Book HCI
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Principles of Human Computer Interaction Design
Table of Contents
Preface ……………………………….……………………………………………………. ii
i
Preface
This book covers the design, evaluation and development process for interactive
human computer interfaces. User interface design principles, task analysis, interface
design methods, auditory interfaces, haptics, user interface evaluation and usability
testing are introduced with the use of examples. The goal of this book is to raise
awareness for the importance of user-centered principles to the design of good
interfaces. Human aspects are covered and analyzed as the base for the design of
user interfaces and their implementation.
Topics covered include: human capabilities and limitations, the interface design and
engineering process, prototyping, issues in interface construction, interface
evaluation, and World Wide Web and mobile device interface issues.
The book is ideal for the student that wants to learn how to use prototyping tools as
part of the interface design and how to evaluate an interface and its interaction
quality by using usability testing techniques.
ii
About the author:
Raul Valverde lives and works in beautiful Montreal Canada, he has been working in
the IT and business fields for almost 17 years in different roles as MIS manager,
University Professor, Software Engineer, Software developer, Technical Specialist,
Product Manager and Public Accountant.
iii
Chapter 1
Interaction paradigms
Welcome to Human Computer Interaction! The next eight chapters are about the theory,
design, evaluation and development process for interactive application interfaces. However,
what exactly is Human Computer Interaction?
According to Baecker, Grudin, Buxton, and Greenberg (1995). HCI is the ―discipline
concerned with the design, evaluation, and implementation of interacting computing
systems‖. Humans interact with a computing system via a human-computer interface. A
human-computer interface focuses in three main components (Rees et al. 2001):
1. The human
2. The computing system (machine)
3. The interaction
HCI is critical in the development of software and hardware systems; you might have a
powerful software application with many features but if the user is not able to operate it
easily, he or she will discard it after few trials. In order to improve the usability of a software
package, HCI specialists endeavor to:
All of these efforts are directed at putting the user's requirements ahead of the technology as
stated above. The system should be tailored for people, not the other way round.
Computing Environments
Since HCI specialists need to understand psychological, organizational, and social factors of
the combined human and computer system in order build competitive interfaces for software
and hardware systems, it is important to explore the social, physical and cognitive
environments and evaluate their effect in building interfaces.
Physical Computing Environment affects many aspects of an interface ‗s design. For this, the
designer of an interface needs to take into consideration the ergonomics of the system.
Ergonomics can be defined as ―fitting the system to the human‖ (Robin Good, 2004). One of
the goals of ergonomics is to create a safe computing environment by designing a system
that protects the welfare of the user, issues as device radiation should be a concern for the
interface designer.
Physical Computing Environment is also concerned about the working and user space, the
user must be able to have enough room to use the interface without difficulties and enough
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working space to bring the work objects such as notebooks and PDAs required to
accomplish his or her work. In addition, interface designers must ensure enough lighting,
efficiency, low levels of noise and pollution as part of their design.
The social environment affects the way people use computers. Different computing
paradigms imply different social environments. For instance, personal computing is usually a
solitary activity done in an office or an isolated corner of the house. Mobile computing is often
done outside and in public places. Social environment should be taken into consideration
when designing interfaces. For example, Machines like ATMs, that are in most cases located
in public areas, must preserve the user's privacy.
Cognitive Computing Environment looks at the cognitive aspects involved with the interaction
between people and computers. These are issues which originate in the cognitive sciences
and include basic psychological concepts such as learning and problem solving in terms of
abilities, strategies, knowledge and styles.
When designing an interface, the designer should take into consideration cognitive issues
such as age, disabilities, degree of focus and degree of technical knowledge of users. In
addition, computers are used in diverse environments that impose different levels of
cognitive stress on the user, this means that the interface needs to be aware if an interface is
for a mission-critical application that requires a clear and unambiguous interface that leaves
no room for error or if the interface is for leisure activities such as listening to music that
might require a more pleasant interface rather than a complex interface that is designed for a
high level cognitive stress.
5W + H
The ―who, what, where, why, and how‖ (5W+H) heuristic is a procedure that can be used to
define and analyze existing interaction paradigms and spaces and explore the elements and
objects with which the user interacts (Heim, 2007).
The What/How : This is used to understand the physical and virtual interface
components. For example, I/O devices, windows, icons, etc.
Where/When: This is related to physical environment. It looks at the differences
between office, portable, wearable systems.
Who/Why: This looks at the types of tasks and skill sets required.
Interaction paradigms
The interaction paradigms identified by Heim (2007) and shown in figure 1.3 in the textbook
are:
• Large Scale Computing
• Personal Computing
• Networked Computing
• Mobile Computing
• Collaborative Environments
• Virtual Reality
• Augmented Reality
2
The 5W+H heuristic is used to describe the paradigms indicated below:
What/How- The large scale computing paradigm includes mainframe computers that were
large computers and they resided in a central location. These computers were accessed by
remote alphanumeric terminals (―dumb terminals‖) equipped with keyboards. These started
as electronic typewriter and later developed to CRT screens. Large-scale computing includes
super computers which are specialized machines that crunch large amounts of data at high
speed, as in computing fluid dynamics, weather patterns, seismic activity predictions, and
nuclear explosion dynamics. Display, other then text, was produced on special and
expensive devices such as plotters or customized CRTs.
When/Where- Most large computers were owned by government agencies and large
research institutes affiliated with large universities.
Who/Why- Large-scale computing resources are expensive and generally used to carry out
government sponsored-research projects and university-based research for large corporate
institutions. Supercomputers are used for the very high speed backbone (vBNS) connections
that constitute the core of the Internet while mainframes are still in use in the financial
industry.
The personal computing paradigm is driven by Graphical User Interfaces (GUI) and found in
commercial operating systems such as Windows and Macintosh. The Alto computer
developed at the Xerox Palo Alto Research Center in 1973, was the first computer to use a
GUI that involved the desktop metaphor: pop-up menus, windows, and icons. This was later
adopted by Apple for their Lisa and Macs machines, and later on by the Windows operating
system of Microsoft. The development started the personal computer paradigm that includes
Desktop and Personal-Public Computing. This paradigm is analyzed by using the 5W+H
heuristic in the following two sections.
