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
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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.
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
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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?
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?
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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
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
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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
Data collection techniques
Notes & still camera
Audio & still camera
Video
Tracking users:
• Diaries
• Interaction logging
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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.
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
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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.
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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.
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.
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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
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 …?
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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.
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
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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.
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
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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
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
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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 + ++
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
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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
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 ??
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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
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
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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
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
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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
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
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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.
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
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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.
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
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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
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
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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
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
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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
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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.
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,
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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
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
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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
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
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Usability engineering orientation
·
Current level of performance
·
Minimum acceptable level of performance
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
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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
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
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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
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Evaluation of experiments
Are the results
statistically
significant?
Use the
t-test
to
analyze the ration of
means and group
T-test
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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.
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
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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.
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Response times for keystroke
level operators
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
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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
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