Very Good Inf3720 - Summary
Very Good Inf3720 - Summary
Summary 2014
Table of Contents
Ref
Chap
Title
Page
1.
2.
3.
Social Interaction
15
4.
Emotional Interaction
17
5.
Data Gathering
24
6.
34
7.
10
Establishing Requirements
41
8.
12
Introducing Evaluation
49
9.
14
55
10.
15
59
(Not examinable)
Describe what interaction design is, and how it relates to human-computer interaction;
Enable you to evaluate an interactive product and explain what is good and bad about it in terms of
the goals and principles of interaction design.
Content
1.1 Introduction
Some interactive products are a joy to use, others can be very frustrating. Why is there a difference ?
Many products that require users to interact with them, such as smartphones and social networking sites,
have been designed primarily with the user in mind. They are generally easy and enjoyable to use. Others,
such as switching from viewing a DVD to viewing TV, or setting the alarm on a digital clock, have not
necessarily been designed with the users in mind, but have been engineered primarily as systems to perform
set functions.
One of the main aims of interaction design is to reduce the negative aspects (eg: frustration, annoyance) of
the user experience while enhancing the positive ones (eg: enjoyment, engagement). It is about developing
interactive products that are easy, effective, and pleasurable to use - from a users perspective.
1.2 Good and Poor Design
Central concern of interaction design - develop interactive products that are USABLE o
o
o
Easy to learn;
Effective to use;
Provide an enjoyable user experience.
difficult to use, no proper feedback (if any messages have been left, or how many);
not obvious what to do (instructions partially from the system and partially written).
Good design Familiar physical objects that indicate visually how many messages have been left;
Aesthetically pleasing and enjoyable to use;
Only requires one step actions to perform core tasks;
Simple but elegant design;
Bad design Dizzying array of small, multicoloured, and double-labeled buttons that seem arbitrarily
positioned;
Difficult to locate correct buttons, even for the simplest of tasks;
Can be frustrating for those who have to put on glasses to read the buttons.
Key question - How do you optimize the users' interactions with a system, environment or product, so that
they support and extend the users' activities in effective, useful, and usable ways ?
Decide what choices to make by basing them on an understanding of the users
Take into account what people are good and bad at;
Consider what might help people with the way they currently do things;
Thinking through what might provide quality user experiences;
Listening to what people might want and getting them involved in the design;
Using tried and tested user-based techniques during the design process
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Establishing requirements;
Designing alternatives;
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3.
Prototyping;
4.
Evaluating.
These activities are repeated throughout the product life-cycle;
Evaluating what has been built is the heart of Interaction Design, focus is on ensuring that the
product is appropriate. Addressed through a user-centered approach to design;
Also important - understanding what people do, and how they act and interact with one another, with
information, and with various technologies.
Accessibility
Accessibility - refers to the degree to which an interactive product is accessible by as many people as
possible. A focus is on people with disabilities.
What does it mean to be disabled ? Definitions vary, but these are the main points
Whether or not a person is considered to be disabled changes over time with age, or as recovery from an
accident progresses. In addition, the severity and impact of an impairment can vary over time. A person can
have more than one disability, including
Colour-blindness - The inability to distinguish between two colours affects approx. 1 in 10 men,
and 1 in 200 women. This has an impact on the use of colour for highlighting, or distinguishing
interface elements.
Dyslexia - Although usually associated with difficulties in reading and writing, there are many
different forms of dyslexia, some of which affect the way in which people comprehend the totality of
concepts. A relatively simple interaction design decision that can cause difficulties for people with
dyslexia is the contrast between foreground and background text or images.
Physical impairments - range from conditions such as tremors or shaking, weakness, pain,
reduced control of limbs, inability to sit upright, to short or missing limbs.
Accessibility is often considered as making sure there aren't any barriers to access for assistive
technologies, but without regard to usability, while usability usually targets everyone who uses a site or
product, without considering people who have disabilities. The challenge is to create a good user experience
for people with disabilities that is both accessible and usable. (Quesenbery).
Efficiency The way a product supports users in carrying out their tasks. eg: Completing
common tasks with a single key press, instead of having to re-enter information;
Safety Protecting users from dangerous conditions / undesirable situations. eg: Prevent
users from making serious errors - by not putting Delete / Quit menu option next to Save option. Use
of confirmation dialogue boxes, Undo facilities.
Utility Extent to which the product provides the right kind of functionality so that users
can do what they need or want to do;
Learnability -
Enjoyable
Engaging
Pleasurable
Exciting
Entertaining
Helpful
Motivating
Challenging
Enhancing sociability
Supporting creativity
Cognitively stimulating
Fun
Provocative
Surprising
Rewarding
Emotionally fulfilling
Undesirable Aspects
Boring
Frustrating
Annoying
Childish
Unpleasant
Patronizing
Cutesy
Gimmicky
Not all usability and user experience goals will be relevant to the design and evaluation of an interactive
product being developed. Recognizing and understanding the nature of the relationship between usability
and other user experience goals is central to interactive design. It enables designers to become aware of the
consequences of pursuing different combinations when designing products and highlight potential trade-offs
and conflicts.
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Visibility - The more visible functions are, the more likely users will know what to do next. The
relationship between the way controls have been positioned and what they do makes it easy for a
user to find the appropriate control for a task.
Feedback - involves sending back information about what action has been done and what has
been accomplished. Various kinds of feedback are available - audio, tactile, verbal, visual and
combinations of these.
Constraints - refers to determining ways of restricting the kinds of user interactions that can take
place at a given moment. Examples are - deactivating certain menu options, thereby restricting users
only to permissible options at that stage of the activity, or the physical design of a device which
allows only a particular cable / card / plug to be inserted into specific slots / sockets.
Consistency - refers to designing interfaces to have similar operations / use similar elements for
achieving similar tasks. One of the benefits of consistent interfaces is that they are easier to learn
and use.
Affordance - refers to an attribute of an object that allows people to know how to use it. To afford
means "to give a clue". Eg: a mouse button invites pushing, a door handle affords pulling. Interfaces
should make it obvious what can be done with them.
One of the problems of applying more than one of the design principles in interaction design is that trade-offs
can arise between them. Eg: The more you constrain an interface, the less visible it becomes. Consistency
can be a problematic - trying to design an interface to be consistent with something can make it inconsistent
with something else.
Usability Principles / Heuristics (heuristics are design principles used in practice - more prescriptive usability
principles that are used as a basis for evaluating a system / prototype)
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Summary
In this chapter we have looked at what interaction design is and its importance when developing apps,
products, services, and systems. To begin, a number of good and bad designs were presented to illustrate
how interaction design can make a difference. We described who and what is involved in interaction design,
and the core set of design processes that need to be followed. We explained in detail what usability and user
experience are and how they have been characterized, and how to operationalize them in order to assess
the quality of a user experience resulting from interacting with an interactive product. The increasing
emphasis on designing for the user experience and not just products that are usable was stressed. A number
of core design principles were also introduced that provide guidance for helping to inform the interaction
design process.
Key Points
Interaction design is concerned with designing interactive products to support the way people
communicate and interact in their everyday and working lives;
Interaction design is multidisciplinary, involving many inputs from wide-ranging disciplines and fields;
Optimizing the interaction between users and interactive products requires taking into account a
number of independent factors, including context of use, types of activity, accessibility, cultural
differences, and user groups;
Identifying and specifying relevant usability and user experience goals can help lead to the design of
good interactive products;
Design principles, such as feedback and simplicity, are useful heuristics for analyzing and evaluating
aspects of an interactive product.
--ooOoo--
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Outline the core interaction types for informing the development of a conceptual model;
Content
2.1 Introduction
Imagine you have been asked to design an application to enable people to share their photos, movies,
music, chats, documents, and so on in an efficient, safe, and enjoyable way. What would you do ? How
would you start ? Would you begin by sketching out how the interface might look, work out how the system
architecture should be structured, or simply start coding ? Or, would you start by asking users about their
current experiences of sharing files and look at existing tools, e.g. Dropbox, and, based on this, begin
thinking about why and how you were going to design the application ?