What/How- This model can be defied as a single computer with a keyboard and pointing
device interacting with software applications and Internet resources. A desktop can have
permanent media storage like CDs and DVD ROMS and portable hard drive technologies
such as large capacity arrays and pen-sized USB sticks.
Where/When- Desktop PCs are available for home and office use and entertainment.
Who/Why- PCs are used for many applications. Productivity tools as word processing,
spreadsheet and presentation software are used in the office environment. Computer games
and E-commerce applications as banking are used by home users. Modern PCs are as
powerful as where the Large Scale computer of previous generations.
3
Public access computers are part of this paradigm. Public access computers include ATM
machines, Mall directories, electronic boards and electronic advertisements.
What/How- Public access computers are normally implemented with regular PC desktop
computers with security that prevent access to operating systems functions and protects the
computer against viruses or other potential security threats. They most often take the form of
information kiosks or ticket-dispensing machines and their interfaces use touch screen
devices.
Where/When- Public access computers are found in many indoor and outdoor installations
like government offices, banks, malls and theaters.
Who/Why- This type of computers are used by the general public and normally used to
access public information, access public services and conduct financial transactions for
banking and payment for services.
Where/When- Computer networks have freed users from location-based computing since
users can access internet based systems like e-mail and web browsers from any location
that has internet access. Network resources can be accessed at any time without restriction.
Who/Why- People from all backgrounds and ages are using the internet on an every day
basis. From banking to online games, users worldwide access network based applications
for a wide range of interests.
What/How- Mobile computing paradigm includes technologies that comprise a very diverse
family of devices. This paradigm includes the devices mentioned below:
Laptop computers
Tablet computers
Game players
MP3 players
MP4 Players
PDAs
Wearable computers
Cell phones
Mobile devices can be connected to global positioning systems (GPS). These have touch
screens and voice interaction to alleviate potential visual attention problems during driving.
Where/When- Mobiles devices liberate users from the need to be at a specific location. Wi-Fi
internet access is nowadays available at most of the public places including airports, coffee
shops, hotels and malls. Wearable computers can be worn by users at any time and any
4
place and ideal for health monitoring application. Mobile devices can offer situational
computing that can take advantage of location-specific information through location-based
mobile services (LMS). LMS can be beneficial for location-sensitive advertisements, public
service announcements, social interactions, and location-specific educational information.
Who/Why- Business users benefit greatly from mobile computing. The ability to have access
to e-mail and remote databases when being away from the office, is of great benefit to
business in general. However, mobile computing has potential for most of the aspects of the
human life as e-commerce, health care, entertainment among others.
Where/When- Computer supported cooperative work (CSCW) (Galegher, Kraut, & Egido,
1990) is computer-assisted coordinated activity such as problem solving and communication
carried out by a group of collaborating individuals. The multi-user software supporting CSCW
systems is known as groupware. A groupware can be based on remote interaction using
synchronous technologies like video conferencing or asynchronous technologies like email
and discussion groups.
Who/Why- CMC is used in business in order to eliminate transportation costs since it helps to
collaborate with remote customers or employees. Engineering benefits as well from this
paradigm as it facilitates the collaboration of engineering teams spread at different locations.
Universities use CMC to facilitate e-learning and research, an example of this is the
Research Collaboratory for Structural Bioinformatics (RCSB, 2005).
An obvious example to the collaborative paradigm is our online MSc in computing programs
that you are using, as well as other online education projects.
5
interfaces the user via the sense of touch by applying forces, vibrations and/or motions to the
user. Successful systems that provide 3D virtual world experience are the Second Life and
the Active Worlds Internet offrings.
Who/Why- VR offers benefits in fields like aerospace, medical, military and in general
domains that require expensive environments for training. One example of a company that
develops VR systems for flight simulators in the military is CAE electronics in Montreal
Canada (http://www.cae.com). In Psychology it has application for the treatment of phobias.
VR is also used to implement Computer-aided design software used in systems as Cadence
used for IC design (http://www.cadence.com/).
What/How- The goal of Augmented Reality (AR) is to create a seamless integration between
real and virtual objects in a way that augments the user‘s perception and experience. Azuma
(1997) defines an augmented reality system as one that
Criteria for AR environments are that the virtual information must be relevant to and in
synchronization with the real-world environment.
Who/Why- Current applications include military and emergency applications services (e.g.
showing maps, instructions, enemy locations, fire cells), simulation (e.g. flight and driving
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simulators), navigation devices (e.g. cars and airplanes), games (e.g. ARQuake) and
education among others.
Summary
HCI is the discipline concerned with the design, evaluation, and implementation of interacting
computing systems. HCI specialists need to understand the social, physical and cognitive
environments and their effects as part of the interface design process. The Large Scale
Computing, Personal Computing, Networked Computing, Mobile Computing, Collaborative
Environments, Virtual Reality and Augmented Reality paradigms were analyzed with the
5W+H heuristic process.
References
Baecker, R. 1991, ‗New paradigms for computing in the nineties‘, Proceedings Graphics
Interface, pp. 224-229
Baecker, R., Grudin, J., Buxton, W., & Greenberg, S. 1995, Readings in Human Computer
Interaction: Towards the Year 2000 (2nd Edition), Morgan-Kaufmann. US
Galegher, J., Kraut, R., & Egido, C. 1990, Intellectual Teamwork: Social and Technological
Foundations of Cooperative Work, Lawrence Erlbaum Associates.
Heim, S. 2007, The Resonant Interface HCI Foundations for interaction design, Addison
Wesley.
Cogburn, D. L. 2003, ‗HCI in the so-called developing world: what‘s in it for everyone‘,
Interactions, vol.10, no.2, pp. 80-87.
