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Analytical evaluation Prepared by Dr. Nor Azman Ismail Department of Computer Graphics and Multimedia Faculty of Computer Science & Information System Universiti Teknologi Malaysia
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Feb 23, 2016

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Analytical evaluation Prepared by Dr. Nor Azman Ismail Department of Computer Graphics and Multimedia Faculty of Computer Science & Information System Universiti Teknologi Malaysia. Aims:. Describe inspection methods. Show how heuristic evaluation can be adapted to evaluate different products. - PowerPoint PPT Presentation
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Page 1: Aims:

Analytical evaluationPrepared by

Dr. Nor Azman IsmailDepartment of Computer Graphics and MultimediaFaculty of Computer Science & Information System

Universiti Teknologi Malaysia

Page 2: Aims:

Aims:• Describe inspection methods.• Show how heuristic evaluation can be

adapted to evaluate different products.• Explain how to do doing heuristic

evaluation and walkthroughs.• Describe how to perform GOMS and Fitts’

Law, and when to use them.• Discuss the advantages and

disadvantages of analytical evaluation.

Page 3: Aims:

Inspections• Several kinds.• Experts use their knowledge of users &

technology to review software usability.• Expert critiques (crits) can be formal or

informal reports.• Heuristic evaluation is a review guided

by a set of heuristics.• Walkthroughs involve stepping through

a pre-planned scenario noting potential problems.

Page 4: Aims:

Heuristic evaluation• Developed Jacob Nielsen in the early

1990s.• Based on heuristics distilled from an

empirical analysis of 249 usability problems.

• These heuristics have been revised for current technology.

• Heuristics being developed for mobile devices, wearables, virtual worlds, etc.

• Design guidelines form a basis for developing heuristics.

Page 5: Aims:

Nielsen’s heuristics• Visibility of system status.• Match between system and real world.• User control and freedom.• Consistency and standards.• Error prevention. • Recognition rather than recall.• Flexibility and efficiency of use.• Aesthetic and minimalist design.• Help users recognize, diagnose, recover

from errors.• Help and documentation.

Page 6: Aims:

Discount evaluation• Heuristic evaluation is referred to

as discount evaluation when 5 evaluators are used.

• Empirical evidence suggests that on average 5 evaluators identify 75-80% of usability problems.

Page 7: Aims:

No. of evaluators & problems

Page 8: Aims:

3 stages for doing heuristic evaluation

• Briefing session to tell experts what to do.

• Evaluation period of 1-2 hours in which:– Each expert works separately;– Take one pass to get a feel for the product;– Take a second pass to focus on specific

features.• Debriefing session in which experts

work together to prioritize problems.

Page 9: Aims:

Advantages and problems• Few ethical & practical issues to

consider because users not involved.• Can be difficult & expensive to find

experts.• Best experts have knowledge of

application domain & users.• Biggest problems:

– Important problems may get missed;– Many trivial problems are often identified;– Experts have biases.

Page 10: Aims:

Cognitive walkthroughs• Focus on ease of learning.• Designer presents an aspect of the

design & usage scenarios.• Expert is told the assumptions

about user population, context of use, task details.

• One of more experts walk through the design prototype with the scenario.

• Experts are guided by 3 questions.

Page 11: Aims:

The 3 questions• 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?

As the experts work through the scenario they note problems.

Page 12: Aims:

Pluralistic walkthrough• Variation on the cognitive walkthrough

theme.• Performed by a carefully managed team.• The panel of experts begins by working

separately.• Then there is managed discussion that

leads to agreed decisions.• The approach lends itself well to

participatory design.

Page 13: Aims:

Predictive models• Provide a way of evaluating

products or designs without directly involving users.

• Less expensive than user testing.• Usefulness limited to systems with

predictable tasks - e.g., telephone answering systems, mobiles, cell phones, etc.

• Based on expert error-free behavior.

Page 14: Aims:

GOMS• Goals - the state the user wants to achieve

e.g., find a website.• Operators - the cognitive processes &

physical actions needed to attain the goals, e.g., decide which search engine to use.

