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Chapter 15
Evaluation: Inspections, Analytics & Models
Aims:
• Describe the key concepts associated with
inspection methods.
• Explain how to do heuristic evaluation and
walkthroughs.
• Explain the role of analytics in evaluation.
• Describe how to use Fitts’ Law – a predictive
model.
www.id-book.com 2
Inspections
• Several kinds.
• Experts use their knowledge of users &
technology to review software usability.
• Expert critiques can be formal or informal.
• Heuristic evaluation is a review guided by a set of
heuristics.
• Walkthroughs involve stepping through a pre-
planned scenario noting potential problems.
www.id-book.com 3
Heuristic evaluation
• Developed by Jacob Nielsen in the early
1990s.
• Based on heuristics distilled from an empirical
analysis of 249 usability problems.
• These heuristics have been revised for
current technology by Nielsen and others for:
– mobile devices,
– wearables,
– virtual worlds, etc.
• Design guidelines form a basis for developing
heuristics.
www.id-book.com 4
Revised version (2014) of
Nielsen’s original heuristics
• Visibility of system status.
• Match between system and real world.
• User control and freedom.
• Consistency and standards.
• Error prevention.
• Recognition rather than recall.
• Flexibility and efficiency of use.
• Aesthetic and minimalist design.
• Help users recognize, diagnose, recover from
errors.
• Help and documentation.
www.id-book.com 5
No. of evaluators & problems
www.id-book.com 6
Number of evaluators
• Nielsen suggests that on average 5
evaluators identify 75-80% of usability
problems.
• Cockton and Woolrych (2001) point out
that the number of users needed to find
75-80% of usability problems depends
on the context and nature of the
problems.
www.id-book.com 7
Heuristics for websites focus on
key criteria (Budd, 2007)
• Clarity
• Minimize unnecessary complexity &
cognitive load
• Provide users with context
• Promote positive & pleasurable user
experience
www.id-book.com 8
Using heuristics to evaluate to
evaluate ambient displays
www.id-book.com 9
3 stages for doing heuristic
evaluation
• Briefing session to tell experts what to do.
• Evaluation period of 1-2 hours in which:
– Each expert works separately;
– Take one pass to get a feel for the product;
– Take a second pass to focus on specific features.
• Debriefing session in which experts work
together to prioritize problems.
www.id-book.com 10
Advantages and problems
• Few ethical & practical issues to consider
because users not involved.
• Can be difficult & expensive to find experts.
• Best experts have knowledge of application
domain & users.
• Biggest problems:
– Important problems may get missed;
– Many trivial problems are often identified;
– Experts have biases.
www.id-book.com 11
Cognitive walkthroughs
• Focus on ease of learning.
• Designer presents an aspect of the
design & usage scenarios.
• Expert is told the assumptions about
user population, context of use, task
details.
• One or more experts walk through the
design prototype with the scenario.
• Experts are guided by 3 questions.
www.id-book.com 12
The 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 the experts work through the scenario they
note problems.
www.id-book.com 13
Pluralistic walkthrough
• Variation on the cognitive walkthrough theme.
• Performed by a carefully managed team.
• The panel of experts begins by working separately.
• Then there is managed discussion that leads to
agreed decisions.
• The approach lends itself well to participatory
design.
• Also other adaptations of basic cognitive
walkthroughs.
www.id-book.com 14
Evaluation using analytics
• A method for
evaluating user
traffic through a
system or part of
a system.
• Many examples:
Google Analytics
(chapter 7),
Visistat (shown
below), Learning
Analytics.
• Times of day &
visitor IP
addresses
www.id-book.com 15
Social action analysis
(Perer & Shneiderman, 2008)
www.id-book.com 16
Predictive models
• Provide a way of evaluating products or
designs without directly involving users.
• Less expensive than user testing.
• Usefulness limited to systems with
predictable tasks - e.g., telephone answering
systems, mobiles, cell and smart phones.
• Based on expert error-free behavior.
www.id-book.com 17
Fitts’ Law (Fitts, 1954)
• Fitts’ Law predicts that the time to point at an
object using a device is a function of the
distance from the target object & the object’s
size.
• The further away and the smaller the object,
the longer the time to locate it and point to it.
• Fitts’ Law is useful for evaluating systems for
which the time to locate an object is
important, e.g., a cell and smart phones,
a handheld and mobile devices.
www.id-book.com 18
Key points
• Inspections can be used to evaluate requirements, mockups,
functional prototypes, or systems.
• User testing & heuristic evaluation may reveal different usability
problems.
• Design guidelines can be used to develop heuristics
• Walkthroughs are focused so are suitable for evaluating small
parts of a product.
• Analytics involves collecting data about users activity on a website
or product
• Fitts’ Law can be used to predict expert, error-free performance for
clearly defined tasks with limited key presses, eg. data entry and
smart phone use.
www.id-book.com 19

