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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 1

User Interface Design

Winter term 2005/2006

Thursdays, 14-16 c.t., Raum 228

Prof. Dr. Antonio Krüger

Institut für Geoinformatik

Universität Münster

(2)
(3)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 3

The aims

Discuss the benefits & challenges of different types of

observation.

Describe how to observe as an on-looker, a participant,

& an ethnographer.

Discuss how to collect, analyze & present observational

data.

Examine think-aloud, diary studies & logging.

Provide you with experience in doing observation and

critiquing observation studies.

(4)

What and when to observe

(similar to “what and when to evaluate” from last

week)

 Goals & questions determine the paradigms and techniques used.

 Observation is valuable any time during design.

 Quick & dirty observations early in design

 Observation can be done in the field (i.e., field studies) and in controlled environments (i.e., usability studies)

 Observers can be:

• outsiders looking on

• participants, i.e., participant observers • ethnographers

(5)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 5

Frameworks to guide

observation

The person

. Who?

The place.

Where?

The thing.

What?

The Goetz and LeCompte

(1984) framework:

Who

is present? What is their role?

What

is happening?

When

does the activity occur?

Where

is it happening?

Why

is it happening?

(6)

The Robinson (1993) framework

Space. What is the physical space like?

Actors. Who is involved?

Activities. What are they doing?

Objects. What objects are present?

Acts. What are individuals doing?

Events. What kind of event is it?

Goals. What do they to accomplish?

(7)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 7

You need to consider

 Goals & questions

 Which framework & techniques  How to collect data

 Which equipment to use  How to gain acceptance

 How to handle sensitive issues

 Whether and how to involve informants  How to analyze the data

(8)

Observing as an outsider

 As in usability testing

 More objective than participant observation

 In usability lab equipment is in place

 Recording is continuous

 Analysis & observation almost simultaneous

 Care needed to avoid drowning in data

 Analysis can be coarse or fine grained

(9)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 9

Participant observation &

ethnography

 Debate about differences

 Participant observation is key component of ethnography

 Must get co-operation of people observed

 Informants are useful

 Data analysis is continuous

 Interpretivist technique

 Questions get refined as understanding grows

(10)

Data collection techniques

Notes & still camera

Audio & still camera

Video

Tracking users:

• Diaries

• Interaction logging

(11)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 11

Data analysis

·

Qualitative

data

-

interpreted

& used to

tell the ‘story’ about what was observed.

·

Qualitative data

-

categorized

using

techniques such as content analysis.

·

Quantitative data

- collected from

interaction & video logs. Presented as

values, tables, charts, graphs and treated

statistically.

(12)

Interpretive data analysis

·

Look for

key events

that drive activity

• Critical incident analysis

• getting stuck, comments, puzzled looks, etc.

·

Look for

patterns

of behavior

·

Test data sources against each other -

triangulate

·

Report findings in a convincing and honest way

·

Produce ‘rich’ or ‘thick descriptions’

·

Include quotes, pictures, and anecdotes

(13)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 13

Key points

·

Observe from outside or as a participant

·

Analyzing video and data logs can be time-consuming.

·

In participant observation collections of comments,

incidents, and artifacts are made. Ethnography is a

philosophy with a set of techniques that include

participant observation and interviews.

·

Ethnographers immerse themselves in the culture that

they study.

(14)
(15)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 15

The aims

 Discuss the role of interviews & questionnaires in evaluation.

 Teach basic questionnaire design.

 Describe how do interviews, heuristic evaluation & walkthroughs.

 Describe how to collect, analyze & present data.

(16)

Interviews

Unstructured

- are not directed by a script.

Rich but not replicable.

Structured

- are tightly scripted, often like

a questionnaire. Replicable but may lack

richness.

Semi-structured

- guided by a script but

interesting issues can be explored in

more depth. Can provide a good balance

between richness and replicability.

(17)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 17

Basics of interviewing

 Remember the DECIDE framework

 Goals and questions guide all interviews

 Two types of questions:

• ‘closed questions’ have a predetermined answer format, e.g., ‘yes’ or ‘no’

• ‘open questions’ do not have a predetermined format

(18)

Things to avoid when preparing

interview questions

·

Long questions

·

Compound sentences - split into two

·

Jargon & language that the interviewee may not

understand

·

Leading questions that make assumptions e.g.,

why do you like …?