RCSB, 2005, Welcome to the RCSB PDB. Retrieved December 23, 2006 from [Online]
Available http://www.rcsb.org/ [Accessed 8 Nov 2007]
Rees M., White A. & Bebo W. 2001, Designing Web Interfaces, Prentice Hall
7
Discussion questions
1. Research an existing interaction paradigm and write a report on some of the hardware
used. Discuss how it works, and then follow the 5W+H heuristic to explain how and why it
is appropriate for the paradigm.
2. Pick a particular type of computer peripheral, such as an input or output device. Trace the
evolution in this device in terms of changes in both user interface characteristics and
breadth of choices.
3. Discuss the commercial and social potential benefits of such systems as Second Life and
Active Worlds. Do you regard them as a passing interest, or do you believe they are here
to stay? Would there mark be felt in the future?
4. Discuss the observed why so many Human Computer Interactions disappeared from the
market, leaving the field mostly to the WEB/HTML/CSS. Have we gained or lost about
this convergence?
5. Discuss the Human computer Interaction of the online system that we use in our
programme (FirstClass). Highlights both its pros and cons of tits HCI.
8
Activities
a. 5W + H Heuristic
b. Computing Paradigm
c. Physical Computing Environment
d. Social Computing Environment
e. Cognitive Computing Environment
We will analyze the internet café (wiki, 2010) as the computing environment.
There are already suitable hardware and software technologies to enable this environment to
be created.
Standard desktop computer with monitor
Internet connection
Web browser software
Suitable accommodation, premises
Furniture etc
How will it work?
Users wishing to check there email or browse the internet may not have easy access to a
computer of their own. So for a small fee they can enter the shop and purchase online time
from the owner. Since this is going to be a public service it needs to be located in a central
place, like a high street in town, and the opening times need to be varied. Many people may
not be able to get to the shop during office hours so a late night close would be necessary.
The shop could also offer printing facilities at a charge per print. Many games are now
multiplayer utilising the internet as a means of connecting people wishing to play these co-op
games. They are also more widely known as mmoprg (wiki, 2010). This is another facility the
shop may wish to provide.
Let‘s analyze the proposal using 5W+H heuristic approach
What/How
This service will provide the general public with internet access which will enable them to
Access email
Browse the internet
Play co-op Games
It will also provide them with a suitable environment into which to engage in this activity. A
charge will be levied for each hour the member of the public is using this service.
Where/When
In order to make the café accessible it‘s important that the location is central to as many
people as possible, a town high street for instance. The opening times are very important.
During office hours the café may not be very busy but during rush hour when people are
travelling home from work they are most likely wants to pop in to check email. The times the
café is open may need to be varied and this can finally tune as time goes on. In order to
work with members of the public the following open times may be used.
Open Close
10:00 13:30 Catches the lunch time crowd
16:30 22:00 Caters for rush hour commuters etc.
9
Who/why
Personnel computers can be expensive and in today‘s modern world each home is slowly
becoming digitally connected, but we are not all there yet. Just like VCR‘s in the 1970‘s it will
take time for the public to catch up. The café fills this interim gap by allowing people who
may not have the funds for their own computer to engage with the modern world so to speak.
It may also help those who are a little nervous of this technology to try it out before they
invest their own money for a unit of their own.
This café would come under the public-personnel computing paradigm as the café offers
public access to various types of information.
The physical computing environment or the ergonomics of it must provide a safe
environment in which the café operates. This must include the café
Suitable desk with enough room
Sufficient lighting
Suitable seating
Arm and wrist rests
Adjustable monitor stands to prevent neck strain
Screen filters where needed to prevent eye strain
Foot Rests
No trailing cables which could represent a trip hazard
Ergonomic (Ergonomics, 2010) Keyboards and mice
Access and facilities for the disabled. (ucandoit, 2010)
The social environment may also need to be considered. Although this is a public access
service individuals may still want privacy. Therefore screens maybe employed to isolate
individuals in there own working environment. Special filters on monitors can be used which
prevent people viewing private information from an angle. Where audio is used for video
conferencing, rather than use speakers, headphones should be used for added privacy.
Using the cognitive approach which manly deals with how people interact with computers, we
must ensure that the system employed overall is easy to use and requires little or now
introduction for the user. The interface, or browser, must be initiative enough for the user to
get up and running virtually straight away. As many aspects of the system should be
automated as possible to ensure the user has a pleasant experience. For instance as
regards to security things like anti-virus protection should be in place to protect the user and
be totally transparent to the user, as should things like firewalls.
A familiar style of computing should be used to which the majority of the public is used too.
So no fancy shop designed interface that needs navigating before you can access the
internet.
References
En.wikipedia.org Internet Café [online] Available from
http://en.wikipedia.org/wiki/Internet_caf%C3%A9 (Accessed 12th October 2010)
www.en.wikipedia.org MMORPG [online] Available from
http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game (Accessed 12th
October 2010)
www.ergonomics.org.uk Ergonomics [online] Available from http://www.ergonomics.org.uk/
(Accessed 12th October 2010)
www.ucandoit.org.uk Home Page [online] Available from
http://www.ucandoit.org.uk/ucandoit/index.php (Accessed 12th October 2010)
10
Chapter 2
In this chapter, the concept of interaction framework will be examined together with the
different interaction styles used in interface design. Command line, menu based, forms,
question answer, Web, 3D, natural language interaction styles will be covered in detail.
Interaction framework
Human interaction with machinery is complex and cannot be quantified easily. One way to
put structure into this process is with the use of interaction frameworks. A framework is a
structure that provides a context for conceptualizing something. Frameworks present a global
view of an interaction (Dix et al 1998). In addition, frameworks help to identify problematic
areas within the design.
The Execution/Evaluation Action Cycle is an HCI model proposed by Norman (1990) which
explores the nature of actions and how they are structured. The structure of an action has
four basic parts: 1) The goal – what is to be achieved; 2) Execution – the actual action
execution; 3) World – the manipulation of items in the world via the execution of the action;
and 4) Evaluation – the analysis of the changes to the world compared to the intended goal.