Interaction designers would begin by doing the latter. It is important to realize that having a clear
understanding of why and how you are going to design something, before writing any code, can save
enormous amounts of time, effort, and money later on in the design process. Ill thought-out ideas,
incompatible and unusable designs can be refined while it is relatively easy and painless to do so. Once
ideas are committed to code they become much harder to throw away. Such preliminary thinking through of
ideas about the user experience and what kinds of designs might be appropriate is, however, a skill that
needs to be learned. It is not something that can be done overnight by following a checklist, but requires
practice in learning to identify, understand, and examine the issues - just like learning to write an essay or to
program. In this chapter we describe the steps involved. In particular, we focus on what it takes to
understand and conceptualize interaction.
2.2 Understanding the Problem Space and Conceptualizing Design
Identifying the usability and user experience goals is a pre-requisite to undestanding the problem
space.
The problem of articulating the problem space is typically done as a team effort. Explicating peoples
assumptions and claims about why they think something might be a good idea (or not) enables the
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Are there problems with an existing product or user experience ? If so, what are they ?
How do you think your proposed design ideas might overcome these ?
If you have not identified any problems and instead are designing for a new user experience, how do
you think your proposed design ideas support, change, or extend current ways of doing things ?
Having a good understanding of the problem space greatly helps design teams to be able to conceptualize
the design space. Primarily this involves articulating the proposed system and the user experience. The
benefits of conceptualizing the design space early on are
Orientation - enabling the design team to ask specific kinds of questions abut how the conceptual
model will be understood by the targeted users.
Open-mindedness - preventing the design team from becoming narrowly focused early on.
Common ground - allowing the design team to establish a set of common terms that all can
understand and agree on, reducing the chance of misunderstandings and confusion arising later on.
Metaphors and analogies that convey to people how to understand what a product is for, and how to
use it for an activity (eg: browsing, bookmarking);
The concepts that people are exposed to through the product, including the task-domain objects they
create and manipulate, their attributes, and the operations that can be performed on them (eg:
saving, revisiting, organizing);
The relationships between those concepts (eg: whether one object contains another, the relative
importance of actions to others, and whether an object is part of another);
The mappings between the concepts and the user experience the product is designed to support or
invoke (eg: one can revisit through looking at a list of visited sites, most frequently visited, or saved
websites).
How the various metaphors, concepts, and their relationships are organized determines the user experience.
The best conceptual models are those that appear obvious, the operations they support being intuitive to
use.
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Instructing - where users issue instructions to a system. This can be done in a number of ways typing in commands, selecting options from a menu, speaking commands aloud, gesturing, pressing
buttons, or using a combination of function keys.
One of the main benefits of designing an interaction based on issuing instructions is that the
interaction is quick and efficient.
Conversing - where users have a dialogue with a system. Users can speak via an interface or type
in questions to which the system replies via text or speech output. It differs from the activity of
instructing insofar as it encompasses a two-way communication process with the system acting like
a partner rather than a machine that obeys orders.
A main benefit of developing a conceptual model that uses a conversational style of interaction is
that it allows people, especially novices, to interact with a system in a way that is familiar to them.
Manipulating - where users interact with objects in a virtual or physical space by manipulating
them (eg: opening, holding, closing, placing). Users can use their familiar knowledge of how to
interact with objects.
Direct manipulation - digital objects designed at the interface so that they can be interacted with in
ways that are analogous to how physical objects in the physical world are manipulated. Enables
users to feel that they are directly controlling the digital objects represented by the computer.
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Exploring - where users move through a virtual environment or a physical space. Virtual
environments include 3D worlds, and augmented and virtual reality systems. They enable users to
use their familiar knowledge of physically moving around.
A Paradigm - refers to a general approach that has been adopted by a community of researchers
and designers for carrying out their work, in terms of shared assumptions, concepts, values, and
practices;
A Framework - is a set of inter-related concepts and / or a set of specific questions that is intended
to inform a particular domain area, on-line communities, or an analytic method.
2.6.1 Paradigms
To follow a particular paradigm means adopting a set of practices that a community has agreed upon. These
include
In the 1980s the prevailing paradigm was how to design user-centered applications for the desktop
computer. The acronym WIMP (Windows, Icons, Menus, and Pointer) was used as a way of characterizing
the core features of an interface for a single user. This was later superseded by the GUI (graphical user
interface).
A big influence in the more recent paradigmatic changes was Weisers vision of ubiquitous technology. He
proposed that computers would become part of the environment, embedded in a variety of everyday objects,
devices, and displays.
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2.6.2 Theories
Over the past 30 years, numerous theories have been imported into human-computer interaction, providing a
means of analyzing and predicting the performance of users carrying out tasks for specific kinds of computer
interfaces and systems.
One of the main benefits of applying such theories in interaction design is to help identify factors (cognitive,
social, and affective) relevant to the design and evaluation of interactive products.
2.6.3 Models
Models are typically abstracted from a theory coming from a contributing discipline, like psychology, that can
be directly applied to interaction design. For example, Norman developed a number of models of user
interaction based on theories of cognitive processing, arising out of cognitive science, that were intended to
explain the way users interacted with interactive technologies.
2.6.4 Frameworks
Numerous frameworks have been introduced in interactive design to help designers constrain and scope the
user experience for which they are designing. In contrast to a model - which is a simplification of a
phenomenon - a framework offers advice to designers as to what to design or look for. Frameworks, like
models, have traditionally been based on theories of human behaviour, but they are increasingly being
developed from the experiences of actual design practice and the findings arising from user studies.
Paradigms, theories, models, and frameworks are not mutually exclusive but overlap in their way of
conceptualizing the problem and design space, varying in their level of rigour, abstraction, and purpose.
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Summary
This chapter has explained the importance of understanding and conceptualizing the problem and design
space before trying to build anything. It has stressed throughout the need to be explicit about the claims and
assumptions behind design decisions that are suggested. It described an approach to formulating a
conceptual model and described the evolution of interface metaphors that have been designed as part of the
conceptual model. Finally, it considered other ways of conceptualizing interaction, in terms of interaction
types, paradigms, theories, models, and frameworks.
Key Points
It is important to have a good understanding of the problem space, specifying what it is you are
doing, why, and how it will support users in the way intended.
A conceptual model is a high-level description of a product in terms of what users can do with it and
the concepts they need to understand how to interact with it.
Decisions about conceptual design should be made before commencing physical design (eg:
choosing menus, icons, dialogue boxes).
Interaction types (eg: conversing, instructing) provide a way of thinking about how best to support
the activities users will be doing when using a product or service.
Paradigms, theories, models, and frameworks provide different ways of framing, and informing
design and research.
--ooOoo--
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Objectives
Describe the social mechanisms that are used by people when communicating and collaborating;
Discuss how social media have changed the ways in which we keep in touch, make contact, and
manage our social and work lives;
Give an overview of shareable technologies and some of the studies showing how they can facilitate
collaboration and group participation;
Describe some of the new forms of social behaviour that have emerged as a result of using new social
media and communication technologies.
Content
4.1 Introduction
Imagine not having access to your cell phone or the Internet for a week. How would you cope? Would you get
bored, start twitching, or even go stir crazy ? Would you feel isolated and be constantly wondering what is
happening in your online social network ? Many people now cannot go for very long without checking the latest
postings, emails, etc. on their Black- Berries, iPhones, or computers - even when on vacation. It has become a
daily routine and an integral part of their social lives. This is not surprising given that humans are inherently
social: they live together, work together, learn together, play together, interact and talk with each other, and
socialize.
There are many kinds of sociality and many ways of studying it. In this chapter our focus is on how people
communicate and collaborate in their social, work, and everyday lives. We examine how the emergence of a
diversity of communication technologies has changed the way people live - the way they keep in touch, make
friends, and coordinate their social networks. We look at the conversation mechanisms that have conventionally
been used in face-to-face interactions and examine how these have changed for the various kinds of computerbased conversations that take place at a distance. We describe the idea of telepresence, where novel
technologies have been designed to allow a person to feel as if they are present or to give the appearance of
being present at another location. We also outline some technologies that have been developed to allow new
forms of interaction, focusing on how shareable technologies can facilitate and support collocated collaboration.
