Formative evaluation involves getting user feedback during the development process to improve an interactive learning environment (ILE). This document discusses three key methods of formative evaluation: expert review, user review, and usability testing. User review involves getting feedback from users through one-on-one observations and small group trials of prototypes to identify strengths, weaknesses, and needed improvements. Usability testing directly observes representative users attempting typical tasks to evaluate ease of use and identify usability issues. Both methods provide valuable feedback to refine the ILE before full implementation.
Arrogance or Apathy: The Need for Formative Evaluation + Current & Emerging Strategies
1. Arrogance or
Apathy?
The need for formative evaluation
+ current & emerging strategies
Michael M. Grant, PhD
University of South Carolina
michaelmgrant@sc.edu
Michael M. Grant 2015
2. Michael M. Grant
The University of South Carolina
http://viral-notebook.com
@michaelmgrant
3. Arrogance or Apathy?
We just
don’t have
time to do
evaluation.
Our HR
folks
won’t let
us do
evals.
There’s really no
point because
we’re going to
deploy it anyways.
It’s just not going to make a
difference.
We don’t have
access to
testers.
Our
managers
don’t
care.
We’re just
doing it for
compliance.
12. Level 5:
ROI
Level 4:
Organization
Level 3: Transfer
Level 2: Learning
Level 1: Reaction
Kirkpatrick Levels
(TrainingMag, 2013)
97%
94%
94%
88%
71%
in practice
Training Magazine Top 125 Companies in 2013
14. Level 4 and Level 5
Level
5:
ROI
Level
4:
Organiza2on
How
do
we
measure
the
impact
on
business?
How
do
we
measure
the
return
on
investment?
15. Level 4 and Level 5
Level
5:
ROI
Level
4:
Organiza2on
How
do
we
measure
the
impact
on
business?
How
do
we
measure
the
return
on
investment?
Compares
benefits
to
cost/
Benefit
Cost
ra2o:
ROI(%)
=
Net
Monetary
Benefits
x
100
Program
costs
Measures
changes
in
business
impact
variables
(
produc2vity,
incidents,
compliance
discrepancies,
customer
service,
etc,.
16. Effectiveness Evaluation
Activities include field tests,
observations, interviews and
performance assessments.
Purpose? Determine whether
the ILE accomplishes its
objectives within the immediate
or short-term context of its
implementation.
20. “Vote early and often.”
The sooner formative
evaluation is conducted
during development, the
more likely that substantive
improvements will be made
and costly errors avoided.
— Reeves & Hedberg (2003),
p. 142
22. Questions for Evaluation
1. What are the logistical
requirements for
implementing the ILE?
– Hardware
– Software
– Adjunct materials
– Help and support
2. What are the user
reactions to the ILE?
– Appeal
– Motivation
– Usability
– Comprehension
3. What are the trainer/
instructor reactions to the
ILE?
– Appeal
– Utility
4. What are the expert
reactions to the ILE?
– Content
– Instructional design
– Human-computer interface
– Aesthetics
5. What corrections must be
made to the ILE?
6. What enhancements can
be made to the ILE?
23. Data Collection Matrix
Methods
1. What are the
logistical
requirements?
2. What
are user
reactions
?
3. What
are trainer
reactions?
4. What are
expert
reactions?
5. What
corrections
must be
made?
6. What
enhancements
can be made?
Anecdotal
records X X X X X
User
questionnaires X X X X
User
interviews X X X X
User focus
groups X X X
Usability
observations X X X X
Online data
collection X X
Expert reviews
X X X
27. from
Tripp,
S.,
&
Bichelmeyer,
B.
(1990)
Rapid Prototyping
Contemporary
Development Models
28. Contemporary
Development Models
• Originated in manufacturing
• ID hijacked from software
development
• Focused on development
primarily
• Types of prototypes
§ Look-and-feel: colors,
effects, gross screen
layouts
§ Media: use of sound effects,
narration, 3D illustrations,
video, etc.
§ Navigation: move through
sections, access support
(glossary, calculator, etc.)
§ Interactivity: content,
activities, feedback
Rapid Prototyping
29. Contemporary
Development Models
1. Active user involvement
is imperative
2. The team must be
empowered to make
decisions
3. Requirements evolve but
the timescale is fixed
4. Capture requirements at
a high level; lightweight &
visual
5. Develop small,
incremental releases
and iterate
6. Focus on frequent
delivery of products
7. Complete each feature
before moving on to the
next
8. Apply the 80/20 rule
9. Testing is integrated
throughout the project
lifecycle – test early and
often
10. A collaborative &
cooperative approach
between all stakeholders
is essential
Agile Software Development
30. What to consider with
effectiveness . . .
• An approved evaluation plan
– e.g., union, stakeholders, management
• Feasibility
• Reliability
• Validity
• Implementation logs
31. “Training evaluation provides the
data needed to demonstrate that
training does provide benefits to
the company.”
(p. 311, R. Krishnaveni, 2008)
32. “Vote early and often.”
The
sooner
forma6ve
evalua6on
is
conducted
during
development,
the
more
likely
that
substan6ve
improvements
will
be
made
and
costly
errors
avoided.
(Reeves
&
Hedberg,
2003,
p.
142)
34. “Experts are anyone with
specialized knowledge that
is relevant to the design of
your interactive learning
environment.”