The goal does not necessarily define a single action, rather the goal is represented as
intentions that identify the specific actions required to achieve the goal. The key is to
remember that many sequences of actions may lead to accomplishing a goal. Donald
Norman‘s (1998) Interaction framework consists in seven action stages: 1) Establishing the
goal; 2) Forming an intention; 3) Specifying the action sequence; and 4) Executing the action
sequence. Once an action has been completed, humans assess the outcome of the action
during the evaluation phase. This particular phase has three additional stages: 1) perceiving
the current world state; 2) Interpreting the percepts; and 3) Evaluating the percept
interpretation and comparing the results to the goal. These three steps combined with the
four action steps provide seven steps (or stages) of action.
Understanding how humans define their goals, establish intentions, carry out actions, and
assess the action outcomes is an important step when developing an interface. As the
systems become more complex, understanding the elements of the Execution/Evaluation
Action cycle become more difficult because they incorporate more complex cognitive factors.
These factors are the focus of this lecture.
Norman‘s model concentrates on user‘s view of the interface. It assumes that some systems
are harder to use than others. The model defines gulfs that represent the difficulties that user
might have in accomplishing an interface task from the execution and evaluation points of
view. Norman defined the terms Gulf of Execution and Gulf of Evaluation. The Gulf of
Execution refers to the situation in which the human formulates an intention to carry out an
action but the system does not provide the capability to complete the action. The Gulf of
Evaluation occurs when the human is able to execute the desired action, but is unable to
11
evaluate the outcome of the action. The Gulf of Evaluation occurs when the system does not
provide sufficient feedback to the human.
A gulf of execution measures how different is the user‘s formulation of actions from the
actions allowed by the system. Let‘s assume that a user has the goal to save a file, given this
goal the user has the intention to use the file system and this leads him or her to perform the
action of selecting the save option of the interface. Since the action requires the interface to
support a save option, the system could have a gulf of execution if the interface does not
present a save option.
A gulf of evaluation measures how different is the user‘s expectation of changed system
state from the actual presentation of this state. For example, if the file system in the previous
example is not clearly visible and located where the user would expect it to be located, this
could create a gulf of evaluation.
How easily can the user determine what the device‘s function is?
How easily can the user determine what actions are possible with the device?
How easily can the user determine how intentions are mapped to physical
movement?
How easily can the user determine if an action has been performed?
How easily can the user determine if the system is in the desired state?
How easily can the user determine the mapping from the system state to
interpretation?
How easily can the user determine the state the system is actually in?
Dix et. al (1998) expanded on the EEC model to include the system. Their interaction
framework has 4 parts as indicated in figure 1.
O
output
S U
system user
I
input
This is a general framework for understanding interaction that is not restricted to electronic
computer systems. It identifies all major components involved in interaction and allows
comparative assessment of systems.
12
The framework assumes that both user and system have their own unique language and the
interaction facilitates translation between languages. Any problem with the interaction is due
to problems in the translation between user and system languages.
The framework shows how user intentions are translated into actions at the interface level.
These actions are then translated into alterations of the system state. Alterations of the
system state are reflected in the output display that it is then interpreted by the user.
Interaction design is a complex task due to the level of abstraction required to understand the
user‘s viewpoint. Different tools can be used to cope with this complexity, including mental
models, mapping, semantic and articulatory distance and affordances (Heim 2007).
Norman (1983) introduced the concept of user‘s mental model of a computer system with
which the user is interacting. This computer system should communicate the conceptual
model, which is an accurate, consistent, and complete representation of the target system
held by the designer, or an expert user, of the system. The user‘s mental model is formulated
through interaction with the computer system, and constantly modified throughout the
interaction. This model is a cognitive representation of something that defines a logical and
believable estimation as to how an object is constructed or how it functions. Metal models
can help to model the user‘s view. This model can be used to align the interaction‘s design
with the user‘s view in order to facilitate its use.
Young (1983) introduced task-action mapping models. Young linked the internalised
representation of the system to the real-world task which users have to perform. Task-action
mappings describe the structure of a real-world task and the actions needed to perform that
task, and provide a direct mapping between the task and the corresponding actions. Young
(1981) uses the example of an algebraic calculator for a mapping model: the operations that
have to be performed can be mapped onto doing the same task with paper and pencil. A
task-action mapping model would allow competent use of a system for a particular task, even
though the user has no detailed knowledge of the system and how it works.
Another two important tools used in interaction design are: semantic and articulary distances.
Semantic distance is a tool that measures the distance between what people want to do and
the meaning of an interface element, while the articulatory distance measures the distance
between the physical appearance of an interface element and what it actually means (Heim
2007).
Affordances are tools that represent connections that allow us to make predictions about the
results of our actions and help us to create usable mental models. These connections are
user‘s interpretations of the interface, these can be obvious such a turning wheel that affords
turning but sometime confusing. This interface shows text boxes used as labels for a log in
interface that allow input when the purpose to provide an output.
Interaction Styles
The way users interact with computers is referred to as interaction style (Heim 2007). A list
of interaction styles is given below:
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Command Line
Menu-Based Interface
Form Fill-In
Spreadsheets
Question and Answer
Direct Manipulation
Metaphors
Web Navigation
Three-Dimensional Environments
Zoomable Interface
Natural Language
Command Line
Command-line style is used by Operating Systems such as Linux, Unix and MS-DOS and it
is mainly based on text commands. It has the advantage of being very fast compared to
other more graphical interfaces. In addition, Command-Line interfaces tend to be very
flexible since commands can be created with multiple parameters that can be set and altered
for multiple applications. It is also suitable for repetitive tasks such as the creation of batch
files. However, it is more suitable for expert users since it can be frustrating for the novice
user given its learning curve. It also has poor error handling and requires substantial training
and memorization.
