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Chap 16 - Evaluation Usability Testing (الخلاصه من الاخر)
Chap 16 - Evaluation Usability Testing (الخلاصه من الاخر)
Usability Testing:
• Usability testing fits in as one part of the user-centered design process.
• Usability testing helps validate design decisions and find usability issues.
• Usability testing is a method used to evaluate the usability and user experience of a product or system by
observing how real users interact with it.
• It involves collecting feedback and data from users while they perform specific tasks or scenarios, aiming to
identify usability issues and gather insights for improvement.
2. Recruit participants:
Identify the target user group for your product and recruit participants who represent that group. Usually, a
small group of 5-10 users is sufficient to uncover most usability issues.
Heuristic Evaluation:
• Evaluating interfaces based on predefined usability principles or guidelines.
• Evaluators examine the interfaces to identify potential usability issues and provide recommendations for
improvement.
• Heuristic evaluation is a usability inspection method for computer software that helps to identify usability
problems in the user interface (UI) design.
• During a heuristic evaluation, evaluators go through the product and compare its features and interactions
against the established heuristics.
• Evaluators can be usability experts or individuals with experience in design or user experience.
• Heuristic evaluation is a valuable technique because it helps identify usability problems early in the design
process.
• This method is relatively quick and cost-effective, as it does not require involving actual users.
5. Error prevention
The system should anticipate and prevent errors through clear instructions. (example: try catch, error exceptions)
2. Evaluation Period:
Experts spend 1-2 hours individually exploring the product.
3. Debriefing Session:
Experts come together to discuss their findings. They prioritize the problems based on their importance and
suggest ways to fix them.
2. Teach them some guidelines called heuristics that help identify usability problems.
4. Let each evaluator explore the interface on their own and take notes.
7. Decide which issues are most important and need to be fixed first.
9. Create a report summarizing the evaluation findings and share it with the development team.
3 stages for doing heuristic evaluation:
1. Preparation:
First, the evaluator gets familiar with the product and understands its goals and target users. They set clear
objectives for the evaluation.
2. Evaluation:
The evaluator carefully looks at the product and compares it to a set of usability principles or guidelines. They
note down any problems they find with the interface.
Walkthrough Evaluation:
• Walkthroughs involve evaluators simulating user interactions with an interface, step-by-step.
• The purpose is to find usability issues and evaluate how well the interface supports task completion.
• Evaluators pretend to be users and analyze how the interface responds to their actions at each step.
• This method helps uncover problems and provides feedback to make the interface more user-friendly and
supportive of tasks.
Benefits of a walkthrough
• Early identification of design problems.
• Highlighting usability issues before the development stage.
• Providing insights into user interactions and expectations.
Limitations of a walkthrough
• The reliance on evaluators' expertise and assumptions.
• Potentially missing real user perspective.
• The inability to capture the full range of user experiences.
• A designer presents a part of the design and provides scenarios for how it will be used.
• An expert evaluator is given information about the intended users, the context of use, and task details.
• The evaluator walks through the design prototype, following the scenario.
• During the walkthrough, the evaluator asks three key questions to assess usability.
• The goal of the cognitive walkthrough is to find usability issues, analyze the system's response to user actions,
and collect data.
• Based on the findings, a report is created, and changes are made to improve the user interface.
• Cognitive walkthroughs focus on specific tasks and can be used alongside other evaluation methods to enhance
the overall user experience.
Benefits of a Cognitive Walkthrough:
It focuses on the users' cognitive processes and task completion, provides insights into users' understanding and
expectations, and helps identify usability issues related to the interface's feedback and guidance.
• They involve a carefully managed team consisting of users, developers, and usability professionals.
• Afterward, a guided discussion takes place where they reach collective decisions.
• The group, including users, evaluates the interface as typical users would.
• The main objective is to identify usability problems and enhance the user-friendliness of the interface.
• By combining the expertise of diverse professionals, this method aims to improve overall usability.
• The issues identified during the walkthrough are addressed to create a better user experience.
c) Heuristic Walkthrough:
• Heuristic walkthroughs evaluate interfaces based on pre-established usability guidelines.
• Evaluators look for areas where the interface may not meet these guidelines.
• This method helps uncover usability problems and improve the overall user experience.
Exam Question:
Describe one circumstance when the actions for the cognitive walkthrough should be constructed and
analyzed at the micro-level (e.g. mouse-clicks and keystrokes).
• Actions for the cognitive walkthrough should be constructed and analyzed at the micro-level (e.g., mouse-clicks
and keystrokes) when:
• The interaction involves precise and detailed input, such as data entry or manipulation that requires specific user
actions.
• The interface has complex interactions or multi-step tasks that require careful analysis of each action's timing
and sequence.
• The goal is to estimate task completion time accurately or evaluate the efficiency of user interactions in terms of
speed and effort.
• It breaks down user actions into small cognitive and motor operations, each with a pre-defined time value.
• By adding up the times for each operation, we can estimate the total time required to complete a task.
