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Human Computer Interaction
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 through' 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”
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
 Examples
 Noldus Pocket Observer XT (http://www.noldus.com)
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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evaluation techniques in HCI

  • 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 through' 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
  • 9. Evaluating through user Participation
  • 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. Observational Methods Think Aloud, Cooperative evaluation, Protocol analysis, Automated analysis, Post-task walkthroughs
  • 18. 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
  • 19. 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
  • 20. 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
  • 21. 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  Examples  Noldus Pocket Observer XT (http://www.noldus.com)
  • 22. 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
  • 24. 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
  • 25. 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
  • 26. 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
  • 28. 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
  • 29. 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
  • 30. 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