• Methods - the procedures for accomplishing the goals, e.g., drag mouse over field, type in keywords, press the go button.

• Selection rules - decide which method to select when there is more than one.

Page 15: Aims:

Keystroke level model• GOMS has also been developed to

provide a quantitative model - the keystroke level model.

• The keystroke model allows predictions to be made about how long it takes an expert user to perform a task.

Page 16: Aims:

Response times for keystroke level operators (Card et al., 1983)

Operator Description Time (sec)K Pressing a single key or button

Average skilled typist (55 wpm)Average non-skilled typist (40 wpm)Pressing shift or control keyTypist unfamiliar with the keyboard

0.220.280.081.20

P

P1

Pointing with a mouse or other device on adisplay to select an object.This value is derived from Fitts’ Law which isdiscussed below.Clicking the mouse or similar device

0.40

0.20H Bring ‘home’ hands on the keyboard or other

device0.40

M Mentally prepare/respond 1.35R(t) The response time is counted only if it causes

the user to wait.t

Page 17: Aims:

Fitts’ Law (Fitts, 1954)• Fitts’ Law predicts that the time to point

at an object using a device is a function of the distance from the target object & the object’s size.

• The further away & the smaller the object, the longer the time to locate it and point to it.

• Fitts’ Law is useful for evaluating systems for which the time to locate an object is important, e.g., a cell phone,a handheld devices.

Page 18: Aims:

Fitts’ Law:A Model of Human Motor

Performance

Page 19: Aims:

CS774 – Spring 200619

Task-Related Organization

"The primary goal for menu, form-fillin, and dialog-box designers is to create a sensible, comprehensible, memorable, and convenient organization relevant to the user's task."

Page 20: Aims:

CS774 – Spring 200620

Fitts's Law• Index of difficulty = log2 (D / W+1)

– D = distance between buttons– W = target size

• Time to point = C1 + C2 (index of difficulty)

• C1 and C2 and constants that depend on the device – C1 = start/stop time in seconds– C2 = speed of the device

• Index of difficulty is log2 (2*8/1) = log2 (16) = 4 bits

Page 21: Aims:

Fitts in PracticeMicrosoft Toolbars allow you to either

keep or remove the labels under Toolbar buttons

According to Fitts’ Law, which is more efficient?

Adapted from Hearst, IraniSource: http://www.asktog.com/columns/022DesignedToGiveFitts.html

Page 22: Aims:

Fitts in PracticeYou have a toolbar with 16

icons, each with dimensions of 16x16

Without moving the array from the left edge of the screen, or changing the size of the icons, how can you make this more efficient?

Adapted from Hearst, Irani

Page 23: Aims:

Fitts in PracticeAnswer: Line up all 16 icons on the

left hand edge of the screenMake sure that each button can be

activated up the last pixel on the left hand edge

Why? Because you cannot move your mouse off of the screen, the effective width s is infinite

Adapted from Hearst, Irani

Page 24: Aims:

Pie menus• A circular pop-up menu

– no bounds on selection area• basically only angle counts• do want a “dead area” at center

– What are Fitts’ law properties?

Page 25: Aims:

Pie menus• A circular pop-up menu

– no bounds on selection area• basically only angle counts• do want a “dead area” at center

– Fitts’ law properties:• minimum distance to travel• minimum required accuracy• very fast

Page 26: Aims:

Pie menus• Why don’t we see these much?

• Just not known• Harder to implement

– particularly drawing labels– but there are variations that are easier

• Don’t scale past a few items– No hierarchy

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Key points• Expert evaluation: heuristic & walkthroughs.• Relatively inexpensive because no users.• Heuristic evaluation relatively easy to learn.• May miss key problems & identify false ones.• Predictive models are used to evaluate

systems with predictable tasks such as telephones.

• GOMS, Keystroke Level Model, & Fitts’ Law predict expert, error-free performance.

Page 53: Aims:

Thank you