This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== CS 352 ====== ===== Project ===== * [[project/start]] ===== HCI ===== ==== What is HCI? ==== Human-computer interaction is: "concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them" (ACM SIGCHI). Other definitions: * Optimizing user's interaction with system, environment, or product. * How do we bring tech. in line with user expectations? ==== Usability Engineering vs. Interaction Design ==== Interaction design definition: Designing interactive products to support people in their everyday and working lives. Usability engineering definition: Nielson doesn't really give one. It's a solid process by which you can create usable software. ==== Active Areas of HCI ==== * Novel interfaces/techniques. * Design & design practices. * Communication. * How medium affects the message. * Accessibility & universal computing. * Work efficiency. ==== Why should we care? ==== * Computers affect most people: * 89% of US has access to computers. 65% are online. * Have to deal with businesses and gov't agencies. * Computers are everywhere. * Success often depends on ease of use more than power or features. ==== Case for HCI ==== * Nielsen * Increase learnability. * Increase efficiency. * Increase memorability. * Decrease errors. * Increase satisfaction. * Preece * Utility? * Effectiveness? ==== User Experience Goals (Preece) ==== Preece introduces user experience goals: * Satisfying. * Enjoyable. * Fun. * Entertaining. * Helpful. * Motivating. * Aesthetically pleasing. * Supportive of creativity. * Rewarding. * Emotionally fulfilling. Are these always good/desirable? * Depends upon the application. * E.g. emotional fulfillment in Excel. ==== Case Against Usability ==== There are places where usability may not be good: * Security systems. * Medicine (e.g. medicine bottles). * Complex system operators (make it too easy -> operator stupidity). Examples of poor usability: * Home electronics with the only controls being the remote. (Lose the remote and get hosed.) * Scientific calculators/too much functionality in too little space. * QWERTY for English. ===== Evolution of Usability ===== ==== History of Computer Interaction ==== === 40s-50s: Batch === * Computer performed one task at a time. * No interaction once computation started. * Switches, wires, punch cards, and tapes for I/O. === 60s-70s: Command line === * Computers hit "big business." * More varied tasks. * Text processing, email, etc. * Teletype terminals. === 80s-present: WIMP === * (Windows, Icons, Mouse, Pointer) * Computers in the home, everyday tasks, no training. * From multi-user to multitasking systems. * WIMP interface allows you to do several things simultaneously. * Has become the familiar GUI interface. ==== People in Computing History ==== === Innovator: Ivan Sutherland === * SketchPad -- 1963 -- first interactive drawing program on computer. * Hierarchy. * Master picture with instances. * Constraints. * Icons. * Copying. * Light pen input device. * Recursive operations. === Douglas Engelbart === * Invented mouse/pointer. ==== Paradigm: Direct Manipulation ==== You are interacting with the image on the screen. * '82 Shneiderman describes appeal of rapidly-developing graphically-based interaction. * Object visibility. * Incremental action and rapid feedback. * Reversibility encourages exploration. ==== Paradigm: Metaphor ==== Metaphor paradigm involves mapping the real world onto computer use. * All use is problem-solving or learning to some extent. * Relating computing to real-world activity is an effective learning mechanism. * File management on office desktop. * E.g. financial analysis as spreadsheets. ===== Project ===== ==== Library Field Trip ==== * Going to learn how to watch people, environment, etc. * Learn how to take notes. ==== Proposal ==== * Find a usability problem. * Research problem. * Create a proposal. ==== Research ==== * ===== Usability and Design Process ===== ==== Basic Questions ==== * What is usability in terms of design/requirements? * It's essentially the same thing, come at from different angles. * HCI from user standpoint, software engineering from developer's standpoint. * When and where in design/build process do you use usability? * Everywhere. ==== User-Centered Design Process ==== - Identify users - Identify activities/contexts. - Identify needs. - Derive requirements. - Derive design alternatives. - Build prototypes. - Evaluate