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DEPARTMENT OF INFORMATICS – INSTITUT TEKNOLOGI SEPULUH NOPEMBER
Arranged by: Hadziq Fabroyir, Ph.D. ( hadziq@its.ac.id )
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 2
USABILITY EVALUATION
RELIABILITY, VALIDITY, SUMMATIVE, DESIGN, MEASUREMENTS, QUESTIONNAIRE, HOWTHORNE EFFECT
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 3
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 4
WHY EVALUATE WITH “USABILITY EVALUATION”?
 Following guidelines never sufficient for
good user interfaces
 Need both good design and user
studies
 Similar to users with Contextual Inquiry
 Note: users, subjects  participants
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 5
THE “DON’TS” IN USABILITY EVALUATIONS (1)
 Don’t evaluate whether it works (quality assurance)
 Don’t have experimenters (you) evaluate it – get participants
 Don’t (just) ask participant questions. This is NOT an “opinion
survey.” Instead, watch their behavior.
 Don’t evaluate with groups: see how well product works for each
person individually (not a “focus group”)
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 6
“DON’TS” OF USABILITY EVALUATIONS (2)
 Don’t train participants:
We need to see if they can figure it out themselves.
 Don’t test participant  evaluate the product
 It is NOT a “user test”  It is called a Usability Evaluation instead.
 Don’t put your ego as a designer on the line
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 7
ISSUE: RELIABILITY
 Do the results generalize to other people?
In fact, there might be individual differences among participants
 If comparing two products,
use statistics for confidence intervals, p<.01
 Small number of participants cannot evaluate the entire website or app
Just a sample
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 8
ISSUE: VALIDITY
Did the evaluation measure what we want?
 Wrong participants
 “Confounding” factors, etc,
 Issues which were not controlled but may be relevant to the evaluation
 Other usability problems, settings, etc.
 Ordering effects
 Learning effects
 Too much help given to some participants
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 9
PLAN OUR EVALUATION
 Goals:
 Formative – help decide features and design  CI (back then)
 Summative – evaluate product  UE (now)
 Pilot evaluations
 Preliminary evaluations to check materials, look for bugs, etc
 Evaluate the instructions, timing, etc
 Participants do not have to be representative
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 10
EVALUATION DESIGN
Within Subjects
 Each participant does all conditions
 Removes individual differences
 Add ordering effects,
otherwise, just randomize!
Between Subjects
 Each participant does one
condition
 Quicker for each participant
 But need more participants due to
huge variation in people
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 11
SOME MEASUREMENTS
Learnability Efficiency Errors Web Analytics Questionnaire
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 12
ANALYZING THE MEASUREMENT DATA
Numeric Data
 Example:
times, number of errors, etc.
 Tables and plots using a
spreadsheet
 Look for trends and outliers
Organize Problems by:
 Scope:
How widespread is the problem?
 Severity:
How critical is the problem?
 http://www.cs.cmu.edu/~bam/ui
course/UsabilityEvalReport_tem
plate2016.docx
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 13
GOAL LEVELS
Pick Levels for product:
• Theoretical best level
• Desired (planned) level
• Minimum acceptable level
• Current level or competitor's level
Errors
0 1 2 5
Best Desired
Minimum
Acceptable Current
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 14
QUESTIONNAIRE DESIGN (1)
 Collect general demographic information that may be relevant
 Evaluate feelings towards your product and other products
 Important to design questionnaire carefully, otherwise:
 Participants may find questions confusing
 May not measure what you are interested in
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 15
QUESTIONNAIRE DESIGN (2)
 “Likert scale”
 Propose something and let people agree or disagree:
agree disagree
The product was easy to use: 1 .. 2 .. 3 .. 4 .. 5
 “Semantic differential scale”
 Two opposite feelings:
difficult easy
Finding the right information was: -2 .. -1 .. 0 .. 1 .. 2
 If multiple choices, rank order them:
Rank the choices in order of preference (with 1 being most preferred and 4 being least):
Interface #1 Interface #2 Interface #3 Interface #4
 (in a real survey, describe the interfaces)
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 16
QUESTION DESIGN (STRATEGY)
 Apply clear writing. Use simple sentences.
 If participants make mistakes, then questionnaire is invalid.
 Put all positive answers in a column. Do not alternate!
 This website was easy to use.
 It was difficult to find what I needed on this website.
 Use ranges in the answer options.