(Reeves & Hedberg, 2003, p. 145)
39. User review in
development
1-on-1 Observations
• Prototype Revision 1
• Try-out impressions;
obvious flaws;
examples/scenarios
• 2 to 3 people
• Instruments
– Observation Notes Form
– Interview Protocol
– Attitude Survey
Small Group Trials
• Prototype Revision 2
• Identify strengths and
weaknesses
• 3 to 4 people
• Instruments
– Observation Notes Form
– Attitude Survey
– Interview Protocol
– Posttest/Learner
Performance
Observations from one-on-ones and small groups
40. User review in
development
In a contemporary model, users are likely involved early and through
multiple iterations and multiple prototypes.
42. Two Major Methods to
Evaluate Usability
Heuristic Evaluation
• Quick
• Expert Analyses
• No user involvement
User Testing
• Finds more problems
• User involvement increases
validity
• Seeing problems has a huge
impact on developers
44. “At least 90% of all
commercial Web sites are
overly difficult to use ….
the average outcome of Web
usability studies is that test users fail
when they try to perform a test task
on the Web. Thus, when you try
something new on the Web, the
expected outcome is failure.
— Jakob Nielsen
45. Nielsen Web Usability
Rules
1. Visibility of system
status
2. Match between
system and real
world
3. User control and
freedom
4. Consistency and
standards
5. Error prevention
6. Recognition rather
than recall
7. Flexibility and
efficiency of use
8. Help users recognize,
diagnose, and
recover from errors
9. Help and
documentation
10. Aesthetic and
minimalist design
46. • Ease of learning - How fast can a user who has never
seen the user interface before learn it sufficiently well to
accomplish basic tasks?
• Efficiency of use - Once an experienced user has
learned to use the system, how fast can he or she
accomplish tasks?
• Memorability - If a user has used the system before, can
he or she remember enough to use it effectively the next
time or does the user have to start over again learning
everything?
• Error frequency and severity - How often do users
make errors while using the system, how serious are these
errors, and how do users recover from these errors?
• Subjective satisfaction - How much does the user like
using the system?
47.
48. Heuristic Evaluation
Process
1. Several experts
individually
compare a product
to a set of usability
heuristics
2. Violations of the
heuristics are
evaluated for their
severity and extent
suggested
solutions
3. At a group meeting,
violation reports
are categorized
and assigned
4. average severity
ratings, extents,
heuristics violated,
description of
opportunity for
improvement
49. Heuristic Evaluation
Comparisons
Advantages
• Quick: Do not need
to find or schedule
users
• Easy to review
problem areas many
times
• Inexpensive: No
fancy equipment
Disadvantages
• Validity: No users
involved
• Finds fewer
problems (40-60%
less??)
• Getting good
experts
• Building consensus
with experts
53. User Testing
• People whose
characteristics (or
profiles) match
those of the Web
site’s target
audience perform a
sequence of typical
tasks using the site.
• Examines:
– Ease of learning
– Speed of task
performance
– Error rates
– User satisfaction
– User retention over
time
57. “For most companies…it's fine
to conduct tests in a conference
room or an office — as long as
you can close the door to keep
out distractions. What matters is
that you get hold of real users
and sit with them while they use
the design. A notepad is the only
equipment you need.”
— Jakob Nielsen
http://www.nngroup.com/articles/usability-101-introduction-to-usability/
58. Elements of User Testing
• Define target
users
• Have users
perform
representative
tasks
• Observe users
• Report results
Often called a user
profile or persona.
Image
from
h`p://www.op2mum-‐web.co.uk/services/user-‐needs/personas/
&
h`p://uxsuccess.com/2009/12/01/agile-‐personas-‐and-‐context-‐scenario/
59. Why Multiple Evaluators?
• Single evaluator achieves poor results
– Only finds about 35% of usability problems
– 5 evaluators find more than 75%
61. Reporting User Testing
• Overall goals/objectives
• Methodology
• Target profile
• Testing outline with test script
• Specific task list to perform
• Data analysis & results
• Recommendations
77. 10 Second Usability Test
1. Disable stylesheets
2. Check for the following:
1. Semantic markup
2. Logical organization
3. Only images related to content appear
78. References &
Acknowledgements
American Society for Training & Development. (2009). The value of evaluation: Making training
evaluations more effective. Author.
Follett, A. (2009, October 9). 10 qualitative tools to improve your web site. Instant Shift. Retrieved
March 18, 2010 from http://www.instantshift.com/2009/10/08/10-qualitative-tools-to-improve-
your-website/
Image from http://www.flickr.com/photos/mutsmuts/4695658106/sizes/z/in/photostream/
Nielsen, J. (2000, March 19). Why you only need to test with 5 users. Jakob Nielsen’s Alertbox.
Retrieved from http://www.useit.com/alertbox/20000319.html
Nielsen, J. (2012, January 4). Usability 101: Introduction to usability. NielsenNorman Group.
Retrieved from http://www.nngroup.com/articles/usability-101-introduction-to-usability/
Reeves, T.C. (2004, December 9). Design research for advancing the integration of digital
technologies into teaching and learning: Developing and evaluating educational interventions.
Paper presented to the Columbia Center for New Media Teaching and Learning, New York,
NY. Available at http://ccnmtl.columbia.edu/seminars/reeves/CCNMTLFormative.ppt
Reeves, T.C. & Hedberg, J.C. (2003). Interactive learning systems evaluation. Englewood Cliffs,
NJ: Educational Technology Publications.
Usability.gov
Wu, S. (2015, June 22). 7 best pieces of user testing software. Creative Bloq. Retrieved from
http://www.creativebloq.com/ux/best-user-testing-software-61515337