Usability analysis and inspection

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Transkript:

Usability analysis and inspection Why and how? Design och konstruktion av användargränssnitt 1MD113 Why? Iterative design Prototyping Measuring usability Objective/subjective feedback Quick and dirty Slow and clean With or without users 1

Evaluation Questions that might arise during systems development: Will the switch board operator be able to answer more telephone calls per hour than before? Will less customers have problems withdrawing cash from the ATM? If a user enters a wrong number, what is the consequence and can we recover from it? Evaluation can we change the current menu structure without causing problems? how fast can the users read text from the screen? how long time will it take to find specific information decreasing the font size from 12 p to 10 p, what consequences will it have? how small can we make the buttons? 2

Evaluating usability These questions are about usability Usability can be measured through such questions Evaluations typically address whether the system meets the requirements, it seldom explains the reasons behind the problems. Measuring usability No silver bullet Evaluation during the development,not afterwards usability is not only a measure but a goal for developers and development. Usability builds on analysis and experiments. Inexperienced developers often ignore validation in preference of verification of a system. 3

Costs for correcting errors Costs Time since project start Formative vs. Summative evaluations Formative evaluations Helps forming the system Iterative testing Summative evaluation Tests the entire system in the end (when it is too late to do anything) 4

Formative evaluations Experience teaches you to build prototypes and to make concrete decisions Informal user tests with simple prototypes measures errors early and simple. Field tests with prototypes with a series of changes to measure difference in preference, error rate, speed, etc. Controlled experiments (all important parameters are under control) Empirical vs. Analytical evaluation Analytical evaluation Uses theoretical models to reason about the use Rigorous and expensive tests Quantitative, comparable results Empirical evaluation Let users try out a prototype Simple and cheap tests. Qualitative and probably very crusial results 5

Performance measurement Görs normalt i labmiljö Kvantitativa data Framför allt intresserad av - om användaren kan genomföra en uppgift - i så fall hur snabbt det går - vilka fel gjordes Videokamera, mikrofon, scan converter, envägsspegel, mjukvara för loggning 6

Fördelar Kvantitativa data är lätta att jämföra Kvantitativa data är bra när man vill få tyngd bakom ett argument t.ex. 3 av 12 personer lyckades inte registrera sig på sajten Bra när man vill jämföra olika designlösningar Nackdelar Smakar det så kostar det. - användare, lab, personal Inga kvalitativa data. Missar subjektiva data. Dessa kan vara mycket bra vid redesign. Kräver erfaren personal. 7

Performance Measurement Identifiera mätbara användbarhetsmål. Ta fram användarprofiler. Ta fram manus och formulär för utvärderarna. Genomför studien. Låt användarna gå igenom de förutbestämda uppgifterna. Samla in data, task completion, errors and times Analysera data och statistik Rapport med rekommendationer. Videoklipp. Performance measurement Test users perform predefined tasks Define a set of usability goals Measure errors and times Laboratory + Results in hard numbers, easy to compare + Objective results - time consuming, expensive - skilled users for skilled performance 8

Thinking Aloud Görs med användare. I labbmiljö eller hos användarna. En användare i taget. Kvalitativa data. Användarna gör förutbestämda uppgifter. Användarna ombeds tänka högt när de använder systemet. Fördelar med Thinking Aloud Fångar upp subjektiva data om gränssnittet Fångar ofta upp intressanta aspekter som man inte hade tänkt på innan Identifierar många problem. Effektiv metod. Ser vad de gör och kan jämföra det med vad de säger. 9

Nackdelar med Thinking Aloud Inga kvantitativa data. Bara kvalitativa. Vissa användare har svårt för att tänka högt. När man utför svåra uppgifter kan det vara svårt att tänka högt. Mycket brus. Gäller att kunna plocka ut det som är relevant av allt som sägs. Metod Thinking Aloud Identifiera användbarhetsmål och användarprofiler. Planera testet. Ta fram protokoll etc. Genomför testet. Uppmuntra användarna att tänka högt. Samla in data. Vad gör dom vad säger dom. Analysera data Rapport med rekommendationer. Videoklipp. 10

Thinking Aloud users verbalise their thoughts identify misconceptions of the system + direct feedback from the users - not natural to think out loud - difficult to verbalise their decisions Questionnaires Subjective satisfaction + Can be distributed to many people - Users answer what they think they do, not what they actually do 11