Finally, we describe some of the social phenomena that have emerged as a result of the use and appropriation
of social media.
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Summary
Key Points
Social mechanisms have evolved in face-to-face and remote contexts to facilitate conversation,
coordination, and awareness.
Talk and the way it is managed are integral to coordinating social interaction.
Many kinds of computer mediated communication systems have been developed to enable people to
communicate with one another when in physically different locations.
Keeping aware of what others are doing and letting others know what you are doing are important
aspects of collaboration and socializing.
Social media have brought about significant changes in the way people keep in touch.
--ooOoo--
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Explain what expressive interfaces are and the effects they can have on people;
Describe how technologies can be designed to change people's attitudes and behaviour;
Content
5.1 Introduction
An overarching goal of interaction design is to develop products that elicit positive responses from users,
such as feeling at ease, being comfortable, and enjoying the experience of using them - be it a washing
machine or a flight deck. Designers are also concerned with how to create interactive products that elicit
specific kinds of emotional responses in users, such as motivating them to learn, play, or be creative or
social. There has also been much interest in designing websites that people can trust, and that make them
feel comfortable about divulging personal information when making a purchase.
Taken together, we refer to this emerging area as emotional interaction. In this chapter we look at how and
why the design of interactive products may cause certain kinds of emotional responses in people. We begin
by looking in general at expressive interfaces, examining the role of an interface's appearance to users and
how it affects usability.
We then examine how interactive products elicit positive effects, e.g. pleasure, and negative responses, e.g.
frustration. How technologies are being designed and used to persuade people to change their behaviour
and attitudes is then covered. We look, in particular, at ubiquitous technology interventions that are being
designed to improve health and well-being and reduce domestic energy and water consumption. Following
this, we show how anthropomorphism has been used in interaction design and the implications of designing
applications that have human-like qualities. A number of virtual characters and robot pets are described that
have been developed to motivate people to learn, buy, and listen and we consider how useful and
appropriate they are. Finally, we present three models that are well known in interaction design that
conceptualize the user experience in terms of emotion, pleasure, and user experience
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Emotional interaction is about considering what makes us happy, sad, annoyed, anxious, frustrated,
motivated, delirious, and so on, and translating this knowledge into different aspects of the user experience,
from when we first want something, to when we no longer interact with it or need to replace it. However it is
not straightforward to achieve as peoples' moods and feelings are constantly changing.
In addition to creating user experiences that elicit, avoid, or encourage certain kinds of emotional reactions,
another approach, called affective computing, has attempted to develop computer-based systems that
recognize and express emotions in the same way humans do.
Other ways of conveying the status of a system are through the use of
Dynamic icons (eg: recycle bin expanding when a file is placed in it);
Animations (eg: whirling beach ball when the computer is busy);
Spoken messages, using various kinds of voices, telling the user what needs to be done (eg: GPS);
Various sonifications indicating actions and events (eg: for window closing, new e-mail);
Vibrotactile feedback (eg: Cell phone buzzes for certain types of calls).
One of the benefits of using these kinds of expressive embellishments is that they provide reassuring
feedback to the user that can be both informative and fun. They can sometimes have the opposite effect on
people who find them intrusive, causing them at times to get annoyed or even angry.
Users have also expressed their emotions at the computer interface - by using emoticons, combinations of
keyboard symbols. Nowadays people can select from sets of ready made emoticons which are colourful and
cute.
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Often user frustration is a result of bad design, no design, inadvertent design, or ill-thought-out design. It is
rarely caused deliberately. However, the impact of poor design on users can be quite drastic and make them
abandon the application or tool.
Gimmicks
Frustration can happen when clicking on a link to a website only to discover that it is still under construction.
It can be more annoying when the website displays an "Under Construction" icon, which merely increases
the users frustration, having made the effort to visit the website.
Error Messages
Error messages are notorious for their incomprehensibility. It would be more helpful to provide information
about how to resolve / overcome the problem. Threatening error messages can also cause users to become
anxious. Use of bold red letters and exclamation marks can be counter-productive.
Ideally, error messages should be treated as "how to fix it" messages. They should state the cause of the
problem, and what the user needs to do to fix it.
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Upgrading
Another common frustration is upgrading software. More often than not it is time-consuming, and requires a
range of things such as resetting preferences, checking configurations, and learning new ways of doing
things.
Appearance
People are often annoyed by
Websites that are overloaded by text and graphics, making it difficult to find and access information;
Flashing animations, pop ups, banner ads, that can cover what the user is looking for, and which
require them to click on check boxes to close them;
Childish designs that keep popping up, such as certain types of helper agents;
Poorly laid out keyboards, pads, control panels, and other input devices that cause users to press
the wrong keys or buttons.
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Visceral level (Lowest level) - Parts of the brain are pre-wired to automatically respond to events
happening in the physical world. Responds rapidly, making judgements about what is good or bad,
safe or dangerous, pleasurable or abhorrent. It also triggers the emotional responses to stimuli (eg:
fear, joy, anger, and sadness) that are expressed through a combination of physiological and
behavioural responses.
Behavioural level - The brain processes that control our everyday behaviour, where most human
activities occur, eg: talking, typing, and driving.
Reflective level (Highest level) - Brain processes that contemplate - entails conscious thought
where people generalize across events, or step back from the routine and immediate.
The model explains how the human brain and body switch gear to respond appropriately to different events.
But how can it be used in interactive design ? Can products be designed to make people happy, and if so be
more creative ?
According to Norman, when people are happy they are more likely to overlook and cope with minor problems
they are experiencing with a device. In contrast, when someone is anxious or angry they are more likely to
be less tolerant. He states - "Things intended to be used under stressful situations require a lot more care,
and with much more attention to detail".
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Physio-pleasure - refers to bodily pleasures connected to sensory experiences eg: touch, taste,
and smell. An example is the tactile pleasure of holding a sleek cell phone.
Socio-pleasure - refers to the enjoyment of being in the company of others, such as loved ones,
friends, and colleagues. An example is showing one another photos on a digital camera.
Ideo-pleasure (cognitive) - refers to peoples' values, entails the aesthetics of a product and the
cultural and personal values a person attributes to it. eg: Using a "green" product. (Similar to
Normans' reflective level).
The pleasure model does not attempt to explain how pleasures happen at a biological or behavioural level,
but is intended as a means of framing a designers' thinking about pleasure, highlighting that there are
different kinds.
Sensual thread - Concerned with our sensory engagement with a situation, eg: thrill, fear, pain similar to Normans' visceral level.
Emotional thread - Emotions are intertwined with with the situation in which they arise, eg: sorrow,
anger, joy, and happiness. Example: a person becomes angry with a computer because it does not
work properly.
Compositional thread - Concerned with the narrative part of an experience, as it unfolds, and the
way a person makes sense of them. The internal thinking a person does during their experiences.
Spatio-temporal thread - Refers to the space and time in which our experiences take place and
their effect on those experiences. Eg: we talk of time speeding up, standing still, slowing down, and
space as public / personal space, and needing ones' own space.
The threads are meant as ideas to help designers think and talk more clearly and concretely about the
relationship between technology and experience. By describing an experience in terms of its interconnected
aspects, the framework can aid thinking about the whole experience of a technology rather than as
fragmented aspects eg: its usability, its marketability, or utility.
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Summary
This chapter has described the different ways interactive products can be designed (both deliberately and
inadvertently) to make people respond in certain ways. The extent to which users will learn, buy a product
on-line, quit a bad habit, or chat with others depends on how convincing the interface is, how comfortable
they feel when using a product, or how much they can trust it. If the interactive product is frustrating to use,
annoying, or patronizing, users will easily become angry and despondent, and often stop using it. If, on the
other hand, the product is pleasurable, enjoyable to use, and makes people feel comfortable and at ease,
then they will continue to use it, make a purchase, return to the website, or continue to learn. This chapter
has described various interaction mechanisms that can be used to elicit positive emotional responses in
users and ways of avoiding negative ones.