(19)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 19

Components of an interview

Introduction - introduce yourself, explain the goals of the interview, reassure about the ethical issues, ask to record, present an informed consent form.

Warm-up - make first questions easy & non-threatening.

Main body – present questions in a logical order

A cool-off period - include a few easy questions to defuse tension at the end

Closure - thank interviewee, signal the end, e.g, switch recorder off.

(20)

The interview process

 Use the DECIDE framework for guidance

 Dress in a similar way to participants

 Check recording equipment in advance

 Devise a system for coding names of participants to preserve confidentiality.

 Be pleasant

(21)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 21

Probes and prompts

 Probes - devices for getting more information. e.g., ‘would you like to add anything?’

 Prompts - devices to help interviewee, e.g., help with remembering a name

 Remember that probing and prompting should not create bias.

(22)

Group interviews

Also known as ‘focus groups’

Typically 3-10 participants

Provide a diverse range of opinions

Need to be managed to:

• ensure everyone contributes

• discussion isn’t dominated by one person

• the agenda of topics is covered

(23)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 23

Analyzing interview data

Depends on the type of interview

Structured interviews can be analyzed

like questionnaires

Unstructured interviews generate data

like that from participant observation

It is best to analyze unstructured

interviews as soon as possible to identify

topics and themes from the data

(24)

Questionnaires

 Questions can be closed or open

 Closed questions are easiest to analyze, and may be done by computer

 Can be administered to large populations

 Paper, email & the web used for dissemination

 Advantage of electronic questionnaires is that data goes into a data base & is easy to analyze

 Sampling can be a problem when the size of a population is unknown as is common online

(25)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 25

Questionnaire style

 Varies according to goal so use the DECIDE framework for guidance  Questionnaire format can include:

• ‘yes’, ‘no’ checkboxes

• checkboxes that offer many options • Likert rating scales

• semantic scales

• open-ended responses

 Likert scales have a range of points • 3, 5, 7 & 9 point scales are common • Example from c’t: -- - 0 + ++

(26)

Likert Scales: Example 1

I prefer lighter colors to darker ones

Site is aesthetically pleasing

Information is easy to find

The page contains useful information Navigation language is clear+ understandable Strongly Disagre e Disagree Neutral Agree Strongly Agree Question

(27)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 27

Likert Scales: Example 2

10. I can tell that my coworkers respect me.

9. I feel like I make a useful contribution at work.

8. I am confident that I can handle my job without constant assistance.

7. I am proud of my relationship with my supervisor at work.

6. I know I'll be able to cope with work for as long as I want.

5. I can tell that other people at work are glad to have me there.

4. When I feel uncomfortable at work, I know how to handle it.

3. I am proud of my ability to cope with difficulties at work.

2. On the whole, I get along well with others at work.

1. I feel good about my work on the job.

Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagre e

(28)

Semantic Differential Scales

Lazy Energetic Active Passive Wise Foolish Light Heavy Reliable Unreliable Intelligent Stupid Weak Strong Rugged Delicate Biassed Fair Unhelpful Helpful Cruel Kind Dishones t Honest Dirty Clean 7 6 5 4 3 2 1

Balance of

positive/negative

attributes

Medium values

might be

preferred

What they say ==

what they do ??

(29)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 29

Developing a questionnaire

 Provide a clear statement of purpose & guarantee participants anonymity  Plan questions - if developing a web-based questionnaire, design off-line

first

 Decide on whether phrases will all be positive, all negative or mixed

 Pilot test questions - are they clear, is there sufficient space for responses  Decide how data will be analyzed & consult a statistician if necessary

(30)

Encouraging a good response

 Make sure purpose of study is clear  Promise anonymity

 Ensure questionnaire is well designed

 Offer a short version for those who do not have time to complete a long questionnaire

 If mailed, include an answer envelope  Follow-up with emails, phone calls, letters  Provide an incentive