From the EECA perspective, the Command-Line shows that intention formation, specification
of the action, and the execution stages are complex. It also, requires a rather accurate
mental model of the computer‘s internal processing. From the Interaction Framework
perspective, it translates the user‘s task language into the input language. It requires
knowledge of the core language but the output language can be confusing for inexperienced
users since it provides little feedback (Hem 2007).
Menu-Based Interface
Menu-driven interfaces present users with a list of alternatives or options. Textual menus
allow menu selection by keying in the number or letter that is associated with that option
while graphical menus use arrow keys or pointing devices such as pen or mouse.
Graphical menus can have different forms. Pull down menus provide a vertical list of options
to users and cascading menus must be requested by the user from another higher level
menu. Some designers use pop-up and iconic menus in order to save screen space.
Menus can be Ideal for novice or intermittent users. However, they can appeal to expert
users if display and selection mechanisms are rapid and if appropriate "shortcuts" are
implemented. Menus can afford exploration (users can "look around" in the menus for the
appropriate command, unlike having to remember the name of a command and its spelling
when using command language) and allow easy support of error handling as the user's input
does not have to be parsed (as with command language) (Preece et al. 1994).
On the other hand, too many menus may lead to information overload or complexity of
discouraging proportions. They may be slow for frequent users and may not be suited for
small graphic displays (Preece et al. 1994).
14
From the EEAC perspective, menu constraints can help the user to form the proper
intentions and specify the proper action sequence and provide a context to evaluate the
output language (Heim 2007).
Form Fill-in
They are used primarily for data entry or data retrieval and they use the computer screen
similar to a paper form. Form Fill-ins are similar to menu interfaces in the sense that they
present screens of information. However, they are different than menu interfaces since they
are used to capture information and proceed linearly instead of navigating a hierarchical
structure. The use of form fill-in requires the use of design tools. Heim (2007) and
Shneiderman & Plaisant (2005) mention the following advantages and disadvantages with
the use of form fill-in:
Forms simplify data entry and require little training compared to other interaction styles such
as command lines. They permit the use of form management tools, have low memory
requirements and are self-explanatory (Shneiderman & Plaisant 2005).
On the other hand, they require valid input in valid format, require familiarity with interface
controls (e.g. Windows), can be difficult to correct mistakes and consume screen space
(Shneiderman & Plaisant 2005).
Spreadsheets
These are sophisticated variations of form fill-ins. The first spreadsheet was VISICALC
developed by VisiCorp followed by Lotus 1-2-3. Microsoft Excel is the most popular
spreadsheet nowadays. The spreadsheet consists of a grid of cells that contain values or
formulas. Formulas can involve values of other cells and the user can enter and alter data to
the spreadsheet.
Spreadsheets have unlimited space to work with and allow to perform complex calculations.
On the other hand, they can be difficult to learn and might require programming skills.
Question and answer was primarily used to supplement either menu or command line styles.
This type of interaction requires that you consider all possible correct answers and deal with
the actions to be taken if incorrect answers are entered. Although they are used for
mainframe applications, Question and Answer interfaces are more popular in windows
applications and normally called wizards. This type of interface is restricting for expert users
but ideal for novice users that need to be guided during the interaction process.
This type of interaction has low memory requirements and ideal for applications that are
targeted towards beginners. On the other hand, it requires valid input supplied by user and
familiarity with interface controls. It can also be very tedious to correct mistakes (Heim 2007).
Direct Manipulation
This interaction style focuses on using icons, or small graphic images, to suggest functions to
the user. Today, direct manipulation interaction (Dennehy, 2007) is seamlessly integrated
with the menu style since many menus include icons in order to represent menu actions.
15
From the EEAC perspective, this style offers a wide range of possible intentions. Users
usually have multiple options for specifying action sequences. However, the style can be
overwhelming for novice users and provide multiple ways of executing action sequences.
With this interaction style, users do not need to remember a command set or recognize
commands from menu. The user can easily undo operations and get immediate feedback to
his or her actions. On the other hand, infrequent users need to remember the meaning of
direct manipulation operations and require interactive devices (e.g., stylus, mouse) in order
to manipulate graphical objects in the screen. In addition, this interaction style might require
specific computer hardware graphic requirements and take too much space of the screen
(Leventhal & Barnes 2007).
Metaphors
Metaphors are visual relationships to real-world objects that are used in interaction design in
order to help users relate to complex concepts and procedures. They make learning new
systems easier and make computers more accessible to beginner users. In addition, they
exploit user‘s familiar knowledge, helping them to understand the unfamiliar. An example of
this is the trash icon in the Windows operating system; this metaphor might symbolize a
delete command. Selecting the icon with a pointing device such as a mouse executes the
function.
However, the use of metaphors can present problems such as conflicts with design
principles. Macintosh thrash has two completely different functions contradicting each other.
It served to eject disk as well as delete files. Furthermore, metaphors can be too constraining
like in the case of a windows directory that requires the user to scroll through it in order to
find a file when it might be easier just to type the name of the file if it is known.
Some other potential problems are identified by Heim (2007) and listed below:
Run out of metaphors since some virtual processes and objects have no real-world
counter parts.
Mixed metaphors.
Carry connotations and associations.
Web Navigation
Web navigation has basically two main interaction styles: link-based navigation and search
(Heim 2007). The link-based navigation is based on hyperlinks and requires understanding
of the hyperlink label or image. This can be problematic since the user might have a different
interpretation of the actual meaning of the hyperlink.
The search style minimizes this ambiguity with the help of a search engine that is used to
interact with the user. However, the search engine might lead to wrong interpretations if it
doesn‘t take into consideration spelling variations or incorrect search criteria input.
3D Environment
The 3D interaction is natural to most users since it recreates the real-world that can be
perceived in a 3D space. This interaction style is popular in computer games but it has the
problem of being processor intensive. For this reason, 3D interfaces normally use information
in vector based format in order to decrease file sizes and facilitate mathematical calculations
required for 3D geometrical transformations used for interface navigation. The basic 3D
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transformations are scaling, translation and rotation. An overview of these transformations is
described by the Weiguang‘s notes (2007) at
http://www.rhpcs.mcmaster.ca/~guanw/course/vis3D.pdf.
