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Understanding user,
Design, prototyping,
construction, and evaluation
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2011
Overview
Understanding User
Prototyping and construction
Conceptual design
Physical design
Generating prototypes
Evaluation
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Chapter 3:
Understanding users
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Overview
What is cognition?
What are users good and bad at?
Describe how cognition has been applied
to interaction design
Theories of cognition
Mental models, theory of action
Information processing
External cognition, distributed cognition
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Attention
Selecting things to concentrate on at a point in time
from the mass of stimuli around us
Allows us to to focus on information that is relevant to
what we are doing
Involves audio and/or visual senses
Focussed and divided attention enables us to be
selective in terms of the mass of competing stimuli but
limits our ability to keep track of all events
Information at the interface should be structured to
capture users attention, e.g. use perceptual boundaries
(windows), colour, reverse video, sound and flashing
lights
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Activity
Tullis (1987) found that the two screens
produced quite different results
1st screen - took an average of 5.5 seconds to search
2nd screen - took 3.2 seconds to search
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An example of over-use of
graphics
Our Situation
State
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Activity
Weller (2004) found people took less time
to locate items for information that was
grouped
using a border (2nd screen) compared with
using color contrast (1st screen)
Do you agree?
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Design implications
Representations of information need to be
designed to be perceptible and recognizable
Icons and other graphical representations should
enable users to readily distinguish their meaning
Bordering and spacing are effective visual ways
of grouping information
Sounds should be audible and distinguishable
Speech output should enable users to distinguish
between the set of spoken words
Text should be legible and distinguishable from
the background
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Memory
Involves first encoding and then retrieving
knowledge
We dont remember everything - involves
filtering and processing what is attended to
Context is important in affecting our
memory (i.e., where, when)
Well known fact that we recognize things
much better than being able to recall things
Better at remembering images than words
Why interfaces are largely visual
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Processing in memory
Encoding is first stage of memory
determines which information is attended to in the
environment and how it is interpreted
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Context is important
Context affects the extent to which
information can be subsequently retrieved
Sometimes it can be difficult for people to
recall information that was encoded in a
different context
e.g., You are on a train and someone comes up to you
and says hello. You dont recognize him for a few
moments but then realize it is one of your neighbors.
You are only used to seeing your neighbor in the hallway
of your apartment block and seeing him out of context
makes him difficult to recognize initially
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Activity
Try to remember the dates of your
grandparents birthday
Try to remember the cover of the last
two DVDs you bought or rented
Which was easiest? Why?
People are very good at remembering
visual cues about things
e.g., the color of items, the location of objects and
marks on an object
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Why?
Inappropriate application of the theory
People can scan lists of bullets, tabs, menu
items till they see the one they want
They dont have to recall them from memory
having only briefly heard or seen them
Sometimes a small number of items is good
design
But it depends on task and available screen
estate
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Design implications
Dont overload users memories with
complicated procedures for carrying out
tasks
Design interfaces that promote recognition
rather than recall
Provide users with a variety of ways of
encoding digital information to help them
remember where they have stored them
e.g., categories, color, flagging, time stamping
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Externalizing to reduce
memory load
Diaries, reminders, calendars, notes, shopping
lists, to-do lists - written to remind us of what to
do
Post-its, piles, marked emails - where placed
indicates priority of what to do
External representations:
Remind us that we need to do something (e.g. to buy
something for mothers day)
Remind us of what to do (e.g. buy a card)
Remind us when to do something (e.g. send a card by a
certain date)
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Computational offloading
When a tool is used in conjunction with an
external representation to carry out a
computation (e.g. pen and paper)
Try doing the two sums below (a) in your
head, (b) on a piece of paper and c) with a
calculator.
234 x 456 =??
CCXXXIIII x CCCCXXXXXVI = ???
Design implication
Provide external representations at the
interface that reduce memory load and
facilitate computational offloading
e.g. Information
visualizations have
been designed to
allow people to make
sense and rapid
decisions about
masses of data
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Chapter 3:
Design, Prototyping,
Construction
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What is a prototype?
In other design fields a prototype is a
small-scale model:
a miniature car
a miniature building or town
the example here comes
from a 3D printer
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What is a prototype?
In interaction design it can be (among other things):
a series of screen sketches
a storyboard, i.e. a cartoon-like series of scenes
a Powerpoint slide show
a video simulating the use of a system
a cardboard mock-up
a piece of software with limited functionality
written in the target language or in another
language
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Why prototype?
