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Evaluation of Interactive Systems Design or Prototype or Product
1. Evaluation of Interactive Systems
Design/Prototype/Product
Md. Saifuddin Khalid
Assistant Professor
KANDIDATUDDANNELSEN I INFORMATIONSTEKNOLOGI,
IT OG LÆRING,
MED SPECIALISERING I
ORGANISATORISK OMSTILLING
Location of course: 8. semester
Course’s Scope: 5 ECTS
Aalborg University, Aalborg, Denmark
Spring 2017
ID6-L1
2. Aims
• Evaluation is the fourth main phase of the interactive
systems design process
• Evaluation means reviewing, trying out or testing a design
idea, a piece of software, a product or a service to
discover whether it meets some criteria.
• After studying Benyon, (2010, chapter 10) and attending
today’s session you should be able to:
– Appreciate the uses of a range of generally applicable
evaluation techniques designed for use with and without users
1. Understand expert-based evaluation methods
2. Understand participant-based evaluation methods
3. Apply the techniques in appropriate contexts.
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3. Categorization of design and systems
evaluation methods
• User-focused
– Analytical (without user) and
– Empirical (with user) Evaluation
• Product creation process (PCP) oriented
– Exploratory (before design or after release),
– Predictive (after design and before implementation)
– Formative (during design and implementation) and
– Summative (after implementation) Evaluation
• Expert, participant-based and context-
appropriated methods
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5. Monday, 27 March 2017 Aalborg University
Source:
http://keithandrews.com/talks/2012/dd-2012-
03-27/#(5)
See also, for details
http://user.medunigraz.at/andreas.holzinger/h
olzinger%20de/usability%20holzinger.html#Act
ion Analysis (AA)
6. Analytic Evaluation (without users)
and Empirical Evaluation (with users)
• Analytic method
– For example, evaluation of an axe’s characteristics (e.g. design
of the bit, the weight distribution, the steel alloy used, etc.)
• Empirical method
– studying a good axe man as he uses the tool
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Rosson, M. B., & Carroll, J. M. (2002).
7. Formative Evaluation (during design)
and Summative Evaluation (at the end)
• Formative evaluation takes place during the design process.
– Goals: to identify aspects of a design that can be improved, to set
priorities, and in general to provide guidance in howto make changes
to a design.
– A typical formative evaluation would be to ask a user to think out
loud as he or she attempts a series of realistic tasks with a prototype
system.
• Summative evaluation happen at the end of a development process
– Goals: to answer — “Does the system meet its specified goals?” or “Is
this system better than its predecessors and competitors?”
– Most likely to happen at the end of a development process when the
system is tested to see if it has met its usability objectives.
– can also take place at critical points during development to determine
how close the system is to meeting its objective, or to decide whether
and how much additional resources to assign to a project.
Aalborg University
Rosson, M. B., & Carroll, J. M. (2002).
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8. ISO 9241-210: Human-centred design
for interactive systems
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Source: http://uxlabs.co.uk/services/; adapted – Red-colored boxes
PACT Analysis
Models: Use
cases, Rich
picture, User
stories
Rogers et al. (2013) and ISO 9241-210 phases are not same!
9. Evaluation is closely tied to …
• key activities of interactive
systems design, understanding,
design and envisionment.
• who is involved in the evaluation
– Expert-based methods (what type
of expert? Usability expert or
interaction designer)
– Participant/End-User methods
(what type? Target user, other
designers, or students or others)
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Consider an exercise: Collect several advertisements for small, personal technologies
such as that shown in Figure 10-1. What claims are the advertisers making about
design features and benefits? What issues does this raise for their evaluation?
Source: Benyon, 2010, p. 226
10. The four roles that children may have in
the design of new technologies
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Druin, A. (2002). The role of children in the design of new technology. Behaviour &
Information Technology, 21(1), 1–25. http://doi.org/10.1080/01449290110108659
12. Expert Evaluation: Heuristic evaluation
• Heuristic: enabling a person to
discover or learn something for
themselves.
• “Heuristic evaluation refers to a
number of methods in which a
person trained in HCI and
interaction design examines a
proposed design to see how it
measures up against a list of
principles, guidelines or ‘heuristics’
for good design. This review [of
interfaces] may be a quick
discussion over the shoulder of a
colleague, or may be a formal,
carefully documented process.”
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List of the design principles – or
heuristics [ a specific rule-of-
thumb or argument derived
from experience]:
1. Visibility
2. Consistency
3. Familiarity
4. Affordance
5. Navigation
6. Control
7. Feedback
8. Recovery
9. Constraints
10. Flexibility
11. Style
12. Conviviality
13. Expert Evaluation: Discount
Usability/Heuristic Evaluation
• Three overarching usability principles
– learnability (principles 1–4),
– effectiveness (principles 5–9)
– accommodation (principles 10–12).