prototypes. - Iterate. - Ship, validate, maintain. === Understanding Users === * Need to take into account: * Who users are * What activities are being done * Where interaction takes place * Conditions may exclude or require certain interface choices, e.g. use of sound. * Need to optimize interactions users have with a product. * Such that they match user activities and needs. === Understanding Users (2) === Who are the users? * Those who interact directly w/ product. * Managers of direct users. * Receivers of the product's output. * Purchasers of the product. * Users of competitor's products. === Populations and Sampling === * Identify user groups. * Make sure all are represented in your study. * Make sure more than one person from each group is represented in your study. * How much to study? * Time. * Subjects. * Random vs. non-random sampling. === Studying Users === Each method of learning about users will be more appropriate depending upon the context. * Questionnaires. * Difficult to create in unbiased way. * Reach lots of people quickly. * Interviews. * Time-consuming. * Noisy analysis. * Can reveal information you didn't think of. * Focus groups. * Various levels of structure. * One person can dominate. * Naturalistic Observation * Ethnomethodological. * Contextual inquiry. * Participatory design. * Documentation. === Naturalistic Observation === == What are needs? == * Users often don't know what's possible. * Users can't tell you what they need to achieve goals. * Instead, look at existing tasks: * Context * Information required * Collaboration * Why it's done that way * Envisioned tasks: * Can be rooted in existing behavior. * Can be described as future scenarios. * Based upon observation, design a system that meets user's needs in a great way. == Ethnography == * "Writing the culture." * Ethnographer takes part in the world for extended periods of time, passive observer. * "World" => company, society, family, etc. * Observe everything taking place: Activities, environments, interactions, practices, etc. * Hidden assumption: We don't always know what we know or do, make the implicit explicit. * Not limited to any particular scope. * Gather info on all observations. * Noisy, but very rich and detailed data. * Two types: Participant observation and Contextual inquiry. * Participatory Observation * "Going native" * Ethnographer part of culture. * May be difficult to relate back. * May influence outcome. * Tries not to make judgements about why events happen. * Contextual inquiry * Ethnographer less embedded in the culture. * Apprentice relationship to actor. * Some observation followed by questions to the actor to clarify meaning. * Tends to get more focused data. * Prone to rationalizations and tall tales. * When have to explain/vocalize, actor may come up with a story. * Problems with ethnography. * Data is very disorganized. * Difficult to know what to do with it. * Needs further refinement before it can be applied. * Use cases * Scenarios * Task analysis * Workflow models * Ethnogaphy often good starting point, but rarely self-sufficient. == Observation == * Subject knowledge/consent. * Public vs. private places. * If the observee has expectation of privacy, you must have consent. * Medium * Notebook * Audio tape * Video/photographs * Puts people less at ease. (=> modifies behavior to some extent) * Transcription * Within 24 hours. * Cleaned up version of notes. ===== Ethics ===== ==== Learning Objectives ==== * Discuss ethical concerns. * Role of IRB. * Principles and origins of Belmont report. * Principle of informed consent & considerations surrounding. * Responsibilities to participants before, during, after study. ==== History ==== * Nuremberg doctor trials. * Milgram obedience experiments. * Thalidomide study. * Untreated syphilis study. * Human radiation experiments. === Nuremberg doctor trials === * Nazi physicians charged conducting inhuman experiments on civilians and prisoners. * High altitude experiments: * 40% participants died. * Parachuting into cold water. * 30% died. * Wound, burns, amputation, chemical and biological agent exposure. * Mortality of 25%, many disabled or scarred for life. * Code of ethics developed in aftermath. - Informed consent. - Anticipated results should justify experiment. - Human experiments should be based upon animal results. - Physical and mental suffering and injury should be avoided. - There should be no expectation of death or disabling injury. - Degree of