Key Points
Emotional aspects of interaction design are concerned with how to facilitate certain states (eg:
pleasure) or avoid certain reactions (eg: frustration) in user experiences.
Expressive interfaces can provide reassuring feedback to users as well as be informative and fun.
Badly designed interfaces can often make people frustrated, annoyed, or angry.
Virtual agents and robot pets have been developed to make people feel motivated, reassured, and in
a good mood.
Models of emotion provide frameworks for thinking about how to conceptualize and take into account
emotional and pleasurable aspects of the user experience.
--ooOoo--
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Content
7.1 Introduction
This chapter presents some techniques for data gathering which are commonly used in interaction design
activities. In particular, data gathering is a central part of establishing requirements, and of evaluation. Within
the requirements activity, the purpose of data gathering is to collect sufficient, accurate, and relevant data so
that a set of stable requirements can be produced; within evaluation, data gathering is needed in order to
capture users' reactions and performance with a system or prototype.
In this chapter we introduce three main techniques for gathering data: interviews, questionnaires, and
observation. In the next chapter we discuss how to analyze and interpret the data collected. Interviews
involve an interviewer asking one or more interviewees a set of questions which may be highly structured or
unstructured; interviews are usually synchronous and are often face-to-face, but they don't have to be.
Questionnaires are a series of questions designed to be answered asynchronously, i.e. without the presence
of the investigator; these may be on paper, or online. Observation may be direct or indirect. Direct
observation involves spending time with individuals observing activity as it happens. Indirect observation
involves making a record of the user's activity as it happens to be studied at a later date. All three techniques
may be used to collect qualitative or quantitative data.
Although this is a small set of basic techniques, they are flexible and can be combined and extended in many
ways. Indeed it is important not to focus on just one data gathering technique but to use them flexibly and in
combination so as to avoid biases which are inherent in any one approach. The way in which each technique
is used varies depending on the interaction design activity being undertaken. More detailed descriptions of
how they are used and additional techniques relevant only to specific activities of the lifecycle are given in
later chapters (Chapter 10 for requirements, and Chapters 12-15 for evaluation).
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Stratified sampling - relies on being able to divide the population into groups (eg: classes in a
secondary school), and then applying random sampling.
Non-probability Sampling - Rely less on you choosing the participants and more on participants
being prepared to take part. Most common approaches are -
Convenience sampling - describes a situation where the sample includes those who were
available rather than those specifically selected.
Volunteer panels
The crucial difference between probability and non-probability methods is that in the former you can
apply statistical tests and generalize to the whole population, while in the latter such generalizations
are not robust.
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Triangulation of data - means that data is drawn from different sources at different times, in different
places, or from different people.
Investigator triangulation - means that different researchers (observers, interviewers etc) have been
used to collect and interpret the data.
Triangulation of theories - means the use of different theoretical frameworks through which to view
the data or findings.
Methodological triangulation - means to employ different data gathering techniques. This is the
most common form of triangulation.
Validation through triangulation is difficult to achieve. Different data gathering methods result in different
kinds of data which may or may not be compatible. Using different theoretical frameworks may or may not
result in complementary findings. Using more than one data gathering technique, and more than one data
analysis approach is good practice, but achieving true triangulation is rare.
7.2.5 Pilot Studies
Pilot study - is a small trial run of the main study. The aim is to make sure that the proposed method is
viable before embarking on the real study.
Data gathering participants can be very unpredictable, even when a lot of time and effort has been spent
carefully planning the data gathering session. Plans should be tested by doing a pilot study before launching
into the main study.
Eg: Printing and distributing 500 questionnaires, and then finding that two of the questions are confusing
wastes time, annoys participants, and results in wasted costs.
If it is difficult to find people to participate, colleagues or peers can be asked to comment. It is important that
nobody involved in a pilot study can be involved in the main study - they know more about the study and can
distort the results.
7.3 Data Recording
Capturing data is necessary so that the results of a data gathering session may be taken away and
analyzed. Some forms of data gathering such as questionnaires, diaries, interaction logging, and collecting
work artifacts are self-documenting and no further recording is necessary, but for other techniques there is a
choice of recording approaches.
Which data recording approaches are used will depend on the context, time available, and the sensitivity of
the situation; the choice of data recording approach will affect the level of detail collected, and how intrusive
the data gathering will be,
There are three common data recording approaches -
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Understanding the impact of recoding on participants. It is often assumed that video recording may
have an impact on participants and their behaviour. Heath - suggests taking an empirical approach
and examining the data to see whether there is any evidence of behaviour orienting to the camera.
7.4 Interviews
Interviews can be thought of as a "conversation with a purpose". There are four main types of interview - the
most appropriate approach depends on the purpose of the interview, the questions to be addressed, and the
stage in the lifecycle.
7.4.1 Unstructured Interviews
Open-ended or unstructured interviews are at one end of a spectrum of how much control the interviewer
has over the interview process. They are exploratory and are more like conversations around a particular
topic.
It is always advisable to have a plan of the main topics to be be covered. Going into an interview without an
agenda should not be confused with being open to new information and ideas.
A benefit of unstructured interviews is that they generate rich data that is often interrelated and complex, ie:
data that gives a deep understanding of the topic. In addition, interviewees may mention issues that the
interviewer has not considered.
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Running the Interview - Before starting, make sure that the aims of the interview have been
communicated to and understood by the interviewees, and that they feel comfortable. During the
interview, it is better to listen more than to talk, to respond with sympathy but without bias, and to
enjoy the interview if possible.
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Think about the ordering of questions. The impact of a question can be influenced by question order;
Consider whether you need different versions of the questionnaire for different populations;
A balance must be struck between using white space and the need to keep the questionnaire as
compact as possible. Long questionnaires cost more and deter participation and completion.
Check boxes and ranges - Can have fixed options eg: Male / Female, or a range, eg: Ages 15-19,
20-24, 25-39 etc.
Rating Scales - Useful for getting people to make judgements about things eg: how easy, how
usable etc. Two commonly used scales -
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Likert scales - used for measuring opinions, attitudes, and beliefs - widely used for evaluating
user satisfaction with products. Check boxes with rating 1,2,3,4,5 etc or "agree, OK, disagree"
etc.
Semantic differential scales - explore a range of bipolar attitudes about a particular item. Each
pair of attitudes is represented as a pair of adjectives. The participant is asked to mark one of a
number of positions between the two extremes to indicate agreement with the poles eg: Clear - Confusing, Helpful - Unhelpful, Poor - Well designed.
Ensuring a reasonable response rate - 100% completion rates are often achieved with small
samples, but with larger or more remote populations, ensuring that surveys are returned is a wellknown problem. 40% return is generally acceptable for many surveys, but lower rates are common.
Web based can be interactive, and can include check boxes, radio buttons, pull-down and pop-up menus,
help screens etc;
7.6 Observation
Observation is a useful data gathering technique at any stage during product development. Early in design,
observation helps designers understand the users' context, tasks, and goals. Observation conducted later in
the development, eg: in evaluation, may be used to investigate how well the developing prototype supports
these tasks and goals.
7.6.1 Direct Observation in the Field
It can be difficult for people to explain what they do, or even to describe accurately how they achieve a task.
It is very unlikely that an interaction designer will get a full and true story by using interviews or
questionnaires; observation in the field can help fill in details that are not elicited from other forms of
investigation. Observation in the field can be complicated and can result in a lot of data that is not relevant if
it is not planned and carried out carefully.
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Structuring Frameworks for Observation in the field - Events can be complex and rapidly
changing during an observation. There is a lot for observers to think about, so many experts have a
framework to structure and focus their observations - a series of specific questions broken down into
various topics.
Degree of participation - The degree of participation within the study environment varies across a
spectrum, depending on the type of study, and can be characterized as insider at one end and
outsider at the other.
