Introduction to System Evaluation IS 588 Dania Bilal Spring 2008 Design Philosophies • System-centered design philosophy – Software works well; why evaluate from users’ perspectives? • User-centered design philosophy – Software should be usable: based on users’ needs, tasks, and cognitive and affective behaviors. Why Evaluate • Following design guidelines does not guarantee usability • Need to assess the user’s experience with system, cognitively and affectively – Allow identification of level of usability • Saves money – Problems can be fixed before system is released What Users Need from a System? • A system that is – Pleasing; satisfying – Easy to learn; friendly – Effective; challenging – Efficient; saves user’s time and efforts – Supported by positive, corrective feedback mechanisms – Predictable; consistent Investing in User Testing • Tognazzini: – Problem can be fixed before product is released – Designers can identify “real” problems with system – Provide objective assessment for redesigning system – Save money and marketing time – Robust design to sell • High confidence in product Why NOT Evaluate? • Save time • Save money • Philosophy: users don’t know much about system capabilities and some may not articulate well their needs. • Other??? • How would you convince system developers to involve users in the design and/or evaluation processes? When to Evaluate? • During product development – After market research, mock-ups, low-fidelity prototypes, etc. are designed and users’ reactions are elicited – Formative evaluation – Summative evaluation • Before release of final product – After prototypes and actual designs have been tested and problems have been fixed – Summative evaluation • After release of final product – To measure the usability and success of the product with users in a variety of settings. What to Evaluate? • The user’s experience with the product – User needs and requirements – Success, ease of use, friendliness, and other basic usability features – Affective states • Likes, dislikes, satisfaction, frustration, attitude – Support of use patterns – Other interaction behaviors based on purpose of product HutchWorld Case Study • Virtual community chat system • Developed by Microsoft Virtual Worlds Research Group and Fred Hutchinson Cancer Research Center • Purpose – To enable cancer patients, caregivers, family, and friends to chat and gain emotional and information support from one another. HutchWorld Case Study • Early design ideas – Learn about the patients’ experiences. • Informal on-site test – Computers were set up in hospital and a scaled-back prototype of V-chat was installed. – A sample of patients and their families interacted with prototype HutchWorld Case Study: Usability Issues Identified • User preference for asynchronous communication • Addition of websites about cancer information • Addition of games and entertainment features HutchWorld Case Study: Redesign Based on Issues Identified • Software was redesigned based on user needs • HutchWorld became a portal containing a variety of information, communication, and entertainment areas – Bulletin boards, email, text chat, web page creation wizard, and other features HutchWorld Case Study: Second Usability Assessment • • • • Seven participants (male & female) Prior experience was assessed Interaction with system Performed at Microsoft usability labs – – – – – Structured tasks (see Text) Verbalization (think aloud protocol) Participants activities were captured online Observer/evaluator interacted with participant in lab Evaluator took observational notes HutchWorld Case Study: Second Usability Assessment • Development team member interacted with system as a participant • Short questionnaire was completed by each participant after completing tasks • Participants rated difficulties in completing each task (see Text). Second Usability Assessment: Lessons Learned • Problems with software and their severity were identified – Rating of problems: low, medium, high – Fixes were made After the Second Usability Assessment… • Additional observations and testing were done • Six new participants – Simultaneous interaction in labs – More detailed and focused – Structured similar to previous test – Fewer problems were identified – Fixes were made Third Usability Assessment: Focus Group Setting • Focus group interacted with system in Cancer Research Center • Patients and caregivers observed interaction • Feedback on final version was obtained Final Usability Assessment: Natural Setting • System was used in a residential building with an Internet access • Building housed patients and their families • Informal observation of patterns of use • Assess how HutchWorld integrated with patients’ lives (medical care routines; access to social support, etc.) When to Stop System Testing? Class Discussion 1. When do you think developers/designers should stop testing and why? 2. Identify the various data collection methods employed in HutchWorld Study? Are these mixed methods useful and why? Group Projects • Work with your group on the upcoming assignment/project due.