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Week - 10 Evaluation

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EVALUATION

CLO 5
Course Learning Outcomes (CLO)

Upon successful completion of the course, the student will demonstrate


the ability to:

CLO1:Explain the concepts underpinning the interaction between users and computer
interfaces including dialog techniques and accessibility guidelines
CLO2:Understand the cognitive principles that support human-centered design
CLO3:Analyze and evaluate existing interactive user interfaces, based on usability and
principles of good design
CLO4:Apply the steps in interactive design including requirements definition, task
analysis, prototyping and usability testing
CLO5:Build lo-fi and hi-fi prototypes for a user interface that meet HCI best practices
Kahoot Quiz

 WEEK 10

3
Chapter Objectives

Explain the key concepts and terms used in


Explain evaluation

Introduce range of different types of evaluation


Introduce methods

Show how different evaluation methods are used


Show for different purposes at different stages of the
design process and in different contexts of use

Demonstrate how evaluators mixed and modified to


Demonstrate meet the demands of evaluating novel systems
Why, what, where, and when to evaluate

Iterative design and evaluation is a continuous process that examines:

Why: To check users’ requirements and confirm that users can utilize the product and
that they like it

What: A conceptual model, early and subsequent prototypes of a new system, more
complete prototypes, and a prototype to compare with competitors’ products

Where: In natural, in-the-wild, and laboratory settings

When: Throughout design; finished products can be evaluated to collect information to


inform new products
Bruce Tognazzini tells you why you need
to evaluate

“Iterative design, with its repeating cycle of design and testing, is the
only validated methodology in existence that will consistently produce
successful results. If you don’t have user-testing as an integral part of
your design process you are going to throw buckets of money down the
drain.”
See AskTog.com for topical discussions about design and evaluation
Types of evaluation

Controlled settings that directly involve users (for example, usability and
research labs)

Natural settings involving users (for


Often there is little or no control over what
instance, online communities and users do, especially in in-the-wild settings
products that are used in public places)

Any setting that doesn’t directly involve users (for example, consultants and
researchers critique the prototypes, and may predict and model how successful
they will be when used by users
Living labs

People’s use of technology in their everyday lives can be evaluated in


living labs

Such evaluations are too difficult to do in a usability lab

An early example was the Aware Home that was embedded with a
complex network of sensors and audio/video recording devices (Abowd
et al., 2000)
Living labs (continued)

More recent examples include whole blocks and cities that house
hundreds of people, for example, Verma et al., research in
Switzerland (2017)
Many citizen science projects can also be thought of as living labs,
for instance, iNaturalist.org

These examples illustrate how the concept of a lab is changing to


include other spaces where people’s use of technology can be
studied in realistic environments
Evaluation case studies

A classic experimental investigation into the physiological responses of


players of a computer game

An ethnographic study of visitors at the the Royal Highland show in


which participants are directed and tracked using a mobile phone app

Crowdsourcing in which the opinions and reactions of volunteers (for


example, from the crowd) inform technology evaluation
Challenge and engagement in a collaborative immersive
game

Physiological measures were used

Players were more engaged when playing against another person than
when playing against a computer

Why was the physiological data collected normalized?


Physiological data of participants in a videogame

Source: Mandryk and


Inkpen (2004), “The
Physiological Indicators
for the Evaluation of Co-
located Collaborative
Play,” CSCW’2004, pp
102-111. Reproduced
with permission of
ACM Publications.
Example of physiological data
a) A participants’ skin
response when
scoring a goal
against a friend
b) Another participants’
response when
engaging in a
hockey fight against
a friend versus
against the
computer.
Ethnobot app used at the Royal Highland Show

• The Ethnobat directed


Billy to a particular
place (Aberdeenshire
Village)
• Next, Ethnobot asks
“…what’s going on?”
• The screen shows five
of the experience
buttons from which
Billy needs to select a
response
Experience responses submitted in Ethnobot

Number of prewritten
experience responses
submitted by
participants to the pre-
established questions
that Ethnobot asked
them about their
experiences
What did we learn from the case studies?

How to observe users in the lab and in natural settings

How evaluators excerpt different levels of control in the lab and in


natural settings and in crowdsourcing evaluation studies

Use of different evaluation methods


What did we learn from the case studies? (continued)

How to develop different data collection and analysis


techniques to evaluate user experience goals such as challenge
and engagement
The ability to run experiments on the Internet that are quick and
inexpensive using crowdsourcing

How a large number of participants can be recruited using


Mechanical Turk
Evaluation methods

Method Controlled Natural settings Without users


settings
Observing x x
Asking users x x

Asking experts x x

Testing x
Modeling x
The language of evaluation

Type Forms
 Informed consent form
Analytical
Analytics Biases  In the wild evaluation
evaluation
 Living laboratory

Controlled
Crowdsourcing
Ecological  Predictive evaluation
experiment validity
 Reliability

 Scope
Expert review Formative
Field study
or criticism evaluation  Summative evaluation

 Usability laboratory
Heuristic
evaluation  User studies

 Usability testing

 Users or participants
Participants’ rights and getting their consent

Participants need to be told why the evaluation is being done, what


they will be asked to do and informed about their rights

Informed consent forms provide this information and act as a


contract between participants and researchers

The design of the informed consent form, the evaluation process,


data analysis, and data storage methods are typically approved by a
high authority, such as the Institutional Review Board
Things to consider when interpreting data

Reliability: Does the method produce the same results on separate occasions?

Validity: Does the method measure what it is intended to measure?

Ecological validity: Does the environment of the evaluation distort the results?

Biases: Are there biases that distort the results?

Scope: How generalizable are the results?


Usability testing

Involves recording performance of typical users doing typical tasks

Controlled settings

Users are observed and timed

Data is recorded on video, and key presses are logged

The data is used to calculate performance times and to identify and explain errors

User satisfaction is evaluated using questionnaires and interviews

Field observations may be used to provide contextual understanding


Quantitative performance measures

Number Number of users successfully completing the task

Time Time to complete task

Time Time to complete task after time away from task

Number and Number and type of errors per task


type

Number Number of errors per unit of time

Number Number of navigations to online help or manuals

Number Number of users making a particular type of error


Usability lab with observers watching a user and assistant
Usability testing conditions

 Usability lab or other controlled space

 Emphasis on:
 Selecting representative users
 Developing representative tasks

 5-10 users typically selected

 Tasks usually around 30 minutes

 Test conditions are the same for every participant

 Informed consent form explains procedures and deals with ethical issues
How many participants is enough for user testing?

 The number is a practical issue


 Depends on:
 Schedule for testing
 Availability of participants
 Cost of running tests
 Typically 5-10 participants
 Some experts argue that testing should continue until no new insights are
gained
Usability testing and Experiments

 Usability testing is applied experimentation

 Developers check that the system is usable by the intended user


population by collecting data about participants’ performance on
prescribed tasks

 Experiments test hypotheses to discover new knowledge by


investigating the relationship between two or more variables
Summary

Evaluation and design are very closely integrated

Some of the same data gathering methods are used in evaluation as for
establishing requirements and identifying users’ needs, for example,
observation, interviews, and questionnaires

Evaluations can be done in controlled settings such as laboratories, less


controlled field settings, or where users are not present
Summary (continued)

Usability testing and experiments enable the evaluator to have a high level of control over what
gets tested, whereas evaluators typically impose little or no control on participants in field studies

Different methods can be combined to get different perspectives

Participants need to be made aware of their rights

It is important not to over-generalize findings from an evaluation


800 MyHCT (800 69428) www.hct.ac.ae

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