University of Babylon College of information Technology Department of Software Visual Applications Lecture 7 Evaluation Techniques By Hayder Al-Ghanimi Mr.hayder.alghanimi@gmail.com Evaluation Techniques • Evaluation Evaluation should occur throughout the design life cycle, with the results feeding back into medications of the design. A distinction is made between evaluation by the designer or a usability expert and evaluation that studies actual use of the system. So : • 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 Evaluation has 3 main goals: • Assess extent of system functionality • Assess effect of interface on user • Identify specific problems Evaluation through expert analysis [1]Cognitive Walkthrough Proposed by Polson. • evaluates design on how well it supports user in learning task • usually performed by expert in cognitive psychology • expert ‘walks though’ design to identify potential problems using psychological principles • forms used to guide analysis • Cognitive Walkthrough is a detailed review of a sequence of actions, in this case, the steps that an interface will require the user to perform in order to accomplish some known task. The evaluators go through each step and provide a story about why that step is not good for new users. To do so, you need four things: a prototype of the system, a description of the task the user is to perform on the system, a complete written list of the actions needed to complete the task with the system and an indication of who the users are and what kind of experience and knowledge the evaluators can assume about them. Cognitive Walkthrough • For each task walkthrough considers • what impact will interaction have on user? • what learning problems may occur? Analysis focuses on goals and knowledge: – Does the design lead the user to generate the correct goals? Example: programming a video recorder by remote control • Imagine we are designing a remote control for a video recorder (VCR) and are interested in the task of programming the VCR to do timed recordings. Our initial design is shown in next Figure. The picture on the left illustrates the handset in normal use, the picture on the right after the timed record button has been pressed. The VCR allows the user to program up to three timed recordings in different ‘streams’. The next available stream number is automatically assigned. We want to know whether our design supports the user’s task. We begin by identifying a representative task. Program the video to time-record a program starting at 18.00 and finishing at 19.15 on channel 4 on 24 February 2005. • We will assume that the user is familiar with VCRs but not with this particular design. • The next step in the walkthrough is to identify the action sequence for this task. We specify this Example: programming a video recorder by remote control • • • • • • • • • • • • • • • • • • • • • in terms of the user’s action (UA) and the system’s display or response (SD). The initial display is as the left-hand picture in Figure. UA 1: Press the ‘timed record’ button SD 1: Display moves to timer mode. Flashing cursor appears after ‘start:’ UA 2: Press digits 1 8 0 0 SD 2: Each digit is displayed as typed and flashing cursor moves to next position UA 3: Press the ‘timed record’ button SD 3: Flashing cursor moves to ‘end:’ UA 4: Press digits 1 9 1 5 SD 4: Each digit is displayed as typed and flashing cursor moves to next position UA 5: Press the ‘timed record’ button SD 5: Flashing cursor moves to ‘channel:’ UA 6: Press digit 4 SD 6: Digit is displayed as typed and flashing cursor moves to next position UA 7: Press the ‘timed record’ button SD 7: Flashing cursor moves to ‘date:’ UA 8: Press digits 2 4 0 2 0 5 SD 8: Each digit is displayed as typed and flashing cursor moves to next position UA 9: Press the ‘timed record’ button SD 9: Stream number in top right-hand corner of display flashes UA 10: Press the ‘transmit’ button SD 10: Details are transmitted to video player and display returns to normal mode Example: programming a video recorder by remote control • • • • • • • • • • • • • Having determined our action list we are in a position to proceed with the walkthrough. For each action (1–10) we must answer the four questions and tell a story about the usability of the system. Beginning with UA 1: UA 1: Press the ‘timed record’ button Question 1: Is the effect of the action the same as the user’s goal at that point? The timed record button initiates timer programming. It is reasonable to assume that a user familiar with VCRs would be trying to do this as his first goal. Question 2: Will users see that the action is available? The ‘timed record’ button is visible on the remote control. Question 3: Once users have found the correct action, will they know it is the one they need? It is not clear which button is the ‘timed record’ button. The icon of a clock (fourth button down on the right) is a possible candidate but this could be interpreted as a button to change the time. Other possible candidates might be the fourth button down on the left or the filled circle (associated with record). In fact, the icon of the clock is the correct choice but it is quite possible that the user would fail at this point. This identifies a potential usability problem. Question 4: After the action is taken, will users understand the feedback they get? Once the action is taken the display changes to the timed record mode and shows familiar headings (start, end, channel, date). It is reasonable to assume that the user would recognize these as indicating successful completion of the first action. So we find we have a potential usability problem relating to the icon used on the ‘timed record’ button. We would now have to establish whether our target user group could correctly distinguish this icon from others on the remote. The analysis proceeds in this fashion, with a walkthrough form completed for each action. [2] Heuristic Evaluation • Proposed by Nielsen and Molich. • usability criteria (heuristics) are identified • design examined by experts to see if these are valid • Example heuristics • system behaviour is predictable • system behaviour is consistent • feedback is provided Others • [3]Model-based evaluation – Certain models provide a means of combining design specifications and evaluation into the same framework. • [4]Using previous studies in evaluation Evaluating through user Participation [1] Laboratory studies • users take part in controlled tests, often in a specialist usability lab. The advantages the interruption-free environment. The disadvantage is the lack of context, which may result in unnatural situations. [2]Field Studies the user is observed using the system in its own work environment. The advantage is the natural use of the system that can hardly be achieved in the lab. However, the interruptions that come with this natural situation may make the observations more difficult. Observational Methods Think aloud and cooperative evaluation Think aloud is a form to observation where the user is asked to talk through what he is doing as he is being observed. It has the advantage of simplicity, but the information provided is often subjective and may be selective. A variation is cooperative evaluation, in which the user and evaluator work together to evaluate the system. [1]Protocol analysis Methods for recording user actions include paper and pencil, audio recording, video recording, computer logging and user notebooks. In practice, a mixture of the different methods is used. With recordings, the problem is transcription. [2]Post-task walkthroughs • A walkthrough after the observation reflects the participants. actions back to them after the event. The participant is asked to comment it and to answer questions by the evaluator in order to collect missing information. Query Techniques Queries provide direct answers from the user about usability questions, but the information is often subjective. Interviews provide a direct and structured way of gathering information and can be varied to suit the situation. They should be planned in advance with a basic set of questions, and may then be adapted to the specific user. Questionnaires are less flexible than interviews: they are planned in advance. However, it can be used to reach a wider group and takes less time to administer. Interviews • analyst questions user on one-to -one basis usually based on prepared questions • informal, subjective and relatively cheap • Advantages • can be varied to uniform 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 • Need careful design • what information is required? • how are answers to be analyzed? • Styles of question • • • • general open-ended multi-choice ranked Physiological methods The physiological response monitors receiving currently most attention are eye tracking and 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.