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chapter 9
evaluation techniques
Evaluation Techniques
• Evaluation
– tests usability and functionality of 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
Evaluating Designs
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
– usually performed by expert in cognitive
psychology
– expert ‘walks though’ design to identify
potential problems using psychological
principles
– forms used to guide analysis
Cognitive Walkthrough (ctd)
• For each task walkthrough considers
– what impact will interaction have on user?
– what cognitive processes are required?
– what learning problems may occur?
• Analysis focuses on goals and
knowledge: does the design lead the
user to generate the correct goals?
Heuristic Evaluation
• Proposed by Nielsen and Molich.
• usability criteria (heuristics) are identified
• design examined by experts to see if these are
violated
• Example heuristics
– system behaviour is predictable
– system behaviour is consistent
– feedback is provided
• Heuristic evaluation `debugs' design.
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 e.g. ‘write a short report on …’
– decision games e.g. desert survival task
– control 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 observed performing task
• 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
Physiological methods
Eye tracking
Physiological measurement
eye tracking
• head or desk mounted equipment tracks the
position of the eye
• eye movement reflects the amount of
cognitive processing a display requires
• measurements include
– fixations: eye maintains stable position. Number and
duration indicate level of difficulty with display
– saccades: rapid eye movement from one point of
interest to another
– scan paths: moving straight to a target with a short
fixation at the target is optimal
physiological measurements
• emotional response linked to physical changes
• these may help determine a user’s reaction to
an interface
• measurements include:
– heart activity, including blood pressure, volume and pulse.
– activity of sweat glands: Galvanic Skin Response (GSR)
– electrical activity in muscle: electromyogram (EMG)
– electrical activity in brain: electroencephalogram (EEG)
• some difficulty in interpreting these
physiological responses - more research
needed
Choosing an Evaluation Method
when in process: design vs. implementation
style of evaluation: laboratory vs. field
how objective: subjective vs. objective
type of measures: qualitative vs. quantitative
level of information: high level vs. low level
level of interference: obtrusive vs. unobtrusive
resources available: time, subjects,
equipment, expertise

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e3-chap-09.ppt

  • 2. Evaluation Techniques • Evaluation – tests usability and functionality of 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
  • 3. Goals of Evaluation • assess extent of system functionality • assess effect of interface on user • identify specific problems
  • 4. Evaluating Designs Cognitive Walkthrough Heuristic Evaluation Review-based evaluation
  • 5. Cognitive Walkthrough Proposed by Polson et al. – evaluates design on how well it supports user in learning task – usually performed by expert in cognitive psychology – expert ‘walks though’ design to identify potential problems using psychological principles – forms used to guide analysis
  • 6. Cognitive Walkthrough (ctd) • For each task walkthrough considers – what impact will interaction have on user? – what cognitive processes are required? – what learning problems may occur? • Analysis focuses on goals and knowledge: does the design lead the user to generate the correct goals?
  • 7. Heuristic Evaluation • Proposed by Nielsen and Molich. • usability criteria (heuristics) are identified • design examined by experts to see if these are violated • Example heuristics – system behaviour is predictable – system behaviour is consistent – feedback is provided • Heuristic evaluation `debugs' design.
  • 8. 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
  • 10. 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
  • 11. 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
  • 12. Evaluating Implementations Requires an artefact: simulation, prototype, full implementation
  • 13. 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
  • 14. 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
  • 15. 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.
  • 16. 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”
  • 17. 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.
  • 18. 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
  • 19. 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
  • 20. 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
  • 21. Experimental studies on groups More difficult than single-user experiments Problems with: – subject groups – choice of task – data gathering – analysis
  • 22. 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
  • 23. The task must encourage cooperation perhaps involve multiple channels options: – creative task e.g. ‘write a short report on …’ – decision games e.g. desert survival task – control task e.g. ARKola bottling plant
  • 24. Data gathering several video cameras + direct logging of application problems: – synchronisation – sheer volume! one solution: – record from each perspective
  • 25. 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!
  • 26. 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
  • 27. Observational Methods Think Aloud Cooperative evaluation Protocol analysis Automated analysis Post-task walkthroughs
  • 28. Think Aloud • user observed performing task • 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
  • 29. 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
  • 30. 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
  • 31. 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
  • 32. 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
  • 34. 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
  • 35. 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
  • 36. 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
  • 38. eye tracking • head or desk mounted equipment tracks the position of the eye • eye movement reflects the amount of cognitive processing a display requires • measurements include – fixations: eye maintains stable position. Number and duration indicate level of difficulty with display – saccades: rapid eye movement from one point of interest to another – scan paths: moving straight to a target with a short fixation at the target is optimal
  • 39. physiological measurements • emotional response linked to physical changes • these may help determine a user’s reaction to an interface • measurements include: – heart activity, including blood pressure, volume and pulse. – activity of sweat glands: Galvanic Skin Response (GSR) – electrical activity in muscle: electromyogram (EMG) – electrical activity in brain: electroencephalogram (EEG) • some difficulty in interpreting these physiological responses - more research needed
  • 40. Choosing an Evaluation Method when in process: design vs. implementation style of evaluation: laboratory vs. field how objective: subjective vs. objective type of measures: qualitative vs. quantitative level of information: high level vs. low level level of interference: obtrusive vs. unobtrusive resources available: time, subjects, equipment, expertise