risk should be weighed by potential benefit. - Proper preparation & precautions should be taken. - Only qualified scientists should conduct medical research. - Subject has right to end experiment at any time. - Scientist must be prepared to end experiment if subject at risk. * Code did not have much effect. === Milgram obedience experiments === * Designed to answer question "Could it be that Eichmann and hist milion accomplices in the Holocaust were just following orders?" * Subject was "teacher," learner was an actor paid by researcher, following a script. * Subject asked to administer electrical shocks when learner was wrong. * Psychologists said 1 in 1,000 would administer maximum shock (thus obeying supervisor). * In reality, 63.75% administered the maximum shock. * "I observed a mature and initially poised businessman enter the lab smiling and confident. Within 20 minutes he was reduced to a twitching, stuttering wreck, who was rapidly approaching a point of nervous collapse." S. Milgram in //Obedience to Authority//. === Belmont Report === == Basic Principles == * Respect for persons. * Beneficence. * Justice. == Institutional Review Board == * IRB has authority to approve, require modification, or disapprove all research activities. * Purpose: Review research and determine if the rights and welfare of human participants involved in research are adequately protected. * Safeguard mechanism. == Informed Consent == * Informed consent is a process of information exchange that takes place between the prospective investigator, before, during, and after study. * Comprehension: Investigators responsible for ascertaining that the participant has comprehended the information. * Voluntariness: Agreement to participate in the research constitutes a valid consent only if voluntarily given. * Must not be coerced through any means, including incentive. == Investigator's Responsibilities == * Investigators bear ultimate ethical responsibility for their work with human participants. * Other responsibilities include: * Compliance with laws. * Assuming fiscal management. * Supervising/training of students, post docs, and residents. * Complying with terms and conditions of sponsor's award. * Submission of all technical, progress, invention, and financial reports on timely basis. ===== Project Description ===== * Groups of 4-5 * Four phases: * Proposal (2/7) * Prototype 1 (2/21) * Evaluation plan (2/28) * Final system & evaluation (3/16) ==== Proposal ==== Identify a real **usability** need, for a real population. * Describe the problem (current breakdown and the ideal situation). * Document the problem (how you know there is a problem to begin with). * Who are your users. * Ideas about a solution. ==== Prototypes ==== * Build a presentation for a design gallery. ==== Evaluation Plan ==== Based upon feedback from prototype and problem you identified: * Write a convincing and realistic evaluation plan to see if you have reached all/some of your objectives. * Perform said evaluations on your fellow students. ==== Final Presentation ==== * Just like prototype presentation, but you add in your final design, how it evolved, etc. ===== Other Study Techniques ===== ==== Cognitive Walkthrough ==== * Subject is usually an expert in UI, etc. * Think-Aloud protocol is part of cognitive walkthrough: * User describes verbally what he's thinking while performing tasks. * What they believe is happening. * Why they take an action. * What they are trying to do. * Researcher takes notes about task and actions. * Makes less assumptions about why things are happening. * Very widely used. * Yields good results with few people. * Potential problems: * Can be awkward for participant. * Can modify way user performs tasks. === Alternative === * What if thinking aloud will be too disruptive? * Can use post-event protocol. * User performs session, then watches video and describes what she was thinking. * Sometimes difficult to recall. * Opens up door of interpretation/rationalization. ==== Related: Diary Study ==== * Subject asked to keep journal of daily activities. * Record actions, reasons, and other observations. * Not always subjective. * Prevents researcher from having to be everywhere 24/7. ==== Interviews ==== * 3 types: * Structured: * Well-defined agenda. * Efficient. * Require training. * Unstructured: * No agenda. * Let subject go in whatever direction they need to go. * Difficult to not influence direction. * Inefficient. * Less