CS 160: Evaluation. Outline. Outline. Iterative Design. Preparing for a User Test. User Test

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CS 160: Evaluation Professor John Canny Spring 2006 2/15/2006 1 2/15/2006 2 Iterative Design Prototype low-fi paper, DENIM Design task analysis contextual inquiry scenarios sketching 2/15/2006 3 Evaluate low-fi testing, Heuristic eval 2/15/2006 4 Preparing for a User Test Objective: narrow or broad? Design the tasks Decide on whether to use video/audio Choose the setting Representative users User Test Roles: * Greeter * Facilitator: Help users to think aloud * Observers: record critical incidents 2/15/2006 5 2/15/2006 6 landay 1

Critical Incidents The User Test Critical incidents are unusual or interesting events during the study. Most of them are usability problems. They may also be moments when the user: * got stuck, or * suddenly understood something * said that s cool etc. The actual user test will look something like this: * Greet the user * Explain the test * Get user s signed consent * Demo the system * Run the test (maybe ½ hour) *Debrief 2/15/2006 7 2/15/2006 8 10 steps to better evaluation 1. Introduce yourself some background will help relax the subject. 10 steps 2. Describe the purpose of the observation (in general terms), and set the participant at ease * You're helping us by trying out this product in its early stages. * If you have trouble with some of the tasks, it's the product's fault, not yours. Don't feel bad; that's exactly what we're looking for. 2/15/2006 9 2/15/2006 10 3. Tell the participant that it's okay to quit at any time, e.g.: * Although I don't know of any reason for this to happen, if you should become uncomfortable or find this test objectionable in any way, you are free to quit at any time. 4. Talk about the equipment in the room. * Explain the purpose of each piece of equipment (hardware, software, video camera, microphones, etc.) and how it is used in the test. 2/15/2006 11 2/15/2006 12 landay 2

5. Explain how to think aloud. * Explain why you want participants to think aloud, and demonstrate how to do it. E.g.: * We have found that we get a great deal of information from these informal tests if we ask people to think aloud. Would you like me to demonstrate? 6. Explain that you cannot provide help. 2/15/2006 13 2/15/2006 14 7. Describe the tasks and introduce the product. * Explain what the participant should do and in what order. Give the participant written instructions for the tasks. *Don t demonstrate what you re trying to test. 8. Ask if there are any questions before you start; then begin the observation. 2/15/2006 15 2/15/2006 16 9. Conclude the observation. When the test is over: * Explain what you were trying to find. * Answer any remaining questions. * discuss any interesting behaviors you would like the participant to explain. 10. Use the results. * When you see participants making mistakes, you should attribute the difficulties to faulty product design, not to the participant. 2/15/2006 17 2/15/2006 18 landay 3

Using the Results Update task analysis and rethink design * Rate severity & ease of fixing problems * Fix both severe problems & make the easy fixes Will thinking aloud give the right answers? *Not always * If you ask a question, people will always give an answer, even it is has nothing to do with the facts * Try to avoid leading questions High-order summary: Questions? Follow a loose master-apprentice model Observe, but help the user describe what they re doing Keep the user at ease 2/15/2006 19 2/15/2006 20 2/15/2006 21 2/15/2006 22 Severity Rating Severity Ratings (cont.) Used to allocate resources to fix problems Estimate of consequences of that bug Combination of * Frequency *Impact * Persistence (one time or repeating) Should be calculated after all evaluations are in Should be done independently by all judges 0 - don t agree that this is a usability problem 1 - cosmetic problem 2 - minor usability problem 3 - major usability problem; important to fix 4 - usability catastrophe; imperative to fix 2/15/2006 23 2/15/2006 24 landay 4

Cost (to repair) ratings Later in the development process, it will be important to rate the cost (programmer time) of fixing usability problems. A similar rating system is usually used, but the ratings are made by programmers rather than usability experts or designers. Debriefing Conduct with evaluators, observers, and development team members. Discuss general characteristics of UI. Suggest potential improvements to address major usability problems. Make it a brainstorming session * little criticism until end of session With both sets of ratings, the team can optimize the benefit of programmer effort. 2/15/2006 25 2/15/2006 26 Break Note: midterm coming up on Monday 2/27 2/15/2006 27 2/15/2006 28 Discount Usability Engineering Cheap * No special labs or equipment needed * The more careful you are, the better it gets Fast * On order of 1 day to apply * Standard usability testing may take a week Easy to use * Can be taught in 2-4 hours 2/15/2006 29 2/15/2006 30 landay 5

Cost of user testing Its very expensive you need to schedule (and normally pay) many subjects. It takes many hours of the evaluation team s time. Discount Usability Engineering Based on: *Scenarios * Simplified thinking aloud *Heuristic Evaluation * Some other methods A user test can easily cost $10k s 2/15/2006 31 2/15/2006 32 Scenarios Run through a particular task execution on a particular interface design Build just enough of the interface to support that Scenarios Eliminate parts of the system Compromise between horizontal and vertical prototypes A scenario is a simplest possible prototype 2/15/2006 33 2/15/2006 34 Simplified thinking aloud Bring in users Give them real tasks on the system Ask them to think aloud as in other methods No video-taping rely on notes Less careful analysis and fewer testers Other budget methods Walkthroughs * Put yourself in the shoes of a user *Like a code walkthrough Action analysis *GOMS (later ) On-line, remote usability tests 2/15/2006 35 2/15/2006 36 landay 6