 Up to 1000
 1000 – 10,000
 Bigger than 10,000
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 17
Standard (Validated)
Questionnaires
“Questionnaire for User Interface Satisfaction” (QUIS)
Chin, J.P., Diehl, V.A.,
Norman, K.L.
(1988) Development of an
Instrument Measuring User
Satisfaction of the Human-
Computer Interface. ACM
CHI'88 Proceedings, 213-218.
http://hcibib.org/perlman/qu
estion.cgi?form=QUIS
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INF
ORMATICS, ITS
18
OTHER QUESTOINNAIRE
EXAMPLE
Please take a look on UX Book, page 446
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 19
VIDEOTAPING
 Useful, but very slow to analyze
 Good for problem demos to developers or management
 Facilitate impact analysis
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 20
”THINK ALOUD” PROTOCOLS
 Get participant to continuously verbalize their thoughts
 Encourage participants to express whatever interesting
 May need to “coach” participant to keep talking
 Ask general questions
 “What did you expect”,
 “What are you thinking now”
 Not:
 What do you think that button is for”,
 “Why didn’t you click here”
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 21
NUMBER OF PARTICIPANTS
 About 30 for statistical studies
 > 5 for usability evaluation
 Reference:
https://www.nngroup.com/articles
/how-many-test-users/
 Testing more participants didn't
result in appreciably more insights
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 22
ETHICAL CONSIDERATIONS
 No harm to the participants
 Emphasize the product being evaluated, not the participants
 Results of evaluation and participants’ identities are kept secret
 Stop evaluation if participant is too upset
 At end, ask for comments, thank the participants
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 23
Hawthorne Effect
Definition: When people are aware that they are
being observed, they change their normal behavior
unintentionally.
Example:
You are observing how a
participant interacts with an app.
The participant is informed that
his/her actions on the app would
be recorded. As a result, the
participant may be extra careful
not to make mistakes on the app
to avoid embarrassment.
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 24
Hawthorne Effect
Definition: When people are aware that they are
being observed, they change their normal behavior
unintentionally.
Solution:
Inform the participant that there’s
no right or wrong way of
completing their tasks during the
research or experiment. Provide
smaller warm-up tasks at the
beginning of the session so that
the participant can become
comfortable with the environment.
HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 25
USABILITY EVALUATION SCENES

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Usability Evaluation by Novice Users in HCI

  • 1. 1 DEPARTMENT OF INFORMATICS – INSTITUT TEKNOLOGI SEPULUH NOPEMBER Arranged by: Hadziq Fabroyir, Ph.D. ( hadziq@its.ac.id )
  • 2. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 2 USABILITY EVALUATION RELIABILITY, VALIDITY, SUMMATIVE, DESIGN, MEASUREMENTS, QUESTIONNAIRE, HOWTHORNE EFFECT
  • 3. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 3
  • 4. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 4 WHY EVALUATE WITH “USABILITY EVALUATION”?  Following guidelines never sufficient for good user interfaces  Need both good design and user studies  Similar to users with Contextual Inquiry  Note: users, subjects  participants
  • 5. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 5 THE “DON’TS” IN USABILITY EVALUATIONS (1)  Don’t evaluate whether it works (quality assurance)  Don’t have experimenters (you) evaluate it – get participants  Don’t (just) ask participant questions. This is NOT an “opinion survey.” Instead, watch their behavior.  Don’t evaluate with groups: see how well product works for each person individually (not a “focus group”)
  • 6. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 6 “DON’TS” OF USABILITY EVALUATIONS (2)  Don’t train participants: We need to see if they can figure it out themselves.  Don’t test participant  evaluate the product  It is NOT a “user test”  It is called a Usability Evaluation instead.  Don’t put your ego as a designer on the line
  • 7. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 7 ISSUE: RELIABILITY  Do the results generalize to other people? In fact, there might be individual differences among participants  If comparing two products, use statistics for confidence intervals, p<.01  Small number of participants cannot evaluate the entire website or app Just a sample
  • 8. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 8 ISSUE: VALIDITY Did the evaluation measure what we want?  Wrong participants  “Confounding” factors, etc,  Issues which were not controlled but may be relevant to the evaluation  Other usability problems, settings, etc.  Ordering effects  Learning effects  Too much help given to some participants
  • 9. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 9 PLAN OUR EVALUATION  Goals:  Formative – help decide features and design  CI (back then)  Summative – evaluate product  UE (now)  Pilot evaluations  Preliminary evaluations to check materials, look for bugs, etc  Evaluate the instructions, timing, etc  Participants do not have to be representative