training. * Semi-structured: * Good balance of training/efficiency. * Often appropriate. === Semi-Structured Interviews === * Predetermine data of interest - know why you are asking questions, don't waste time. * Guidelines: * Stay concrete (specific). * "So when the new guy joined the team and hadn't gotten his email account set up yet, what happened then?" vs. "What generally happens here when someone new joins the team?" * Signs to look for: * Interviewee waves hand and looks up at ceiling => generalization coming. * Use of passive voice, "generally", "usually", "should", "might" ==== Surveys ==== * General Criteria * Make questions clear and specific. * Ask some closed questions with a range of answers. * Sometimes also have a no opinion option, or other answer option. * Do test run with two or three people. * Likert Scale * Usually odd # of points: 5, 7 point scale; agree to disagree. * Could also use words for each level. * Sometimes need to use black & white answer questions to get a normalization range. * Other Typical Questions * Rank importance of each of these items... * List the four most important tasks that you perform (open question). * List the pieces of information you need to have before making a decision about X, in order of importance. * Are there any other points you would like to make? ===== Participatory Design ===== * Scandanavian history. * Scandanavia has fairly strong labor unions. * Workers involved in all decisions. * Emphasis on social and organizational aspects. * Based on study, model-building, and analysis of new and potential future systems. * User is a part of the team. * Immediate feedback. * Sanity checking. * Much tighter feedback cycle. ===== User Centered Design ===== ==== Input & Output ==== * Gather data: * Surveys/questionnaires. * Interviews. * Etc. === Represent Data === == Task Outline == * List what task is about. * Add progressive layers of detail as you go. * Know in advance how much detail is enough. * Can add linked outlines for specific subtasks. * Good for sequential tasks. * Does not support parallel tasks well. * Does not support branching well. == Use Cases/Scenarios == * Describe tasks in sentences. * More effective for communicating general idea of task. * Scenarios: "informal narrative description" * Focus on tasks/activities, not system (technology) use. * Use Cases * Focus on user-system interaction, not tasks. * How to do a task using the system, not what tasks to do. == Hierarchical Task Analysis == * Graphical notation & decomposition of tasks. * Goals -- what the user wants to achieve. * Tasks -- do these to achieve the goals. * Looping, conditionals integrated. * See slides for example hierarchy. * Types of Plans: * Fixed sequence * Optional tasks * Waiting events * Cycles * Time-sharing * Discretionary == ER Diagram == * Objects/people with links to related objects. * Stress relationship between objects and actions. * Close to the type of thing you would say to a DB designer or programmer. * More difficult for user to understand. * No way to represent knowledge, ideas, motivation, etc. * Lends itself better in specifying to a developer what he needs to create. == Flow Charts == * Many types. * Decisions * Actions * Information flow * Combines ERD with sequential flow, branching, parallel tasks. * Tracks something being moved around. * Visually appealing, easy to understand. * More abstract than HTA. * Much quicker overview of system. ===== Midterm ===== * What is usability engineering/HCI/user-centered design? * Define * Describe process/target problems * Arguments for UE/HCI/UCD/UE/HCI/UCD in historical context * Basics of human subjects research * Some history/background * Importance of Milgram experiments * Basics of Belmont report * Studying Users * Describe methods discussed in class * Argue pros & cons of each, different variations * Propose an approach to studying a given hypothetical place/situation, and argue why * How to organize and analyze data ===== Prototyping & Design ===== ==== What is a prototype? ==== A prototype is a simplification of a system. In interaction design, it could be: * Screet sketches * Storyboard * Slide show * Video simulation * Lump of wood (Physical mock up) * Software with limited functionality ==== Why prototype? ==== Put many ideas out there. By making prototypes, you can evaluate many options effectively. Facilitates evaluation: * Stakeholders can see, hold, interact with. * Team members