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Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo Web & Media Group
HCI Prototyping
Chapters 26, 4 (p. 69-77), 6.6
Human-Computer Interaction Course 2014: Lecture 4
Why bother
trying out your
ideas?
Check feasibility of ideas with
users
Check the usefulness of the
application
Allow users to contribute to the
design
Validate & negotiate
requirements
Lora Aroyo, Web & Media Group 2
Human-Computer Interaction Course 2014: Lecture 4
Human-Computer Interaction Course 2014: Lecture 4
How to do it?
•  Step 1: creating mockups
•  paper and digital low-fidelity prototypes
•  high-fidelity prototypes
•  Step 2: testing mockups
•  Heuristic evaluation (refers to the entire system)
•  Cognitive walkthrough (refers to a specific task)
•  Thinking aloud (refers to entire systems & specific task)
Lora Aroyo, Web & Media Group 4
Human-Computer Interaction Course 2014: Lecture 4
Low-fidelity Prototypes
•  very coarse-grained
•  fuzzy layouts of general system requirements
•  paper-based and digital
•  sketching
•  screen mockups
•  storyboards
•  used to gather feedback on the basic
functionality or visual layout
Lora Aroyo, Web & Media Group 5
Human-Computer Interaction Course 2014: Lecture 4
Paper Prototypes
•  Sketches and screen mock-ups
•  quick to build
•  easy to run
•  Storyboards
•  sequence of screens focusing on a user action
•  don’t capture every detail, just systems’ major functionality
•  could be limited in scope, more rigidly linear
•  Users love paper prototypes
•  opportunity to contribute to the new design
Lora Aroyo, Web & Media Group 6
Human-Computer Interaction Course 2014: Lecture 4
Paper Prototypes
Lora Aroyo, Web & Media Group 7
Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo, Web & Media Group 8
Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo, Web & Media Group 9
Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo, Web & Media Group 10
Human-Computer Interaction Course 2014: Lecture 4
Human-Computer Interaction Course 2014: Lecture 4
Human-Computer Interaction Course 2014: Lecture 4
Storyboard
Lora Aroyo, Web & Media Group 13
Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo, Web & Media Group 14
Human-Computer Interaction Course 2014: Lecture 4
Human-Computer Interaction Course 2014: Lecture 4
Human-Computer Interaction Course 2014: Lecture 4
Wireframes
Lora Aroyo, Web & Media Group 17
Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo, Web & Media Group 18
Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo, Web & Media Group 19
Human-Computer Interaction Course 2014: Lecture 4
Human-Computer Interaction Course 2014: Lecture 4
Mockup Review Form (1/2)
Human-Computer Interaction Course 2014: Lecture 4
Mockup Review Form (2/2)
Human-Computer Interaction Course 2014: Lecture 4
Advantages and Disadvantages of
Low-Fidelity Prototypes
Lora Aroyo, Web & Media Group 23
Human-Computer Interaction Course 2014: Lecture 4
High-fidelity Prototypes
•  fine-grained
•  highly elaborate and polished digital versions of
the system
•  used to gather detailed information on the
processes involved in traversing several parts
of the system, or a subset of tasks
Lora Aroyo, Web & Media Group 24
Human-Computer Interaction Course 2014: Lecture 4
Advantages and Disadvantages of
High-Fidelity Prototypes
Lora Aroyo, Web & Media Group 25
Human-Computer Interaction Course 2014: Lecture 4
Draft System Model
Draft 1: Greatest number of mockups
Widest diversity of style across mockups
Draft 2: Reduced number of mockups; less
diversity among choices based on feedback from
previous draft
Draft 3: Further reduced
number of mockups; little
diversity among choices in
previous draft
Final Draft:
single option
refined and
ready for production
Lora Aroyo, Web & Media Group 26
Human-Computer Interaction Course 2014: Lecture 4
USABILITY INSPECTION
METHODS
Lora Aroyo, Web & Media Group 27
Human-Computer Interaction Course 2014: Lecture 4
Usability Inspection Methods (1/2)
•  Heuristic evaluation (most informal method)
•  Cognitive walkthrough
•  simulates user's problem-solving process at each
step through the dialogue
•  Pluralistic walkthrough (group meetings)
•  users, developers, and human factors people step through a
scenario, discussing each dialogue element
Lora Aroyo, Web & Media Group 28
Human-Computer Interaction Course 2014: Lecture 4
Usability Inspection Methods (2/2)
•  Feature inspection
•  steps not natural for users & require extensive
knowledge/experience in order to assess a proposed
feature set
•  Consistency inspection
•  Standards inspection
•  Formal usability inspection
•  a six-step procedure with strictly defined roles
•  with elements of both heuristic evaluation and a
simplified form of cognitive walkthroughs.
