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HUMAN COMPUTERINTERACTION
UNIT-II
HCI in the software process
Design Rules
Evaluation Techniques
Universal Design
Prepared By
A.Tamizharasi
Asst. Professor/CSE
RMDEC
HCI IN THE SOFTWARE PROCESS
• Software Life Cycle
• Usability engineering
• Iterative design and prototyping
• Design rationale
THE SOFTWARE LIFECYCLE
• Software engineering is the discipline for
understanding the software design process, or
life cycle
• Designing for usability occurs at all stages of
the life cycle, not as a single isolated activity
THE WATERFALL MODEL
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
ACTIVITIES IN THE LIFE CYCLE
Requirements specification
designer and customer try capture what the system is expected
to provide can be expressed in natural language or more precise
languages, such as a task analysis would provide
Architectural design
high-level description of how the system will provide the
services required factor system into major components of the
system and how they are interrelated needs to satisfy both
functional and nonfunctional requirements
Detailed design
refinement of architectural components and interrelations to
identify modules to be implemented separately the refinement is
governed by the nonfunctional requirements
VERIFICATION AND VALIDATION
Verification
designing the product right
Validation
designing the right product
The formality gap
validation will always rely to some extent on subjective means
of proof
Management and contractual issues
design in commercial and legal contexts
Real-world
requirements
and constraints The formality gap
THE LIFE CYCLE FOR INTERACTIVE
SYSTEMS
cannot assume a linear
sequence of activities
as in the waterfall
model
lots of feedback!
Requirements
specification
Architectural
design
Detailed design
Coding and unit testing
Integration
and testing
Operation and
maintenance
What is Usability?
 Usability is the degree to which a software can be
used by specified consumers to achieve quantified
objectives with effectiveness, efficiency, and
satisfaction in a quantified context of use.
Usability Engineering
 devising human-computer interfaces that have
high usability or user friendliness.
 It provides structured methods for achieving
efficiency and elegance in interface design
USABILITY ENGINEERING
o Usability engineering is the inclusion of a usability specification,
forming part of the requirements specification, that concentrates
on features of the user–system interaction which contribute to
the usability of the product.
 Various attributes of the system are suggested as gauges for
testing the usability.
 For each attribute, six items are defined to form the usability
specification of that attribute.
 measuring concept
 measuring method
 now level
 worst case
 planned level
 best case
PART OF A USABILITY SPECIFICATION
FOR A VCR
Attribute: Backward recoverability
Measuring concept: Undo an erroneous programming
sequence
Number of explicit user actions to
undo current program
No current product allows such an undo
As many actions as it takes to
program-in mistake
A maximum of two explicit user actions
One explicit cancel action
Measuring method:
Now level:
Worst case:
Planned level:
Best case:
o Recoverability - ability to reach a desired goal after recognition of
some error in previous interaction.
o measuring concept- attributes in terms of actual product.
o measuring method states how the attribute will be measured
o now level- value for the measurement with the existing system,
whether it is computer based or not.
o worst case value - lowest acceptable measurement for the task,
providing a clear distinction between what will be acceptable
and what will be unacceptable in the final product.
o planned level - target for the design
o best case- best possible measurement given the current state of
development tools and technology.
SOME METRICS FROM ISO 9241
Usability
objective
Effectiveness
measures
Efficiency
measures
Satisfaction
measures
Suitability Percentage of Time to Rating scale
for the task goals achieved complete a task for satisfaction
Appropriate for Number of power Relative efficiency Rating scale for
trained users features used compared with an
expert user
satisfaction with
power features
Learnability Percentage of
functions learned
Time to learn
criterion
Rating scale for
ease of learning
Error tolerance Percentage of
errors corrected
successfully
Time spent on
correcting errors
Rating scale for
error handling
o measurement criteria which can be used to determine the
measuring method for a usability attribute is called usability
metrics.
ENGINEERING
 rely on measurements of very specific user actions in
very specific situations.
 provides a means of satisfying usability specifications
and not necessarily usability
ITERATIVE DESIGN AND PROTOTYPING
o Iterative design tries to overcome the inherent problems of
incomplete requirements specification by cycling through
several designs, incrementally improving upon the final
product with each pass.
o Iterative design is described by the use of prototypes.
o 3 different types of prototypes
o throw-away
o incremental
o evolutionary
• Management issues
– time
– planning
– non-functional features
– contracts
THROW-AWAY
 The prototype is built and tested.
 The design knowledge gained from this exercise is
used to build the final product, but the actual
prototype is discarded
INCREMENTAL
 There is one overall
design for the final
system, but it is
partitioned into
independent and smaller
components.
 The final product is then
released as a series of
products, each
subsequent release
including one more
component.
EVOLUTIONARY
 Here the prototype is not discarded and serves as the
basis for the next iteration of design.
 The actual system is seen as evolving from a very
limited initial version to its final release
TECHNIQUES FOR PROTOTYPING
Storyboards
oGraphical depiction of the outward appearance of the intended
system, without any accompanying system functionality.
oThe origins of storyboards are in the film industry, where a
series of panels roughly depicts snapshots from an intended film
sequence in order to get the idea across about the eventual
scene.
Limited functionality simulations
odesigner can rapidly build graphical and textual interaction
objects and attach some behavior to those objects, which mimics
the system’s functionality.
 plenty of prototyping tools available for the rapid
development of simulation prototypes.