An observer who adopts an approach right at the outsider end of the spectrum is called a passive
observer, and will not take any part in the study environment. An observer who adopts an approach
at the insider end of this spectrum is called a participant observer, and attempts to become a full
member of the group he is studying.
Planning and Conducting an Observation in the Field - Choosing a framework is only one
aspect of planning an observation. Other decisions include
It is important to write up experiences and observations at the end of each day, otherwise valuable
information may be lost.
Ethnography - is a research method where the researcher observes from the point of view of the
subject of the study (a participant observer), and observation is done without imposing any structure
or framework - everything is viewed as "strange". Ethonography allows designers to obtain a detailed
understanding of peoples' behaviour and the use of technology that cannot be obtained by other
methods of data gathering.
The Think-Aloud Technique - One of the problems with observation is that the observer doesn't
know what users are thinking, and can only guess from what they see. Observation in the field
should not be intrusive as this will disturb the very context you are trying to capture, so asking
questions of the participant should be limited. However, in a controlled environment, the observer
can afford to be a little more intrusive. The think-aloud technique is a useful way of understanding
what is going on in a persons' head.
The technique requires people to say out loud everything they are thinking and trying to do, so that
their thoughts are externalized.
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Diaries - Participants are asked to write a diary of their activities on a regular basis, eg: what they
did, when they did it, what they found hard or easy, and what their reactions were to the situation.
Diaries are useful when participants are scattered and unreachable in person. Diaries have several
advantages they do not take up much resource,
require no special equipment or expertise, and
are suitable for long-term studies.
Interaction Logs and Web Analytics - Interaction logging involves instrumenting the software to
record users' activity in a log that can be examined later.
A key advantage of logging activity is that it is unobtrusive, provided system performance is not
affected, but it also raises ethical concerns about observing participants without their knowledge.
Another advantage is that large volumes of data can be logged automatically.
Web analytics is a form of interaction logging that has become popular. It involves collecting,
analyzing, and reporting data that tracks a users' behaviour when interacting with a website. Web
analytics can be used to assess whether users' goals are being met, to support usability studies, and
to inform future design.
The Focus of the Study - The techniques used must be compatible with the goal of the study, ie:
they must be able to gather appropriate data.
The Participants Involved - The characteristics of the target user group for the product will affect
the kind of data gathering technique used. For example
techniques used for data gathering from young children may be very different from those used
with adults;
if participants are in a hurry to catch a plane, they will not be receptive to a long interview;
if their ob involves interacting with people, then they may be comfortable in a focus group.
The location and accessibility of participants also needs to be considered. It may be attractive to run
a focus group for a large set of stakeholders, but if they are spread across a wide geographical area,
a face-to-face meeting is unlikely to be practical.
The Nature of the Technique - Need to consider if the technique requires specialist equipment or
training, and whether available investigators have the appropriate knowledge and experience.
Available resources - The availability of resources, including time, will influence the choice of data
gathering techniques.
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Summary
This chapter has presented three main data gathering methods that are commonly used in interaction
design: interviews, questionnaires, and observation. It has described in detail the planning and execution of
each. In addition, five key issues of data gathering were presented, and how to record the data gathered was
discussed.
Key Points
Each planned data gathering session should be tested by running a pilot study;
Data may be recorded using handwritten notes, audio or video recording, a camera, or any
combination of these;
Questions for an interview or questionnaire can be open or closed. Closed questions require the
interviewee to select from a limited range of options. Open questions accept a free-range response;
In direct observation, the observer may adopt different levels of participation ranging from insider
(participant observer) to outsider (passive observer);
Choosing appropriate data gathering techniques depends on the focus of the study, the participants
involved, the nature of the techniques, and the resources available.
--ooOoo--
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Ask and provide answers for some important questions about the interaction design process;
Consider how interaction design activities can be integrated into the wider product development
lifecycle.
Content
9.1 Introduction
Design is a practical and creative activity with the aim of developing a product that helps its users achieve
their goals. In previous chapters, we looked at different kinds of interactive products, issues that need to be
taken into account when doing interaction design, some of the theoretical basis for the field, and techniques
for gathering and analyzing data to understand users' goals. In this chapter we start to explore how we can
design and build interactive products.
Chapter 1 defined interaction design as being concerned with 'designing interactive products to support the
way people communicate and interact in their everyday and working lives.' But how do you go about doing
this ? Developing a product must begin with gaining some understanding of what is required of it, but where
do these requirements come from ? Whom do you ask about them ? Underlying good interaction design is
the philosophy of user-centered design, i.e. involving users throughout development, but who are the users ?
Will they know what they want or need even if we can find them to ask ? For an innovative product, users
are unlikely to be able to envision what is possible, so where do these ideas come from ?
In this chapter, we raise and answer these kinds of questions, discuss user-centered design, and revisit the
four basic activities of the interaction design process that were introduced in Chapter 1. We also introduce a
lifecycle model of interaction design that captures these activities.
9.2 What is Involved in Interaction Design ?
9.2.1 The Importance of Involving Users
The best way to ensure that development takes users' activities into account is to involve real users
throughout development. In this way, developers can gain a better understanding of users' goals, leading to a
more appropriate, more usable product.
However, two other aspects that have nothing to do with functionality are equally important if the product is to
be usable and used Page 34 of 66
Expectation management - is the process of making sure that the users' expectations of the new
product are realistic. The purpose of expectation management is to ensure that there are no
surprises for users when the product arrives. If users feel that they have been cheated by promises
that have not been fulfilled, then this will cause resistance and even rejection.
Involving users throughout development helps with expectation management because they can see
from an early stage what the products' capabilities are. They will also understand better how it will
affect their jobs and lives, and why the features are designed that way.
Ownership - Users who are involved and feel that they have contributed to a products'
development are more likely to feel a sense of ownership towards it, and support its use.
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Early Focus on Users and Tasks - This means first understanding who the users will be by
studying their cognitive, behavioural, anthropomorphic, and attitudinal characteristics. Requires
observing users doing their normal tasks, studying the nature of those tasks, and then involving
users in the design process.
Expanding on the above -
Users' tasks and goals are the driving force behind the development, not technology.
Users' behaviour and context of use are studied and the system is designed to support them.
How people perform their tasks is also significant, not just the actual tasks that they perform.
Users' characteristics are captured and designed for. Humans are prone to making errors, and
have certain limitations, both cognitive and physical. Products designed to support humans
should take these limitations into account.
Users are consulted throughout development from earliest phases to the latest, and their input is
seriously taken into account. It is important that users are respected by designers.
All design decisions are taken within the context of the users, their work, and their environment.
This does not necessarily mean that users are actively involved in design decisions, but
designers must remain aware of the users when making decisions.
Empirical Measurement - The reactions and performance of intended users to printed scenarios,
manuals etc. is observed and measured. Later on, users interactions with simulations and prototypes
and their performance and reactions are observed, recorded and analyzed.
Specific usability and user experience goals should be identified, documented, and agreed upon at
the beginning of the project. Identifying specific goals up front means that the product can be
empirically evaluated at regular stages as it is developed.
Iterative Design - Design and development is iterative, with cycles of design / test / measure/
redesign being repeated. Iteration allows designs to be refined based on feedback. Iteration is
inevitable because designers are unlikely to get the entire solution correct the first time.
Establishing Requirements - In order to design something to support people, we must know who
our target users are, and what kind of support an interactive product could provide. This activity is
fundamental to a user-centered approach, and is very important in interaction design. Achieved
through data gathering and analysis.
Designing Alternatives - is the core activity of designing - actually producing ideas for meeting the
requirements. Can be broken up into two sub-activities: i) Conceptual design, and ii) Physical design.
Prototyping - The most sensible way for users to evaluate designs is to interact with them.
Achieved through prototyping - different techniques: i) Paper-based prototypes, quick and cheap to
build, and ii) Role-playing - users can get a real sense of what it is like to interact with a product.
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Evaluating - is the process of determining the usability and acceptability of a product or design.
Measured in terms of a variety of criteria, including - the number of errors users make using it; how
appealing it is; and how well it matches the requirements. Evaluation does not replace testing and
quality assurance, but complements and enhances them.