Lora Aroyo, Web & Media Group 29
Human-Computer Interaction Course 2014: Lecture 4
COGNITIVE WALKTHROUGH
AND THINKING ALOUD WITH
PROTOTYPES
Lora Aroyo, Web & Media Group 30
Human-Computer Interaction Course 2014: Lecture 4
What Is a Cognitive Walkthrough?
•  step by step execution (evaluation) of
selected typical tasks with a system
•  keep an eye out for certain problems
that often arise, especially with beginning
users
•  Discover mismatches between HOW the
user thinks about a task, and HOW the
UI designer thinks about the same task
Lora Aroyo, Web & Media Group 31
Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo, Web & Media Group 32
Human-Computer Interaction Course 2014: Lecture 4
https://www.youtube.com/watch?v=BNO5OkA0R44
Human-Computer Interaction Course 2014: Lecture 4
Cognitive Walkthrough Procedure
•  Step 0: Write down all the steps in the task
•  For each action in the task do three steps:
•  Step 1: Explore object, prototype, or task scenario
for the action that might enable him to perform the
task
•  Step 2: Select the action that appears to match most
closely with what he is doing
•  Step 3: Interpret the system’s response and assess
if any progress is made towards completing the task
Lora Aroyo, Web & Media Group 34
Human-Computer Interaction Course 2014: Lecture 4
For each action of the task in step 0
•  evaluators try to answer the following questions:
•  During step 1:
•  How does the user know what to do next?
•  Is the correct action sufficiently evident to the user (can the
user recognize it?)
•  does the user have to recall what to do from memory?
•  During step 2:
•  Will the user connect the description of the correct action with
what he is trying to do?
•  During step 3:
•  Choose an action based on the system’s response – will the
user know if he has made a right/wrong choice?
Lora Aroyo, Web & Media Group 35
Human-Computer Interaction Course 2014: Lecture 4
What is Thinking Aloud?
•  Basic idea
•  You ask your participant to verbalize all of the
thoughts that come into their mind
•  But they are not supposed to express any ideas
that would not spontaneously occur to them if they
were not thinking aloud
•  Positive example: "Create − Gee, I wonder
what that means!“
•  Negative example: "I don’t entirely understand
the label Create; maybe it’s because the object
of the verb is missing“
Lora Aroyo, Web & Media Group 36
Human-Computer Interaction Course 2014: Lecture 4
Preparation Exercise
•  Conduct a cognitive walkthrough for one task in
your target application
•  You will observe how another student working
on other target application tries to perform the
task that you have analyzed
•  The fellow student will think aloud in the process
Lora Aroyo, Web & Media Group 37
Human-Computer Interaction Course 2014: Lecture 4
Part 1: Select an Appropriate Task
•  Hints
•  It can be quite a simple, limited task
•  It should be straightforward enough so that you can give the task
to your fellow student who works on other target application
•  Part of system
•  what part of your system will the following analysis refer to?
•  Task
•  sketch here the task that you will analyse with the forms on the
following sheets
Human-Computer Interaction Course 2014: Lecture 4
Part 2: Conduct the Cognitive Walkthrough
•  Make notes, answering the questions in turn
•  Although it is possible and customary for a single
person to conduct a cognitive walkthrough, you
can decide whether each member of your group
does it individually or if you do it together
•  In either cases, try to learn from any differences
in the assessments that the group members
make with respect to individual questions
Human-Computer Interaction Course 2014: Lecture 4
Form: Analysis of a Single User Action
•  Action
•  what is the next action (or step) that the user has to perform?
•  Checks
•  1. Will users be trying to produce the result of this next action?
•  i.e., regardless of whether they know how to achieve this result, will
they at least know that they are supposed to achieve this result?