 They provide a quick development process for a very
wide range of small but highly interactive applications.
 Eg:
1. HyperCard, a simulation environment for the
Macintosh line of Apple computers. Simulations
produced are throw-away prototypes
2. Wizard of Oz technique - does not require very much
computer supported functionality .Designers can
develop a limited functionality prototype and enhance
its functionality in evaluation by providing the missing
functionality through human intervention.
High-level programming support
HyperTalk - attach functional behavior to the specific
interactions that the user will be able to do, such as
position and click on the mouse over a button on the
screen
user interface management system /UIMS - to connect
the behavior at the interface with the underlying
functionality.
DESIGN RATIONALE
Design rationale is information that explains why
a computer system is the way it is.
- including its structural or architectural
description and its functional or behavioral description.
Benefits of design rationale
–communication throughout life cycle
–reuse of design knowledge across products
–enforces design discipline
–presents arguments for design trade-offs
–organizes potentially large design space
–capturing contextual information
DESIGN RATIONALE (CONT’D)
Types of DR:
•Process-oriented
– preserves order of deliberation and decision-making
•Structure-oriented
– emphasizes post hoc structuring of considered
design alternatives
•Two examples:
– Issue-based information system (IBIS)
– Design space analysis
ISSUE-BASED INFORMATION SYSTEM (IBIS)
• style for representing design and planning dialog
• main elements:
1.Root issues - represents the main problem or question that the
argument is addressing
2.Positions - potential resolutions of an issue
3.Arguments - modify the relationship between positions and
issues
• hierarchy grows as secondary issues are raised
which modify the root issue in some way.
• secondary issues are in turn expanded by positions
and arguments, further sub-issues, and so on.
• gIBIS is a graphical version
Process-oriented DR
STRUCTURE OF GIBIS
Sub-issue
Issue
Sub-issue
Sub-issue
Position
responds
to
Argument
Argument
responds to
Position
objects to
supports
questions
generalizes
specializes
DESIGN SPACE ANALYSIS
• Design space is initially structured by a set of
questions representing the major issues of the
design
• QOC – hierarchical structure:
questions (and sub-questions)
– represent major issues of a design
options
– provide alternative solutions to the question
criteria
– the means to assess the options in order to make a choice
Structure-oriented
THE QOC NOTATION
Question
Option
Option
Option
Criterion
Criterion
Criterion
Question …
Question
Consequent …
 DRL – similar to QOC with a larger language
and more formal semantics
 The questions, options and criteria in DRL are given
the names:
 decision problem
 alternatives
 goals.
o Advantage:
 manage the large volume of information
 design knowledge can be used for the design of
other products.
o Disadvantage:
 increased overhead
PSYCHOLOGICAL DESIGN RATIONALE
• task–artifact cycle
 When the new system is implemented, or becomes an artifact,
further observation reveals that in addition to the required tasks it
was built to support, it also supports users in tasks that the designer
never intended.
 Once designers understand these new tasks, and the associated
problems that arise between them and the previously known tasks,
the new task definitions can serve as requirements for future
artifacts.
 Eg: word processing
 aims to make explicit consequences of design for
users
• designers identify tasks system will support
• scenarios are suggested to test task
• users are observed on system
• psychological claims of system made explicit
• negative aspects of design can be used to improve
next iteration of design
DESIGN RULES
Principles
Standards
Guidelines
Rules
TYPES OF DESIGN RULES
 Principles are abstract design rules, with high generality
and low authority.
 Standards are specific design rules, high in authority and
limited in application
 guidelines tend to be lower in authority and more general
in application.
PRINCIPLES TO SUPPORT USABILITY
3 main categories:
Learnability
the ease with which new users can begin effective
interaction and achieve maximal performance
Flexibility
the multiplicity of ways the user and system exchange
information
Robustness
the level of support provided the user in determining
successful achievement and assessment of goal-
directed behaviour
LEARNABILITY
PRINCIPLES OF LEARNABILITY
Predictability
–determining effect of future actions based on past interaction history
–user-centered concept;
–It is not enough for the behavior of the computer system to be determined completely
from its state, as the user must be able to take advantage of the determinism.
–Eg: mathematical puzzle would be to present you with a sequence of three or more
numbers and ask you what would be the next number in the sequence.
–Operation visibility refers to how the user is shown the availability of operations that
can be performed next
Synthesizability
–assessing the effect of past actions
–principle of honesty relates to the ability of the user interface to provide an observable
and informative account of such change
–Problem: user must know to look for the change.
Familiarity
–how prior knowledge applies to new system
–Also referred as guessability; affordance.
–Eg: analogy between the word processor and a typewriter was intended
to make the new technology more immediately accessible to those who
had little experience with the former but a lot of experience with the latter.
Generalizability
–extending specific interaction knowledge to new situations.
–form of consistency.
