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9. Automated recovery is related to:
A. Evaluators check re-initialization
B. Data recovery
C. Restart
All of these
ANSWER : D
10. What term refers to the fast-paced building or construction of a software
prototype?
A. Rapid application development (RAD)
B. Rapid agility programming (RAP)
C. Speed programming
D. Express development (ED)
ANSWER : A
QUIZ 2
1. Which of these are attributes of usability?
A. Learnability
B. Usefulness
C. Generalizability
D. Subjective satisfaction
ANSWER : D
2. Which of the following is the best description of a design model?
A. It shows what the system will do.
B. It shows how the system will work
C. It shows why the system is required.
ANSWER : B
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3. Providing accelerators (e.g. keyboard shortcuts) mostly addresses
A. utility.
B. efficiency.
C. learnability.
D. attitude (or likeability)
ANSWER : B
4. The cognitive walkthrough mainly evaluates a product’s
A. utility
B. efficiency
C. Learnability
D. Likeability
ANSWER : C
5. How many main categories of principles to support usability?
A.5
B.4
C.6
D.3
ANSWER : D
6. How do you get to know the user in the usability engineering lifecycle?
A. Draw up a user profile
B. Analyze user complaints
C. Run a thinking aloud test
D. Ask user in each phases
ANSWER : A
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7. Which of the following concerns the transfer of control for execution of
tasks between system and user?
A. Substitutivity
B. Customizability
C. Flexibility
D. Task migratability
ANSWER : D
8. Which of the following is general term for the technology capable of
creating a virtual world with intense reality using the computer?
A.IR
B.OR
C.AR
D.VR
ANSWER : D
9. Match the terms with the correct definition. (CLO 2)
10. Which of the following are the principles of robustness?
A. Synthesizability
B. Substitutivity
C. Observability
D. Generalizability
ANSWER : C
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STORYBOARD
CHAPTER 2 : THE DESIGN PROCESS
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TOPIC 3
EVALUATION
TECHNIQUES IN HCI
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DEFINITION OF EVALUATION METHOD
Evaluation technique can be define as:
• A series of tests to test the usability and functionality of a system.
• It occurs in laboratory, field and/or in collaboration with users.
• It also evaluates both design and implementation.
• Lastly, it should be considered at all stages in the design life cycle.
There are 3 main goal why we need it.
1. To assess Extent Of System Functionality
2. To assess the effect Of Interface On User
3. To Identify Specific Problems that occur in the system or interface
TYPES OF EVALUATION
There are two types of evaluation to determine system/interface design
which are:
1. Evaluate Design by Expert Analysis.
2. Evaluate Design by User Perception.
Evaluate Design by Expert Analysis
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Expert-based evaluation methods are also referred to as expert analysis
methods. It can be expensive to regularly carry out user test at all life cycle
stages. In this phase, designer or HCI expert assesses a design based on
known/standard cognitive principles or empirical results.
Expert analysis methods can be used at any stage in the life cycle. Expert
analysis methods are relatively cheap. There are 4 methods to evaluate a
design using expert analysis method which are:
Figure 3.1 : Method to Evaluate a Design using Expert Analysis Method
Let`s have a look at each of the methods.
Cognitive Walkthrough
• Cognitive Walkthrough was proposed by Polson et. Al.
• This method evaluates design on how well it supports user in
learning task
• It usually performed by expert in cognitive psychology
• Expert ‘walks through’ design to identify potential problems using
psychological principles
• It use forms to guide analysis
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There are 4 requirements in order to perform the in Cognitive Walkthrough.
1. Specification/Prototype
A specification or prototype of the system. The specification doesn`t
have to be complete, but should be detailed.
2. Description
A description of the task the user is to perform on the system. It
should be a representative task that most users will want to do
3. List
List is a complete, written list of the actions needed to complete the
task with the proposed system.