•  2. Will users see the control (button, menu, switch, etc.) for the
action?
•  3. Once users see the control, will they recognize that it
produces the result they want?
•  4. After the correct action is taken, will the users understand the
feedback they get, so they can go on to the next action with
confidence?
Human-Computer Interaction Course 2014: Lecture 4
Part 3: Observe a User Thinking Aloud
•  Basic idea
•  invite a fellow student working on another target application to
perform your task while thinking aloud
•  Instructions
•  1. Explain to him/her the task that are to be performed
•  Examples
•  "Find out what (possibly indirect) relationships exist between the
artists Monet and Manet“
•  "In this page about Rembrandt, annotate the fact that he was born
in the city of Delft“
•  2. If necessary, give him/her any hints that they may need to get
started, but don’t tell them exactly how to perform the task
Human-Computer Interaction Course 2014: Lecture 4
Part 3: Observe a User Thinking Aloud
3. As the user performs the task and think aloud,
make a note on anything, that he/she says or
do, that seems interesting, problematic, or
unexpected
4. When he/she is finished, go back to the forms
that you filled in for the cognitive walkthrough
•  For each sheet that corresponds to an individual
action, make a note at the end about anything that
you learned from the thinking aloud observation about
the problems that can arise with that action
Human-Computer Interaction Course 2014: Lecture 4
HEURISTIC EVALUATION OF
PROTOTYPES
Lora Aroyo, Web & Media Group 43
Human-Computer Interaction Course 2014: Lecture 4
Goal of Heuristic Evaluation
•  to find usability problems early in the design
•  ideally, each potential usability problem is
assigned to one or more heuristics to help
facilitate fixing the problem
•  estimate the degree to which each usability
issue potentially could impede user performance
or acceptance.
Lora Aroyo, Web & Media Group 44
Human-Computer Interaction Course 2014: Lecture 4
Heuristic Evaluation
•  Inspection of entire system - whether it complies
with design principles (heuristics)
•  Nielsen’s heuristics (1993)
•  conducted by a small set (one to four) of evaluators
•  evaluators independently examine user interface
•  Choosing the ‘inspectors’
•  domain experts
•  non-experts
•  developers
•  usability experts
Lora Aroyo, Web & Media Group 45
Human-Computer Interaction Course 2014: Lecture 4
Nielsen’s Heuristics (1993)
1.  Visibility of system status
2.  Match between system and the real world
3.  User control and freedom
4.  Consistency and standards
5.  Error prevention
6.  Recognition rather then recall
7.  Flexibility and efficiency of use
8.  Aesthetics and minimalist design
9.  Help users recognize, diagnose and recover from
errors
10. Help and documentation
•  http://www.usability.gov/methods/heuristiceval.html
Lora Aroyo, Web & Media Group 46
Human-Computer Interaction Course 2014: Lecture 4
Examples
•  Problem: “stop” function is not available in some
screens
•  Solution:
1.  Explain why, or
2.  Add function
3.  It was there, but named differently
•  Problem: use of inconsistent typography in the form of
upper/lower case formats and fonts
•  Solution: pick a single typographical format for the entire
interface
Lora Aroyo, Web & Media Group 47
Human-Computer Interaction Course 2014: Lecture 4
Conducting a Heuristic Evaluation
•  Prepare a task with the system
•  Inspector follows task steps with system - reviews task
description and heuristics
•  in this way you could predict what users might do
•  it misses out on system parts not involved in this task
•  You could also check each screen or sequence
against the heuristics
•  it’s useful to plan the sequence in advance and make sure that
each inspector is looking at the same screen
•  Prepare a data collection form for each inspector
Lora Aroyo, Web & Media Group 48
Human-Computer Interaction Course 2014: Lecture 4
Task scenario: 1
Evaluator’s Name: John
Inspector’s Name:
George
Session Date: 15/09/07
Session Start Time: 9:30
Session End Time: 10:30
Location in
the task
description
Heuristics
violated
Usability
defect
description
Inspector’s
comments regarding
the usability detect
Search
results
presented
Help and
documentation
The user is not
guided through
the organization
of the search
results
The user would like to
know how are the
results organized (to
have their meaning
explained)
Data Collection Form
Lora Aroyo, Web & Media Group 49
Human-Computer Interaction Course 2014: Lecture 4
Task scenario: 1
Evaluator’s Name: John
Inspector’s Name: George
Review Meeting Date:
20/09/2007
Usability defect Inspector’s
comments on the
usability defect
Severity
rating
Recommendations
The user does
not have
explanation of
the results
clustering and
ranking
The user would like
to know how are
the results
clustered and
ranked
Medium Add a mouse-over
indicator of the rank
of each search
result; Add an
explanation to each
cluster
Data Interpretation Form
Lora Aroyo, Web & Media Group 50
Human-Computer Interaction Course 2014: Lecture 4
Severity of a usability problem
•  frequency with which the problem occurs:
•  Is it common or rare?