–Eg: multi-windowing systems that attempt to provide cut/paste/copy
operations to all applications in the same way
Consistency
–likeness in behavior arising from similar situations
PRINCIPLES OF FLEXIBILITY
PRINCIPLES OF ROBUSTNESS
PRINCIPLES OF ROBUSTNESS
Observability
–ability of user to evaluate the internal state of the
system from its perceivable representation
–browsability; defaults; reachability; persistence;
operation visibility
Recoverability
–ability of user to take corrective action once an error
has been recognized
–reachability; forward/backward recovery;
commensurate effort
PRINCIPLES OF ROBUSTNESS (CTD)
Responsiveness
–how the user perceives the rate of
communication with the system
–Stability
Task conformance
–degree to which system services support all
of the user's tasks
–task completeness; task adequacy
STANDARDS
• set by national or international bodies to
ensure compliance by a large community of
designers
• standards require sound underlying theory
and slowly changing technology
• hardware standards more common than
software
• ISO 9241 defines usability as effectiveness,
efficiency and satisfaction with which users
accomplish tasks
SAMPLE STANDARD
 more suggestive and general
 The basic categories of the Smith and Mosier
guidelines are:
1. Data Entry
2. Data Display
3. Sequence Control
4. User Guidance
5. Data Transmission
6. Data Protection
 Each of these categories is further broken down
into more specific subcategories which contain the
particular guidelines
GUIDELINES
GUIDELINES
• abstract guidelines (principles) applicable
during early life cycle activities
• detailed guidelines (style guides) applicable
during later life cycle activities
• understanding justification for guidelines
aids in resolving conflicts
 A major concern for all of the general guidelines is the
subject of dialog styles, which in the context of these
guidelines pertains to the means by which the user
communicates input to the system, including how the
system presents the communication device.
GOLDEN RULES AND HEURISTICS
• Useful check list for good design
• Different collections e.g.
– Shneiderman’s 8 Golden Rules
– Norman’s 7 Principles
SHNEIDERMAN’S 8 GOLDEN RULES
1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple
error handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
NORMAN’S 7 PRINCIPLES
1. Use both knowledge in the world and
knowledge in the head.
2.Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of
Execution and Evaluation.
4.Get the mappings right.
5. Exploit the power of constraints, both
natural and artificial.
6.Design for error.
7.When all else fails, standardize.
EVALUATION
Evaluation based on Experts
Evaluation based on Users
EVALUATION TECHNIQUES
 Evaluation tests the usability, functionality and
acceptability of an interactive system.
 occurs in laboratory, field and/or in collaboration with
users
 evaluates both design and implementation
 should be considered at all stages in the design life cycle
GOALS OF EVALUATION
• assess extent of system
functionality
• assess effect of interface on user
• identify specific problems
EVALUATION THROUGH EXPERT ANALYSIS
 Cognitive Walkthrough
 Heuristic Evaluation
 Review-based evaluation
COGNITIVE WALKTHROUGH
Proposed by Polson et al.
–evaluates design on how well it supports user in
learning task
–Walkthroughs require a detailed review of a sequence of
actions.
–In the cognitive walkthrough, the sequence of actions
refers to the steps that an interface will require a user to
perform in order to accomplish some known task.
–main focus is to establish how easy a system is to learn
FOUR THINGS TO DO A WALKTHROUGH
 A specification or prototype of the system
 A description of the task the user is to perform on
the system.
 A complete, written list of the actions needed to
complete the task with the proposed system.
 An indication of who the users are and what kind of
experience and knowledge the evaluators can
assume about them.
FOR EACH ACTION, THE EVALUATORS TRY TO
ANSWER FOUR QUESTIONS
 Is the effect of the action the same as the user’s
goal at that point?
 Will users see that the action is available?
 Once users have found the correct action, will
they know it is the one they need?
 After the action is taken, will users understand
the feedback they get?
to keep a record of what is good and what needs improvement in the design
HEURISTIC EVALUATION
• Proposed by Nielsen and Molich.
• A heuristic is a guideline or general principle or rule
of thumb that can guide a design decision or be used
to critique a decision that has already been made.
• useful for evaluating early design
• Example heuristics
– system behaviour is predictable
– system behaviour is consistent
– feedback is provided
NIELSEN’S TEN HEURISTICS
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 than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose and recover
from errors
10. Help and documentation
REVIEW-BASED EVALUATION
• Results from the literature used to support or
refute parts of design.
• Care needed to ensure results are transferable
to new design.
• Model-based evaluation
• Cognitive models used to filter design options
e.g. GOMS prediction of user performance.
• Design rationale can also provide useful
evaluation information
EVALUATING THROUGH
USER
PARTICIPATION
LABORATORY STUDIES
• Advantages:
– specialist equipment available
– uninterrupted environment
• Disadvantages:
– lack of context
– difficult to observe several users cooperating
• Appropriate
– if system location is dangerous or impractical for
constrained single user systems to allow controlled
manipulation of use
FIELD STUDIES
• Advantages:
– natural environment
– context retained (though observation may alter it)
– longitudinal studies possible
• Disadvantages:
– distractions
– noise
• Appropriate
– where context is crucial for longitudinal studies
Evaluating Implementations
Requires an artefact: simulation,
prototype, full implementation
EXPERIMENTAL EVALUATION
• controlled evaluation of specific aspects of
interactive behaviour
• evaluator chooses hypothesis to be tested
• a number of experimental conditions are
considered which differ only in the value of
some controlled variable.
• changes in behavioural measure are attributed
to different conditions
EXPERIMENTAL FACTORS
• Subjects
– who – representative, sufficient sample
• Variables
– things to modify and measure
• Hypothesis
– what you’d like to show
• Experimental design
– how you are going to do it
VARIABLES
• independent variable (IV)
characteristic changed to produce different
conditions
e.g. interface style, number of menu items
• dependent variable (DV)
characteristics measured in the experiment
e.g. time taken, number of errors.