4. Indication
An indication of who the users are and what kind of experience and
knowledge the evaluators can assume about them
Heuristic Evaluation
This method Proposed by Nielsen and Molich in 1990. A heuristic
evaluation is a usability inspection method for computer software that helps
to identify usability problems in the user interface (UI) design. The main
goal of heuristic evaluations is to identify any problems associated with the
design of user interfaces.
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Heuristic evaluation involves having a small set of evaluators examine the
interface and judge its compliance with recognized usability principles (the
“heuristics”).
There are 3 example of heuristic evaluation as follows
1. System Behaviour Is Predictable
2. System Behaviour Is Consistent
3. Feedback Is Provided
Each of the evaluation can be Rate on scale of 0-4 where 0 is not a
problem and 4 is a catastrophe.
Review-Based Evaluation
Review-based evaluation is an expert-based evaluation method that relies
on experimental results and empirical evidence. This result is important in
order to support or disprove parts of the user interface design. The results
are transferable to new design.
Model-Based Evaluation
It also known as digital product definition (DPD). This method summarizes
the interface design from the user’s point of view.
For example:
- Represents how the user gets things done with the system.
- Components of model can be reused to represent design of related
interfaces.
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There are 3 current approaches in this method.
1. Design Rationale
Design Rational will provides a framework in which design
options can be evaluated.
2. Dialog Model
Evaluate dialog sequences for problems. Such as unreachable
states, circular dialogs & complexity.
3. GOMS model
• Goals - what goals can be accomplished with the system
• Operators - what basic actions can be performed
• Methods - what sequences of operators can be used to
accomplish each goal
• Selection Rules - which method should be used to accomplish a
goal.
This model used to predict user performance with a particular interface &
can be used to filter particular design option.
Evaluate Design by User Perception
User-based evaluation basically is evaluation through user participation.
For example, evaluation that involves the people for whom the system is
intended; the users.
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This type of evaluation can be conducted in the laboratory and/or in the
field.
User-based evaluation methods include:
• Experimental method
• Observational method
• Query method
• Physiological monitoring method
There are 2 environments that evaluation can be conducted.
1. Laboratory Studies
2. Field Studies
Laboratory Studies
A laboratory study may use special equipment, a building part of a
building, or other place equipped to conduct scientific experiments, tests,
investigations, etc., or to manufacture chemicals, medicines, or the like.
The Advantages of this studies are:
• specialist equipment available
• uninterrupted environment
While the Disadvantages are:
• lack of context
• difficult to observe several users cooperating
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Field Studies
Field studies involve collecting data outside of an experimental or lab
setting. This type of data collection is most often done in natural settings or
environments and can be done in a variety of ways for various disciplines.
Advantages:
• natural environment
• context retained (though observation may alter it)
• longitudinal studies possible
Disadvantages:
• distractions
• noise
Methods applied in Evaluating Design by User Participation.
There are 4 methods as follows:
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Figure 3.2 : Methods applied in Evaluating Design by User Participation.
Experimental Method
• Experimental Method will control evaluation of specific aspects of
interactive behaviour.
• Evaluator will choose 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.
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In experimental method, there are 5 experimental factors involved.
• Participant
• Variable
• Hypothesis
• Experimental Design
• Statistical Measure
Participant
• Participant should be chose to match the expected user
population as closely as possible.
• The sample size must be large enough to be considered to be
representative of the population.
Variable
There are 2 types of variables.
Independent variable (IV)
• The characteristic changed to produce different conditions
(the characteristic cannot be measure)
• For example: interface style, number of menu items
Dependent variable (DV)
• The characteristics measured in the experiment
• For example: time taken, number of errors.
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Hypothesis
Hypothesis can be divided into 2 which are:
a) Prediction of outcome
• It is framed in terms of independent variables (IV) and dependent
variables (DV)
• The Aim is to show the prediction is correct
• For example: “error rate will increase as font size decreases”
b) Null hypothesis
• It is states no difference between conditions
• The aim is to disprove the prediction
• For example: null hyp. = “no change with font size”
Experimental Design
• It can be done within groups (repeated measures) design
• Each subject performs experiment under each specific condition.