can communicate more effectively. * Test ideas yourself. * Encourages reflection. * Answer questions, support designers in choosing among alternatives. ==== What to prototype? ==== * Work flow, task design * Screen layouts and information display * Difficult, controversial, critical areas ==== Compromises ==== All prototypes involve compromises. For software prototyping there may be a slow response, stetchy icons, limited functionality, etc. ==== Low Fidelity Prototyping ==== * Rough prototype of system. * Uses medium unlike the final medium. * Quick, cheap, easily changed. * Encourages high level criticism; problems with conceptual models and fundamental usability or functionality issues. * Users unafraid to suggest major changes. === Storyboards === * Often used with scenarios. * Indicate a series of events. ==== High Fidelity Prototyping ==== * Looks and behaves like a subset of the final system. * Commanly used tools: Director, VisualBasic, Smalltalk * Users may think they have a full system (problem) * Get at details of design (layout, icons, colors) * Should not think of prototype as part of finished system (no recycling) ==== Medium Fidelity? ==== * Somewhere in between. * High production values, no/limited interaction. * E.g. Photoshop * Tests detail of design without commiting. * Because no functionality, less pressure from users. ==== Prototyping & Evaluation ==== * (Early) * (Low fidelity) * Rough out on paper * Cognitive walkthrough * Formative evaluation * (Late) See slides. ===== Formative Evaluations ===== * Done on low fidelity prototypes. * Wizard of Oz - smoke and mirrors to simulate working system. * GOMS and action analysis - uses models to predict certain attributes of prototypes. * Cognitive walkthroughs. * Heuristic evaluations - artificial evaluation using a top-ten list of mistakes or good practices. ===== Project 2 - Initial Prototypes ===== Prepare a prototype that answers two things: * What is the problem? * Who are users? * What are their needs? * What are constraints? * What is your solution? * Present multiple prototypes. * Sketches, storyboards, mockups. * Why for each. Pros/cons. ===== Human Stuff ===== ==== Cognitive Processes ==== * Attention * Perception and recognition * Memory * Learning * Reading, speaking, listening * Problem-solving, planning, reasoning, decision making ==== Senses ==== * Sight, hearing, touch important for design of current interfaces. * Smell, taste? * Balance and propioception (where limbs etc. are physically) === Key Sense Concepts === * Absolute threshold * Thresholds that determine what range you can sense. * Upper and lower thresholds. * Signal detection theory * Ability to tune in/out stimuli. * Just noticeable difference * How much change is required before you sense the difference? * Sensory adaptation * We react to change. * Absense of change leads us to loose sensitivity (psychological nystagmus). === Vision === * Visual Angle * Total: 200 degrees. * High-res: ~15 degrees. * Rods * 120 million. * B&W * 1000x more sensitive than cones. * Cones * 6-7 million. * 64% red. * 32% green. * 2% blue. * Phenomena * Color perception: * 7-8% males cannot distinguish red from green. * 0.4% of women. * Peripheral vision is largely movement oriented. * Stereopsis: * (Stereopsis is ability to see in three dimensions.) * Monocular (size, interposition, perspective, paralax) * Ability to detect depth with one eye. * Binocular (retinal disparity, accommodation) * Ability to detect depth with two eyes. === Hearing === * Capabilities * Frequency: 20-20,000 Hz * Loudness: 30 - 100 dB * Location: 5˚ source & stream separation * Timbre: Type of sound (lots of instruments) * Often take for granted how good it is. === Motor System === * Our output system. * Capabilities * Range of movement, reach, speed, strength, dexterity, accuracy. * Workstation/device design. * Often cause of errors: * Wrong button. * Double-click vs. single. * Principles * Feedback is important. * Minimize eye movement. ==== The Model Human Processor ==== * Classic study from CS perspective of how brain works * Microprocessor-human analogue using results from experimental psychology. * Provides a view of the human that fits much experimental data. * But it is partial model. * Focus is on a single user interacting with some entity (computer, environment, tool). === Memory === * Perceptual "buffers": * Brief impressions * Short-term (working) memory: * Conscious thought, calculations. * Different