HYPOTHESIS
• prediction of outcome
– framed in terms of IV and DV
e.g. “error rate will increase as font size decreases”
• null hypothesis:
– states no difference between conditions
– aim is to disprove this
e.g. null hyp. = “no change with font size”
EXPERIMENTAL DESIGN
• within groups design
– each subject performs experiment under each
condition.
– transfer of learning possible
– less costly and less likely to suffer from user
variation.
• between groups design
– each subject performs under only one condition
– no transfer of learning
– more users required
– variation can bias results.
ANALYSIS OF DATA
• Before you start to do any statistics:
– look at data
– save original data
• Choice of statistical technique depends
on
– type of data
– information required
• Type of data
– discrete - finite number of values
– continuous - any value
ANALYSIS - TYPES OF TEST
• parametric
– assume normal distribution
– robust
– powerful
• non-parametric
– do not assume normal distribution
– less powerful
– more reliable
• contingency table
– classify data by discrete attributes
– count number of data items in each group
ANALYSIS OF DATA (CONT.)
• What information is required?
– is there a difference?
– how big is the difference?
– how accurate is the estimate?
• Parametric and non-parametric tests
mainly address first of these
EXPERIMENTAL STUDIES ON GROUPS
More difficult than single-user
experiments
Problems with:
–subject groups
–choice of task
–data gathering
–analysis
SUBJECT GROUPS
larger number of subjects
 more expensive
longer time to `settle down’
… even more variation!
difficult to timetable
so … often only three or four groups
THE TASK
 must encourage cooperation
 perhaps involve multiple channels options:
– creative task
– decision games
– control task
e.g. ‘write a short report on …’
e.g. desert survival task
e.g. ARKola bottling plant
DATA GATHERING
several video cameras
+ direct logging of application
problems:
– synchronisation
– sheer volume!
one solution:
– record from each perspective
ANALYSIS
N.B. vast variation between groups
solutions:
– within groups experiments
– micro-analysis (e.g., gaps in speech)
– anecdotal and qualitative analysis
look at interactions between group and media
controlled experiments may `waste' resources!
FIELD STUDIES
Experiments dominated by group formation
Field studies more realistic:
distributed cognition  work studied in context real action
is situated action
physical and social environment both crucial
Contrast:
psychology – controlled experiment
sociology and anthropology – open study and rich data
OBSERVATIONAL METHODS
Think Aloud
Cooperative evaluation
Protocol analysis
Automated analysis
Post-task walkthroughs
THINK ALOUD
• user asked to describe what he is doing
and why, what he thinks is happening etc.
• Advantages
– simplicity - requires little expertise
– can provide useful insight
– can show how system is actually use
• Disadvantages
– subjective
– selective
– act of describing may alter task performance
COOPERATIVE EVALUATION
• variation on think aloud
• user collaborates in evaluation
• both user and evaluator can ask each
other questions throughout
• Additional advantages
– less constrained and easier to use
– user is encouraged to criticize system
– clarification possible
PROTOCOL ANALYSIS
• paper and pencil – cheap, limited to writing speed
• audio – good for think aloud, difficult to match with
other protocols
• video – accurate and realistic, needs special
equipment, obtrusive
• computer logging – automatic and unobtrusive, large
amounts of data difficult to analyze
• user notebooks – coarse and subjective, useful insights,
good for longitudinal studies
• Mixed use in practice.
• audio/video transcription difficult and requires skill.
• Some automatic support tools available
AUTOMATED ANALYSIS – EVA
• Workplace project
• Post task walkthrough
– user reacts on action after the event
– used to fill in intention
• Advantages
– analyst has time to focus on relevant incidents
– avoid excessive interruption of task
• Disadvantages
– lack of freshness
– may be post-hoc interpretation of events
POST-TASK WALKTHROUGHS
• transcript played back to participant
for comment
– immediately  fresh in mind
– delayed  evaluator has time to identify
questions
• useful to identify reasons for actions
and alternatives considered
• necessary in cases where think aloud is
not possible
Query Techniques
Interviews
Questionnaires
INTERVIEWS
• analyst questions user on one-to -one
basis usually based on prepared questions
• informal, subjective and relatively cheap
• Advantages
– can be varied to suit context
– issues can be explored more fully
– can elicit user views and identify unanticipated
problems
• Disadvantages
– very subjective
– time consuming
QUESTIONNAIRES
• Set of fixed questions given to users
• Advantages
– quick and reaches large user group
– can be analyzed more rigorously
• Disadvantages
– less flexible
– less probing
QUESTIONNAIRES (CTD)
• Need careful design
– what information is required?
– how are answers to be analyzed?
• Styles of question
– general
– open-ended
– scalar
– multi-choice
– ranked
UNIVERSAL DESIGN
Universal design is about designing systems so that they
can be used by anyone in any circumstance
UNIVERSAL DESIGN PRINCIPLES
• equitable use - No user is excluded
• flexibility in use - adaptivity to the user’s pace, precision and custom.
• simple and intuitive to use
• perceptible information - provide effective communication
• tolerance for error- minimizing the impact and damage caused
by mistakes
• low physical effort – comfortable to use, minimizing physical
effort and fatigue.
• size and space for approach and use –
reachable and used by any user regardless of body
size, posture or mobility.