•  impact of the problem if it occurs:
•  Will it be easy or difficult for the users to overcome?
•  persistence of the problem:
•  Is it a one-time problem that users can overcome
once they know about it or will users repeatedly be
bothered by the problem?
Lora Aroyo, Web & Media Group 51
Human-Computer Interaction Course 2014: Lecture 4
Severity of a usability problem
•  0 = not a usability problem at all
•  1 = cosmetic problem only: fixed if extra time
is available on project
•  2 = minor usability problem: fix it, low priority
•  3 = major usability problem: important to fix,
high priority
•  4 = usability catastrophe: imperative to fix this
before product can be released
Lora Aroyo, Web & Media Group 52
Human-Computer Interaction Course 2014: Lecture 4
Assisted vs. not assisted evaluation
•  If the system is intended for the general
population, or if evaluators are domain experts
•  let evaluators use it without assistance
•  If the system is domain-dependent & evaluators
are fairly naive with respect to the domain
•  assist evaluators to enable them to use the interface
•  follow typical usage scenario with various steps a
user performs a sample set of realistic tasks
Lora Aroyo, Web & Media Group 53
Human-Computer Interaction Course 2014: Lecture 4
Heuristic Evaluation Benefits
•  Inspection could be less expensive than
user observation
•  During inspection, inspectors recommend
solutions
•  It could be annoying to discover large
numbers of obvious design problems during
user observations
Lora Aroyo, Web & Media Group 54
Human-Computer Interaction Course 2014: Lecture 4
Heuristic Evaluation Limitations
•  Do not involve real prospective users (real
users find heuristics difficult to understand)
•  Some defects are more important to the
inspector than to the real users
(inspector’s own biases)
•  If the inspectors have insufficient task and
domain knowledge, it might affect the
validity of the evaluation
Lora Aroyo, Web & Media Group 55
Human-Computer Interaction Course 2014: Lecture 4
IN SUMMARY
Lora Aroyo, Web & Media Group 56
Human-Computer Interaction Course 2014: Lecture 4
Lora Aroyo, Web & Media Group 57
Human-Computer Interaction Course 2014: Lecture 4
Always keepthe users inthe loop!
Keep Iterating
and Re-
designing!
Lora Aroyo, Web & Media Group 58
Human-Computer Interaction Course 2014: Lecture 4
Feedback Assignment 1
Style & Clarity
•  Use numbers (and captions) for tables & figures; refer
with those numbers to tables & figures in the text
•  Use ALWAYS an explanatory text for tables & figures
•  Include TOC, Introduction and Conclusions for your
document. Conclusions should summarize what is the
main result of your work, also mention if there were
some problems.
•  Include always group #, group member names and
document name (e.g. assignment 1) in the title page of
the document
Lora Aroyo, Web & Media Group 59
Human-Computer Interaction Course 2014: Lecture 4
Feedback Assignment 1
Data Collection
•  Include the setting description, activity diary
•  Include conclusions of the results of the interview and
questionnaires, e.g. what were the most important points
you got from them (and what are the things you didn’t
manage to collect but hoped to)
•  Raw data in excel sheet (preferably online, e.g. Google
document URL in a footnote)
Task Objects
•  Include Objects in the container descriptions, e.g.
programs, channels, users
Task Sequences
•  Define clear task sequences for each task
Lora Aroyo, Web & Media Group 60
Human-Computer Interaction Course 2014: Lecture 4
Feedback Assignment 1
Non-functional HCI requirements
•  Accessibility and privacy
•  What happens when multiple people are trying to
perform one of your tasks?