Some vector based files used in 3D interfaces include X3-D (Web3D.org) and VRML (Virtual
Reality Modeling language). Although 3D interfaces were initially used mainly in computer
games, they have been recently used for desktop applications. An example of this effort is
the Task Gallery developed by Microsoft. An interesting video that presents this technology
can be found at http://research.microsoft.com/ui/TaskGallery/video.mpg.
Zoomable Interface
The zooming interface paradigm (ZIP) was introduced by Raskin (2000). He described the
ZIP paradigm by using the concept of ZoomWorld that was based on the idea that the user
has access to an infinite plane of information having infinite resolution. The plane is
ZoomWorld. Everything the user accesses is displayed somewhere on ZoomWorld, whether
it is on a computer, on a local network to which your computer is attached, or on a network of
networks, such as the Internet.
In this ZoomWorld, you think of the user as flying higher and higher above it. To look at a
particular item, the user dives down to it. ZoomWorld also has a content searching
mechanism. The overall metaphor is one of flying, climbing to zoom out and diving to zoom
in. The user navigates both by flying above ZoomWorld and by doing content searches.
The ZIP readily permits labels to be attached to images and to collections of images yet does
not impose any structure, hierarchical or otherwise, beyond association due to proximity. For
example, a large heading Personal Photos might, when zoomed in on, reveal smaller
headings on groups of pictures labeled Baby Pictures, Vacations, Pets, Hobbies, Friends,
Relatives, and so forth. Zooming in to the writing under the heading Baby Pictures might
reveal the children's names.
An interesting zooming user interface (ZUI), called PAD++ (it is now called Jazz), has been
developed independently, originally at the University of New Mexico. See
http://www.cs.umd.edu/hcil/pad++/.
Natural Language
The natural language relieves the user of the burden of learning syntaxes or getting familiar
with graphical objects since it interacts with the user by using everyday language. The style
is ideal for users not familiar with computer systems and for hands free and mobile
applications. This style uses speech recognition or typed natural language. However, there
are problems associated with this style and highlighted by Leventhal & Barnes (2007) and
Shneiderman & Plaisant (2005) in the following list:
It is unpredictable
May require many keystrokes
Rigid sequences so user would need to remember sequences
Typing with an onscreen keyboard could be slow and error prone. No evidence that
phone has speech input.
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Recall. Infrequent or new users may have some problems recalling what the inputs
should be.
Vague and ambiguous
Summary
The Execution/Evaluation Action Cycle model was introduced and its usefulness to compare
different interaction styles and paradigms highlighted with some examples. The Dix et. al
Interaction framework was presented and its use to model interaction operations was
discussed. Different interaction styles were covered and their benefits and problems were
discussed for different interaction applications.
References
Dix, A., Finlay., Abowd, G., & Beale, R. 1998, Human-computer interaction, Prentice Hall,
Upper Saddle River, NJ.
Leventhal, L. & Barnes, J., 2007, Usability Engineering: Process, Products and Examples,
Prentice Hall, Upper Saddle River, N.J.
Norman, D. 1983, ‘Some Observations on Mental Models‟, in Mental Models, eds Gentner,
D. A. & Stevens, A. A. Hillsdale, NJ: Erlbaum.
Preece, J. J., Rogers, Y. R., Sharp, H., Benyon, D. R., Holland, S. and Carey, T. 1994,
Human-Computer Interaction. Addison-Wesley, New York , N.Y.
Raskin, J. 200, Human Interface, the: New directions for Designing Interactive designs,
Addison Wesley Professional, New York, N.Y.
18
Shneiderman B. & Plaisant S. 2005, Designing the User Interface, Peason Education,
Reading MA.
Young, R.M. 1983, ‗Surrogates and Mappings: two Kinds of Conceptual Models for
Interactive Devices‘. In Mental Models, eds Gentner, D. & Stevens, A. L. Hillsdale, NJ:
Erlbaum.
Young, R.M. 1981, ‗The Machine Inside the Machine: User's Models of Pocket Calculators‘.
International Journal Of Man-Machine Studies, vol. 15 ,no. 1, pp. 51-85.
Discussion questions
6. Choose a few of the possible combinations presented in the table below, for instance,
Form Fill-In and Mobile, and write a one-to-two page report on a possible interaction
design resulting from the combination. Use the 5W+H heuristic to structure your report
and discuss the possible range of tasks that might be supported as well as the hardware
that might be involved.
You should discuss the advantages as well as the disadvantages resulting from the
combinations. Consider also the possibility that a particular combination will yield no
practical applications; if so, you should articulate the reasons for this determination.
7. Choose two different interaction styles and a particular task. For instance, you might
choose Direct Manipulation and Question and Answer and then choose the task of
setting up an email account. Then, using Norman‘s Execution/Evaluation Action Cycle,
make a detailed report on how the task will be accomplished. This may take the form of a
list of actions that occur at each stage of the model.
19
After that is complete, discuss and compare the impact each interaction style will have on
the successful completion of the task. Refer to the different stages of the EEAC in your
discussion.
8. Using Norman‘s design questions below, discuss a specific interaction devices for a
portable MP3 player. The question ―how easily can you…‖ should be answered by
describing the actual device and how the interface looks and functions. For instance, the
first question ―How easily can you determine the function of the device?‖ should be
answered by listing the functions (Execution) and describing how each function is made
visible to the user (Evaluation).
Given a particular interface design, how easily can you; (Norman, 1990)
Determine the function of the device?
Tell what actions are possible?
Determine mapping from intention to physical movement?
Perform the action?
Tell if system is in the desired state?
Determine the mapping from system state to interpretation?
Tell what state the system is in?
9. Now take the same device and discuss its operation in terms of the Interaction
Framework of Dix et al.
Activities
Starting with this chapter and continuing through the rest of the book you will be involved in
the creation of an interaction design.