MULTI-MODAL INTERACTION
 Sound in the interface
 Touch in the interface
 Handwriting recognition
 Gesture recognition
DESIGNING FOR DIVERSITY
 Designing for users with disabilities
 Visual impairment
 Hearing impairment
 Physical impairment
 Speech impairment
 Autism
DESIGNING FOR DIFFERENT AGE GROUPS
 Older people
 Children
DESIGNING FOR CULTURAL DIFFERENCES
THANK YOU

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Unit ii

  • 1. HUMAN COMPUTERINTERACTION UNIT-II HCI in the software process Design Rules Evaluation Techniques Universal Design Prepared By A.Tamizharasi Asst. Professor/CSE RMDEC
  • 2. HCI IN THE SOFTWARE PROCESS • Software Life Cycle • Usability engineering • Iterative design and prototyping • Design rationale
  • 3. THE SOFTWARE LIFECYCLE • Software engineering is the discipline for understanding the software design process, or life cycle • Designing for usability occurs at all stages of the life cycle, not as a single isolated activity
  • 4. THE WATERFALL MODEL Requirements specification Architectural design Detailed design Coding and unit testing Integration and testing Operation and maintenance
  • 5. ACTIVITIES IN THE LIFE CYCLE Requirements specification designer and customer try capture what the system is expected to provide can be expressed in natural language or more precise languages, such as a task analysis would provide Architectural design high-level description of how the system will provide the services required factor system into major components of the system and how they are interrelated needs to satisfy both functional and nonfunctional requirements Detailed design refinement of architectural components and interrelations to identify modules to be implemented separately the refinement is governed by the nonfunctional requirements
  • 6. VERIFICATION AND VALIDATION Verification designing the product right Validation designing the right product The formality gap validation will always rely to some extent on subjective means of proof Management and contractual issues design in commercial and legal contexts Real-world requirements and constraints The formality gap
  • 7. THE LIFE CYCLE FOR INTERACTIVE SYSTEMS cannot assume a linear sequence of activities as in the waterfall model lots of feedback! Requirements specification Architectural design Detailed design Coding and unit testing Integration and testing Operation and maintenance
  • 8. What is Usability?  Usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. Usability Engineering  devising human-computer interfaces that have high usability or user friendliness.  It provides structured methods for achieving efficiency and elegance in interface design USABILITY ENGINEERING
  • 9. o Usability engineering is the inclusion of a usability specification, forming part of the requirements specification, that concentrates on features of the user–system interaction which contribute to the usability of the product.  Various attributes of the system are suggested as gauges for testing the usability.  For each attribute, six items are defined to form the usability specification of that attribute.  measuring concept  measuring method  now level  worst case  planned level  best case
  • 10. PART OF A USABILITY SPECIFICATION FOR A VCR Attribute: Backward recoverability Measuring concept: Undo an erroneous programming sequence Number of explicit user actions to undo current program No current product allows such an undo As many actions as it takes to program-in mistake A maximum of two explicit user actions One explicit cancel action Measuring method: Now level: Worst case: Planned level: Best case:
  • 11. o Recoverability - ability to reach a desired goal after recognition of some error in previous interaction. o measuring concept- attributes in terms of actual product. o measuring method states how the attribute will be measured o now level- value for the measurement with the existing system, whether it is computer based or not. o worst case value - lowest acceptable measurement for the task, providing a clear distinction between what will be acceptable and what will be unacceptable in the final product. o planned level - target for the design o best case- best possible measurement given the current state of development tools and technology.
  • 12. SOME METRICS FROM ISO 9241 Usability objective Effectiveness measures Efficiency measures Satisfaction measures Suitability Percentage of Time to Rating scale for the task goals achieved complete a task for satisfaction Appropriate for Number of power Relative efficiency Rating scale for trained users features used compared with an expert user satisfaction with power features Learnability Percentage of functions learned Time to learn criterion Rating scale for ease of learning Error tolerance Percentage of errors corrected successfully Time spent on correcting errors Rating scale for error handling o measurement criteria which can be used to determine the measuring method for a usability attribute is called usability metrics.
  • 13. ENGINEERING  rely on measurements of very specific user actions in very specific situations.  provides a means of satisfying usability specifications and not necessarily usability
  • 14. ITERATIVE DESIGN AND PROTOTYPING o Iterative design tries to overcome the inherent problems of incomplete requirements specification by cycling through several designs, incrementally improving upon the final product with each pass. o Iterative design is described by the use of prototypes. o 3 different types of prototypes o throw-away o incremental o evolutionary • Management issues – time – planning – non-functional features – contracts
  • 15. THROW-AWAY  The prototype is built and tested.  The design knowledge gained from this exercise is used to build the final product, but the actual prototype is discarded
  • 16. INCREMENTAL  There is one overall design for the final system, but it is partitioned into independent and smaller components.  The final product is then released as a series of products, each subsequent release including one more component.
  • 17. EVOLUTIONARY  Here the prototype is not discarded and serves as the basis for the next iteration of design.  The actual system is seen as evolving from a very limited initial version to its final release
  • 18. TECHNIQUES FOR PROTOTYPING Storyboards oGraphical depiction of the outward appearance of the intended system, without any accompanying system functionality. oThe origins of storyboards are in the film industry, where a series of panels roughly depicts snapshots from an intended film sequence in order to get the idea across about the eventual scene. Limited functionality simulations odesigner can rapidly build graphical and textual interaction objects and attach some behavior to those objects, which mimics the system’s functionality.