•  How do you protect private devices?
•  Is the device shared, or personal?
•  Does your target group have accessibility problems?
Lora Aroyo, Web & Media Group 61

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Lecture 4: Human-Computer Interaction: Prototyping (2014)

  • 1. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo Web & Media Group HCI Prototyping Chapters 26, 4 (p. 69-77), 6.6
  • 2. Human-Computer Interaction Course 2014: Lecture 4 Why bother trying out your ideas? Check feasibility of ideas with users Check the usefulness of the application Allow users to contribute to the design Validate & negotiate requirements Lora Aroyo, Web & Media Group 2
  • 4. Human-Computer Interaction Course 2014: Lecture 4 How to do it? •  Step 1: creating mockups •  paper and digital low-fidelity prototypes •  high-fidelity prototypes •  Step 2: testing mockups •  Heuristic evaluation (refers to the entire system) •  Cognitive walkthrough (refers to a specific task) •  Thinking aloud (refers to entire systems & specific task) Lora Aroyo, Web & Media Group 4
  • 5. Human-Computer Interaction Course 2014: Lecture 4 Low-fidelity Prototypes •  very coarse-grained •  fuzzy layouts of general system requirements •  paper-based and digital •  sketching •  screen mockups •  storyboards •  used to gather feedback on the basic functionality or visual layout Lora Aroyo, Web & Media Group 5
  • 6. Human-Computer Interaction Course 2014: Lecture 4 Paper Prototypes •  Sketches and screen mock-ups •  quick to build •  easy to run •  Storyboards •  sequence of screens focusing on a user action •  don’t capture every detail, just systems’ major functionality •  could be limited in scope, more rigidly linear •  Users love paper prototypes •  opportunity to contribute to the new design Lora Aroyo, Web & Media Group 6
  • 7. Human-Computer Interaction Course 2014: Lecture 4 Paper Prototypes Lora Aroyo, Web & Media Group 7
  • 8. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo, Web & Media Group 8
  • 9. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo, Web & Media Group 9
  • 10. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo, Web & Media Group 10
  • 13. Human-Computer Interaction Course 2014: Lecture 4 Storyboard Lora Aroyo, Web & Media Group 13
  • 14. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo, Web & Media Group 14
  • 17. Human-Computer Interaction Course 2014: Lecture 4 Wireframes Lora Aroyo, Web & Media Group 17
  • 18. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo, Web & Media Group 18
  • 19. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo, Web & Media Group 19
  • 21. Human-Computer Interaction Course 2014: Lecture 4 Mockup Review Form (1/2)
  • 22. Human-Computer Interaction Course 2014: Lecture 4 Mockup Review Form (2/2)
  • 23. Human-Computer Interaction Course 2014: Lecture 4 Advantages and Disadvantages of Low-Fidelity Prototypes Lora Aroyo, Web & Media Group 23
  • 24. Human-Computer Interaction Course 2014: Lecture 4 High-fidelity Prototypes •  fine-grained •  highly elaborate and polished digital versions of the system •  used to gather detailed information on the processes involved in traversing several parts of the system, or a subset of tasks Lora Aroyo, Web & Media Group 24
  • 25. Human-Computer Interaction Course 2014: Lecture 4 Advantages and Disadvantages of High-Fidelity Prototypes Lora Aroyo, Web & Media Group 25
  • 26. Human-Computer Interaction Course 2014: Lecture 4 Draft System Model Draft 1: Greatest number of mockups Widest diversity of style across mockups Draft 2: Reduced number of mockups; less diversity among choices based on feedback from previous draft Draft 3: Further reduced number of mockups; little diversity among choices in previous draft Final Draft: single option refined and ready for production Lora Aroyo, Web & Media Group 26
  • 27. Human-Computer Interaction Course 2014: Lecture 4 USABILITY INSPECTION METHODS Lora Aroyo, Web & Media Group 27
  • 28. Human-Computer Interaction Course 2014: Lecture 4 Usability Inspection Methods (1/2) •  Heuristic evaluation (most informal method) •  Cognitive walkthrough •  simulates user's problem-solving process at each step through the dialogue •  Pluralistic walkthrough (group meetings) •  users, developers, and human factors people step through a scenario, discussing each dialogue element Lora Aroyo, Web & Media Group 28