Card Sorting Physical paper cards with text and images The test person sorts the cards according to importance Good for sorting icons, concepts etc. Can promote understanding and relevance of concepts by users Requires real users for good results Analytical evaluation A logical simulation of user behaviour E.g. GOMS, KLM, Cognitive Walkthrough Can be used to test things before they have been built. Saves time since we do not need to construct in advance. No user experiments necessary. Create a sequence of steps and measure the time per step. 12

GOMS Measuring speed of performance Describes different possible ways (sequences) of solving a problem Goal - a certain objective to be achieved Operator - available actions Methods - Sequences of operators Selection rules - when choosing between methods GOMS model GOAL: PHOTOCOPY PAPER GOAL: LOCATE-ARTICLE GOAL: PHOTOCOPY-PAGE repeat until no more pages GOAL: ORIENT-PAGE OPEN-COVER SELECT-PAGE POSITION-PAGE CLOSE-COVER GOAL: VERIFY-COPY LOCATE-OUT-TRAY EXAMINE-COPY GOAL: COLLECT-COPY LOCATE-OUT-TRAY REMOVE-COPY (OBS! Yttre målet fullföljt!) GOAL: RETRIEVE-JOURNAL OPEN-COVER REMOVE-JOURNAL CLOSE-COVER 13

Keystroke-Level Analysis Divide each task-performance into components assign execution times to each component e.g. press key - 0.08 s, point with mouse - 1.10 s + compare different methods - only on smaller parts of the work KLM model Operation Anmärkning Tid (i sekunder) K Tryck ned tangent Good maskinskrivare (90 ord/min.) Medelmåttig maskinskrivare (40 ord/min.) Icke-maskinskrivare 0,12 0,28 1,20 B P Musknappstryckning ner eller upp dubbelklick Peka med musen Fitts lag Medelrörelse 0,10 0,20 0,1log(D/S+0,5) 1,10 H Hand till eller från tangentbord 0,40 D Rita (domänberoende) - M Mentalt förbereda sig 1,35 R Respons från systemet - Tabell X: tider för vissa operationer som en operatör utför enligt KLM-metoden (efter Card, Moran & Newell, 1983) 14

KLM exempel Exempel. Det finns två olika sätt att utföra kommandot Spara. Antingen kan man välja Ctrl- S som en tangentkombination på tangentbordet, eller också kan man välja alternativet spara i arkivmenyn. Alternativ 1: Ctrl S T 1 = M + H + K = 1,35 + 0,40 + 0,28 = 2,03 sek Alternativ 2: Menyalternativ T 2 = M + H + P + B + P + B = 1,35 + 0,40 + 1,10 + 0,10 + 1,10 + 0,10 = 4,15 sek KLM For most systems, there are 5 components: K (0.2 s) press a key or mouse button P (1.1 s) point with mouse H (0.4 s) home on keyboard, mouse or other device M (1.35 s) mentally prepare R (t) system response time (needs to be measured) MHPKPK That is a mental preparation, followed by a 'home' (movement from keyboard to mouse), followed by two pairs of points and clicks on the mouse. 4.35s. 15

Cognitive Walkthrough An evaluator walks through the interface Tries to act as a user Actions based on knowledge about users + Quick - Dirty - Does not involve users, difficult to capture domain specific problems Cognitive walkthrough Explanatory learning Constructed for novice users Suitable for walk-up-and-use-interfaces A successive walkthrough of tasks based on questions on different levels Does the user see the search alternative? Do the user select the right alternative? Do the user understand the system response? 16

Cognitive Walkthrough Inga användare är involverade Istället simulerar experter användarnas aktiviteter. Bygger på att man vet vilka användarna är och att man tror sig veta hur de agerar. Fördelar Cognitive Walkthrough Billig metod. Inga användare. Kräver inte fullständig prototyp för att använda Fångar upp många fel, framför allt de som relaterar till inlärning 17

Nackdelar Cognitive Walkthrough Svårt att avgöra hur användare reagerar. Svårt när man har olika användargrupper Tar tid att genomföra Fungerar för vissa system men inte för andra. Metod Cognitive Walkthrough Identifiera och beskriv typiska användare Identifiera och beskriv typiska arbetsuppgifter Gå igenom sekvensen av steg som användarna tar i gränssnittet för varje uppgift. - Will the correct action be sufficiently evident to the user? - Will the user notice that the correct action is available? - Will the user associate and interpret the response from the action correctly? Samla data. Antaganden. Noteringar. Rapportera. Redesign. 18