The design project can be based on, but is not restricted to, any one of the following
interfaces (bear in mind that you need to prototype the interface for this project in future
weeks):
Website
Kiosk
Windows Application
Mobile devices
For this seminar, you will be responsible for the submission of a document with the following
components:
5W+H heuristic
Interaction Paradigm
Physical Computing Environment
The marketing department has been given the task of redesigning from scratch a technical
university‘s website in order to raise the public profile of the institution its courses and
facilities, and attract more enrolment applications. The logic behind the redesign is that most
20
students ―shop around‖ before making a decision and the convenience of the web means
that many if not most will make the choice from the comfort of their homes without ever
setting foot on any of the campuses being considered. As such, the Senior Managers have
taken a chunk of the budget from the on-campus student information centre and have
redirected it to the marketing department for a major ―online presence‖ overhaul. All design
elements, content, and functionality must be geared towards the selling of the institution to
present and future clients and stakeholders.
A) 5W+H heuristic
What/How (the physical and virtual interface components. For example, I/O devices,
windows, icons, etc.)
The website will be viewed through a PC or Mac using a standard browser (v4+). Navigation
and selection will be performed using a standard mouse and keyboard. Speakers will be
necessary to hear some of the animated multimedia presentations contained within some of
the pages. Many brochures will be presented for downloading in PDF format: it is assumed
that most users will have the option of printing the documentation for reading away from the
computer screen.
A menu based navigation system combining 6 -8 top menu items with submenus of
no more than six clickable links that appear in drop down style with the mouseover
event.
A search engine, programmed to perform fuzzy matching with possible misspelled
word, and linked to a database of page descriptions
The site will be visited by users in a home or work environment, perhaps in preparation for a
visit to the campus, or simply to help in the choice of universities and courses. A version of
the site will be compatible with smaller mobile devices (iPad and iPhone). The site will be
accessible at any time of day. Visit to the site will probably rise during the two major
enrollment periods of the year.
It is expected that the vast majority of visitors will be school leavers, currently enrolled
students and the parents or friends of both. The main task set by visitors will concern locating
and perhaps printing data that helps them make informed choices about their tertiary studies
B) Interaction Paradigm
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C) Physical Computing Environment
The physical computing environment is, strictly speaking, the 300 million or so personal
computers, kiosks and mobile devices that are connected to, and form, the Internet. Since
this largest ever engineering feat is spread out geographically and offers content delivery for
a variety of output devices and screen sizes, it is not possible to define the physical
computing environment as a single, universally shared experience. Users may be sitting on a
bus or walking down the street (iPad or iPhone) or at home with a 17 inch screen, at work
with a 21-inch screen, or in a public library: the amount of physical space and the quality of
the experience depends on the physical environment of each individual user. Typically, the
user will be at home, at a workstation that may or may not be cluttered with high school
leaving certificate text books.
References
Heim, S. (2008) The Resonant Interface. Pearson. Boston, USA.
Laureate Online Education (2008) HCI: Seminar 2 [Online]
Chapter 3
In chapter 3, we will explore the discovery phase framework in HCI for interface requirements
definition. Data collection methods will be explored in detail. Task analysis will be covered as
the base for requirements discovery. Documentation techniques of HCI requirements will be
included in this seminar.
22
This data collected needs to be organized and transformed into requirements that can be
used for the HCI design. This takes different techniques such as task analysis, use cases,
primary stakeholder profile and storyboarding which will be covered in this lecture. The result
of this phase is a requirements definition document that balances the needs of the user, the
business, and the technical necessities.
Methods of Collection
Direct Observation
This occurs when a field visit is conducted during the interaction design. Observation is a
requirements discovery technique wherein the HCI designers either participates in or
watches a person perform activities to learn about the interaction.
Before observation can be used in discovery, three minimum conditions set out by Tull and
Hawkins (1993) need to be met:
The data has to be available for observation
The behaviour has to be repetitive, frequent, or otherwise predictable
An event has to cover a reasonably short time span.
Through observation, it is possible to describe what goes on, who or what is involved, when
and where things happen, how they occur, and why things happen as they do in particular
situations (Jorgensen 1989). A great deal of time is spent on paying attention, watching and
listening carefully (Neuman 1994). The observer uses all the senses, noticing what is seen,
heard, smelled, tasted and touched (Neuman 1994; Spradley 1979).
According to Neuman (1994), there are four possible research stances for the participant
observer:
Whitten et. al (2000) suggested the following points when observing in the requirements
discovery.
Determine the who, what, where, when, why, and how of the observation.
Obtain permission from appropriate supervisors or managers.
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Inform those who will be observed of the purpose of the observation.
Keep a low profile.
Take notes during or immediately following the observation.
Review observation notes with appropriate individuals.
Don't interrupt the individuals at work.
Don't focus heavily on trivial activities.
Don't make assumptions.
Interviews
Interviews are a requirements discovery technique whereby the interaction designer collects
information from individuals through face-to-face interaction.
Unstructured and open-ended interviews are with only a general goal or subject in mind and
with few, if any, specific questions. The interviewer counts on the interviewee to provide a
framework and direct the conversation.
The goal is to elicit the respondent‘s views and experiences in his or her own terms, rather
than to collect data that are simply a choice among pre-established response categories
(Anderson et al. 1994). Secondly, the interview is not bound to a rigid interview format or set
of questions that would be difficult to establish given the nature of the research and will limit
the results (Anderson et al. 1994).
In structured and close-ended interviews the interviewer has a specific set of questions to
ask of the interviewee. Closed-ended questions restrict answers to either specific choices or
short, direct responses.
Whitten et. al (2000) suggested the following list of activities that could be used when
preparing interviews:
1. Select Interviewees
2. Prepare for the Interview with specific questions the interviewer will ask the
interviewee.
3. Conduct the Interview
4. Follow Up on the Interview
Questions should not be leading or loaded. It is important to use consice and clear language
and avoid any bias as an interviewer. Keep the questions short and to the point and avoid
any intimidating questions.