• This method is less costly and less likely to suffer from user
variation.
There are 3 phases in the experimental design.
1. Choose hypothesis
Evaluator will clarify the independent variables (IV) and
dependent variables (DV). Then, the participant for the
experiment will be considered.
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2. Experimental method
In this phase, the suitable method will be identify. Choosing
between-subject or within-subject method depends on the
resource, learning transfer and participant.
3. Analyze result
In analyze result phase; the statistical test will be done.
Statistical Test
• The use statistics is to describe experimental data and to test
hypotheses on them.
• Statistics can be (roughly) divided in:
o descriptive statistics
o inferential statistics
• Software used for analyzing the data – such as SPSS,
MAXSTAT, ANALYTICA and others.
The choice of statistical test depends on the following criteria:
1. Type of data or variable
2. Type of random experimental variation
3. Required information
Observational Method
In this method, there are 5 techniques as listed below:
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1. Think Aloud
2. Cooperative evaluation
3. Protocol analysis
4. Automated analysis
5. Post-task walkthroughs
Think Aloud
In this technique, user will observe the performing task. They are also
asked to describe what he/she doing and why he/she thinks is happening.
The advantages of this technique are:
• It is simplicity – requires little expertise
• This technique can provide useful insight
• It can show how system is actually use
Disadvantages for this technique are:
• It is very subjective
• This technique is also selective for certain condition
• The act of describing may alter task performance
Cooperative Evaluation technique
• This technique is a variation on think aloud technique
• User collaborates in evaluation
• Both user and evaluator can ask each other questions
throughout this technique
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The Additional advantages for this technique are:
• It is less constrained and easier to use
• User is encouraged to criticize system
Protocol Analysis
This is a paper-pencil technique. It is a cheap technique, but 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 analyse
• 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
This is a workplace project. Automated Analysis is also a post task
walkthrough which:
• User reacts on action after the event
• Used to Fill in intention
Advantages of this technique are:
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• Analyst / evaluator has time to focus on relevant incidents
• Avoid excessive interruption of task
Disadvantages of this technique includes:
• lack of freshness
• may be a post-hoc interpretation of events
Post-Task Walkthrough
• This technique is a transcript played back to participant for
comment
• It is useful to identify reasons for actions and alternatives
considered
• This technique will be necessary in cases where think aloud
technique is not possible
QUERY METHOD
There are 2 technique involve, which are:
1. Interviews
2. Questionnaires
Interviews
Analyst questions user on one-to-one basis usually based on prepared
questions. Informal, subjective and relatively cheap
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Advantages
• It can be varied to suit context
• The issues can be explored more fully
• It can elicit user views and identify unanticipated problems
Disadvantages
• This technique is very subjective
• It is also time consuming
Questionnaires
Questionnaires is set of fixed questions given to users. Result will be taken
from the user`s answer.
Advantages of using questionnaires are:
• It is quick and reaches large user group
• It can be analysed more rigorously
Disadvantages of using questionnaires are:
• It is less flexible
• It also less probing
Physiological method
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There are 2 technique in this method which are:
1. Eye tracking
2. Physiological measurement
Eye Tracking
It is a head or desk mounted equipment tracks the position of the eye.
The eye movement reflects the amount of cognitive processing a display
requires. The measurements include:
• fixations: where 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. Physiological 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)
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SUMMARY
As a summary, this lesson can be summaries into 2 section such as
follows:
• Evaluate Design by Expert Analysis
• Evaluate Design by User Perception
There are 4 main methods for each of the design evaluating process.
• Evaluate Design by Expert Analysis
• Cognitive Walkthrough
• Heuristic Evaluation
• Review-based evaluation
• Model-based evaluation
• Evaluate Design by User Perception
• Experimental methods
• Observational methods
• Query method
• Physiological monitoring methods
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QUIZ 1
1. The evaluation functions are to test the ___________ of an interactive
system.