store for visual vs. auditory memory. * Order of seconds. * Long-term memory: * Minutes, hours, days, years, decades. * Long term, large storage space. * Access is harder, slower. * Retrieval depends upon network of associations. * Memory Structure * Episodic Memory * Events and experiences in serial form. * Helps us recall what occured. * Semantic memory * Structured record of facts, concepts, skills. * One theory says it's like a network. * Another uses frames & scripts. ==== Decision Making Models ==== Understanding cognition important because it helps you understand how to teach people. * Production systems * If-then rules * Work like a computer program * Connectionism (big idea in AI) * Neural networks * Hidden Markov models * Bayesian networks * Modeled after a network of nodes * Nodes are factoids or rules. * Connections between. * Any time you follow a path that leads to success, strengthen the path. * Any time you make a mistake, weaken the path. * Mediated action * Actions must be interpreted in context * Tools, setting, culture affect * Objects "tell" us how to use it * The way things are shaped and presented affects how people interact with them * Case-based reasoning * Learn from experience, reasoning same as memory * Plans, schemes, and automation * Take closest matching experience and modify it to meet requirements * External/embodied cognition * Emphasizes reflexes and stuff ===== Evaluation ===== * Evaluation is part of the design cycle. ==== Why evaluate? ==== * If you make a mistake and don't catch it, it'll screw you later. * If we think of design as iterative process, we need to evaluate whether we're getting better. * Also, at each stage of design we make assumptions. We need to check whether those assumptions match reality. ==== What is evaluation? ==== * Different from requirements gathering: * Testing a hypothesis. * Often use different methods, more focused. * Methods you choose depend on debates: * Quant. vs. quals. * Controlled vs. ecological validity * Cost vs. relevance. ==== Steps Involved ==== * Formulate hypothesis. * Hypothesis = statement of fact. * Important to have hypothesis for data analysis. * Design a test plan. * Picking a method. * Selecting users. * Writing out procedure. * Get IRB permission. * Deal with users. * Deal with data. ==== Testing Methods ==== * Formative * Artificial/Controlled * Isolate variables, level playing field. * Removes "noise" from data. * Thoroughly documented. * Focus **only** on your question. * Issues: * Putting people in contrived environment causes changes in how people interact. * Results from controlled experiments can't be directly compared to real world. ==== Hypothesis Testing ==== * Example hypotheses: * X is better/larger/faster than Y. * X improved more than Y. - Specify null hypothesis (H0) and alternative hypothesis (H1). - Define H1 = true iff H0 = false. - Select significance level. Typically P = 0.05 or P = 0.10 - Sample population and calculate statistics. - Calculate probability (p-value) of obtaining a sta... (SEE SLIDES) ==== Dealing with Data ==== * Academic honesty key. * Falsifiability of results. * Need for meticulous records. * Keep records unmodified. * Objectivity. * Peer review. * Replication. * Not done in software design. ==== Statistical Significance ==== * Statistical significance means: Two populations differ to a significant extent along some variable. * Statistical significance does NOT mean noteworthy. * Typically in either rate of occurance, or the value of some result. * E.g. group A 2x likely to do well on tests than group B (statistically significant), yet the difference in scores may not be large enough to be significant. ==== Significance: Type I and II Errors ==== * What does significance mean? * Type I: False negative. * Type II: False positive. * Set significance to balance risks of type I or II errors: * When might low type I and high type II (vice versa) be preferable? * These types of errors may arise from equipment limits, etc. ==== Predictive Models ==== * Models used to predict human behavior, responses. * Stimulus-Response * Hick's law: * Decision time to choose among N equally likely alternatives. * T = Ic log2(n+1) * Ic = time to recognize each item = 150msec * Useful for pilot tests. * Fitt's law. * Time it takes to select something on screen. * ID = log2(d/w + 1.0) * d = distance; w = width of target; ID = index of difficulty * Cognitive - human as