  • 10. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 10 EVALUATION DESIGN Within Subjects  Each participant does all conditions  Removes individual differences  Add ordering effects, otherwise, just randomize! Between Subjects  Each participant does one condition  Quicker for each participant  But need more participants due to huge variation in people
  • 11. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 11 SOME MEASUREMENTS Learnability Efficiency Errors Web Analytics Questionnaire
  • 12. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 12 ANALYZING THE MEASUREMENT DATA Numeric Data  Example: times, number of errors, etc.  Tables and plots using a spreadsheet  Look for trends and outliers Organize Problems by:  Scope: How widespread is the problem?  Severity: How critical is the problem?  http://www.cs.cmu.edu/~bam/ui course/UsabilityEvalReport_tem plate2016.docx
  • 13. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 13 GOAL LEVELS Pick Levels for product: • Theoretical best level • Desired (planned) level • Minimum acceptable level • Current level or competitor's level Errors 0 1 2 5 Best Desired Minimum Acceptable Current
  • 14. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 14 QUESTIONNAIRE DESIGN (1)  Collect general demographic information that may be relevant  Evaluate feelings towards your product and other products  Important to design questionnaire carefully, otherwise:  Participants may find questions confusing  May not measure what you are interested in
  • 15. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 15 QUESTIONNAIRE DESIGN (2)  “Likert scale”  Propose something and let people agree or disagree: agree disagree The product was easy to use: 1 .. 2 .. 3 .. 4 .. 5  “Semantic differential scale”  Two opposite feelings: difficult easy Finding the right information was: -2 .. -1 .. 0 .. 1 .. 2  If multiple choices, rank order them: Rank the choices in order of preference (with 1 being most preferred and 4 being least): Interface #1 Interface #2 Interface #3 Interface #4  (in a real survey, describe the interfaces)
  • 16. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 16 QUESTION DESIGN (STRATEGY)  Apply clear writing. Use simple sentences.  If participants make mistakes, then questionnaire is invalid.  Put all positive answers in a column. Do not alternate!  This website was easy to use.  It was difficult to find what I needed on this website.  Use ranges in the answer options.  Up to 1000  1000 – 10,000  Bigger than 10,000
  • 17. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 17 Standard (Validated) Questionnaires “Questionnaire for User Interface Satisfaction” (QUIS) Chin, J.P., Diehl, V.A., Norman, K.L. (1988) Development of an Instrument Measuring User Satisfaction of the Human- Computer Interface. ACM CHI'88 Proceedings, 213-218. http://hcibib.org/perlman/qu estion.cgi?form=QUIS
  • 18. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INF ORMATICS, ITS 18 OTHER QUESTOINNAIRE EXAMPLE Please take a look on UX Book, page 446
  • 19. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 19 VIDEOTAPING  Useful, but very slow to analyze  Good for problem demos to developers or management  Facilitate impact analysis
  • 20. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 20 ”THINK ALOUD” PROTOCOLS  Get participant to continuously verbalize their thoughts  Encourage participants to express whatever interesting  May need to “coach” participant to keep talking  Ask general questions  “What did you expect”,  “What are you thinking now”  Not:  What do you think that button is for”,  “Why didn’t you click here”
  • 21. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 21 NUMBER OF PARTICIPANTS  About 30 for statistical studies  > 5 for usability evaluation  Reference: https://www.nngroup.com/articles /how-many-test-users/  Testing more participants didn't result in appreciably more insights
  • 22. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 22 ETHICAL CONSIDERATIONS  No harm to the participants  Emphasize the product being evaluated, not the participants  Results of evaluation and participants’ identities are kept secret  Stop evaluation if participant is too upset  At end, ask for comments, thank the participants
  • 23. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 23 Hawthorne Effect Definition: When people are aware that they are being observed, they change their normal behavior unintentionally. Example: You are observing how a participant interacts with an app. The participant is informed that his/her actions on the app would be recorded. As a result, the participant may be extra careful not to make mistakes on the app to avoid embarrassment.
  • 24. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 24 Hawthorne Effect Definition: When people are aware that they are being observed, they change their normal behavior unintentionally. Solution: Inform the participant that there’s no right or wrong way of completing their tasks during the research or experiment. Provide smaller warm-up tasks at the beginning of the session so that the participant can become comfortable with the environment.