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9.3.5 How Do You Integrate Interaction Design Activities with Other Lifecycle Models ?
Attempts at integrating user-centered design and software engineering have centered on agile software
development. There are various methods, but they all stress the importance of iteration, early and repeated
user feedback, being able to handle emergent requirements, and striking a good balance between flexibility
and structure. They also all emphasize collaboration, face-to-face communication, streamlined processes to
avoid unnecessary activities, and the importance of practice over process.
One of the main proponents for integrating user-centered design and agile development in practice, Jeff
Patton, has articulated 13 patterns of common behaviours for successful agile product development,
including the importance of designers being part of the team, using parallel tracks with user research, doing
just enough user research, modelling and design upfront, buying design time when developers are working
on complex engineering stories, and cultivating a user group for continuous user validation.
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Summary
In this chapter we have looked at user-centered design and the process of interaction design, ie: what is
user-centered design, what activities are required in order to design an interactive product, and how these
activities are related. A simple interaction design lifecycle model consisting of four activities was introduced
and issues surrounding the involvement and identification of users, generating alternative designs,
evaluating designs, and integrating user-centered concerns with other lifecycles were discussed.
Key Points
The interaction design process consists of four basic activities establishing requirements;
designing alternatives that meet those requirements;
prototyping the designs so that they can be communicated and assessed; and
evaluating them.
User centered design rests on three principles early focus on users and tasks;
empirical measurements; and
iterative design.
These principles are also key for interaction design.
Involving users in the design process helps with expectation management and feelings of ownership,
but how and when to involve users is a matter of dispute.
Before you can begin to establish requirements, you must understand who the users are and what
their goals are in using the product.
Looking at others' designs and involving other people in design provides useful inspiration and
encourages designers to consider alternative design solutions, which is key to effective design.
Usability criteria, technical feasibility, and users' feedback on prototypes can all be used to choose
among alternatives.
Prototyping is a useful technique for facilitating user feedback on designs at all stages.
Integrating interaction design activities with other lifecycle models requires careful planning.
--ooOoo--
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Explain how different data gathering techniques (those introduced in Chapter 7 and others) may be
used during the requirements activity;
Enable you to develop a scenario, a use case, and an essential use case from a simple description;
Content
10.1 Introduction
An interaction design project may aim to replace or update an established system, or it may aim to develop a
totally innovative product with no obvious precedent. There may be an initial set of requirements, or the
project may have to begin by producing a set of requirements from scratch. Whatever the initial situation and
whatever the aim of the project, the users' needs, requirements, aspirations, and expectations have to be
discussed, refined, clarified, and probably re-scoped. This requires an understanding of, among other things,
the users and their capabilities, their current tasks and goals, the conditions under which the product will be
used, and constraints on the product's performance.
Establishing requirements is also not simply writing a wish list of features. Given the iterative nature of
interaction design, isolating requirements activities from design activities and from evaluation activities is a
little artificial, since in practice they are all intertwined: some design will take place while requirements are
being established, and the design will evolve through a series of evaluation-redesign cycles. However, each
of these activities can be distinguished by its own emphasis and its own techniques.
This chapter provides a more detailed overview of establishing requirements. We introduce different kinds of
requirements and explain some useful techniques.
Produce a set of stable requirements that form a sound basis to start designing.
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In software engineering, two different kinds of requirements have traditionally been identified - functional
requirements, which say what a system should do; and non-functional requirements, which say what
constraints there are on the system and its development.
Interaction design involves understanding the functionality required and the constraints under which the
product must operate or be developed, hence we we are concerned with a wide range of requirements Page 42 of 66
Functional requirements - what the product should do. Understanding the functional requirements
for an interactive product is fundamental.
Data requirements - the type, volatility, size / amount, persistence, accuracy, and value of the
required data. All interactive products have to handle some data.
Environmental requirements (or context of use) - refer to the circumstances in which the
interactive product will operate. Four aspects of the environment must be considered
Physical environment - how much lighting, noise, movement, and dust is expected in the
operational environment ?
Technical environment - what technologies will the product run on, or need to be compatible
with, and what technological limitations might be relevant ?
User characteristics - capture the key attributes of the intended user group. Attributes that may
affect the design are users' abilities and skills;
users' nationality;
educational background;
mental or physical disabilities;
novice, expert, casual, frequent user.
Usability goals and user experience goals - these are another kind of requirement, and should
be captured together with appropriate measures.
Interviews
good at getting people to explore issues;
can be structured, unstructured, or semi-structured;
often used early to elicit scenarios;
important for development team members to meet stakeholders, and for users to feel involved.
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Questionnaires
used for getting initial responses that can then be analyzed to choose people to interview, or to
get a wider perspective on particular issues that have arisen elsewhere;
Direct Observation
observation of participants in their natural setting is used to understand the nature of the tasks
and the context in which they are performed;
sometimes carried out by trained observers who report back to the design team;
sometimes carried out by, or with a member of the design team;
ethnography is one form of this.
Indirect Observation
Diaries and interaction logging are used less often where a new product is under development;
if a product is evolving, such indirect observation is very valuable;
interaction logging together with web analytics are particularly useful for improving websites.
Studying Documentation
Manuals and other documentation are a good source of data about the steps involved in an
activity, and any regulations governing a task;
Documentation should not be used as the only source;
good for understanding legislation and getting background information on the work;
no stakeholder time, which is a limiting factor on the other techniques.
The choice of data gathering techniques for the requirements activity is influenced by several factors
including the nature of the task;
the participants;
the analyst; and
the resources available.
It is usual to for more than one data gathering technique to be used in order to provide different perspectives.
Context principle
happens.
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Partnership principle - states that the developer and the user should collaborate in undestanding
the work - the understanding is developed through cooperation.
Interpretation principle - states that the observation must be interpreted in order to be used in
design, and this interpretation should also be developed in cooperation between the user and the
developer.
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To identify a use case, first identify the actors, ie: the people or other systems that will be interacting with the
system under development. Then examine these actors and identify their goal, or goals, in using the system.
Each of these will be a use case.
HTA focuses on physical and observable actions that are performed, and includes looking at actions
not related to software or an interactive product;
HTA starts with a user goal, which is examined, and the main tasks for achieving it are identified;
These tasks are then divided into sub-tasks where appropriate.
Example HTA
Use of HTA has been controversial - there are two main problems
Real tasks are very complex, and task analysis does not scale well. The notation soon becomes
unwieldy and difficult to follow.
Task analysis is limited in the kinds of tasks it can model - it cannot model tasks that are overlapping
or parallel, nor can it model interruptions.
Advantages of HTA
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Summary
In this chapter, we have looked in more detail at the importance of the requirements activity, and how to
establish requirements for interaction design. The data gathering techniques introduced in Chapter 7 can be
used in various combinations to gather requirements data. In addition, contextual enquiry, studying
documentation, and researching similar products are commonly used techniques. Scenarios, use cases, and
essential use cases are helpful techniques for beginning to document the findings from the data gathering
sessions. Task analysis is a little more structured, but does not scale well.
Key Points
Getting the requirements right is crucial to the success of the interactive product;
There are different kinds of requirements: functional, data, environmental (context of use), user
characteristics, usability goals, and user experience goals. Every product will have requirements
under each of these headings;
The most commonly used data gathering techniques for this activity are: questionnaires, interviews,
focus groups, direct observation, indirect observation, studying documentation, researching similar
products, and contextual enquiry;
Descriptions of user tasks such as scenarios, use cases and essential use cases can help users to
articulate existing work practices. They also help to express envisioned use for new products.
Task analysis techniques help to investigate existing systems and current practices.
--ooOoo--
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Show how different evaluation methods are used for different purposes at different stages of the
design process and in different contexts of use;
Show how evaluators mix and modify methods to meet the demands of novel systems;
Discuss some of the practical challenges that evaluators have to consider when doing evaluation;
Illustrate through short case studies how methods discussed in more depth in Chapters 7 and 8 are
used in evaluation and describe some methods that are specific to evaluation.
