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There are a variety of
approaches to usability evaluation that
you may choose to take. The methodologies
can be divided into two broad categories:
those that gather data from actual users
and those that can be applied without actual
users present. Of course the approach you
choose to take must factor in variables
such as the cost of evaluation, the appropriateness
of the technique to your project, time constraints
of the project, and the cost associated
with the implementation and training of
new users.
Usability evaluations can be conducted at
many stages during and after the design
and development process. In choosing a usability
evaluation method, cost is invariably a
consideration. But it is important to keep
in mind that the value of a usability evaluation
needs to be calculated not only in time
and materials involved, but also in terms
of the impact on the end-users, especially
considering the cost of losing return visitors
to your website due to unusable design.
1. Cognitive Walkthrough is an approach
to evaluating an interface based on breaking
down and analyzing actions that a user must
perform in order to use the system or perform
a task.
2. Focus Groups gather groups of
users to get their feedback, initial reactions
to a design, and discuss their preferences.
Focus groups can be useful for raising issues
that may not come out during interviews.
3. GOMS is a family of techniques
for modeling and describing human task performance.
GOMS is an acronym that stands for Goals,
Operators, Methods, and Selection Rules.
4. Prototyping involves developing
representations of a system for testing
purposes and can range from simple sketches
to almost fully functional systems.
5. Task Analysis evaluates how the
end-user actually uses software or websites.
An analyst determines the user goals and
tasks, then makes recommendations aimed
at increasing efficiency and user-friendliness.
6. Usability Inspection reviews a
system based on a set of usability guidelines.
Experts familiar with issues of usability
in design perform the usability inspection.
7. User Testing observes actual users
interacting with software or websites. Users
are asked to perform tasks while usability
experts observe and take note of their actions.
8. Contextual Inquiry
·An interpretive field research technique
used to gather and understand data on user
needs.
·The data can be used in system requirements,
functional specifications and evaluations.
·Data is gathered in conversations
with users (current and potential) in the
context of their work.
Cognitive Walkthrough
Cognitive walkthroughs are performed in
the early stages of design using a prototype
or a conceptual design document.
Based on a user's goals, a group of evaluators
steps through tasks, evaluating at each
step how difficult it is for the user to
identify and operate the interface element
most relevant to their current subgoal and
how clearly the system provides feedback
to that action. Cognitive walkthroughs take
into consideration the user's thought processes
that contribute to decision making.
For example, finding the Usability First
website can be broken down to several levels
of tasks. At a general level, it requires
opening up a browser, remembering the URL
and typing it in the text box at the top
of your browser. Or, if you do not remember
the URL, you must choose a search engine,
think of a search term, view the results,
scroll through the results, and then click
on the link. Each of these actions can be
further decomposed.
This approach is intended especially to
help understand the usability of a system
for first-time or infrequent users, that
is, for users in an exploratory learning
mode.
Focus Group
Using focus groups to evaluate a system
is a very efficient way to get user feedback
and gauge initial reactions to a design.
Focus groups are also good at discovering
how the system being tested differs from
the user's current expectations. As we see
it, focus groups provide two major benefits.
First, they are less expensive than conducting
interviews with the same number of people.
Second, they rely on group interaction to
trigger memories that may not come up during
interviews.
Where task analysis often discovers the
standard way people interact with information
systems, focus groups can bring out exceptions
to the rules. These exceptions are often
very important interactions that users simply
do not think of in one-on-one sessions.
Conducting only a single focus group can
be misleading, however, as some groups are
affected by "group-think" or may
simply have irregular views. For this reason,
at least two groups should be evaluated
for any one project.
The focus group leader writes up the impressions
and comments of the groups and recommends
areas for improvement.
GOMS
GOMS is a family of techniques for modeling
and representing the knowledge necessary
for a person to perform a task.
The purpose of this site is to provide information
for students, researchers, and practitioners
interested in GOMS.
GOMS is a family of techniques proposed
by Card, Moran, and Newell (1983), for modeling
and describing human task performance. GOMS
is an acronym that stands for Goals, Operators,
Methods, and Selection Rules, the components
of which are used as the building blocks
for a GOMS model. Goals represent the goals
that a user is trying to accomplish, usually
specified in a hierarchical manner. Operators
are the set of atomic-level operations with
which a user composes a solution to a goal.
Methods represent sequences of operators,
grouped together to accomplish a single
goal. Selection Rules are used to decide
which method to use for solving a goal when
several are applicable.
Psychological
Basis
Most GOMS techniques are, at least partially,
based on a simple cognitive architecture
known as the Model Human Processor (MHP).
This representation of human cognition consists
of separate components for cognitive, motor,
and perceptual processors (and associated
buffers), as well as for long and short-term
memory. The components of GOMS map onto
this model in one form or another. For instance,
control in the MHP is central to the cognitive
processor, where execution of methods and
selection rules is assumed to take place.
Likewise, the execution of operators can
be seen as the issuance of commands by the
cognitive processor to the other components.