  • 29. Human-Computer Interaction Course 2014: Lecture 4 Usability Inspection Methods (2/2) •  Feature inspection •  steps not natural for users & require extensive knowledge/experience in order to assess a proposed feature set •  Consistency inspection •  Standards inspection •  Formal usability inspection •  a six-step procedure with strictly defined roles •  with elements of both heuristic evaluation and a simplified form of cognitive walkthroughs. Lora Aroyo, Web & Media Group 29
  • 30. Human-Computer Interaction Course 2014: Lecture 4 COGNITIVE WALKTHROUGH AND THINKING ALOUD WITH PROTOTYPES Lora Aroyo, Web & Media Group 30
  • 31. Human-Computer Interaction Course 2014: Lecture 4 What Is a Cognitive Walkthrough? •  step by step execution (evaluation) of selected typical tasks with a system •  keep an eye out for certain problems that often arise, especially with beginning users •  Discover mismatches between HOW the user thinks about a task, and HOW the UI designer thinks about the same task Lora Aroyo, Web & Media Group 31
  • 32. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo, Web & Media Group 32
  • 33. Human-Computer Interaction Course 2014: Lecture 4 https://www.youtube.com/watch?v=BNO5OkA0R44
  • 34. Human-Computer Interaction Course 2014: Lecture 4 Cognitive Walkthrough Procedure •  Step 0: Write down all the steps in the task •  For each action in the task do three steps: •  Step 1: Explore object, prototype, or task scenario for the action that might enable him to perform the task •  Step 2: Select the action that appears to match most closely with what he is doing •  Step 3: Interpret the system’s response and assess if any progress is made towards completing the task Lora Aroyo, Web & Media Group 34
  • 35. Human-Computer Interaction Course 2014: Lecture 4 For each action of the task in step 0 •  evaluators try to answer the following questions: •  During step 1: •  How does the user know what to do next? •  Is the correct action sufficiently evident to the user (can the user recognize it?) •  does the user have to recall what to do from memory? •  During step 2: •  Will the user connect the description of the correct action with what he is trying to do? •  During step 3: •  Choose an action based on the system’s response – will the user know if he has made a right/wrong choice? Lora Aroyo, Web & Media Group 35
  • 36. Human-Computer Interaction Course 2014: Lecture 4 What is Thinking Aloud? •  Basic idea •  You ask your participant to verbalize all of the thoughts that come into their mind •  But they are not supposed to express any ideas that would not spontaneously occur to them if they were not thinking aloud •  Positive example: "Create − Gee, I wonder what that means!“ •  Negative example: "I don’t entirely understand the label Create; maybe it’s because the object of the verb is missing“ Lora Aroyo, Web & Media Group 36
  • 37. Human-Computer Interaction Course 2014: Lecture 4 Preparation Exercise •  Conduct a cognitive walkthrough for one task in your target application •  You will observe how another student working on other target application tries to perform the task that you have analyzed •  The fellow student will think aloud in the process Lora Aroyo, Web & Media Group 37
  • 38. Human-Computer Interaction Course 2014: Lecture 4 Part 1: Select an Appropriate Task •  Hints •  It can be quite a simple, limited task •  It should be straightforward enough so that you can give the task to your fellow student who works on other target application •  Part of system •  what part of your system will the following analysis refer to? •  Task •  sketch here the task that you will analyse with the forms on the following sheets
  • 39. Human-Computer Interaction Course 2014: Lecture 4 Part 2: Conduct the Cognitive Walkthrough •  Make notes, answering the questions in turn •  Although it is possible and customary for a single person to conduct a cognitive walkthrough, you can decide whether each member of your group does it individually or if you do it together •  In either cases, try to learn from any differences in the assessments that the group members make with respect to individual questions
  • 40. Human-Computer Interaction Course 2014: Lecture 4 Form: Analysis of a Single User Action •  Action •  what is the next action (or step) that the user has to perform? •  Checks •  1. Will users be trying to produce the result of this next action? •  i.e., regardless of whether they know how to achieve this result, will they at least know that they are supposed to achieve this result? •  2. Will users see the control (button, menu, switch, etc.) for the action? •  3. Once users see the control, will they recognize that it produces the result they want? •  4. After the correct action is taken, will the users understand the feedback they get, so they can go on to the next action with confidence?