  • 25. HUMAN-COMPUTER INTERACTION - DEPARTMENT OF INFORMATICS, ITS 25 USABILITY EVALUATION SCENES

Editor's Notes

  • #11: Learnability: Time to learn how to do specific tasks (at a specific proficiency) Efficiency: (Expert) Time to execute benchmark (typical) tasks. Throughput. Errors: Error rate per task. Time spent on errors. Error severity. Lots of measures from web analytics: Abandonment rates, Completion rates, Clickthroughs, % completions, etc. Subjective satisfaction: Questionnaire. Performance Measurements Time, number of tasks completed, number of errors, severity of errors, number of times help needed, quality of results, emotions, etc. Decide in advance what is relevant Can get quantifiable, objective numbers “Usability Engineering” Can instrument software to take measurements Or try to log results “live” or from videotape Some available from web analytics Emotions and preferences from questionnaires and apparent frustration, happiness with product
  • #14: Collect general demographic information that may be relevant Age, sex, computer experience, etc. Evaluate feelings towards your product and other products Important to design questionnaire carefully Participants may find questions confusing May not answer the question you think you are asking May not measure what you are interested in
  • #16: Very hard to design questions that are hard to misunderstand or misread Clear writing, simple sentences If participants make mistakes, then questionnaire is invalid For example, all positive answers in a column Do not alternate (ref: http://www.measuringu.com/positive-negative.php) This website was easy to use. It was difficult to find what I needed on this website. Participant confusion overrides trying to make people pay attention (doesn’t work) Examples of problems: “How big is the codebase for this project?” 300 50k SLOC 342658 2000 files Big Revised: have ranges instead of a textbox: Up to 1000 LOC 1000 – 10,000 10,000 – 100,000 100,000 – 1,000,000 Bigger than 1,000,000
  • #19: Often useful for measuring after the evaluation But very slow to analyze and transcribe Useful for demonstrating problems to developers, management Compelling to see someone struggling Facilitate Impact analysis Which problems will be most important to fix? How many participants and how much time wasted on each problem But careful notetaking will often suffice when usability problems are noticed
  • #20: “Single most valuable usability engineering method” – Nielsen Get participant to continuously verbalize their thoughts Find out why participant does things What thought would happen, why stuck, frustrated, etc. Encourage participants to expand on whatever interesting But interferes with timings May need to “coach” participant to keep talking Unnatural to describe what thinking Ask general questions: “What did you expect”, “What are you thinking now” Not: “What do you think that button is for”, “Why didn’t you click here” Will “give away” the answer or bias the participant Alternative: have two participants and encourage discussion
  • #21: About 30 for statistical studies As few as 5 for usability evaluation Can update after each participant to correct problems But can be misled by “spurious behavior” of a single person Accidents or just not representative cite: https://www.nngroup.com/articles/how-many-test-users/ Five participants cannot evaluate all of the product Different tests for different parts Can’t just do longer tests
  • #22: No harm to the participants Emotional distress Highly trained people especially concerned about looking foolish Emphasize product being evaluated, not participant Results of evaluation and participants’ identities kept secret Stop evaluation if participant is too upset At end, ask for comments, explain any deceptions, thank the participants
  • #25: Who runs the experiment? Trained usability engineers know how to run a valid usability evaluation Called “facilitators” Good methodology is important 2-3 vs. 5-6 of 8 usability problems found But useful for developers & designers to watch Available if product (i.e., system) crashes or participant gets completely stuck But have to keep them from interfering Randy Pausch’s strategy Having at least one observer (notetaker) is useful Common error: don’t help too early! Where Evaluate? Usability Labs Cameras, 2-way mirrors, specialists Separate observation and control room Should disclose who is watching Having one may increase usability evaluations in an organization Can usually perform an evaluation anywhere Can use portable video recorder, screen recorder, etc. Stages of an Evaluation Preparation Introduction Running the evaluation Cleanup after the evaluation Preparation and Introduction Make sure evaluation is ready to go before participant arrives Introduce the observation phase Say purpose is to evaluate software Consent form Pre-test questionnaire Give instructions Instruct them on how to do a think aloud Write down script to make sure consistent for all participants Final instructions (“Rules”): Say that you won’t be able to answer questions during, but if questions cross their mind, say them aloud If you forget to think aloud, I’ll say “Please keep talking”