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CIS375 Interaction Designs Chapter15

  • 2. Aims: • Describe the key concepts associated with inspection methods. • Explain how to do heuristic evaluation and walkthroughs. • Explain the role of analytics in evaluation. • Describe how to use Fitts’ Law – a predictive model. www.id-book.com 2
  • 3. Inspections • Several kinds. • Experts use their knowledge of users & technology to review software usability. • Expert critiques can be formal or informal. • Heuristic evaluation is a review guided by a set of heuristics. • Walkthroughs involve stepping through a pre- planned scenario noting potential problems. www.id-book.com 3
  • 4. Heuristic evaluation • Developed by Jacob Nielsen in the early 1990s. • Based on heuristics distilled from an empirical analysis of 249 usability problems. • These heuristics have been revised for current technology by Nielsen and others for: – mobile devices, – wearables, – virtual worlds, etc. • Design guidelines form a basis for developing heuristics. www.id-book.com 4
  • 5. Revised version (2014) of Nielsen’s original heuristics • Visibility of system status. • Match between system and real world. • User control and freedom. • Consistency and standards. • Error prevention. • Recognition rather than recall. • Flexibility and efficiency of use. • Aesthetic and minimalist design. • Help users recognize, diagnose, recover from errors. • Help and documentation. www.id-book.com 5
  • 6. No. of evaluators & problems www.id-book.com 6
  • 7. Number of evaluators • Nielsen suggests that on average 5 evaluators identify 75-80% of usability problems. • Cockton and Woolrych (2001) point out that the number of users needed to find 75-80% of usability problems depends on the context and nature of the problems. www.id-book.com 7
  • 8. Heuristics for websites focus on key criteria (Budd, 2007) • Clarity • Minimize unnecessary complexity & cognitive load • Provide users with context • Promote positive & pleasurable user experience www.id-book.com 8
  • 9. Using heuristics to evaluate to evaluate ambient displays www.id-book.com 9
  • 10. 3 stages for doing heuristic evaluation • Briefing session to tell experts what to do. • Evaluation period of 1-2 hours in which: – Each expert works separately; – Take one pass to get a feel for the product; – Take a second pass to focus on specific features. • Debriefing session in which experts work together to prioritize problems. www.id-book.com 10
  • 11. Advantages and problems • Few ethical & practical issues to consider because users not involved. • Can be difficult & expensive to find experts. • Best experts have knowledge of application domain & users. • Biggest problems: – Important problems may get missed; – Many trivial problems are often identified; – Experts have biases. www.id-book.com 11
  • 12. Cognitive walkthroughs • Focus on ease of learning. • Designer presents an aspect of the design & usage scenarios. • Expert is told the assumptions about user population, context of use, task details. • One or more experts walk through the design prototype with the scenario. • Experts are guided by 3 questions. www.id-book.com 12
  • 13. The 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 the experts work through the scenario they note problems. www.id-book.com 13
  • 14. Pluralistic walkthrough • Variation on the cognitive walkthrough theme. • Performed by a carefully managed team. • The panel of experts begins by working separately. • Then there is managed discussion that leads to agreed decisions. • The approach lends itself well to participatory design. • Also other adaptations of basic cognitive walkthroughs. www.id-book.com 14
  • 15. Evaluation using analytics • A method for evaluating user traffic through a system or part of a system. • Many examples: Google Analytics (chapter 7), Visistat (shown below), Learning Analytics. • Times of day & visitor IP addresses www.id-book.com 15
  • 16. Social action analysis (Perer & Shneiderman, 2008) www.id-book.com 16
  • 17. Predictive models • Provide a way of evaluating products or designs without directly involving users. • Less expensive than user testing. • Usefulness limited to systems with predictable tasks - e.g., telephone answering systems, mobiles, cell and smart phones. • Based on expert error-free behavior. www.id-book.com 17
  • 18. Fitts’ Law (Fitts, 1954) • Fitts’ Law predicts that the time to point at an object using a device is a function of the distance from the target object & the object’s size. • The further away and the smaller the object, the longer the time to locate it and point to it. • Fitts’ Law is useful for evaluating systems for which the time to locate an object is important, e.g., a cell and smart phones, a handheld and mobile devices. www.id-book.com 18
  • 19. Key points • Inspections can be used to evaluate requirements, mockups, functional prototypes, or systems. • User testing & heuristic evaluation may reveal different usability problems. • Design guidelines can be used to develop heuristics • Walkthroughs are focused so are suitable for evaluating small parts of a product. • Analytics involves collecting data about users activity on a website or product • Fitts’ Law can be used to predict expert, error-free performance for clearly defined tasks with limited key presses, eg. data entry and smart phone use. www.id-book.com 19

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