  • 41. Human-Computer Interaction Course 2014: Lecture 4 Part 3: Observe a User Thinking Aloud •  Basic idea •  invite a fellow student working on another target application to perform your task while thinking aloud •  Instructions •  1. Explain to him/her the task that are to be performed •  Examples •  "Find out what (possibly indirect) relationships exist between the artists Monet and Manet“ •  "In this page about Rembrandt, annotate the fact that he was born in the city of Delft“ •  2. If necessary, give him/her any hints that they may need to get started, but don’t tell them exactly how to perform the task
  • 42. Human-Computer Interaction Course 2014: Lecture 4 Part 3: Observe a User Thinking Aloud 3. As the user performs the task and think aloud, make a note on anything, that he/she says or do, that seems interesting, problematic, or unexpected 4. When he/she is finished, go back to the forms that you filled in for the cognitive walkthrough •  For each sheet that corresponds to an individual action, make a note at the end about anything that you learned from the thinking aloud observation about the problems that can arise with that action
  • 43. Human-Computer Interaction Course 2014: Lecture 4 HEURISTIC EVALUATION OF PROTOTYPES Lora Aroyo, Web & Media Group 43
  • 44. Human-Computer Interaction Course 2014: Lecture 4 Goal of Heuristic Evaluation •  to find usability problems early in the design •  ideally, each potential usability problem is assigned to one or more heuristics to help facilitate fixing the problem •  estimate the degree to which each usability issue potentially could impede user performance or acceptance. Lora Aroyo, Web & Media Group 44
  • 45. Human-Computer Interaction Course 2014: Lecture 4 Heuristic Evaluation •  Inspection of entire system - whether it complies with design principles (heuristics) •  Nielsen’s heuristics (1993) •  conducted by a small set (one to four) of evaluators •  evaluators independently examine user interface •  Choosing the ‘inspectors’ •  domain experts •  non-experts •  developers •  usability experts Lora Aroyo, Web & Media Group 45
  • 46. Human-Computer Interaction Course 2014: Lecture 4 Nielsen’s Heuristics (1993) 1.  Visibility of system status 2.  Match between system and the real world 3.  User control and freedom 4.  Consistency and standards 5.  Error prevention 6.  Recognition rather then recall 7.  Flexibility and efficiency of use 8.  Aesthetics and minimalist design 9.  Help users recognize, diagnose and recover from errors 10. Help and documentation •  http://www.usability.gov/methods/heuristiceval.html Lora Aroyo, Web & Media Group 46
  • 47. Human-Computer Interaction Course 2014: Lecture 4 Examples •  Problem: “stop” function is not available in some screens •  Solution: 1.  Explain why, or 2.  Add function 3.  It was there, but named differently •  Problem: use of inconsistent typography in the form of upper/lower case formats and fonts •  Solution: pick a single typographical format for the entire interface Lora Aroyo, Web & Media Group 47
  • 48. Human-Computer Interaction Course 2014: Lecture 4 Conducting a Heuristic Evaluation •  Prepare a task with the system •  Inspector follows task steps with system - reviews task description and heuristics •  in this way you could predict what users might do •  it misses out on system parts not involved in this task •  You could also check each screen or sequence against the heuristics •  it’s useful to plan the sequence in advance and make sure that each inspector is looking at the same screen •  Prepare a data collection form for each inspector Lora Aroyo, Web & Media Group 48
  • 49. Human-Computer Interaction Course 2014: Lecture 4 Task scenario: 1 Evaluator’s Name: John Inspector’s Name: George Session Date: 15/09/07 Session Start Time: 9:30 Session End Time: 10:30 Location in the task description Heuristics violated Usability defect description Inspector’s comments regarding the usability detect Search results presented Help and documentation The user is not guided through the organization of the search results The user would like to know how are the results organized (to have their meaning explained) Data Collection Form Lora Aroyo, Web & Media Group 49