• KLM is especially useful for evaluating interfaces that involve repetitive user actions, like navigating menus or
entering data.
1. Keystrokes (K):
Estimate the time required to press individual keys or buttons.
2. Pointing (P):
Estimate the time required to move a pointing device (e.g., mouse) and perform actions like clicking or dragging.
3. Homing (H):
Estimate the time required to move a hand or fingers between the keyboard and the pointing device.
1. Define Tasks:
Determine the specific tasks or scenarios that users will perform during the usability test. These tasks should
represent typical interactions with the interface.
5. Analyze Discrepancies:
Identify any significant discrepancies between the predicted and actual times. This can help uncover areas where
the interface may be less efficient or where improvements can be made.
6. Iterative Design:
Use the insights from the KLM-based usability test to inform the design process. Make adjustments to the
interface based on the identified usability issues or inefficiencies.
By using GOMS, designers can estimate task completion time, identify usability problems, and compare interface designs.
It helps understand and predict user behavior, optimize interfaces, and improve efficiency.
Benefits of GOMS
• Predictive modeling for task analysis.
Limitations of GOMS
• Simplified user behavior representation.
GOMS Components
1. Goals: Goals are what users want to accomplish when interacting with a system. They represent the specific
objectives or tasks that users intend to achieve.
2. Operators: Operators are the actions or operations performed by users to reach their goals. These actions can be
physical (e.g., pressing a button), cognitive (e.g., making a decision), or perceptual (e.g., perceiving information).
3. Methods: Methods are the step-by-step sequences of operators that users follow to accomplish their goals. They
describe the specific order and combination of operators required to complete a task or reach an objective.
4. Selection rules: Selection rules determine when a user would choose a particular method over others. These
rules consider the current situation or context and guide the selection of the most appropriate method for a
given task.
GOMS Methods
1. Step-by-step process: Methods in GOMS are the ordered sequences of actions that users follow to complete a
task.
2. Task analysis: Methods are derived by breaking down a task into individual actions and organizing them in a
logical order.
3. Standardized approach: GOMS methods can be standardized and represented as templates or guidelines for
performing common tasks.
4. Iterative refinement: Methods can be improved through an iterative design process by studying user
performance and feedback.
5. User expertise: Methods may vary based on the user's level of expertise, with experienced users employing
more efficient methods.
6. Minimizing cognitive load: Methods aim to reduce cognitive effort by optimizing the arrangement and
sequencing of actions.
2. Task selection: Choose specific tasks or scenarios that represent typical user interactions with the interface.
3. GOMS modeling: Create GOMS models for each task, breaking them down into goals, operators, methods, and
selection rules.
4. Expert analysis: Have usability experts or designers analyze the GOMS models to identify potential usability
issues and evaluate the efficiency of the interface.
5. Task completion time estimation: Use the GOMS models to estimate the time required for users to complete the
tasks, providing insights into task efficiency.
6. Iterative design: Use the findings from GOMS-based usability testing to refine the interface design, addressing
identified usability issues and improving task completion time.
7. Comparison of design alternatives: Compare different interface designs by creating and evaluating GOMS
models for each design, allowing for informed decision-making.
Fitts’ Law:
• Fitts' Law predicts that the time it takes to point at an object using a device depends on two factors: the distance
to the target and the size of the target.
• The farther away and smaller the object, the longer it takes to locate and point to it.
• Fitts' Law is especially helpful in determining the optimal placement of objects on a screen.
• It is commonly used to evaluate systems where the speed of locating an object is crucial, such as smartphones,
handheld devices, and mobile devices.
2. Target Size:
The size of the target object or area determines the ease of acquisition. Larger targets are easier to locate and select.
3. Speed-Accuracy Trade-off:
Fitts' Law reflects a trade-off between movement speed and pointing accuracy. Faster movements may result in less
accuracy, while slower movements allow for more precise targeting.
4. Predictive Nature:
Fitts' Law provides a predictive model for estimating movement time based on the distance and size of the target. It
helps designers anticipate and optimize user performance in pointing tasks.
5. Task Relevance:
Fitts' Law is particularly relevant for tasks that involve pointing and selection, such as clicking on buttons, icons, or
interactive elements on digital interfaces.
• The equation calculates the average time (T) required to complete a movement.
• a and b are constants that depend on the device used for pointing.
• The logarithmic term (log2(D / W + 1)) represents the task difficulty, with larger ratios indicating more
challenging tasks.
• By measuring and determining the values of a and b through experiments, the equation can be used to predict
the time it takes to complete pointing tasks.
In simpler terms, Fitts' Law provides a mathematical way to estimate how long it will take to move and accurately point
at a target based on its distance and size. It helps designers analyze and optimize interface design by considering the
difficulty of target acquisition.
Usability Testing with Fitts’ Law
Usability testing with Fitts' Law involves applying the principles of Fitts' Law to evaluate the usability of an interface.
Here's how it can be done:
6. Draw Insights:
Interpret the data to gain insights into the usability of the interface. Identify any areas where targets are difficult
to acquire or where the interface design can be optimized.