The document discusses evaluation frameworks in interaction design. It introduces key concepts like prototypes, evaluation paradigms, and techniques. Low and high fidelity prototyping are described. Evaluation paradigms include quick and dirty evaluations, usability testing, field studies, and predictive evaluation. Common techniques involve observing, asking, and testing users. The DECIDE framework is presented as a process for planning evaluations by determining goals, exploring questions, choosing techniques, and addressing practical and ethical concerns. Pilot studies are recommended to test evaluation plans.
2. The aims
Explain key evaluation concepts & terms based on
prototyping.
Describe the evaluation paradigms & techniques used
in interaction design.
Discuss the conceptual, practical and ethical issues
that must be considered when planning evaluations.
Introduce the DECIDE framework.
4. What is a prototype?
In other design fields a prototype is a
small-scale model:
a miniature car
a miniature building or town
5. What is a prototype?
In interaction design it can be (among other things):
a series of screen sketches
a storyboard, i.e. a cartoon-like series of scenes
a Powerpoint slide show
a video simulating the use of a system
a cardboard mock-up
a piece of software with limited functionality
written in the target language or in another
language
6. Why prototype?
•Evaluation and feedback are very important to
interaction design
•Stakeholders/client can see, hold, interact with a
prototype more easily than a document or a drawing
•Team members can communicate effectively
•You can test out ideas for yourself
•Prototypes answer questions, and support
designers in choosing between alternatives
8. Low-fidelity Prototyping
•Uses a medium which is unlike the final
medium, e.g. paper, cardboard
•Is quick, cheap and easily changed
•Examples:
sketches of screens, task sequences,
etc
index cards
storyboards
‘Wizard-of-Oz’
9. Storyboards
•Often used with scenarios, bringing more
detail, and a chance to role play
•It is a series of sketches showing how a
user might progress through a task using
the device
•Used early in design
11. •Index cards (3 X 5 inches)
•Each card represents one screen
•Often used in website development
Using index cards
12. ‘Wizard-of-Oz’ prototyping
•The user thinks they are interacting with a
computer, but a developer is responding to
output rather than the system.
•Usually done early in design to understand
users’ expectations
13. High-fidelity prototyping
•Uses materials that you would expect to be in
the final product.
•Prototype looks more like the final system than
a low-fidelity version.
•For a high-fidelity software prototype common
environments include Macromedia Director, Flash,
Visual Basic
•Danger that users think they have a full system
14. Low vs High Fidelity
Type Advantages Disadvantages
Low fidelity prototype •Lower development cost •Limited error checking
•Evaluate multiple design
concept
•Poor detail specification
to code to.
•Address screen layout
issues
•Limited usefulness for
usability test
•Navigational and flow
limitation
High fidelity prototype •Fully interactive •More expensive to
develop
•User driven •Time-consuming to
create
•Clearly defines
navigational scheme
•Developers are reluctant
to change something they
have done for hours
•Look and feel of final
product
15. Compromises in prototyping
•All prototypes involve compromises (give and
take)
•For software-based prototyping maybe there is a
slow response? sketchy icons? limited
functionality?
•Two common types of compromise
• ‘horizontal’: provide a wide range of
functions, but with little detail
• ‘vertical’: provide a lot of detail for only a
few functions
•Compromises in prototypes mustn’t be ignored.
18. “Quick and Dirty”
A common practice in which designers informally get
feedback from users or consultants to confirm that
their ideas are in-line with users’ needs and are liked.
Done any time.
The emphasis is on fast input to the design process
rather than carefully documented findings.
19. Usability Testing
Usability testing involves recording typical users’
performance on typical tasks in controlled settings.
As the users perform these tasks they are watched &
recorded on video & their key presses are logged.
This data is used to calculate performance times,
identify errors & help explain why the users did what
they did.
User satisfaction questionnaires & interviews are
used to elicit users’ opinions.