2/15/2006 37 2/15/2006 38 Heuristic Evaluation Why Multiple Evaluators? Developed by Jakob Nielsen Helps find usability problems in a UI design Small set (3-5) of evaluators examine UI * Independently check for compliance with usability principles ( heuristics ) * Different evaluators will find different problems * Findings are aggregated afterwards Can be done on a working UI or on sketches Every evaluator doesn t find every problem Good evaluators find both easy & hard ones 2/15/2006 39 2/15/2006 40 Heuristic Evaluation Process Heuristics (original) Evaluators go through UI several times * Inspect various dialogue elements * Compare with list of heuristics Heuristics * Nielsen s heuristics * Supplementary list of category-specific heuristics * Get them by grouping usability problems from previous user tests on similar products Use violations to redesign/fix problems H1-1: Simple & natural dialog H1-2: Speak the users language H1-3: Minimize users memory load H1-4: Consistency H1-5: Feedback H1-6: Clearly marked exits H1-7: Shortcuts H1-8: Precise & constructive error messages H1-9: Prevent errors H1-10: Help and documentation 2/15/2006 41 2/15/2006 42 landay 7

Revised Heuristics Revised Heuristics Also developed by Nielsen. Based on factor analysis of 249 usability problems A prioritized, independent set of heuristics 2/15/2006 43 H2-1: visibility of system status H2-2: Match system and real world H2-3: User control and freedom H2-4: Consistency and standards H2-5: Error prevention H2-6: Recognition rather than recall H2-7: Flexibility and efficiency of use H2-8: Aesthetic and minimalist design H2-9: Help users recognize, diagnose and recover from errors H2-10: Help and documentation 2/15/2006 44 Heuristics (revised set) searching database for matches H2-1: Visibility of system status * keep users informed about what is going on * 0.1 sec: no special indicators needed * 1.0 sec: user tends to lose track of data * 10 sec: max. duration if user to stay focused on action * for longer delays, use percent-done progress bars H2-2: Match between system & real world *speak the users language * follow real world conventions Bad example: Mac desktop * Dragging disk to trash * should delete it, not eject it 2/15/2006 45 2/15/2006 46 H2-3: User control & freedom * exits for mistaken choices, undo, redo * don t force down fixed paths like BART ticket machine H2-4: Consistency & standards 2/15/2006 47 2/15/2006 48 landay 8

H2-5: Error prevention H2-6: Recognition rather than recall make objects, actions, options, & directions visible or easily retrievable MS Web Pub. Wiz. Before dialing, asks for id & password When connecting, asks again for id & pw 2/15/2006 49 Edit Cut ctrl-x Copy ctrl-c Paste ctrl-v H2-7: Flexibility and efficiency of use * accelerators for experts (e.g., gestures, keyboard shortcuts) * allow users to tailor frequent actions (e.g., macros) 2/15/2006 50 H2-8: Aesthetic and minimalist design * no irrelevant information in dialogues H2-9: Help users recognize, diagnose, and recover from errors * Error messages in plain language * Precisely indicate the problem * Constructively suggest a solution 2/15/2006 51 2/15/2006 52 Phases of Heuristic Evaluation H2-10: Help and documentation * Easy to search * Focused on the user s task * List concrete steps to carry out *Not too large 2/15/2006 53 1) Pre-evaluation training * Give evaluators needed domain knowledge and information on the scenario 2) Evaluation * Individuals evaluate and then aggregate results 3) Severity rating * Can do this first individually and then as a group 4) Debriefing * Discuss the outcome with design team 2/15/2006 54 landay 9

How to Perform Evaluation At least two passes for each evaluator * First to get feel for flow and scope of system * Second to focus on specific elements If system is walk-up-and-use or evaluators are domain experts, no assistance needed * Otherwise might supply evaluators with scenarios Each evaluator produces list of problems * Explain why with reference to heuristic or other information * Be specific and list each problem separately Examples Can t copy info from one window to another * Violates Minimize users memory load (H1-3) * Fix: allow copying Typography uses mix of upper/lower case formats and fonts * Violates Consistency and standards (H2-4) * Slows users down * Probably wouldn t be found by user testing * Fix: pick a single format for entire interface 2/15/2006 55 2/15/2006 56 Severity Ratings Example Questions? 1. [H1-4 Consistency] [Severity 3][Fix 0] The interface used the string "Save" on the first screen for saving the user's file, but used the string "Write file" on the second screen. Users may be confused by this different terminology for the same function. Summary: HE is a discount usability method Based on common usability problems across many designs Have evaluators go through the UI twice Ask them to see if it complies with heuristics Have evaluators independently rate severity 2/15/2006 57 2/15/2006 58 2/15/2006 59 2/15/2006 60 landay 10

HE vs. User Testing HE is much faster * 1-2 hours each evaluator vs. days-weeks HE doesn t require interpreting user s actions User testing is far more accurate (by def.) * Takes into account actual users and tasks * HE may miss problems & find false positives Good to alternate between HE & user testing * Find different problems * Don t waste participants Results of Using HE Discount: benefit-cost ratio of 48 [Nielsen94] * Cost was $10,500 for benefit of $500,000 * Value of each problem ~15K (Nielsen & Landauer) Tends to find more of the high-severity problems 2/15/2006 61 2/15/2006 62 Number of Evaluators Decreasing Returns Single evaluator achieves poor results * Only finds 35% of usability problems * 5 evaluators find ~ 75% of usability problems * Why not more evaluators???? 10? 20? + adding evaluators costs more + many evaluators won t find many more problems problems found benefits / cost But always depends on market for product: * popular products -> high support cost for small bugs Caveat: graphs for a specific example 2/15/2006 63 2/15/2006 64 Questions? Summary: HE vs. user testing User testing is more accurate For HE, Combine findings from 3 to 5 evaluators Discuss problems with design team Alternate with user testing 2/15/2006 65 landay 11