  • 50. Human-Computer Interaction Course 2014: Lecture 4 Task scenario: 1 Evaluator’s Name: John Inspector’s Name: George Review Meeting Date: 20/09/2007 Usability defect Inspector’s comments on the usability defect Severity rating Recommendations The user does not have explanation of the results clustering and ranking The user would like to know how are the results clustered and ranked Medium Add a mouse-over indicator of the rank of each search result; Add an explanation to each cluster Data Interpretation Form Lora Aroyo, Web & Media Group 50
  • 51. Human-Computer Interaction Course 2014: Lecture 4 Severity of a usability problem •  frequency with which the problem occurs: •  Is it common or rare? •  impact of the problem if it occurs: •  Will it be easy or difficult for the users to overcome? •  persistence of the problem: •  Is it a one-time problem that users can overcome once they know about it or will users repeatedly be bothered by the problem? Lora Aroyo, Web & Media Group 51
  • 52. Human-Computer Interaction Course 2014: Lecture 4 Severity of a usability problem •  0 = not a usability problem at all •  1 = cosmetic problem only: fixed if extra time is available on project •  2 = minor usability problem: fix it, low priority •  3 = major usability problem: important to fix, high priority •  4 = usability catastrophe: imperative to fix this before product can be released Lora Aroyo, Web & Media Group 52
  • 53. Human-Computer Interaction Course 2014: Lecture 4 Assisted vs. not assisted evaluation •  If the system is intended for the general population, or if evaluators are domain experts •  let evaluators use it without assistance •  If the system is domain-dependent & evaluators are fairly naive with respect to the domain •  assist evaluators to enable them to use the interface •  follow typical usage scenario with various steps a user performs a sample set of realistic tasks Lora Aroyo, Web & Media Group 53
  • 54. Human-Computer Interaction Course 2014: Lecture 4 Heuristic Evaluation Benefits •  Inspection could be less expensive than user observation •  During inspection, inspectors recommend solutions •  It could be annoying to discover large numbers of obvious design problems during user observations Lora Aroyo, Web & Media Group 54
  • 55. Human-Computer Interaction Course 2014: Lecture 4 Heuristic Evaluation Limitations •  Do not involve real prospective users (real users find heuristics difficult to understand) •  Some defects are more important to the inspector than to the real users (inspector’s own biases) •  If the inspectors have insufficient task and domain knowledge, it might affect the validity of the evaluation Lora Aroyo, Web & Media Group 55
  • 56. Human-Computer Interaction Course 2014: Lecture 4 IN SUMMARY Lora Aroyo, Web & Media Group 56
  • 57. Human-Computer Interaction Course 2014: Lecture 4 Lora Aroyo, Web & Media Group 57
  • 58. Human-Computer Interaction Course 2014: Lecture 4 Always keepthe users inthe loop! Keep Iterating and Re- designing! Lora Aroyo, Web & Media Group 58
  • 59. Human-Computer Interaction Course 2014: Lecture 4 Feedback Assignment 1 Style & Clarity •  Use numbers (and captions) for tables & figures; refer with those numbers to tables & figures in the text •  Use ALWAYS an explanatory text for tables & figures •  Include TOC, Introduction and Conclusions for your document. Conclusions should summarize what is the main result of your work, also mention if there were some problems. •  Include always group #, group member names and document name (e.g. assignment 1) in the title page of the document Lora Aroyo, Web & Media Group 59
  • 60. Human-Computer Interaction Course 2014: Lecture 4 Feedback Assignment 1 Data Collection •  Include the setting description, activity diary •  Include conclusions of the results of the interview and questionnaires, e.g. what were the most important points you got from them (and what are the things you didn’t manage to collect but hoped to) •  Raw data in excel sheet (preferably online, e.g. Google document URL in a footnote) Task Objects •  Include Objects in the container descriptions, e.g. programs, channels, users Task Sequences •  Define clear task sequences for each task Lora Aroyo, Web & Media Group 60
  • 61. Human-Computer Interaction Course 2014: Lecture 4 Feedback Assignment 1 Non-functional HCI requirements •  Accessibility and privacy •  What happens when multiple people are trying to perform one of your tasks? •  How do you protect private devices? •  Is the device shared, or personal? •  Does your target group have accessibility problems? Lora Aroyo, Web & Media Group 61