Chapter
13 is about evaluation framework and includes practical and ethical aspects of
the research process and evaluation process.
The main
goal of any design process is to develop a product that meets the user's
requirements.
DECIDE
(determine, explore, choose, identify, decide, evaluate) is an example of an
evaluation framework.
User
study methods like 'think out loud', 'into the wild', lab studies and 'wizard
of Oz' are useful tools to understand how the user interacts with the product.
When designing, it is important to determine the goals - who is the user and
why is he/she interacting with the product like this?
A study
should never take more than 20-30 minutes per person. It is important that the
participant does not get tired or uncomfortable because that will affect the
results. We separate between 'into the wild' and lab studies. Lab studies are
good for factual, quantitative data, but the data might not be very realistic
because the user and the product are taken out of the intended context. 'Into
the wild' studies are a bit more like ethnographical studies. The user is
usually more comfortable in his natural environment and is it easier to obtain
qualitative data.
Another
thing that is important to consider are practical and ethical aspects of user
studies. Practical matters are e.g. cost, Schedule and time management. Ethical
aspects are about preserving the participant's anonymity by leaving out
sensitive information, being honest with the participant and letting him know
what is going to happen beforehand and making sure that the participant never
is uncomfortable.
Five
keywords to consider when evaluating,
analysing, interpreting and presenting the data are
Reliability
Validity
Ecological validity
Biases
Scope
Chapter
15 is about inspection methods, evaluating data and two predictive methods:
GOMS and Fitt's law.
Sometimes
users are not easily accessible, or involving them is too expensive or too time
consuming. In such circumstances other people, called experts, can provide
feedback. Experts can also compliment user studies.
Heuristic
evaluation is a usability inspection method where experts guided by a set of
ruls evaluate whether UI-elements correspond to tried and tested principles.
These rules include visibility, error prevention, simple design and aesthetics
and recognition. Heuristic evaluation has three stages: a briefing session, the
evaluation period and the debriefing session.
Walkthroughs
are an alternative approach to heuristic evaluation. A walkthrough usually
don't have a user. Then, the developer or expert take the product through a
task and note usability errors. Pluralistic walkthroughs include users,
developers and usability experts. An example is the cognitive walkthrough where
the user's problem-solving process is simulated to see if the user's actions
can lead to the next action. If he can perform a task as intended by the
developer.
Analytics
is a method for quantifying the user traffic through a system. User activity is
logged so that the data can be analysed to understand what parts of a web site
is being used and when. This can for intance be used for advertising and
investigating mapping.
GOMS is
an acronym for goals, operators, methods and selection rules. GOMS is an
attempt to model the cognitive processes of a user that interacts with the
product. It takes in consideration the state the user wants to achieve, the
actions that needs to be performed, learned procedures and selection rules.
Fitt's
law is a mathematical model that predicts the time it takes to reach a target
with a pointing device. It is based on the size and of the object and the
distance to it. This helps designers orient and give shape to buttons on for
instance a website. The bigger the target, the easier it is to locate it.
Question for the reading seminar: I have not quite understood what the what characterizes the 'experts' in heuristic evaluation. Are they a part of the developer team or ate they independent people with expertise in interaction design?
Question for the reading seminar: I have not quite understood what the what characterizes the 'experts' in heuristic evaluation. Are they a part of the developer team or ate they independent people with expertise in interaction design?
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