A. Interactivity, interface and navigation
B. Cost, features and price
C. Usability, functionality and acceptability
D. None of the above
ANSWER:C
2. In a heuristic evaluation:
A. A group of usability experts judges an interface with a detailed checklist
of guidelines.
B. A group of test users conducts a formal experiment.
C. A group of psychologists administers a questionnaire.
D. A group of usability experts reviews a UI according to a small set of gen
eral principles.
ANSWER : D
3. What technique involves having an experienced evaluator apply a set of
guidelines or principles in examining an interface?
A. Experience Summary
B. Usability Test
C. Cognitive Walkthrough
D. Heuristic Evaluation
ANSWER : D
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4. When conducting a usability test, what technique is often employed to
help uncover problems?
A. Speak Slowly Method
B. Think Aloud Protocol
C. Graduated Interval Recall
D. Retrospective Analysis
ANSWER : B
5. The evaluator effect can best be described as:
A. The effect an evaluator has on a participant in a usability study
B. The tendency for different evaluators to identify different problems when
testing the same interface
C. The tendency for different evaluators to identify the same problems
when testing the same interface
D. The effect on the usability test facilitator when being observed by stake
holders
ANSWER : B
6. The followings are some approaches based on expert evaluation
EXCEPT:
A. Analytic methods
B. Query methods.
C. Review methods
D. Model-based methods.
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ANSWER:B
7. A method that does not require human participants serving as test users
is the
A. usability test.
B. pluralistic walkthrough.
C. Rubin’s comparison test.
D. Heuristic evaluation.
ANSWER:D
8. The cognitive walkthrough mainly evaluates a product’s
A. Utility
B. Efficiency
C. Learnability
D. Likeability
ANSWER:C
9. Providing accelerators (e.g. keyboard shortcuts) mostly addresses
A. Utility
B. Efficiency
C. Learnability
D. Attitude (Or Likeability)
ANSWER:B
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10. A pluralistic walkthrough
A. Is Usually Conducted At The End Of The Development Process
B. Is Often Conducted With Low-Fidelity Designs
C. Requires Having Several Alternate Designs
D. Requires A Fully Functional Prototype
ANSWER:C
QUIZ 2
Evaluation is relied heavily in Human Computer Interaction. One way
of implementing a good evaluation is to do questionnaires. It also can
produce a lot of information.
A. TRUE
B. FALSE
ANSWER : A
2. The styles of question that can be used in questionnaire are:
I. general
II. open-ended
III. scalar
IV. multi-choice
V. ranked
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A. I, II, and III
B. II, III, IV and V
C. I, III and V
D. All of the above
ANSWER:D
3. Post-test questionnaires (conducted after a usability test) are particularly
useful for measuring
A. Safety
B. Efficiency
C. Learnability
D. User Satisfaction
ANSWER:D
4. Why should a designer gather as much information about their target
audience as possible before creating a user interface?
A. This will enable you to make the best design decisions, including font,
colours, type of navigation and the level of interactivity required
B. This will enable you to target the type of advertising you will include on
your pages
C. This will allow you to develop a consistent layout, if you design around a
template format
ANSWER:A
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5. Ensuring that multimedia elements load and work properly is part of
which of the following?
A. Identifying a target audience
B. Ensuring consistency in styles
C. Testing a webpage works properly
ANSWER:C
6. Providing accelerators (e.g. keyboard shortcuts) mostly addresses:
A. Utility
B. Efficiency
C. Learnability
D. User Satisfaction
ANSWER:B
7.”:It is simplicity – requires little expertise, This technique can provide
useful insight and It can show how system is actually use”
The statement refers to:
A. Think Aloud
B. Questionnaires
C. Protocol Analysis
D. Cooperative Evaluation
ANSWER:A
8. Eye tracking is one of the technique in Physiological Method. The
technique measure the following aspect, except:
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A. Fixations
B. Saccades
C. Scan paths
D. Cognitive processing
ANSWER:D
9. Post-Task Walkthrough will be necessary in cases where think aloud
technique is not possible
A. TRUE
B. FALSE
ANSWER:A
10. Experimental Method Testing will control evaluation of specific aspects
of interactive behaviour and choose hypothesis to be tested.