interpreter/predictor - based on Model Human Processor: * Keystroke Level Model: * Puts together lots of mini-models, comes up with larger coherent model. * Assigns times for basic human operations - experimentally verified. * Based upon MHP. * Accounts for: * Keystroking: Tk * Mouse button press: Tb * Pointing: Tp * Hand movement between kbd/mouse: Th * Drawing straight line segments: Td * "Mental preparation": Tm * System response time: Tr ==== Within-Subject or Between-Subject Design ==== * Between subjects: Pool using prototype 1, separate pool using prototype 2. * Clean statistics -- less noise. * Within-subjects: Same subject uses both prototypes. * Removes people variations. ===== Heuristic Evaluation ===== ==== Discount Usability Engineering ==== * Cheap * No special labs/equipment. * More careful you are, the better it gets. * Fast * On order of 1 day to apply. * Standard usability testing may take a week. * Easy to use * Can be taught in 2-4 hours. * Reliance on discount UE can lead to sloppiness. * Easy to ignore more thorough evaluation methods. * Not all you need. ==== HE Overview ==== * Developed by Jacob Nielsen. * Involves a set of guidelines -- heuristics. * Rules come from real-world experience. * Helps find usability problems in UI design. * Small set (3-5) of evaluators examine UI. * Independently check for compliance with usability principles (heuristics). * Different evaluators will find different problems. * Evaluators only communicate afterward; findings are then aggregated. * Can perform on working UI or sketches. * Most important ideas: * Independent analysis. * Performed on sketches or UI. ==== Process ==== * Evaluators go through UI several times. * Inspect various dialogue elements. * Compare with list of principles. * Consider other principles/results that come to mind. * Usability principles: * Nielsen's "heuristics". * Supplementary list of category-specific heuristics. * May come from competitive analysis & user testing of existing products. * Fixes for violations may be suggested by heuristics. ==== Nielsen's Original 10 Heuristics ==== * Simple & natural dialog * Speak user's language * Minimize user's memory load * Consistency * Feedback * Clearly marked exits * Shortcuts * Precise & constructive error messages * Prevent errors * Help and documentation ==== Heuristics -- Revised Set ==== === Visibility of System Status === * Keep user informed about what is going on. * Example: Pay attention to response time. * 0.1 sec: No special indicator needed. * 1.0 sec: User tends to lose track of data. * 10 sec: Max. duration if user to stay focused on action. * For longer delays, use progress bars. === Match between system and real world === * Speak user's language. * Follow real world conventions. === Consistency & Standards === === Aesthetic and minimalist desgin === * No irrelevant info in dialogs. ==== HE vs. User Testing ==== * HE much faster. * HE doesn't require interpreting user's actions. * User testing far more accurate. * Takes into account actual users and tasks. * HE may miss problems and find false positives. * Good to alternate between HE and user testing. * Find different problems. * Don't waste participants. ==== HE Results ==== * Single evaluator achieves poor results. * Only finds 35% of usability problems. * 5 evaluators find ~75% of problems. * If they work as team, it's back down to 35%. * Why not more evaluators? * Adding evaluators costs more. * Many more evaluators won't find many more problems. ===== Evaluation (2) & Wrap-Up ===== ==== Evaluation Pt. 2 ==== === Usability Testing: The Usability Lab === * A specially designed room for conducting controlled experiments observing a task. * Cameras, logging systems, people track what users do. * Good lab costs $$$. == Observation Room == * Three cameras capture subject, subject's monitor, and composite picture. * One-way mirror plus angled glass captures light and isolates sound between rooms. * Room for several observers. * Digital mixer for mixing of input images and recording to media. == Other Capture - Software == * Modify software to log user actions. * Can give time-stamped keypress/mouse events -- sync with video * Commercial software available ($$$) * Two problems: * Too low level, want higher level events * Massive amount of data; need analysis tools == Complimentary Methods == * Talkaloud protocols * Pre/post surveys * Participant screening/normalization * Compare results to existing benchmarks