Content
12.1 Introduction
Imagine you have designed a website for teenagers to share music, gossip, and photos. You have
prototyped your first design and implemented the core functionality. How would you find out whether it would
appeal to them and if they will use it ? You would need to evaluate it - but how ? This chapter presents an
introduction to the main types of evaluation and the methods you can use.
Evaluation is integral to the design process. Evaluators collect information about users' or potential users'
experiences when interacting with a prototype, a computer system, a component of a computer system, an
application, or a design artifact such as a screen sketch. They do this in order to improve its design.
Evaluation focuses on both the usability of the system (e.g. how easy it is to learn and to use) and on the
users' experience when interacting with the system (e.g. how satisfying, enjoyable, or motivating the
interaction is).
Devices like iPods, iPads, and e-readers have heightened awareness about usability, but many designers
still assume that if they and their colleagues can use a product and find it attractive, others will, too. The
problem with this assumption is that designers may design only for themselves. Evaluation enables them to
check that their design is appropriate and acceptable for the wider user population.
There are many different evaluation methods. Which to use depends on the goals of the evaluation.
Evaluations can occur in a range of places such as laboratories, people's homes, outdoors, and work
settings. Evaluations usually involve observing participants and measuring their performance - in usability
testing, experiments, or field studies. There are other methods, however, that do not involve participants,
such as modelling user behaviour. These tend to be approximations of what users might do when interacting
with an interface, often done as a quick and cheap way of assessing different interface configurations. The
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Formative Evaluation - done during design to check that the product continues to meet users
needs. Cover a broad range of design processes, from the development of early sketches and
prototypes through to tweaking and perfecting an almost finished design.
Controlled settings involving users (Examples are laboratories and living labs) - users' activities
are controlled in order to test hypotheses and measure or observe certain behaviours. The main
methods are usability testing and experiments.
Natural settings involving users (Examples are online communities and public places) - there is
little or no control of users' activities in order to determine how the product would be used in the real
world. The main method is the use of field studies.
Any settings not involving users - consultants and researchers critique, predict, and model
aspects of the interface in order to identify the most obvious usability problems. The range of
methods includes inspections, heuristics, walkthroughs, models, and analytics.
There are pros and cons of each type. Lab-based studies are good at revealing usability problems but poor
at capturing context of use; field studies are good at demonstrating how people use technologies in their
intended setting, but are expensive and difficult to conduct; and modelling and predicting approaches are
cheap and quick to perform but can miss unpredictable usability problems and subtle aspects of the user
experience.
A key concern for deciding on which approach to use, is how much control is needed in order to find out how
an interface or device is used.
generally done in laboratories, although increasingly being done remotely or in natural settings.
primary goal is to determine whether an interface is usable by the intended user population to carry
out the tasks for which it was designed.
as users perform tasks, they may be recorded on video, their interactions with the software may be
recorded, usually by logging software.
user satisfaction questionnaires and interviews can also be used to elicit users' opinions.
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observing users' reactions to an interactive product has helped developers understand usability
issues that would be extremely difficult for them to glean simply through reading reports, or listening
to presentations.
The aim of field studies is to evaluate people in their natural settings. They are used primarily to help identify opportunities for new technology;
establish the requirements for a new design;
facilitate the introduction of new technology.
data takes the form of events and conversations that are recorded by the researchers as notes, or by
audio or visual recording, or by the participants as diaries and notes.
a goal is to be unobtrusive and not to affect what people do during the observation.
there has been a trend towards conducting in the wild studies. In moving into the wild, researchers
inevitably have to give up control of what is being evaluated in order to observe how people use
technologies in their everyday lives.
the downside of handing over control is that it makes it difficult to anticipate what is going to happen,
and to be present when it does happen. This is in contrast to usability testing where there is always
an investigator or camera at hand to record events.
Heuristic evaluation - applies knowledge of typical users guided by rules of thumb. One of the
problems of using heuristics is that designers can sometimes be led astray by findings that are not
as accurate as they first appeared to be.
Cognitive walkthroughs - involve simulating a users' problem-solving process at each step in the
human-computer dialogue, and checking to see how users progress from step to step in these
interactions. A key feature of cognitive walkthroughs is that they focus on evaluating designs for
ease of learning.
Analytics - is a technique for logging data either at a customers' site, or remotely. Web analytics is
the measurement, collection, analysis, and reporting of Internet data in order to understand and
optimize web usage.
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Models - have been used primarily for comparing the efficacy of different interfaces for the same
application. A well known approach is the keystroke level model (KLM) that provides numerical
predictions of user performance. Another uses Fitts' law to predict the time it takes to reach a target
using a pointing device.
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Summary
The aim of this chapter was to introduce the main approaches to evaluation and the methods typically used.
These will be revisited in more detail in the next three chapters. The chapter stressed how evaluation is done
throughout design; collecting information about users' or potential users experiences when interacting with a
prototype, a computer system, a component of a computer system, or a design artifact (eg: a screen sketch)
in order to improve its design.
The pros and cons of running lab-based versus in the wild studies were outlined, in terms of cost, effort,
constraints, and the types of results that can be elicited. Choosing which approach to use will depend on the
aims of the evaluation, and the researchers' or evaluators' expectations and the resources available to them.
Finally, crowdsourcing was presented as a creative, cost-saving evaluation approach.
Key Points
Some of the same data gathering methods are used in evaluation as for establishing requirements
and identifying users' needs, eg: observation, interviews, and questionnaires;
Evaluations can be done in controlled settings, such as laboratories, less controlled field settings, or
where users are not present;
Usability testing and experiments enable the evaluator to have a high level of control over what gets
tested, whereas evaluators typically impose little or no control on participants in field studies;
Different methods are usually combined to provide different perspectives within a study.
--ooOoo--
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Content
14.1 Introduction
Imagine you have designed a new shared web space intended for advertising second-hand goods. How
would you find out whether householders would be able to use it to find what they wanted and whether it was
a reliable and effective service ? What evaluation methods would you employ ?
In this chapter we describe evaluation studies that take place in a spectrum of settings, from controlled
laboratories to natural settings. Within this spectrum we focus on usability testing which takes place in
usability labs; experiments which take place in research labs; and field studies which take place in natural
settings such as people's homes, work, and leisure environments.
14.2 Usability Testing
The usability of products has traditionally been tested in controlled laboratory settings. The goal is to test
whether the product being developed is usable by the intended user population to achieve the tasks for
which it was designed.
mental models;
navigation;
quality of images;
problem of using a touchscreen with small target areas;
lack of affordances;
getting lost in the application;
effects of changing orientations;
working memory;
feedback received.
Hypothesis Testing - Typically, a hypothesis involves examining a relationship between two things,
called variables - an independent variable and a dependent variable. Test the effect of the
independent variable on the dependent variable.
Experimental Design - A concern in experiment design is to determine which participants to use for
which conditions in an experiment. The experience of participating in one condition will affect the
performance of those participants if asked to participate in another condition.
Statistics: t-tests - The t-test uses a simple equation to test the significance of the difference
between the means for the two conditions. If they are significantly different from each other we can
reject the null hypothesis, and infer that the other hypothesis holds.
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Summary
This chapter described evaluation studies in different settings. It focused on controlled laboratory studies,
experiments, and field settings in natural settings. A study of the iPad when it first came out was presented
as an example of usability testing. This testing was done in an office environment; this was controlled to
avoid outside influences affecting the testing. The participants were also asked to conduct predefined tasks
that the evaluators were interested in investigating. Experimental design was then discussed that involves
testing a hypothesis in a controlled research lab. The chapter ended with a discussion of field studies in
which participants use new technologies in natural settings. The UbiFit Garden example involved evaluating
how participants used a mobile fitness system designed to encourage people to do daily exercise. The goal
of the evaluation was to examine how participants used the system in their daily lives, what kinds of
problems they encountered, and whether they liked the system.
Key differences between usability testing, experiments, and field studies include the location of the study usability or makeshift usability lab, research lab, or natural environment - and how much control is imposed.
