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In this exercise, participants will apply their user trial protocols by conducting a pilot study on the usability of their website with at least one user. The key objective is to evaluate the effectiveness of the testing method itself. Following the usability test, teams must prepare a progress presentation for the board, summarizing the tasks performed, data collected, and user feedback. Participants will analyze what works well, identify areas for improvement in the design, and propose any necessary changes. Effective communication and thorough documentation are essential during this process.
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Usability with ProjectLecture 14 – 31/10/08 Dr. Simeon Keates
Exercise – Part 1 • Last week you were asked to prepare your user trial protocols • Today – put them into practice • Perform a pilot study of the usability of your web-site with at least 1 user • Remember – the principal aim is to “test the test” • (or “trial the trial” or “evaluate the evaluation”…)
Exercise – Part 2 • Prepare a progress presentation for the board for Friday • Show that good progress is being made • Summarise: • The tasks performed • The data collected • Whether the user liked the site • Whether the user could use the site (e.g. complete the tasks) • What you think is working well in the design • What you think needs to be looked at more closely in the design • Any changes you would like to make to the site and protocol
Exercise - Practicalities • Remember to print out copies of your protocol • Allow plenty of blank space for adding observation notes • Allocate one person to do the pre-session briefing and debrief • Allocate one person to be the facilitator (the person who directs the user) • The remaining members act as observers
The Power Law of Practice • Tn = T1 n-α • α = 0.4, T1 = 60s, T2 = 45.5s (24% faster), T10 = 23.9s (60%faster)
Cognitive modelling – Dealing with uncertainty • The Uncertainty Principle states that decision time T increases with uncertainty about the decision to be made: T = Ic H Where: H is the information-theoretic entropy of the decision; Ic = 150 [0~157] ms/bit • For n equally probable alternatives (Hick’s Law) : H = log2(n + 1) • More generally:
Cognitive modelling – The Model Human Processor Time_taken = x τp + y τc + z τm Where : x, y and z are integers τp = time for perceptual processor τc = time for cognitive processor τm= time for (simple) motor function
Motor skills – Fitts’ Law • A person wishes to hit this target: where: S x0 x1 x2 Start D
Merging the models One basic merged model is the Keystroke Level Model (KLM): Texecute = TK + TP + TH + TD + TM + TR • Where TK = total time spent keystroking = nk tk (# * time per stroke) • Time per stroke determined experimentally • TP = total time spent pointing (from Fitts’ Law) • Assume, say, 1.1 s per pointing action • TH = total time spent homing (moving hands between devices) • Assume 0.4 s per homing • TD = total time spent drawing = tD (nD, lD) (i.e. f(#, total length)) • Example: 0.9nD + 0.16lD • TM = total time to mentally prepare • Assume 1.35 s per preparation • TR = total system response time
Using the KLM • [Note: M = mental prep, K = keyboard, P = pointing] • Rule 0: Insert Ms in front of all Ks that are not part of argument strings proper. Place Ms in front of all Ps that select commands • Rule 1: If an operator following an M is fully anticipated in an operator just previous to M, then delete the M (e.g. PMK -> PK) • Rule 2: If a string of MKs belongs to a cognitive unit (e.g. name of a command), then delete all Ms but the first one • Rule 3: If a K is a redundant terminator (e.g. terminates a command immediately following the terminator of its argument), then delete the M in front of it • Rule 4: If a K terminates a constant string (e.g. a command name), then delete the M in front of it, but if the K terminates a variable string (e.g. an argument string) then keep the M in front of it
An more generic approach - GOMS The user’s cognitive structure consists of: • A set of Goals • A set of Operators • A set of Methods • A set of Selection rules
GOMS – a quick breakdown Goals: • Symbolic structures that define a state of affairs to be achieved • Examples: GOAL: EDIT-MANUSCRIPT or GOAL: MODIFY-TEXT • Goals can comprise sub-goals Operators: • Elementary perceptual, motor or cognitive acts whose execution is necessary to change any aspect of the user’s mental state or to affect the task environment • Examples: GET-NEXT-PAGE or GET-NEXT-TASK
GOMS – a quick breakdown Methods: • Procedures for accomplishing a goal – must be pre-learned at performance time (i.e. user already knows them) • Contain sets of Operators Selection rules: • Rules for helping the user decide which method to use to accomplish the goal • Example: if_such_and_such_is_true_then_use_method_M1_else_use_M2 To summarise: • Several Operators make up a Method, and • Selection rules are used to determine the best Method to reach the Goal
Using models of interaction • Fundamentally, you need to perform a comprehensive task analysis • The models indicate suggested performance for each sub-task • Those models help you to predict the performance of the interface • This can be used: • In design: Estimate performance using standard parameters to optimise your design • In usability trials: Estimate the performance and compare with actual observed data – investigate significant discrepancies
Explaining the observed motor times (100-310 ms) • Theoretical interaction is: • Press the button (motor function) • Release button (motor function) • Consequently, either • very slow motor function times • or • extra steps being inserted
Identifying the delays • c & p calculated as for Experiment I • m button-down and button-up times separated • Motor function and reaction time tasks performed • Range of input devices used • mouse • touchpad button • space bar • EasyBall
Results τm ?