• A ‘quick and dirty’ approach, for time-pressured evaluation
practitioners in need of feedback
• “Woolrych and Cockton (2000) conclude that the heuristics add
little advantage to an expert evaluation and the results of applying
them may be counter-productive.”
• “They (and other authors) suggest that more theoretically informed
techniques such as the cognitive walkthrough offer more robust
support for problem identification.”
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14. Heuristic evaluation (cont.)
• Heuristic evaluation is valuable as formative evaluation, to help the
designer improve the interaction at an early stage.
• It should not be used as a summative assessment, to make claims about
the usability and other characteristics of a finished product.
• If that is what we need to do, then we must carry out properly designed
and controlled experiments with a much greater number of participants.
• Ecological validity: The results of most user testing can only ever be
indicative of issues in real-life usage due to human nature of adapting
technology in ways that was not designed for. So,
– Ethnographically informed observations of technologies in long-term
use
– Having users keep diaries, which can be audio-visual as well as written
– Collecting ‘bug’ reports – often these are usability problems – and
help centre queries.
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15. Cognitive walkthrough
• The cognitive walkthrough entails a usability analyst stepping through the
cognitive tasks that must be carried out in interacting with technology.
• Inputs to the process are:
– An understanding of the people who are expected to use the system
– A set of concrete scenarios representing both (a) very common and (b)
uncommon but critical sequences of activities
– A complete description of the interface to the system - hierarchical
task analysis (HTA).
• The ‘cognitive jogthrough’ (Rowley and Rhoades, 1992) – video records
(rather than conventional minutes) are made of walkthrough meetings,
annotated to indicate significant items of interest, design suggestions are
permitted, and low level actions are aggregated wherever possible.
• The cognitive walkthrough is very often practiced (and taught) as a
technique executed by the analyst alone, to be followed in some cases by
a meeting with the design team.
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17. Cooperative evaluation
• The technique is ‘cooperative’ because participants are not passive
subjects but work as co-evaluators.
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18. Cooperative evaluation (cont.)
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Sample questions during the evaluation:
What do you want to do?
What were you expecting to happen?
What is the system telling you?
Why has the system done that?
What are you doing now?
Sample questions after the session:
What was the best/worst thing about the
prototype?
What most needs changing?
How easy were the tasks?
How realistic were the tasks?
Did giving a commentary distract you?
19. Participatory heuristic evaluation
• The developers of participatory heuristic evaluation (Muller et al.,
1998) claim that it extends the power of heuristic evaluation
without adding greatly to the effort required.
• The procedure for the use of participatory heuristic evaluation is
just as for the expert version, but the participants are involved as
‘work-domain experts’ alongside usability experts and must be
briefed about what is required.
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20. Co-discovery
• Co-discovery is a naturalistic,
informal technique that is particularly
good for capturing first impressions.
It is best used in the later stages of
design.
• Watching individual people
interacting with the technology, and
possibly ‘thinking aloud’ as they do
so, can be varied by having
participants explore new technology
in pairs.
• Depending on the data to be
collected, the evaluator can take an
active part in the session by asking
questions or suggesting activities, or
simply monitor the interaction either
live or using a video-recording.
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Figure. Catroid Co-discovery test
21. Controlled experiments
• Controlled experiments are appropriate where the designer is
interested in particular features of a design, perhaps comparing one
design to another to see which is better.
• Identify independent and dependent variables, and design decision.
• E.g. You might want to judge which Web design is better based on
the number of clicks needed to achieve some task; speed of access
could be the dependent variable for selecting a function.
• confounding variables - learning effects, the effects of different
tasks, the effects of different background knowledge, etc.
• Considering participants’ differences, the next stage is to decide
whether each participant will participate in all conditions (so-called
within-subject design) or whether each participant will perform in
only one condition (so-called between-subject design).
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23. Trend
• A survey of 103 experienced practitioners of human-
centred design conducted in 2000 indicates that
– around 40 per cent of those surveyed conducted
‘usability evaluation’,
– around 30 per cent used ‘informal expert review’
– around 15 per cent used ‘formal heuristic
evaluation’
• What is the current trend?
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24. Main steps of evaluation
project/phase
1. Establish the aims of the evaluation, the intended participants in
the evaluation, the context of use and the state of the technology;
obtain or construct scenarios illustrating how the application will
be used.