At one end of the spectrum is laboratory testing and at the other are in the wild studies. Most studies use a
combination of different methods and evaluators often have to adapt their methods to cope with unusual new
circumstances created by the new systems being developed.
Key Points
Usability testing takes place in usability labs or temporary makeshift labs in a room in a company
that is dedicated for the purpose. These labs enable evaluators to control the test setting.
Usability testing focuses on performance measures such as how long and how many errors are
made, when completing a set of predefined tasks. Observation (video and keystroke logging) is
conducted and supplemented by user satisfaction questionnaires and interviews.
Usability-in-a-box and remote testing systems have been developed that are more affordable than
usability labs and also more portable. Many contain mobile eye-tracking and other devices.
Experiments aim to test a hypothesis by manipulating certain variables while keeping others
constant.
Field studies are evaluation studies that are carried out in natural settings; they aim to discover how
people interact with technology in the real world.
Field studies that involve the deployment of prototypes or technologies in natural settings may also
be referred to as 'in the wild'.
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Describe how to perform two types of predictive methods: GOMS and Fitts' Law.
Content
15.1 Introduction
The evaluation methods described so far in this book have involved interaction with, or direct observation of,
users. In this chapter we introduce methods that are based on understanding users through knowledge
codified in heuristics, or data collected remotely, or models that predict users' performance. None of these
methods require users to be present during the evaluation. Inspection methods typically involve an expert
role-playing the users for whom the product is designed, analyzing aspects of an interface, and identifying
any potential usability problems by using a set of guidelines. The most well known are heuristic evaluation
and walkthroughs. Analytics involves user interaction logging, which is often done remotely. Predictive
models involve analyzing the various physical and mental operations that are needed to perform particular
tasks at the interface and operationalizing them as quantitative measures. Two of the most commonly used
predictive models are GOMS and Fitts' Law.
Visibility of system status - the system should always keep users informed about what is going on,
through appropriate feedback within a reasonable time;
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Match between system and the real world - the system should speak the users' language, with
words, phrases, and concepts familiar to the user;
User control and freedom - users need a clearly marked emergency exit to leave an unwanted
state / selection. Support undo / redo;
Consistency and standards - users should not have to wonder whether different words, situations,
or actions mean the same thing;
Error prevention - even better than good error messages, is a careful design that prevents a
problem from occurring in the first place;
Recognition rather than recall - minimize the users' memory load by making objects, actions, and
options visible. Instructions for use of the system should be visible or easily retrievable whenever
appropriate;
Flexibility and efficiency of use - accelerators - unseen by the novice user - may often speed up the
interaction for the expert user such that the system can cater to both inexperienced and experienced
users;
Aesthetic and minimalist design - dialogues should not contain information that is irrelevant or
rarely needed;
Help users recognize, diagnose and recover from errors - error messages should be expressed in
plain language, precisely indicate the problem, and constructively suggest a solution.
Help and documentation - even though it is better if the system can be used without documentation,
it may be necessary to provide help and documentation.
Because users and special facilities are not needed for heuristic evaluation, and it is comparatively
inexpensive and quick, it is popular with developers and is often referred to as 'discount evaluation'.
For a quick evaluation of an early design, one or two experts can probably identify most potential usability
problems, but if a thorough evaluation of a fully working prototype is needed, then having a team of experts
conducting the evaluation and comparing their findings would be advisable.
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Cognitive Walkthroughs
Cognitive walkthroughs involve simulating a users' problem solving process at each step in the humancomputer dialogue, checking to see if the users' goals and memory for actions can be assumed to lead to the
next correct action.
The defining feature is that they focus on evaluating designs for ease of learning.
The steps involved in cognitive walkthroughs are 1. The characteristics of typical users are identified and documented and sample tasks are developed
that focus on the aspects of the design to be evaluated. A clear sequence of the actions needed for
the users to complete the task is produced.
2. A designer and one or more expert evaluators come together to do the analysis.
3. The evaluators walk through the action sequences for each task, and try to answer the following
questions a) Will the correct action be sufficiently evident to the user ?
b) Will the user notice that the correct action is available ?
c) Will the user associate and interpret the response from the action correctly ?
4. As the walkthrough is being done, a record of critical information is compiled.
5. The design is then revised to fix the problems presented.
Compared with heuristic evaluation, this technique focuses more closely on identifying specific user
problems at a high level of detail. It has a narrow focus that is useful for certain types of system but not
others. it is very time-consuming and laborious to do and evaluators need a good understanding of the
cognitive processes involved.
Pluralistic Walkthroughs
Pluralistic walkthroughs are another type of walkthrough in which users, developers and usability experts
work together to step through a scenario, discussing usability issues associated with dialogue elements
involved in the scenario steps.
Two of the most well-known GOMS techniques are - GOMS Model, and the keystroke level model (KLM) -
Goals - refer to a particular state the user wants to achieve (eg: find a website);
Operators - refer to the cognitive processes and physical actions that need to be performed in
order to attain those goals (eg: decide which search engine to use, think up and then enter a
keyword into a search engine). The difference between a goal and an operator is that a goal is
obtained, and an operator is executed.
Methods - are learned procedures for accomplishing the goals. They consist of the exact sequence
of steps required.
Selection rules - are used to determine which method to select when there is more than one
available for a given stage of a task.
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A challenge with predictive models is that they can only make predictions about predictable behaviour. Given
that most people are unpredictable, it makes it difficult to use them as a way of evaluating how systems will
be used in the real world. They are only useful for comparing the efficiency of different methods in completing
short, clearly defined tasks.
Used to describe the time it takes to point at a target, based on the size of the object, and the
distance to the object;
Specifically, it is used to model the time it takes to use a mouse and other input devices to click on
objects on a screen;
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One of its main benefits is that it can help designers decide where to locate buttons, what size they
should be, and how close together they should be on a screen display;
In short, the bigger the target, the easier and quicker it is to reach it;
Fitt's law predicts that the most quickly accessed targets on any computer display are the four
corners of the screen;
Fitt's law is useful for evaluating systems for which the time to locate an object is critical - such as
handheld devices like mobile phones.
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Summary
This chapter presented inspection evaluation methods, focusing on heuristic evaluation and walkthroughs
which are usually done by specialists (usually referred to as experts), who role-play users' interactions with
designs, prototypes, and specifications and then offer their opinions. Heuristic evaluation and walkthroughs
offer the evaluator a structure to guide the evaluation process.
Analytics, in which user interaction is logged, is often performed remotely and without users being aware that
their interactions are being tracked. Very large volumes of data are collected, anonymized, and statistically
analyzed using specially developed software services. The analysis provides information about how a
system is used, eg: how different versions of a website or prototype perform, or which parts of a website are
seldom used - possibly due to poor usability design or lack of appeal. Data are often presented visually so
that it is easier to see trends and interpret the results.
The GOMS and KLM models, and Fitts' Law, can be used to predict user performance. These methods can
be useful for determining whether a proposed interface, system, or keypad layout will be optimal. Typically
they are used to compare different designs for a small sequence of tasks. These methods are labourintensive and so do not scale well for large systems.
Evaluators frequently find that they have to tailor these methods so that they can use them with the wide
range of products that have come onto the market since the methods were originally developed.
Key Points
Inspections can be used for evaluating a range of representations including requirements, mock-ups,
functional prototypes, or systems.
User testing and heuristic evaluation often reveal different usability problems.
Other types of inspections used in interaction design include pluralistic and cognitive walkthroughs.
Walkthroughs are very focused and so are suitable for evaluating small parts of a product.
Analytics involves collecting data about the interactions of users in order to identify which parts of a
website or prototype are underused.
The GOMS and KLM models and Fitts' Law can be used to predict expert, error-free performance for
certain kinds of tasks.
Predictive models require neither users nor usability experts to be present, but the evaluators must
be skilled in applying the models.
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Predictive models are used to evaluate systems with limited, clearly defined, functionality such as
data entry applications, and key-press sequences for cell phones and other handheld devices.
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