  • 19.  plenty of prototyping tools available for the rapid development of simulation prototypes.  They provide a quick development process for a very wide range of small but highly interactive applications.  Eg: 1. HyperCard, a simulation environment for the Macintosh line of Apple computers. Simulations produced are throw-away prototypes 2. Wizard of Oz technique - does not require very much computer supported functionality .Designers can develop a limited functionality prototype and enhance its functionality in evaluation by providing the missing functionality through human intervention.
  • 20. High-level programming support HyperTalk - attach functional behavior to the specific interactions that the user will be able to do, such as position and click on the mouse over a button on the screen user interface management system /UIMS - to connect the behavior at the interface with the underlying functionality.
  • 21. DESIGN RATIONALE Design rationale is information that explains why a computer system is the way it is. - including its structural or architectural description and its functional or behavioral description. Benefits of design rationale –communication throughout life cycle –reuse of design knowledge across products –enforces design discipline –presents arguments for design trade-offs –organizes potentially large design space –capturing contextual information
  • 22. DESIGN RATIONALE (CONT’D) Types of DR: •Process-oriented – preserves order of deliberation and decision-making •Structure-oriented – emphasizes post hoc structuring of considered design alternatives •Two examples: – Issue-based information system (IBIS) – Design space analysis
  • 23. ISSUE-BASED INFORMATION SYSTEM (IBIS) • style for representing design and planning dialog • main elements: 1.Root issues - represents the main problem or question that the argument is addressing 2.Positions - potential resolutions of an issue 3.Arguments - modify the relationship between positions and issues • hierarchy grows as secondary issues are raised which modify the root issue in some way. • secondary issues are in turn expanded by positions and arguments, further sub-issues, and so on. • gIBIS is a graphical version Process-oriented DR
  • 24. STRUCTURE OF GIBIS Sub-issue Issue Sub-issue Sub-issue Position responds to Argument Argument responds to Position objects to supports questions generalizes specializes
  • 25. DESIGN SPACE ANALYSIS • Design space is initially structured by a set of questions representing the major issues of the design • QOC – hierarchical structure: questions (and sub-questions) – represent major issues of a design options – provide alternative solutions to the question criteria – the means to assess the options in order to make a choice Structure-oriented
  • 27.  DRL – similar to QOC with a larger language and more formal semantics  The questions, options and criteria in DRL are given the names:  decision problem  alternatives  goals. o Advantage:  manage the large volume of information  design knowledge can be used for the design of other products. o Disadvantage:  increased overhead
  • 28. PSYCHOLOGICAL DESIGN RATIONALE • task–artifact cycle  When the new system is implemented, or becomes an artifact, further observation reveals that in addition to the required tasks it was built to support, it also supports users in tasks that the designer never intended.  Once designers understand these new tasks, and the associated problems that arise between them and the previously known tasks, the new task definitions can serve as requirements for future artifacts.  Eg: word processing
  • 29.  aims to make explicit consequences of design for users • designers identify tasks system will support • scenarios are suggested to test task • users are observed on system • psychological claims of system made explicit • negative aspects of design can be used to improve next iteration of design
  • 31. TYPES OF DESIGN RULES  Principles are abstract design rules, with high generality and low authority.  Standards are specific design rules, high in authority and limited in application  guidelines tend to be lower in authority and more general in application.
  • 32. PRINCIPLES TO SUPPORT USABILITY 3 main categories: Learnability the ease with which new users can begin effective interaction and achieve maximal performance Flexibility the multiplicity of ways the user and system exchange information Robustness the level of support provided the user in determining successful achievement and assessment of goal- directed behaviour
  • 34. PRINCIPLES OF LEARNABILITY Predictability –determining effect of future actions based on past interaction history –user-centered concept; –It is not enough for the behavior of the computer system to be determined completely from its state, as the user must be able to take advantage of the determinism. –Eg: mathematical puzzle would be to present you with a sequence of three or more numbers and ask you what would be the next number in the sequence. –Operation visibility refers to how the user is shown the availability of operations that can be performed next Synthesizability –assessing the effect of past actions –principle of honesty relates to the ability of the user interface to provide an observable and informative account of such change –Problem: user must know to look for the change.
  • 35. Familiarity –how prior knowledge applies to new system –Also referred as guessability; affordance. –Eg: analogy between the word processor and a typewriter was intended to make the new technology more immediately accessible to those who had little experience with the former but a lot of experience with the latter. Generalizability –extending specific interaction knowledge to new situations. –form of consistency. –Eg: multi-windowing systems that attempt to provide cut/paste/copy operations to all applications in the same way Consistency –likeness in behavior arising from similar situations
  • 38. PRINCIPLES OF ROBUSTNESS Observability –ability of user to evaluate the internal state of the system from its perceivable representation –browsability; defaults; reachability; persistence; operation visibility Recoverability –ability of user to take corrective action once an error has been recognized –reachability; forward/backward recovery; commensurate effort
  • 39. PRINCIPLES OF ROBUSTNESS (CTD) Responsiveness –how the user perceives the rate of communication with the system –Stability Task conformance –degree to which system services support all of the user's tasks –task completeness; task adequacy
  • 40. STANDARDS • set by national or international bodies to ensure compliance by a large community of designers • standards require sound underlying theory and slowly changing technology • hardware standards more common than software • ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks
  • 42.  more suggestive and general  The basic categories of the Smith and Mosier guidelines are: 1. Data Entry 2. Data Display 3. Sequence Control 4. User Guidance 5. Data Transmission 6. Data Protection  Each of these categories is further broken down into more specific subcategories which contain the particular guidelines GUIDELINES
  • 43. GUIDELINES • abstract guidelines (principles) applicable during early life cycle activities • detailed guidelines (style guides) applicable during later life cycle activities • understanding justification for guidelines aids in resolving conflicts
  • 44.  A major concern for all of the general guidelines is the subject of dialog styles, which in the context of these guidelines pertains to the means by which the user communicates input to the system, including how the system presents the communication device.