20. Field Studies
Field studies are done in natural settings
The aim is to understand what users do naturally and
how technology impacts them.
In product design field, field studies can be used to:
Identify opportunities for new technology
Determine design requirements
Decide how best to introduce new technology
Evaluate technology in use.
21. Field Studies
Two Approaches:
Outsider: observing and recording what happens as an
outsider looking in.
Insider: participant in study that explores the details of
what happens in a particular setting.
22. Predictive Evaluation
Experts apply their knowledge of typical users, often
guided by heuristics, to predict usability problems.
Note: heuristics- design principles used in practice
Another approach involves theoretically based
models.
A key feature of predictive evaluation is that users
need not be present
Relatively quick & inexpensive
23. Evaluation Techniques
Observing users
Asking users their opinions
Asking experts their opinions
Testing users’ performance
Modeling users’ task performance to predict
the efficacy of a user interface
25. Asking users their opinions
Questions like:
What do you think about the product?
Does it do what you want?
Do you like it?
Does the aesthetic design appeal to you?
Did you encounter problems?
Would you use it again?
26. Asking experts their opinions
Use heuristics to step through tasks
Typically use role-playing to identify problems
It is inexpensive and quick to ask experts
rather than perform laboratory and field
evaluations
27. User Testing
Usually conducted in a controlled environment
Users perform well-defined tasks
Data can be collected and statistically analyzed
28. Modeling users’ task performance
Model human-computer interaction to predict
the efficiency and problems in the design
This is successful for systems with limited
functionality
29. DECIDE: Framework
Determine the goals the evaluation addresses.
Explore the specific questions to be answered.
Choose the evaluation paradigm and
techniques to answer the questions.
Identify the practical issues.
Decide how to deal with the ethical issues.
Evaluate, interpret and present the data.
30. Determining the Goals
What are the goals of the evaluation?
Who wants it and why?
Goals influence the paradigm for the study.
Some examples of goals:
Check that evaluators have understood user needs
Check to ensure that the final interface is consistent.
Investigate how technology affects working practices.
Improve the usability of an existing product .
31. Explore the Questions
All evaluations need goals & questions to guide them
so time is not wasted on ill-defined studies.
For example, the goal of finding out why many
customers prefer to purchase paper airline tickets
rather than e-tickets can be broken down into sub-
questions:
What are customers’ attitudes to these new tickets?
Are they concerned about security?
Is the interface for obtaining them poor?
32. Choose Evaluation Paradigm and
Techniques
Evaluation Paradigms determine which type of
techniques will be used.
Trade-Offs
Combinations of Techniques
33. Identifying Practical Issues
For example, how to:
Select users
Stay on budget
Staying on schedule
Select evaluators
Select equipment
34. Decide on Ethical Issues
Consideration for peoples rights.
Develop an informed consent form.
Participants have a right to:
know the goals of the study
know what will happen to the findings
know privacy of personal information
not to be quoted without their agreement
leave when they wish
“do unto others only what you would not mind being
done to you”
35. Evaluate, Interpret, and Present Data
How data is analyzed & presented depends on the
paradigm and techniques used.
The following also need to be considered:
Reliability: can the study be replicated?
Validity: is it measuring what you thought?
Biases: is the process creating biases?
Scope: can the findings be generalized?
Ecological validity: is the environment of the
study influencing it
36. Pilot Studies
Pilot Study is a small trial run of the main
study.
Pilot studies are always useful for testing
plans for an evaluation, before launching the
main study
Often evaluators run several pilot studies.
37. Summary
An evaluation paradigm is an approach that is influenced
by particular theories and philosophies.
Five categories of techniques were identified: observing
users, asking users, asking experts, user testing, modeling
users.
The DECIDE framework has six parts:
- Determine the overall goals
- Explore the questions that satisfy the goals
- Choose the paradigm and techniques
- Identify the practical issues
- Decide on the ethical issues
- Evaluate ways to analyze & present data
Do a pilot study