or in collaboration with users – evaluates both design and implementation – should be considered at all stages in the design life cycle
  • 4. Goals of Evaluation • The evaluation aims to: 1. Assess the system's functionality: Evaluation should consider whether the system provides enough functionality to allow users to perform tasks efficiently. It also involves assessing the user's performance and effectiveness in using the system. If the system replaces a manual task, it must provide enough capability to perform it similarly or better. 2. Assess users' experience with the interface: This involves evaluating the user's experience of the interaction and its effects on them. The user experience can be assessed by considering aspects such as learnability, usability, and user satisfaction. User pain points must also be examined and avoided. 3. Identify specific problems with the interface: This is related to the system functionality and usability of the interface design. It involves inspecting those interface components which generate unexpected outputs and confuse the users.
  • 5. Evaluation Techniques • The techniques to perform evaluation can be broadly divided into two categories: 1. Evaluations that require expert analysis. 2. Evaluations that require involving user participation. 5
  • 6. 6
  • 7. Evaluations that require expert analysis. 1. Cognitive Walkthrough 2. Heuristic Evaluation 3. Review-based evaluation
  • 8. 1. Cognitive Walkthrough Proposed by Polson and Lewis in 1990, Based on software engineering walkthrough • Walkthrough means sequence of steps 1. evaluates design on how well it supports user in learning task 2. usually performed by expert in cognitive psychology 3. expert ‘walks though’ design to identify potential problems using psychological principles 4. forms used to guide analysis
  • 9. Cognitive Walkthrough (ctd) • For each task walkthrough considers – Is the effect of the action the same as the user’s goal at that point? – Will users see that the action is available? – Once users have found the correct action, will they know it is the one they need? – After the action is taken, will users understand the feedback they get? • Analysis focuses on goals and knowledge: does the design lead the user to generate the correct goals?
  • 10. Heuristic Evaluation • Proposed by Nielsen and Molich. • Performed in design phase, Useful for evaluating early design, prototype or early system. • usability criteria (heuristics) are identified • design examined by experts to see if these are violated • Example heuristics – system behaviour is predictable – system behaviour is consistent – feedback is provided • Heuristic evaluation `debugs' design.
  • 11. • Nielsen’s experience indicates that between three and five evaluators is sufficient, with five usually resulting in about 75% of the overall usability problems being discovered. • To aid the evaluators in discovering usability problems, a set of 10 heuristics are provided. The heuristics are related to principles and guidelines 11
  • 12. Nielsen’s ten heuristics are: 1. Visibility of system status Always keep users informed about what is going on, through appropriate feedback within reasonable time. For example, if a system operation will take some time, give an indication of how long and how much is complete. 2. Match between system and the real world The system should speak the user’s language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in natural and logical order. 12
  • 13. Nielsen’s ten heuristics are: 13 3. User control and freedom Users often choose system functions by mistake and need a clearly marked ‘emergency exit’ to leave the unwanted state without having to go through an extended dialog. Support undo and redo. 4. Consistency and standards Users should not have to wonder whether words, situations or actions mean the same thing in different contexts. Follow platform conventions and accepted standards. 5. Error prevention Make it difficult to make errors. Even better than good error messages is a careful design that prevents a problem from occurring in the first place.
  • 14. Nielsen’s ten heuristics are: 14 6. Recognition rather than recall Make objects, actions and options visible. The user should not have to remember information from one part of the dialog to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. 7. Flexibility and efficiency of use Allow users to tailor frequent actions. Accelerators – unseen by the novice user – may often speed up the interaction for the expert user to such an extent that the system can cater to both inexperienced and experienced users.
  • 15. Nielsen’s ten heuristics are: 15 8. Aesthetic and minimalist design Dialogs should not contain information that is irrelevant or rarely needed. Every extra unit of information in a dialog competes with the relevant units of information and diminishes their relative visibility. 9. Help users recognize, diagnose and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. 10. Help and documentation Few systems can be used with no instructions so it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user’s task, list concrete steps to be carried out, and not be too large.
  • 16. Review-based evaluation • Results from the literature used to support or refute parts of design. • Care needed to ensure results are transferable to new design. • Model-based evaluation: A third expert-based approach is the use of models. Certain cognitive and design models provide a means of combining design specification and evaluation into the same framework. • Cognitive models used to filter design options e.g. GOMS prediction of user performance. • Design rationale can also provide useful evaluation information
  • 17. Evaluating through user Participation
  • 18. Evaluating through user Participation
  • 19. Style of evaluation:Laboratory studies • In the first type of evaluation studies, users are taken out of their normal work environment to take part in controlled tests, often in a specialist usability laboratory. • A well-equipped usability laboratory may contain sophisticated audio/visual recording and analysis facilities, two-way mirrors, instrumented computers and the like, which cannot be replicated in the work environment. 19
  • 20. Laboratory studies • Advantages: – specialist equipment available – uninterrupted environment • Disadvantages: – lack of context – difficult to observe several users cooperating • Appropriate – if system location is dangerous or impractical for constrained single user systems to allow controlled manipulation of use
  • 21. Style of evaluation:Field Study • The second type of evaluation takes the designer or evaluator out into the user’s work environment in order to observe the system in action. Again this approach has its pros and cons. • High levels of ambient noise, greater levels of movement and constant interruptions, such as phone calls, all make field observation difficult. • However, the very ‘open’ nature of the situation means that you will observe interactions between systems and between individuals that would have been missed in a laboratory study.