  • 45. GOLDEN RULES AND HEURISTICS • Useful check list for good design • Different collections e.g. – Shneiderman’s 8 Golden Rules – Norman’s 7 Principles
  • 46. SHNEIDERMAN’S 8 GOLDEN RULES 1. Strive for consistency 2. Enable frequent users to use shortcuts 3. Offer informative feedback 4. Design dialogs to yield closure 5. Offer error prevention and simple error handling 6. Permit easy reversal of actions 7. Support internal locus of control 8. Reduce short-term memory load
  • 47. NORMAN’S 7 PRINCIPLES 1. Use both knowledge in the world and knowledge in the head. 2.Simplify the structure of tasks. 3. Make things visible: bridge the gulfs of Execution and Evaluation. 4.Get the mappings right. 5. Exploit the power of constraints, both natural and artificial. 6.Design for error. 7.When all else fails, standardize.
  • 48. EVALUATION Evaluation based on Experts Evaluation based on Users
  • 49. EVALUATION TECHNIQUES  Evaluation tests the usability, functionality and acceptability of an interactive system.  occurs in laboratory, field and/or in collaboration with users  evaluates both design and implementation  should be considered at all stages in the design life cycle
  • 50. GOALS OF EVALUATION • assess extent of system functionality • assess effect of interface on user • identify specific problems
  • 51. EVALUATION THROUGH EXPERT ANALYSIS  Cognitive Walkthrough  Heuristic Evaluation  Review-based evaluation
  • 52. COGNITIVE WALKTHROUGH Proposed by Polson et al. –evaluates design on how well it supports user in learning task –Walkthroughs require a detailed review of a sequence of actions. –In the cognitive walkthrough, the sequence of actions refers to the steps that an interface will require a user to perform in order to accomplish some known task. –main focus is to establish how easy a system is to learn
  • 53. FOUR THINGS TO DO A WALKTHROUGH  A specification or prototype of the system  A description of the task the user is to perform on the system.  A complete, written list of the actions needed to complete the task with the proposed system.  An indication of who the users are and what kind of experience and knowledge the evaluators can assume about them.
  • 54. FOR EACH ACTION, THE EVALUATORS TRY TO ANSWER FOUR QUESTIONS  Is the effect of the action the same as the user’s goal at that point?  Will users see that the action is available?  Once users have found the correct action, will they know it is the one they need?  After the action is taken, will users understand the feedback they get? to keep a record of what is good and what needs improvement in the design
  • 55. HEURISTIC EVALUATION • Proposed by Nielsen and Molich. • A heuristic is a guideline or general principle or rule of thumb that can guide a design decision or be used to critique a decision that has already been made. • useful for evaluating early design • Example heuristics – system behaviour is predictable – system behaviour is consistent – feedback is provided
  • 56. NIELSEN’S TEN HEURISTICS 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 than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose and recover from errors 10. Help and documentation
  • 57. REVIEW-BASED EVALUATION • Results from the literature used to support or refute parts of design. • Care needed to ensure results are transferable to new design. • Model-based evaluation • Cognitive models used to filter design options e.g. GOMS prediction of user performance. • Design rationale can also provide useful evaluation information
  • 59. LABORATORY STUDIES • Advantages: – specialist equipment available – uninterrupted environment • Disadvantages: – lack of context – difficult to observe several users cooperating • Appropriate – if system location is dangerous or impractical for constrained single user systems to allow controlled manipulation of use
  • 60. FIELD STUDIES • Advantages: – natural environment – context retained (though observation may alter it) – longitudinal studies possible • Disadvantages: – distractions – noise • Appropriate – where context is crucial for longitudinal studies
  • 61. Evaluating Implementations Requires an artefact: simulation, prototype, full implementation
  • 62. EXPERIMENTAL EVALUATION • controlled evaluation of specific aspects of interactive behaviour • evaluator chooses hypothesis to be tested • a number of experimental conditions are considered which differ only in the value of some controlled variable. • changes in behavioural measure are attributed to different conditions
  • 63. EXPERIMENTAL FACTORS • Subjects – who – representative, sufficient sample • Variables – things to modify and measure • Hypothesis – what you’d like to show • Experimental design – how you are going to do it
  • 64. VARIABLES • independent variable (IV) characteristic changed to produce different conditions e.g. interface style, number of menu items • dependent variable (DV) characteristics measured in the experiment e.g. time taken, number of errors.