(31)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 31

Advantages of online

questionnaires

·

Responses are usually

received quickly

·

No copying and postage costs

·

Data can be collected in database for

analysis

·

Time required for data analysis is reduced

(32)

Problems with online

questionnaires

·

Sampling is problematic

if population size

is unknown

·

Preventing individuals from responding

more than once

·

Individuals have also been known to

(33)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 33

Questionnaire data analysis &

presentation

Present results clearly – e.g., tables

Simple statistics can say a lot, e.g., mean,

median, mode, standard deviation

Percentages are useful but: give

population size

Bar graphs show categorical data well

More advanced statistics can be used if

needed

(34)

Asking experts

Experts use their knowledge of users &

technology to review software usability

Expert critiques (crits) can be formal or

informal reports

Heuristic evaluation is a review guided by

a set of heuristics

Walkthroughs involve stepping through a

pre-planned scenario noting potential

(35)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 35

Heuristic evaluation

 Developed by Jacob Nielsen in the early 1990s

 Based on heuristics distilled from an empirical analysis of 249 usability problems

 These heuristics have been revised for current technology, e.g., HOMERUN for web

 Heuristics still needed for mobile devices, wearables, virtual worlds, etc.

(36)

Nielsen’s heuristics

 Visibility of system status

 Match between system and real world  User control and freedom

 Consistency and standards

 Help users recognize, diagnose, recover from errors  Error prevention

 Recognition rather than recall  Flexibility and efficiency of use  Aesthetic and minimalist design  Help and documentation

(37)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 37

Discount evaluation

Heuristic evaluation is referred to as

discount evaluation when 5 evaluators

are used.

Empirical evidence suggests that on

average 5 evaluators identify 75-80% of

usability problems.

(38)

3 stages for doing heuristic

evaluation

Briefing session to tell experts what to do

Evaluation period of 1-2 hours in which:

• Each expert works separately

• Take one pass to get a feel for the product

• Take a second pass to focus on specific features

Debriefing session in which experts work

together to prioritize problems

(39)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 39

Advantages and problems

Few ethical & practical issues to consider

Can be difficult & expensive to find experts

Best experts have knowledge of

application domain & users

Biggest problems

• important problems may get missed

(40)

Cognitive walkthroughs

Focus on ease of learning

Designer presents an aspect of the

design & usage scenarios

One or more experts walk through the

design prototype with the scenario

Expert is told the assumptions about user

population, context of use, task details

(41)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 41

The 3 questions

Will the

correct action

be sufficiently

evident

to the user?

Will the user notice that the

correct action

is

available

?

Will the user associate and

interpret

the

response

from the action

correctly

?

As the experts work through the scenario

they note problems

(42)

Pluralistic walkthrough

 Variation on the cognitive walkthrough theme

 Performed by a carefully managed team

 The panel of experts begins by working separately

 Then there is managed discussion that leads to agreed decisions

(43)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 43

Key points

 Structured, unstructured, semi-structured interviews, focus groups & questionnaires

 Closed questions are easiest to analyze & can be replicated

 Open questions are richer

 Check boxes, Likert & semantic scales

 Expert evaluation: heuristic & walkthroughs

 Relatively inexpensive because no users

 Heuristic evaluation relatively easy to learn

(44)
(45)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 45

The aims

· Describe how to do user testing.

· Discuss the differences between user testing, usability testing and research experiments.

· Discuss the role of user testing in usability testing. · Discuss how to design simple experiments.

· Describe GOMS, the keystroke level model, Fitts’ law and discuss when these techniques are useful.

(46)

Experiments, user testing &

usability testing

Experiments test hypotheses to discover new

knowledge by investigating the relationship between two

or more things – i.e., variables.

User testing is applied experimentation in which

developers check that the system being developed is

usable by the intended user population for their tasks.

