empirical methods in human- computer interaction
Post on 20-Dec-2015
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Empirical Methods in Human-Computer Interaction
Empirical methods in HCI
Where do good designs come from?
ObservationExperienceExperiments
UCSD: Iterative Design
DESIGN TEST
Evolutionary design
vs
Radical new designs
Empirical methods in HCI Task analysis*: Ethnographic & other observations Requirements analysis
*done first!
Empirical methods in HCI Task analysis*: Ethnographic & other observations Requirements analysis Rapid prototyping, scenarios, story boards Simulation/Wizard of Oz studies Heuristic evaluation; cognitive walkthroughs (by
experts)
*done first!
Empirical methods in HCI Task analysis*: Ethnographic & other observations Requirements analysis Rapid prototyping, scenarios, story boards Simulation/Wizard of Oz studies Heuristic evaluation; cognitive walkthroughs (by
experts) Usability testing & user studies (qualitative &
quantitative Controlled experiments
*done first!
These methods share some of the same measures.
Often, the best projects use several methods in combination!
Good design requires iterating between design and observation (or testing).
User-Centered System Design
Task analysis tells us how people currently accomplish a task. Requirements analysis tells us what a system should do.
Usability testing tells us whether a system performs acceptably when a user tries to carry out certain tasks.
User-Centered System Design brings these things together.
Methods for task analysis (cont.)
Questionnaires Interviews Ethnographic observation Verbal protocols Formal models and notations
(GOMS)
(Hierarchical task analysis)
Verbal protocols
pioneered by psychologists studying problem-solving
have people “think out loud” as they do some activity, step by step
Advantage: can get at some of the invisible steps that people go through on the way to a solution, steps that aren’t evident in their behavior.
Task & requirements analysis, usability testing
These are pragmatic activities that require observations and systematic analyses.
BUT: they’re not the same thing as the scientific method!
How do they differ?
A note on scientific method:
Two important steps:
1. Observing and describing
2. Testing theories and hypotheses
HCI specialists get many useful principles and solutions from what they see users do (#1), not only from theories (#2).
But they sometimes test theories.
Ethnographic observation:
very different from controlled observations in the laboratory!
The observer looks at what people do in real life, recording data in great detail, and then tells a story rather than quantifying the data.
Ethnographic observation vs. experiments
Ethnographic studies: Experiments:
Ethnographic observation vs. experiments
Ethnographic studies:
study behavior taking place naturally
Experiments:
study behavior during a controlled task
Ethnographic observation vs. experiments
Ethnographic studies:
study behavior taking place naturally
fewer observations
Experiments:
study behavior during a controlled task
many observations
Ethnographic observation vs. experiments
Ethnographic studies:
study behavior taking place naturally
fewer observations
very rich observations
Experiments:
study behavior during a controlled task
many observations
limited observations
Ethnographic observation vs. experiments
Ethnographic studies:
study behavior taking place naturally
fewer observations
very rich observations
no hypotheses
Experiments:
study behavior during a controlled task
many observations
limited observations
hypothesis-testing
Ethnographic observation vs. experiments
Ethnographic studies:
study behavior taking place naturally
fewer observations
very rich observations
no hypotheses
results may differ; speculative
contain confounds
Experiments:
study behavior during a controlled task
many observations
limited observations
hypothesis-testing
reliable results; scientific, replicable
eliminates confounds
Scenarios or story boards
Scenarios or story boards
Write a story or dialog of a sample interaction*
Draw key frames (as in animation) Act out functionality; role play
*Not unlike what a telephone speech dialog designer would do…
Scenarios or story boards
PROS and CONS: don’t require programming require readers or “users” to use their
imaginations may fail to convey the interactive aspects
of a design may fail to find problems with a design are often good for getting started
Rapid prototyping
risky if based on designer’s intutions works well combined w/ user studies observe naive users using the prototype Examples of prototyping languages:
HyperCard, Director, Smalltalk, Logo, LISP, HTML, VoiceXML or JAVA
Pro: system need not be finished Con: can’t thoroughly test system
Wizard of Oz studies
- laboratory studies of simulated systems
The experimenter intercepts the subject’s input to the computer and may provide responses as if they were coming from the computer.
Wizard of Oz - Pros & Cons
test something without having to build it can be difficult to run you need a consistent set of response
rules to avoid bias “system’s” reaction times may be slow sometimes subjects catch on can control what the user experiences
Usability testing
Usability testing
evaluation of an existing system or prototype
less formal than a laboratory study, more formal than just asking users what they think.
for instance, watch people use a prototype to do an assigned task
(user studies)
Usability testing assesses:
Performance Learnability User satisfaction Extensibility
Usability testing assesses:
Performance (speed, errors, tasks)
Learnability (How long does it take to get started? to become an expert?
What is forgotten between sessions?)
User satisfaction (both by self report and by behavior)
Extensibility (can system be tailored?)
User studies
Systematic user testing, often having each user do the same task(s).
User studies (Gomoll, 1990)
Set up observation(tasks, users, situation)
Describe the evaluation’s purpose
Tell user she can quit at any time
Introduce equipment Explain how to
“think aloud”
Explain that you will not provide help
Describe tasks and system
Ask for questions Conduct the
observations(debrief the subject)
Summarize results
Writing for the Internet (Nielsen)
How users read on the Web
(Read about the different variables that influence readablity; follow the links to the full report of the study.)