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Evaluative Research

Evaluative Research. Feedback and Testing in Design. Evaluative Research. Lo Fi Feedback Storyboards Speed Dating Desirability Testing Experience Prototyping Wizard of Oz. Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking.

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Evaluative Research

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  1. Evaluative Research Feedback and Testing in Design

  2. Evaluative Research • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping

  3. Evaluative Research • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping

  4. Evaluative Research • Usability testing • Testing methods from HCI • Research protocols • Prototyping forms for testing

  5. Evaluative Research • Gauging human-product interactions • Contextual evaluations • Controlled lab studies

  6. Evaluative Research • Validation of concepts, ideas • Product testing (“user testing”) • Recognition of participant and client input

  7. Evaluative Research • Silicon Valley: Testing the Platform

  8. Usability Testing • Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.

  9. Usability Testing • Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.

  10. Usability Testing • Understand task but can’t complete it within reasonable time • Understands goal, but has to try different approaches to complete task • Gives up or resigns from process • Completes a task but not the one specified • Expresses surprise or delight • Expresses frustration, confusion, or blames self for not being able to complete task • Asserts something is wrong or doesn’t make sense • Makes suggestions for interface of flow of events

  11. Usability Testing • See also “Usability Report” • The usability report is informed by empirical evidence, helping teams decide whether a product is usable enough to release, or needs revision and further testing with more participants. • http://www.userinsight.com/

  12. Usability Testing

  13. Usability Testing Early development & feedback

  14. Usability Testing Refinement & testing

  15. Methods from HCI • Thinkaloud protocol • Heuristic evaluation • Cognitive walkthroughs • GOMS • Eyetracking

  16. Methods from HCI

  17. Thinkaloud protocol • Users are encouraged to continuously verbalize their thoughts during task completion, expanding on whatever is interesting, why they make specific choices, where they are stuck and frustrated.

  18. Thinkaloud: Sewing machine Thinkaloud protocol

  19. Thinkaloud: Tent Thinkaloud protocol

  20. Thinkaloud: Tent Thinkaloud protocol

  21. Heuristic evaluation • Not a user test • A small set of evaluators examine the interface and judge its compliance with recognized usability principles (“heuristics”).

  22. Heuristic evaluation • Original list of heuristics (Molich & Nielsen 1990) • Simple and natural dialogue • Speak the users’ language • Minimize the users’ memory load • Consistency • Feedback • Clearly marked exits • Shortcuts • Precise and constructive error messages • Prevent errors • Help and documentation

  23. Heuristic evaluation • LUMA Institute Heuristics • MATCH – Match mental model • COMPLEXITY – Minimize perceived complexity • CONSISTENCY – Consistency of form, words, actions • PLACE – Provide a sense of place • CONSTRAINTS – Account for user and environmental constraints • ANTICIPATE – Anticipate needs • LANGUAGE – Use clear and concise language • FEEDBACK – Give feedback about actions and status • ERRORS – Prevent errors and provide graceful recovery • AESTHETICS – Strive for appropriate and minimal aesthetics

  24. Cognitive walkthrough • Not a user test • Analyst chooses specific task, determines correct sequence(s) of actions, and assesses whether a hypothetical user would be able to select an appropriate action at each point, assigning reasons to any difficulties identified.

  25. GOMS • Goals • Operators • Methods • Selection rules • see Card, Moran & Newell, 1983

  26. Eyetracking http://www.etre.com/usability/eyetracking/

  27. Establishing research protocol • USPS protocol sample

  28. Establishing research protocol • Pre-planning • Pilot testing • Number of users • Components of test • Sequence of testing • Instrumentation, recording • How long will it take to test and analyze?

  29. Gauging human interpretations • Usability, navigation, comprehension • Form feel and fit, comfort, ergonomics • Preferences, aesthetics, emotional response • Physical + digital product attributes

  30. What do you want to know? • Performance measures • how fast, number of errors, task completion, number of help requests, etc • Preference measures • how much do people like it, how do they feel, etc • Comparison studies • multiple concepts • competing or precedent products

  31. Considerations • Degree of science (experimental models?) • Lab vs field/in context (control vs realism) • Mixing generative and evaluative research • Whole vs parts (integration, components) • Fidelity of prototypes

  32. Prototyping • ATM / MetroBank • SJ Kang Nature Guide

  33. New media for testing • Usability Hub • Five Second Test, Navigation Test, Click Test, Question Test, Preference Test

  34. Department of EnglishUsability Labs https://www.cmu.edu/hss/english/classroom_and_beyond/user-experience-lab/index.html

  35. Research tools and rules • The usual suspects… • Questionnaire, interview • Observation, video, photo, sketch documentation • Free form exploration, task analysis • Good questions, avoiding response bias • Scientific attitude – systematic, skeptical, ethical • Quantitative and qualitative data collection

  36. Number of users:Diminishing returns Why You Only Need to Test With 5 Users (Nielsen, 2000)

  37. Chapter readings • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping

  38. Additional resources • https://uxpa.org • http://www.usabilityfirst.com • http://www.usabilitybok.org • http://www.usertesting.com • http://www.userzoom.com/

  39. Tasks • Think about usability of your proposed design • Assess how test methods might be used, adapted or created • Meta-thinkaloud? • Heuristics? • Walkthroughs?

  40. Videos • Some Assembly Required: 6 min 30 sec • Get Me The Geeks! 13 minutes

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