  • 22. Style of evaluation:Field Study • Advantages: – natural environment – context retained (though observation may alter it) • Disadvantages: – distractions – noise • Appropriate – where context is crucial for longitudinal studies
  • 23. Experimental evaluation • controlled evaluation of specific aspects of interactive behaviour • evaluator chooses hypothesis to be tested • a number of experimental conditions are considered which differ only in the value of some controlled variable. • changes in behavioural measure are attributed to different conditions
  • 24. Experimental factors • Subjects – who – representative, sufficient sample • Variables – things to modify and measure • Hypothesis – what you’d like to show • Experimental design – how you are going to do it
  • 25. Variables • independent variable (IV) characteristic changed to produce different conditions e.g. interface style, number of menu items • dependent variable (DV) characteristics measured in the experiment e.g. time taken, number of errors.
  • 26. Hypothesis • prediction of outcome – framed in terms of IV and DV e.g. “error rate will increase as font size decreases” • null hypothesis: – states no difference between conditions – aim is to disprove this e.g. null hyp. = “no change with font size”
  • 27. Experimental design • within groups design – each subject performs experiment under each condition. – transfer of learning possible – less costly and less likely to suffer from user variation. • between groups design – each subject performs under only one condition – no transfer of learning – more users required – variation can bias results.
  • 28. Analysis of data • Before you start to do any statistics: – look at data – save original data • Choice of statistical technique depends on – type of data – information required • Type of data – discrete - finite number of values – continuous - any value
  • 29. Analysis - types of test • parametric – assume normal distribution – robust – powerful • non-parametric – do not assume normal distribution – less powerful – more reliable • contingency table – classify data by discrete attributes – count number of data items in each group
  • 30. Analysis of data (cont.) • What information is required? – is there a difference? – how big is the difference? – how accurate is the estimate? • Parametric and non-parametric tests mainly address first of these
  • 31. Experimental studies on groups More difficult than single-user experiments Problems with: – subject groups – choice of task – data gathering – analysis
  • 32. Subject groups larger number of subjects  more expensive longer time to `settle down’ … even more variation! difficult to timetable so … often only three or four groups
  • 33. The task must encourage cooperation perhaps involve multiple channels options: – creative task e.g. ‘write a short report on …’ – decision games e.g. desert survival task – control task e.g. ARKola bottling plant
  • 34. Data gathering several video cameras + direct logging of application problems: – synchronisation – sheer volume! one solution: – record from each perspective
  • 35. Analysis N.B. vast variation between groups solutions: – within groups experiments – micro-analysis (e.g., gaps in speech) – anecdotal and qualitative analysis look at interactions between group and media controlled experiments may `waste' resources!
  • 36. Field studies Experiments dominated by group formation Field studies more realistic: distributed cognition  work studied in context real action is situated action physical and social environment both crucial Contrast: psychology – controlled experiment sociology and anthropology – open study and rich data
  • 37. Observational Methods Think Aloud Cooperative evaluation Protocol analysis Automated analysis Post-task walkthroughs
  • 38. Think Aloud • user observed performing task • user asked to describe what he is doing and why, what he thinks is happening etc. • Advantages – simplicity - requires little expertise – can provide useful insight – can show how system is actually use • Disadvantages – subjective – selective – act of describing may alter task performance
  • 39. Cooperative evaluation • variation on think aloud • user collaborates in evaluation • both user and evaluator can ask each other questions throughout • Additional advantages – less constrained and easier to use – user is encouraged to criticize system – clarification possible
  • 40. Protocol analysis • paper and pencil – cheap, limited to writing speed • audio – good for think aloud, difficult to match with other protocols • video – accurate and realistic, needs special equipment, obtrusive • computer logging – automatic and unobtrusive, large amounts of data difficult to analyze • user notebooks – coarse and subjective, useful insights, good for longitudinal studies • Mixed use in practice. • audio/video transcription difficult and requires skill. • Some automatic support tools available
  • 41. automated analysis – EVA • Workplace project • Post task walkthrough – user reacts on action after the event – used to fill in intention • Advantages – analyst has time to focus on relevant incidents – avoid excessive interruption of task • Disadvantages – lack of freshness – may be post-hoc interpretation of events
  • 42. post-task walkthroughs • transcript played back to participant for comment – immediately  fresh in mind – delayed  evaluator has time to identify questions • useful to identify reasons for actions and alternatives considered • necessary in cases where think aloud is not possible
  • 44. Interviews • analyst questions user on one-to -one basis usually based on prepared questions • informal, subjective and relatively cheap • Advantages – can be varied to suit context – issues can be explored more fully – can elicit user views and identify unanticipated problems • Disadvantages – very subjective – time consuming
  • 45. Questionnaires • Set of fixed questions given to users • Advantages – quick and reaches large user group – can be analyzed more rigorously • Disadvantages – less flexible – less probing
  • 46. Questionnaires (ctd) • Need careful design – what information is required? – how are answers to be analyzed? • Styles of question – general – open-ended – scalar – multi-choice – ranked
  • 48. eye tracking • head or desk mounted equipment tracks the position of the eye • eye movement reflects the amount of cognitive processing a display requires • measurements include – fixations: eye maintains stable position. Number and duration indicate level of difficulty with display – saccades: rapid eye movement from one point of interest to another – scan paths: moving straight to a target with a short fixation at the target is optimal
  • 49. physiological measurements • emotional response linked to physical changes • these may help determine a user’s reaction to an interface • measurements include: – heart activity, including blood pressure, volume and pulse. – activity of sweat glands: Galvanic Skin Response (GSR) – electrical activity in muscle: electromyogram (EMG) – electrical activity in brain: electroencephalogram (EEG) • some difficulty in interpreting these physiological responses - more research needed
  • 50. Choosing an Evaluation Method when in process: design vs. implementation style of evaluation: laboratory vs. field how objective: subjective vs. objective type of measures: qualitative vs. quantitative level of information: high level vs. low level level of interference: obtrusive vs. unobtrusive resources available: time, subjects, equipment, expertise