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Chapter 15: Analytical evaluation
Q1, 2
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Inspections
• Heuristic evaluation• Walkthroughs
Start Q3
Reviewers tend to
use guidelines,
heuristics and
checklists as they
do inspections.
Here are some you
can count on your
hands!
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Heuristic evaluation• Developed by Jacob Nielsen in the early 1990s.• Based on heuristics distilled from an empirical analysis
of 249 usability problems.
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Nielsen’s heuristics1. Visibility of system status.2. Match between system and real world.3. User control and freedom.4. Consistency and standards.5. Error prevention. 6. Recognition rather than recall.7. Flexibility and efficiency of use.8. Aesthetic and minimalist design.9. Help users recognize, diagnose, recover from errors.10. Help and documentation.
Start Q4
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Other Heuristics
As you can see, Heuristics are not always right! They
can also be seen as “biases,” in considering the ways they
can be wrong.
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Heuristics for Facebook
• Sociability– Why should I join? Why should I come back?– What are the rules of behavior?– Safety– Freedom of expression
• Usability– How do I join?– How do I use it? Is it easy to use it?– Can I leave the community?– Is it easy to find information?
End Q4
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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.
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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.
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Advantages and problems
• Few ethical & practical issues• 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.
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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.
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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?
Finish Q3
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Pluralistic walkthrough• Variation on the cognitive walkthrough theme.• Performed by a carefully managed team.
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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.
Q5
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GOMS- Card, Moran and Newell• Goals• Operations• Methods• Selection Rules
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Keystroke level model• The keystroke model allows predictions to be made
about how long it takes an expert user to perform a task.
Q6,7
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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.