Evaluation and feedback are central to interaction
design
Stakeholders can see, hold, interact with a
prototype more easily than a document or a
drawing
Team members can communicate effectively
You can test out ideas for yourself
It encourages reflection: very important aspect of
design
Prototypes answer questions, and support
designers in choosing between alternatives
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Filtering dimensions of
prototyping
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Manifestation dimensions of
prototyping
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What to prototype?
Technical issues
Work flow, task design
Screen layouts and information display
Difficult, controversial, critical areas
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Low-fidelity Prototyping
Uses a medium which is unlike the final
medium, e.g. paper, cardboard
Is quick, cheap and easily changed
Examples:
sketches of screens, task sequences,
etc
Post-it notes
storyboards
Wizard-of-Oz 40
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Storyboards
Often used with scenarios, bringing
more detail, and a chance to role play
It is a series of sketches showing how a
user might progress through a task
using the device
Used early in design
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Sketching
Sketching is important to low-fidelity
prototyping
Dont be inhibited about drawing ability.
Practice simple symbols
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Card-based prototypes
Index cards (3 X 5 inches)
Each card represents
one screen or part of screen
Often used in website
development
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Wizard-of-Oz prototyping
The user thinks they are interacting with a
computer, but a developer is responding to
output rather than the system.
Usually done early in design to understand
users expectations
What is wrong with this approach?
User
>Blurb blurb
>Do this
>Why?
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High-fidelity prototyping
Uses materials that you would expect to be in the
final product.
Prototype looks more like the final system than a
low-fidelity version.
For a high-fidelity software prototype common
environments include Macromedia Director, Visual
Basic, and Smalltalk.
Danger that users think they have a full
system.see compromises
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Compromises in prototyping
All prototypes involve compromises
For software-based prototyping maybe there is a
slow response? sketchy icons? limited
functionality?
Two common types of compromise
horizontal: provide a wide range of
functions, but with little detail
vertical: provide a lot of detail for only a
few functions
Compromises in prototypes mustnt be ignored.
Product needs engineering
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Construction
Taking the prototypes (or learning from
them) and creating a whole
Quality must be attended to: usability (of
course), reliability, robustness,
maintainability, integrity, portability,
efficiency, etc
Product must be engineered
Evolutionary prototyping
Throw-away prototyping
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Generate card-based
prototype from use case
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Summary
Different kinds of prototyping are used for different
purposes and at different stages
Prototypes answer questions, so prototype
appropriately
Construction: the final product must be engineered
appropriately
Conceptual design (the first step of design)
Consider interaction types and interface types to
prompt creativity
Storyboards can be generated from scenarios
Card-based prototypes can be generated from use
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cases
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Chapter 12
Introducing Evaluation
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The aims
Explain the key concepts used in evaluation.
Introduce different evaluation methods.
Show how different methods are used for
different purposes at different stages of the
design process and in different contexts.
Show how evaluators mix and modify
methods.
Discuss the practical challenges
Illustrate how methods discussed in
Chapters 7 and 8 are used in evaluation and
describe some methods that are specific to
evaluation.
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Types of evaluation
Controlled settings involving users,
eg usability testing & experiments
in laboratories and living labs.
Natural settings involving users, eg
field studies to see how the product
is used in the real world.
Any settings not involving users, eg
consultants critique; to predict,
analyze & model aspects of the
interface analytics.
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Usability lab
http://iat.ubalt.edu/usability_lab/
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Living labs
Peoples use of technology in their
everyday lives can be evaluated in
living labs.
Such evaluations are too difficult to
do in a usability lab.
Eg the Aware Home was embedded
with a complex network of sensors
and audio/video recording devices
(Abowd et al., 2000).
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Playing against
friend
Mean
St. Dev.
Mean
St. Dev.
Boring
2.3
0.949
1.7
0.949
Challenging
Easy
Engaging
Exciting
Frustrating
Fun
3.6
2.7
3.8
3.5
2.8
3.9
1.08
0.823
0.422
0.527
1.14
0.738
3.9
2.5
4.3
4.1
2.5
4.6
0.994
0.850
0.675
0.568
0.850
0.699
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Jambon et al. (2009) User experience in the wild. In: Proceedings of CHI 09, ACM Press, New York,
p. 4070-4071.