Background ~c The MHP results
Conclusions • Extra cognitive cycles are being inserted • Interaction process is: • Decide to press button (cognitive) - OPTIONAL • Press the button (motor) - REQUIRED • Decide to release button (cognitive) - OPTIONAL • Release button (motor) - REQUIRED
Sources of extra cognitive steps • Users always in learning mode? • Users being overly careful? • Extra cognitive load from impairment?
Implications for use of user models • Individual components were comparable • However • method of combination was not • Therefore • need to verify user model assumptions before use
Implications for design • Users “add” own extra cognitive load • Need to support users by: • Minimising user uncertainty • Minimising cognitive load from program • Maximising interface intuitiveness • Maximising useful feedback
Symptoms associated with ageing and Parkinson’s Symptoms: • Essential tremor • Restricted motion • Reduced strength • Poor hand-eye co-ordination • Fatigue
Cursor movement theories • Fitts’ Law • Relates target distance and width to time • Movement Optimization Model • Initial, pre-planned ballistic move • (Optional) Secondary corrective submovements • Submovements based on visual feedback • Analysis of movement paths • Describes effect of changes in distance, width and height of target • Longer distances => higher peak velocity • Smaller target => longer deceleration phase • Initial studies [Hwang et al., 2004] suggest NOT universally applicable
Cursor measures(MacKenzie et al - CHI 2001) • Target Re-Entry (TRE) • Task Axis Crossing (TAC) • Movement Direction Change (MDC) • Orthogonal Direction Change (ODC)
Cursor measures (cont.) • Movement Offset (MO) • mean deviation of points from task axis ( y ) • signed • Movement Error (ME) • average deviation of points from task axis • unsigned • Movement Variability (MV) • standard deviation of points from task axis • Missed Click (MCL) • Path Length / Task Axis Length (PL/TA) Additional measures
Cursor measures (cont.) • Can distinguish between motor impaired and able-bodied users • As “groups” • Keates et al. ASSETS 2002 • Can they do more? • Designed to explain why differences exist
User trials - The users • 4 groups of users • IBM interns (Y) – mean age 23, SD = 2.0 • IBM regulars (A) – mean age 47, SD= 9.4 • Older adults (OA) – mean age 79, SD = 4.5 • APDA members (P) – mean age 57, SD = 5.2 • 6 users per group
User trials - The experimental methodology • Fitts’ Law type task • 3 target sizes • 3 target distances • 36 target acquisitions per target session • 4 of each size/distance combination • Random angle of approach to target • 4 target sessions per user session (144 target acquisitions) • Interviews between each target session • Post-session debrief
User trials – Qualitative results • 21 difficulties reported with mouse use, e.g.: • Keeping hand steady when navigating • Slipping off menus • Losing the cursor • Moving in the desired direction • Running out of room on the mouse pad • Mouse ball getting stuck (and/or dirty) • 12 compensatory strategies, e.g.: • Avoid use of menus • Switch hands • Consciously go slower • Pause before clicking
Peak velocities No. of incorrect clicks User trials – Quantitative results Target activation times
No. of pauses >100 msec No. of pauses >250 msec User trials – Nature of movement observed • Differences in peak velocity do not explain all of target activation time differences • Theory: Target user movements are like able-bodied movements only more of them needed to complete the task
Normalised measures User trials – Nature of movement observed • Submovements can distinguish between user groups (p<0.01) • Submovements are significantly related to: • Path length / task axis length (PL/TA) • Missed/incorrect clicks (MCL) • Task axis crossings (TAC) • Target re-entries (TRE) • Movement direction changes (MDC) • Orthogonal direction changes (ODC) • Submovement not significantly related to: • Movement error (ME) • Movement offset (MO) • Movemenet variability (MV) Cumulative measures