2. Select evaluation methods. These should be a combination of
expert-based review methods and participant methods.
3. Carry out expert review.
4. Plan participant testing; use the results of the expert review to
help focus this.
5. Recruit people and organize testing venue and equipment.
6. Carry out the evaluation.
7. Analyse results, document and report back to designers.
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25. Perceived costs and benefits of
evaluation methods
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Figure: A survey of user-centred design practice
(Benyon, 2010, p. 237, cited Vredenburg, K., Mao, J.-Y., Smith, P.W. and Carey, T. , 2002)
26. Metrics (and measures)
• Three things to keep in mind when deciding metrics:
– Just because something can be measured, it doesn’t mean it
should be.
– Always refer back to the overall purpose and context of use
of the technology.
– Consider the usefulness of the data you are likely to obtain
against the resources it will take to test against the metrics.
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28. People who will use the system
• Nielsen’s recommended sample of 3–5 participants has been
accepted wisdom in usability practice for over a decade.
• For heterogeneous set of customers, run 3–5 people from each
group through your tests.
• If you cannot recruit any genuine participants then use convenient
‘user recruitment’ - one of your colleagues, a friend, your mother
or anyone you trust to give you a brutally honest reaction. But, be
extremely careful as to how far you generalize from your findings.
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29. The test plan and task specification
• A plan should be drawn up to guide the evaluation.
– Aims of the test session
– Practical details, including where and when it will be
conducted, how long each session will last, the specification of
equipment and materials for testing and data collection, and
any technical support that may be necessary
– Numbers and types of participant
– Tasks to be performed, with a definition of successful
completion. This section also specifies what data should be
collected and how it will be analysed.
• Conduct a pilot session and fix any unforeseen difficulties
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30. Reporting usability evaluation results
to the design team
• The report should be ordered either by areas of the system
concerned, or by severity of problem.
• A face-to-face meeting may have more impact than a written
document alone (although this should always be produced as
supporting material) and this would be the ideal venue for showing
short video clips of participant problems.
• Usability problems can be fed into a ‘bug’ reporting system if one
exists.
• The can be turned into user stories as part of spring backlog of
Scrum development approach.
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32. Evaluation without being there
• Internet connectivity enabled evaluations without being physically
present.
• If the application itself is Web-based, or can be installed remotely,
instructions can be supplied so that users can run test tasks and fill
in and return questionnaires in soft or hard copy.
• On-line questionnaires and crowd sourcing methods are
appropriate here (See, Benyon, 2010, Chapter 7).
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33. Physical and physiological measures:
Evidence of emotional reactions
• Eye-movement tracking (or ‘eye
tracking’) can show participants’
changing focus on different areas of the
screen.
• Physiological techniques in evaluation
rely on the fact that all our emotions –
The most common measures are of
changes in heart rate, the rate of
respiration, skin temperature, blood
volume pulse and galvanic skin response
(an indicator of the amount of
perspiration).
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• Body-connected sensors are linked to software which converts the
results to numerical and graphical formats for analysis
34. Evaluating presence – in virtual reality
• Designers of virtual reality – and some multimedia – applications
are often concerned with the sense of presence, of being ‘there’ in
the virtual environment rather than ‘here’ in the room where the
technology is being used.
• Methods:
– Questionnaire
– Written accounts of experience/interview
– Observation in virtual environment
– Direct physiological measures
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35. Evaluation at home
• Issues: Privacy, time
and motivation
• Methods
– Interviews
– Act out scenarios
– Diaries
“working with children is
a good way of drawing
parents into evaluation
activities.”
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The investigator supplied users with Post-its
to capture their thoughts about design concepts
(Figure 10.5). An illustration of each different concept
was left in the home in a location where it might be
used, and users were encouraged to think about how
they would use the device and any issues that might
arise. These were noted on the Post-its, which were
then stuck to the illustration and collected later.
37. References
• Druin, A. (2002). The role of children in the design of new technology. Behaviour & Information
Technology, 21(1), 1–25. http://doi.org/10.1080/01449290110108659
• Rosson, M. B., & Carroll, J. M. (2002). Usability engineering: scenario-based development of human-
computer interaction (1st ed.). San Fancisco: Academic Press.
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Editor's Notes
Both of these methods are complementary to formative and summative goals. Empirical methods are popular in usability engineering, human-computer interaction, and other disciplines coinciding user experience design; these methods involve studies of and studies with actual users.
Both of these methods are complementary to formative and summative goals. Empirical methods are popular in usability engineering, human-computer interaction, and other disciplines coinciding user experience design; these methods involve studies of and studies with actual users.