Heuristic Evaluation Jacob Nielsen Inga användare involverade Flera experter utvärderar Checklista med heuristik Quick and Dirty Fördelar med Heuristic Evaluation Går snabbt att genomföra. Billig metod. Kan göras i olika faser i projektet. Kräver inte en interaktiv prototyp. Kan hitta potentiella problem tidigt. Gör användartest i senare skede mer kostnadseffektivt. 19

Nackdelar med Heuristic Evaluation Inga användare involverade. Kräver flera utvärderare. Beror väldigt mycket på de enskilda utvärderarnas kunskaper. Ger inte samma tyngd vid argumentation. Metod Heuristic Evaluation Bestäm vilka delar av applikationen som ska utvärderas. Bestäm om checklistan ska kompletteras eller modifieras. Gå igenom applikationen. Dokumentera potentiella problem för varje punkt i checklistan. Analysera och rapportera. 20

Heuristic evaluation Uses sets of guidelines Inspection of the interface Document potential usability problems + Easy to apply + possible to use early in the design - Domain problems Heuristic evaluation Jacob Nielsen, www.useit.com Measures usability Informal walkthrough Cheap and simple No users required, can be performed individually, requires minimal planning, can be used early in the process Concentrates on identifying errors in the design (good and bad) 21

Heuristic evaluation method A group of evaluators (more evaluators find more errors) 3-5 persons Design heuristics help in the inspection Nielsens Heuristics Visibility of system status Match between system and the real world User control and freedom Consistency and standards Help users recognize, diagnose, and recover from errors Error prevention Recognition rather then recall Flexibility and efficiency of use Aesthetic and minimalist design Help and documentation 22

Nielsen s new design heuristics Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Match between system and the real world The system should speak the users language, with words, phrases and concepts familiar to the user rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logic order Nielsen s new design heuristics User control and freedom Users often choose system functions by mistake and will need a clearly marked emergency exit to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. 23

Nielsen s new design heuristics Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Recognition rather than recall Make objects, actions and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Nielsen s new design heuristics Flexibility and efficiency of use Accelerators unseen by the novice user may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. 24

Nielsen s new design heuristics Help users recognise, diagnose and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user s task, list concrete steps to be carried out, and not be too large. Heuristic evaluation 1. Simple and natural dialogue 2. Speak the users language 3. Minimise Users Memory Load 4. Consistency 5. Feedback 6. Clearly marked exits 7. Shortcuts 8. Good error messages 9. Prevent errors 10. Help and documentation 25

Simple and Natural dialogue Obvious how to interact with the system Grouping of objects Enough information on the screen Overview and details Avoid confusing decoration Speak the users language Domain language Avoid system or computer language Use metaphors familiar to the users Icons, pictures, etc., relevant for the domain 26

Minimise user memory load Enough information on the screen Recognition instead of recall Highlight important information Show status information Default values Consistency Consistent layout Consistent interaction Consistent language Consistent functionality 27

Feedback Show waiting times Feedback for actions Work related feedback System failure Clearly marked exits Show the way the user has walked through the system How to get back and forward Oriented in the information space 28

Shortcuts Use shortcuts to perform actions Type ahead Jumps to a desired location Reuse of interaction history Good error messages Avoid obscure data code An error No 13 has occurred Use the users language 29

Prevent error Dialogues for actions that may lead to serious consequences Avoid modes Show status Support undo and redo Help and documentation Manuals should not be necessary Give on-line help on the users initiative If no other solution is possible, give help at the initiative of the system 30

Heuristic evaluation Not suitable for repeated analysis (with the same person). Can be solved by rotating the inspection tasks Good results if the evaluators are skilled Good in combination with real user testing (the techniques complement one another) Grading the errors 0 I do not agree that this is a usability problem at all 1 Cosmetic problem only 2 Minor usability problem: should be given low priority 3 Major usability problem: important to fix, so should be given high priority 4 Usability catastrophe: imperative to fix this before product can be released 31

How to use the results Analyse the results Identify solutions to the problems Create a new prototype Optimising between requirements Evaluation steps Identify usability aspects, specify special requirements on the product Produce a prototype Prepare experiments (Find users, select parameters to test, documentation method) Test and collect data Analysis Conclusions 32

Evaluate... Which method should you use and why? Micro wave oven - which is the fastest way of heating your food, 1.10 or 1.11? System for phoning via your computer. Public service phone (e.g. Bank, RSV) Web site for finding courses (e.g. Asken) Digital wrist watch with one button 33