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Jambon et al. (2009) User experience in the wild. In: Proceedings of CHI 09, ACM Press, New York,
p. 4072.
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Crowdsourcing-when might
you use it?
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Evaluation methods
Method
Controlled Natural
settings
settings
Observing
Asking
users
Asking
experts
Testing
Modeling
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Without
users
x
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Key points
Evaluation & design are closely integrated in user-centered
design.
Some of the same techniques are used in evaluation as for
establishing requirements but they are used differently
(e.g. observation interviews & questionnaires).
Three types of evaluation: laboratory based with users, in
the field with users, studies that do not involve users
The main methods are: observing, asking users, asking
experts, user testing, inspection, and modeling users task
performance, analytics.
Dealing with constraints is an important skill for evaluators
to develop.
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continued
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Chapter 13:
An evaluation framework
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Key points
There are many issues to consider before
conducting an evaluation study.
These include the goals of the study, the
approaches and methods to use, practical
issues, ethical issues, and how the data will
be collected, analyzed and presented.
The DECIDE framework provides a useful
checklist for planning an evaluation study.
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Chapter 14
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The aims:
Explain how to do usability testing
Outline the basics of experimental
design
Describe how to do field studies
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Usability testing
Involves recording performance of typical
users doing typical tasks.
Controlled settings.
Users are observed and timed.
Data is recorded on video & key presses are
logged.
The data is used to calculate performance
times, and to identify & explain errors.
User satisfaction is evaluated using
questionnaires & interviews.
Field observations may be used to provide
contextual understanding.
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Improve products
Few participants
Results inform design
Usually not
completely replicable
Conditions controlled
as much as possible
Procedure planned
Results reported to
developers
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Experiments for
research
Discover knowledge
Many participants
Results validated
statistically
Must be replicable
Strongly controlled
conditions
Experimental design
Scientific report to
scientific community
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Usability testing
Goals & questions focus on how well
users perform tasks with the product.
Comparison of products or prototypes
common.
Focus is on time to complete task &
number & type of errors.
Data collected by video & interaction
logging.
Testing is central.
User satisfaction questionnaires &
interviews provide data about users
opinions.
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Testing conditions
Usability lab or other controlled space.
Emphasis on:
selecting representative users;
developing representative tasks.
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Usability engineering
orientation
Aim is improvement with each
version.
Current level of performance.
Minimum acceptable level of
performance.
Target level of performance.
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iPad
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Experiments
Predict the relationship between two
or more variables.
Independent variable is manipulated
by the researcher.
Dependent variable depends on the
independent variable.
Typical experimental designs have
one or two independent variable.
Validated statistically & replicable.
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Experimental designs
Different participants - single group
of participants is allocated randomly
to the experimental conditions.
Same participants - all participants
appear in both conditions.
Matched participants - participants
are matched in pairs, e.g., based on
expertise, gender, etc.
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Advantages
Disadvantages
Different
No order effects
Same
Few individuals, no
individual differences
Counter-balancing
needed because of
ordering effects
Matched
Same as different
participants but
individual differences
reduced
Cannot be sure of
perfect matching on all
differences
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Field studies
Field studies are done in natural settings.
in the wild is a term for prototypes being
used freely in natural settings.
Aim to understand what users do naturally
and how technology impacts them.
Field studies are used in product design to:
- identify opportunities for new technology;
- determine design requirements;
- decide how best to introduce new
technology;
- evaluate technology in use.
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Analyzes
Categorized
Categories can be provided by theory
Grounded theory
Activity theory
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Data presentation
The aim is to show how the products
are being appropriated and
integrated into their surroundings.
Typical presentation forms include:
vignettes, excerpts, critical incidents,
patterns, and narratives.
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Key points
Usability testing is done in controlled conditions.
Usability testing is an adapted form of experimentation.
Experiments aim to test hypotheses by manipulating certain
variables while keeping others constant.
The experimenter controls the independent variable(s) but not
the dependent variable(s).
There are three types of experimental design: differentparticipants, same- participants, & matched participants.
Field studies are done in natural environments.
In the wild is a recent term for studies in which a prototype
is freely used in a natural setting.
Typically observation and interviews are used to collect field
studies data.
Data is usually presented as anecdotes, excerpts, critical
incidents, patterns and narratives.
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