A. TRUE
B. FALSE
ANSWER:A
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STORYBOARD
CHAPTER 3 : DEFINITION OF EVALUATION METHOD
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TOPIC 4
UNIVERSAL DESIGN IN HCI
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UNDERSTAND UNIVERSAL DESIGN
Universal Design is the design of products and environments to be usable by
all people, to the greatest extent possible, without adaptation or specialized
design. This design involves the consideration of many factors including:
• Aesthetics
• Engineering options
• Environmental issues
• Industry standard
• Safety concerns
• Cost
There are 7 Principles of Universal design of Interactive System. The 7
principles are as follows:
• Equitable Use
• Flexibility in Use
• Simple and Intuitive Use
• Perceptible Information
• Tolerance for Error
• Low Physical Effort
• Size and Space for Approach and Use
Let`s see the understanding for each of the principles.
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Equitable Use
The design is useful and marketable to people with diverse abilities
Guidelines:
To provide the same means of use for all users: identical whenever
possible; equivalent when not.
Avoid segregating or stigmatizing any users.
Provisions for privacy, security, and safety should be equally available
to all users.
This will make the design appealing to all users.
The example of Equitable Use:
• Power doors with sensors at entrances that are convenient for all
users
• Integrated, dispersed and adaptable seating in assembly areas such
as sports arenas and theaters
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Flexibility in Use
The design accommodates a wide range of individual preference and
abilities.
Guidelines:
Provide choice in methods of use.
Accommodate right- or left-handed access and use
Facilitate the user’s accuracy and precision.
Provide adaptability to the user’s pace.
For example:
• Scissors designed for right or left-handed users
• An automated teller machine (ATM) has a visual, tactile and audible
feedback, a tapered card opening, and a palm rest
Simple and Intuitive Use
Use of the design is easy to understand, regardless of the user`s experience,
knowledge, language skills, or current concentration level.
Guidelines:
Eliminate unnecessary complexity.
Be consistent with user expectations and intuition.
Accommodate a wide range of literacy and language skills.
Arrange information consistent with its importance.
Provide effective prompting and feedback during and after task
completion
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The example are:
• A moving sidewalk or escalator in a public space
• An instruction manual with drawing and no text –take IKEA cata
logue in this case
Perceptible Information
The design communicates necessary information effectively to the user,
regardless of ambient conditions or the user`s sensory abilities.
Guidelines:
Use different modes (pictorial, verbal, tactile) for redundant
presentation of essential information.
Provide adequate contrast between essential information and its
surroundings.
Maximize “legibility” of essential information.
Differentiate elements in ways that can be described (i.e., make it
easy to give instructions or directions).
Provide compatibility with a variety of techniques or devices used by
people with sensory limitations.
For example:
• Tactile, visual and audible cues and instructions on a thermostat
• Redundant cueing (axample: voice communication and
signage) in airports, train stations and subway cars
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Tolerance for Error
The design minimizes hazards and the adverse consequences of accidental
or unintended actions
Guidelines:
Arrange elements to minimize hazards and errors: most used elements,
most accessible; hazardous elements eliminated, isolated, or shielded.
Provide warnings of hazards and errors.
Provide fail-safe features.
Discourage unconscious action in tasks that require vigilance.
For example;
• A double-cut car key easily inserted into a recessed keyhole in either
of two ways
• An “undo” feature in computer software that allow the user to correct
mistakes without penalty
Low Physical Effort
The design can be used efficiently and comfortably and with a minimum of
fatigue.
Guidelines:
Allow user to maintain a neutral body position.
Use reasonable operating forces.
Minimize repetitive actions.