Usability testing uses a combination of techniques,

(47)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 47

User testing is not research

User testing

 Aim: improve products

 Few participants

 Results inform design

 Not perfectly replicable

 Controlled conditions

 Procedure planned

 Results reported to developers

Research experiments

 Aim: discover knowledge

 Many participants

 Results validated statistically

 Replicable

 Strongly controlled conditions

 Experimental design

 Scientific paper reports results to community

(48)

User testing

Goals & questions focus on how well users perform

tasks with the product

Comparison of products or prototypes common

Major part of usability testing

Focus is on time to complete task & number & type of

errors

Informed by video & interaction logging

User satisfaction questionnaires provide data about

users’ opinions

(49)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 49

Testing conditions

Usability lab or other controlled space

Major emphasis on

• selecting representative users • developing representative tasks

5-10 users typically selected

Tasks usually last no more than 30 minutes

The test conditions should be the same for every

participant

(50)

Type of data

(Wilson & Wixon, ‘97)

·

Time to complete a task

·

Time to complete a task after a specified time away

from the product

·

Number and type of errors per task

·

Number of errors per unit of time

·

Number of navigations to online help or manuals

·

Number of users making a particular error

(51)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 51

Usability engineering orientation

·

Current level of performance

·

Minimum acceptable level of performance

(52)

How many participants is

enough for user testing?

The number is largely a practical issue

Depends on:

• schedule for testing

• availability of participants

• cost of running tests

Typical 5-10 participants

Some experts argue that testing should

continue until no new insights are gained

(53)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 53

Experiments

Predict the relationship between two or

more variables

Independent variable is manipulated by

the researcher

Dependent variable depends on the

independent variable

Typical experimental designs have one or

two independent variable

(54)

Experimental designs

Different participants - single group of

participants is allocated randomly to the

experimental conditions

Same participants - all participants

appear in every condition

Matched participants - participants are

matched in tuples, e.g., based on

(55)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 55

Example

Hypotheses: “Will the time to read a screen of

text be different if 12-point Helvetica is used

instead of 12-point Times-Roman?”

Condition 1: users read text with Helvetica

Condition 2: users read text with Times Roman

Control condition: read text on paper

Extend design with variable

user-expertise

(additional conditions: expert/beginner)

What are the independent and dependent

variables

(56)
(57)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 57

Evaluation of experiments

Are the results

statistically

significant?

Use the

t-test

to

analyze the ration of

means and group

(58)

T-test

(59)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 59

Predictive models

Provide a way of evaluating products or designs without

directly involving users

Psychological models of users are used to test designs

Less expensive than user testing

Usefulness limited to systems with predictable tasks

-e.g., telephone answering systems, mobiles, etc.

(60)

GOMS

(Card et al., 1983)

Goals - the state the user wants to achieve e.g., find a

website

Operators - the cognitive processes & physical actions

performed to attain those goals, e.g., decide which

search engine to use

Methods - the procedures for accomplishing the goals,

e.g., drag mouse over field, type in keywords, press the

go button

Selection rules - determine which method to select

when there is more than one available

(61)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 61

Keystroke level model

GOMS has also been developed further

into a quantitative model - the keystroke

level model.

This model allows predictions to be made

about how long it takes an expert user to

perform a task.

(62)
(63)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 63

Response times for keystroke

level operators

(64)

Problems of GOMS/Keystroke

model

Doesn’t take into account slack times and critical

situations that may slow down certain strokes.

Example: Usage of system while talking to a person in

parallel.

Further influences that are not taken into account:

fatigue, learning effects, workload, etc..

Models are just good to provide an estimate, they can’t

substitute user testing

(65)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 65

Fitts’ Law

(Paul Fitts 1954)

The law predicts that the time to point at an object using

a device is a function of the distance from the target

object & the object’s size.

The further away & the smaller the object, the longer the

time to locate it and point.

Useful for evaluating systems for which the time to

locate an object is important such

(66)

Key points

· User testing is a central part of usability testing · Testing is done in controlled conditions

· User testing is an adapted form of experimentation

· Experiments aim to test hypotheses by manipulating certain variables while keeping others constant

· The experimenter controls the independent variable(s) but not the dependent variable(s)

· There are three types of experimental design: different-participants, same-participants, & matched participants

· GOMS, Keystroke level model, & Fitts’ Law predict expert, error-free performance

· Predictive models are used to evaluate systems with predictable tasks such as telephones

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