Uses of GOMS
From a research standpoint, GOMS provides
a framework for modeling aspects of human
performance and cognition. From an applied
perspective, GOMS provides a rich set of
techniques for evaluating human performance
on any system where people interact with
machines. GOMS analysis can provide much
insight into an system's usability, such
as, task execution time, task learning time,
operator sequencing, functional coverage,
functional consistency, and aspects of error
tolerance. Some type of GOMS analysis can
be conducted at almost any stage of system
development, from design and allocation
of function to prototype design, detailed
design, and training and documentation for
operation and maintenance. Such analysis
is possible for both new designs and redesign
of existing systems.
Prototyping
Prototyping techniques involve developing
representations of a target system for evaluation
and testing purposes.
Prototyping is an essential element of an
iterative design approach, where designs
are created, evaluated, and refined with
the results of testing at each cycle feeding
into the design focus of the next cycle.
Prototypes can range from extremely simple
sketches (low-fidelity prototypes) to full
systems that contain nearly all the functionality
of the final system (high-fidelity prototypes).
Here is a list of some prototyping terms
and techniques:
o thumbnail sketch
o rough
o comp / mockup
o paper prototype
o video prototype
o wizard of oz prototype
o functional prototype
o rapid-prototyping
o RAD tool (rapid application development)
Rapid Prototyping
Quickly generating mockups
of what a system will look like. Rapid prototyping
may be done with paper prototyping methods,
such as with quick sketches, or with techniques
like video prototyping or wizard of oz prototyping.
Rapid prototyping systems are software systems,
such as HyperCard, Director, or RAD tools,
that let you quickly display interface elements
and define some behavior for them to obtain
a sense of the interaction and the capabilities
of the fully-implemented system. These prototypes
are useful for determining the target of
the development project, doing many types
of user testing, and spotting unanticipated
complexities in the design
Task Analysis
Task analysis is a method that evaluates
how people actually accomplish things with
software. Through observation and interviews
with users, an analyst determines a set
of goals belonging to the target user. Then,
a set of tasks that support these goals
is determined. These are prioritized based
on criteria such as the importance of the
goal to the organization and the frequency
of task performance.
The highest priority tasks are decomposed
into their individual steps. The level of
decomposition varies with the budget and
type of system evaluated. The analyst then
suggests ways to make the task more efficient
or suggests new tasks which more effectively
support the goals. It is important to recognize
that the analysis is done from the perspective
of the end-user-not from the point of view
of managers or executives who do not necessrily
use the system.
Usability Inspection
A usability inspection is a review of a
system based on a set of guidelines. The
review is conducted by a group of experts
who are deeply familiar with the concepts
of usability in design. The experts focus
on a list of areas in design that have been
shown to be troublesome for users.
Usability guidelines are usually derived
from studies in human-computer interaction,
ergonomics, graphic design, information
design, and cognitive psychology. Some areas
that get evaluated are the language used
in the system, the amount of recall required
of the user at each step in a process, and
how the system provides feedback to the
user. In particular, issues such as clarity,
consistency, navigation, and error minimization
are analyzed. Once the problems are discovered,
the experts make recommendations for resolving
these issues.
User Testing
User testing is the mainstay method
when it comes to finding usability problems.
Nothing is more convincing than watching
person after person encounter difficulties
with the same part of a software or information
system. The difficult areas that repeat
themselves between multiple test participants
reveal areas that should be studied and
changed by the developers. User testing
can often uncover very specific areas needing
improvement, where focus groups and task
analysis often find more general areas needing
improvement.
A trained observer conducts user testing
often with the assistance of software developers.
People who are representative of the target
audience are asked to perform representative
tasks with the software. The observer writes
a user testing report listing the problems
and offering recommendations based on their
findings.
Key Concepts
in Contextual Inquiry
· Context: understand user needs
as discovered in the course of their, as
they work.
· Partnership: work with users as
partners in inquiry, a co-discovery process.
· Focus: listen and explore from
a clear perspective (while staying open
to discovery).
What is Context?
· Work process is influenced by the
environment: arrange to interview where
and while users are working.
· Observe and capture on-going experience
while it is happening: as opposed to "talking
about it after the fact."
· Concrete data grounded in the work:
as distinct from abstract and generalized
"task intentions."
Examples of Data Gathering in Context
At stages throughout the design cycle:
· Work walkthrough to get an overview
· "What if" futures scenario
· Paper prototyping
· Test drive
What is Partnership
· Work and usability are accessed
through dialogue
o Use open-ended questions
o Listen
o Be aware of "self-talk"
· The user is the expert
o Let the user lead the conversation Move
beyond "roles" to get valid better
data for design
· User knowledge of work
· integrated with
· Designer knowledge of technology
What is Focus?
· Focus is a perspective: a way to
reveal (and conceal)
· Design of overall system
o Work observed
o User's model
o Overall workflow
· Design of HCI
o The part of the work addressed
· Design of user-system workflow
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