  • 65. HYPOTHESIS • prediction of outcome – framed in terms of IV and DV e.g. “error rate will increase as font size decreases” • null hypothesis: – states no difference between conditions – aim is to disprove this e.g. null hyp. = “no change with font size”
  • 66. EXPERIMENTAL DESIGN • within groups design – each subject performs experiment under each condition. – transfer of learning possible – less costly and less likely to suffer from user variation. • between groups design – each subject performs under only one condition – no transfer of learning – more users required – variation can bias results.
  • 67. ANALYSIS OF DATA • Before you start to do any statistics: – look at data – save original data • Choice of statistical technique depends on – type of data – information required • Type of data – discrete - finite number of values – continuous - any value
  • 68. ANALYSIS - TYPES OF TEST • parametric – assume normal distribution – robust – powerful • non-parametric – do not assume normal distribution – less powerful – more reliable • contingency table – classify data by discrete attributes – count number of data items in each group
  • 69. ANALYSIS OF DATA (CONT.) • What information is required? – is there a difference? – how big is the difference? – how accurate is the estimate? • Parametric and non-parametric tests mainly address first of these
  • 70. EXPERIMENTAL STUDIES ON GROUPS More difficult than single-user experiments Problems with: –subject groups –choice of task –data gathering –analysis
  • 71. SUBJECT GROUPS larger number of subjects  more expensive longer time to `settle down’ … even more variation! difficult to timetable so … often only three or four groups
  • 72. THE TASK  must encourage cooperation  perhaps involve multiple channels options: – creative task – decision games – control task e.g. ‘write a short report on …’ e.g. desert survival task e.g. ARKola bottling plant
  • 73. DATA GATHERING several video cameras + direct logging of application problems: – synchronisation – sheer volume! one solution: – record from each perspective
  • 74. ANALYSIS N.B. vast variation between groups solutions: – within groups experiments – micro-analysis (e.g., gaps in speech) – anecdotal and qualitative analysis look at interactions between group and media controlled experiments may `waste' resources!
  • 75. FIELD STUDIES Experiments dominated by group formation Field studies more realistic: distributed cognition  work studied in context real action is situated action physical and social environment both crucial Contrast: psychology – controlled experiment sociology and anthropology – open study and rich data
  • 76. OBSERVATIONAL METHODS Think Aloud Cooperative evaluation Protocol analysis Automated analysis Post-task walkthroughs
  • 77. THINK ALOUD • user asked to describe what he is doing and why, what he thinks is happening etc. • Advantages – simplicity - requires little expertise – can provide useful insight – can show how system is actually use • Disadvantages – subjective – selective – act of describing may alter task performance
  • 78. COOPERATIVE EVALUATION • variation on think aloud • user collaborates in evaluation • both user and evaluator can ask each other questions throughout • Additional advantages – less constrained and easier to use – user is encouraged to criticize system – clarification possible
  • 79. PROTOCOL ANALYSIS • paper and pencil – cheap, limited to writing speed • audio – good for think aloud, difficult to match with other protocols • video – accurate and realistic, needs special equipment, obtrusive • computer logging – automatic and unobtrusive, large amounts of data difficult to analyze • user notebooks – coarse and subjective, useful insights, good for longitudinal studies • Mixed use in practice. • audio/video transcription difficult and requires skill. • Some automatic support tools available
  • 80. AUTOMATED ANALYSIS – EVA • Workplace project • Post task walkthrough – user reacts on action after the event – used to fill in intention • Advantages – analyst has time to focus on relevant incidents – avoid excessive interruption of task • Disadvantages – lack of freshness – may be post-hoc interpretation of events
  • 81. POST-TASK WALKTHROUGHS • transcript played back to participant for comment – immediately  fresh in mind – delayed  evaluator has time to identify questions • useful to identify reasons for actions and alternatives considered • necessary in cases where think aloud is not possible
  • 83. INTERVIEWS • analyst questions user on one-to -one basis usually based on prepared questions • informal, subjective and relatively cheap • Advantages – can be varied to suit context – issues can be explored more fully – can elicit user views and identify unanticipated problems • Disadvantages – very subjective – time consuming
  • 84. QUESTIONNAIRES • Set of fixed questions given to users • Advantages – quick and reaches large user group – can be analyzed more rigorously • Disadvantages – less flexible – less probing
  • 85. QUESTIONNAIRES (CTD) • Need careful design – what information is required? – how are answers to be analyzed? • Styles of question – general – open-ended – scalar – multi-choice – ranked
  • 86. UNIVERSAL DESIGN Universal design is about designing systems so that they can be used by anyone in any circumstance
  • 87. UNIVERSAL DESIGN PRINCIPLES • equitable use - No user is excluded • flexibility in use - adaptivity to the user’s pace, precision and custom. • simple and intuitive to use • perceptible information - provide effective communication • tolerance for error- minimizing the impact and damage caused by mistakes • low physical effort – comfortable to use, minimizing physical effort and fatigue. • size and space for approach and use – reachable and used by any user regardless of body size, posture or mobility.
  • 88. MULTI-MODAL INTERACTION  Sound in the interface  Touch in the interface  Handwriting recognition  Gesture recognition
  • 89. DESIGNING FOR DIVERSITY  Designing for users with disabilities  Visual impairment  Hearing impairment  Physical impairment  Speech impairment  Autism
  • 90. DESIGNING FOR DIFFERENT AGE GROUPS  Older people  Children DESIGNING FOR CULTURAL DIFFERENCES