Focus Groups
Focus groups are a process whereby highly structured group meetings are conducted for the
purpose of analyzing problems and defining requirements. Focus groups are a subset of a
more comprehensive joint application development or JAD technique that encompasses the
entire systems development process.
Focus groups require a facilitator role. Facilitators encourage user and management
participation without allowing individuals to dominate the session. They make sure that
attendees abide by the established ground rules for the session, encourage group
consensus and keep the session on schedule.
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Focus groups actively involve users in the interaction design and this improves their
acceptance and reduces the risk of resistance at the implementation stage. They reduce the
amount of time required to design interactions.
Brainstorming
It is similar to focus group but more informal and use for generating ideas during group
meetings. Participants are encouraged to generate as many ideas as possible in a short
period of time without any analysis until all the ideas have been exhausted.
Questionnaires
Questionnaires are special-purpose documents that allow the interaction designer to collect
information and opinions from respondents. Questionnaires can be in a free or fixed format.
Free-format questionnaires offer the respondent greater latitude in the answer. A question is
asked, and the respondent records the answer in the space provided after the question.
Fixed-format questionnaires contain questions that require selection of predefined responses
from individuals and are normally composed of multiple-choice, rating or ranking questions.
Whitten et. al (2000) proposed the following activities when performing data collection with
the use of questionnaires.
1. Determine what facts and opinions must be collected and from whom you should get
them.
2. Based on the needed facts and opinions, determine whether free- or fixed-format
questions will produce the best answers.
3. Write the questions.
4. Test the questions on a small sample of respondents.
5. Duplicate and distribute the questionnaire.
Data collected needs to be interpreted in order to identify the requirements for the design of
the HCI. The following tools will be covered for data interpretation:
1. Task analysis
2. Ishikawa diagram
3. Use cases
4. Story boarding
5. Primary stakeholder profiles
Task Analysis
A task is as a set of activities that change the system from an initial state to a specified goal
or desired outcome state. The outcome may involve a significant change to the current state,
so we split tasks into a sequence of subtasks, each more simple than the parent task. This
process continues until the most primitive subtask is reached. This lowest level subtask is
variously referred to as an action, simple task, or unit task. Task descriptions are often used
to envision new systems or devices
25
to frequent tasks, occasional tasks, exceptional tasks, and errors. Identifying goals and the
strategies (combinations of tasks) used to reach those goals is also part of a good task
analysis. By conducting a task analysis, the designer learns about the sequences of events
that a user may experience in reaching a goal (Diaper 1989).
Rees et al. (2001) propped a list of activities in order to conduct task analysis and are
described below:
The most popular technique used for this type of analysis is the Hierarchical Task Analysis
(HTA) tool. It involves breaking a task down into subtasks, then sub-sub-tasks and so on.
These are grouped as plans which specify how the tasks might be performed in practice. It
focuses on physical and observable actions and includes looking at actions not related to
software or an interaction device. Start with a user goal which is examined and the main
tasks for achieving it are identified.
In order to demonstrate the use of HTA, let‘s use an example of a task analysis for borrowing
a book from the library. The set of tasks and subtasks for borrowing the book from the library
is presented in figure 1.
26
0. Borrowing the
book from the
library
Figure 2 Graphical HTA for borrowing the book from the library
More examples on how to use this tool can be found in Hierarchical Task Analysis links
section at the end of this lecture.
Ishikawa diagram
The Ishikawa diagram is a graphical tool used to identify, explore, and depict problems and
the causes and effects of those problems. It is often referred to as a cause-and-effect
diagram or a fishbone diagram. This tool is used by designers in order to identify problems
with the interaction that could be tackled with the new design.
Use Cases
One of the most popular and successful approaches for documenting business processes,
events and responses is a technique called use cases developed by Dr. Ivar Jacobson
(Jacobson et al. 1993). Use cases describe the business process, and document how the
business works and the business goals of each interaction with the system. These use cases
are then extended to show how the human interaction will support the business goals.
The interactions within the use case should be contained, initiated and seen through to
completion by an actor. The use case should further result in achieving a business goal and
leaving the system in a stable state (Reed 2002). The nature of a use case is to define the
"what" of a system.
An actor represents anything that needs to interact with the system to exchange information.
An actor is a user, a role, which could be an external system as well as a person.
27
• A view of the desired human interaction‘s functionality from an external person‘s
viewpoint.
• An effective tool for validating requirements.
• An effective communication tool.
A good example on how to document HCI requirements by using use cases can be found at
http://genben.com/haojie/HCI/HCI_Requirements.doc.
Storyboards
Movies studios create storyboards that show the various scenes of a potential film,
particularly an animated film. A storyboard puts ideas on paper and then puts the papers in a
certain sequence to provide a concept of how the film will play out. It also gives the
production team an opportunity to look at the concept and make suggestions for improving
the film before it takes its final form.
In user interface design, there is a more interactive version of storyboarding called paper
prototyping. Paper prototyping involves creating a paper version of a software program,
hardware product, or Web site so you can learn how users interact with the design before
you develop the product. This paper prototype involves using a series of images that can be
animated, used to describe a work flow for a human computer interaction. They can facilitate
the process of task decomposition and the identification of interface requirements since they
help to visualize existing work flows.
The HCI design includes four distinct stakeholder groups (Donoghue, 2002):
Users
Engineers and designers
Sales and marketing personnel
Managers
Users are the primary stakeholders since the use the design directly. Engineers and
designers are secondary stakeholders since they supply input or receive output for the
design. Managers are facilitators since they help to maintain the design. Sales and marketing
personal are indirect stakeholders since they are affected by the design but they don‘t have
direct contact with it. Users expect to have a successful experience with the user interface
(UI) the first time around. Because the users are the people who determine whether
something is useful, the characteristics of your users will go a long way toward determining
what is actually usable. However, users look for some general goals when they use an
interface (Donoghue, 2002):
28
Defining a user‘s profile is an essential prerequisite for designing a HCI. The user profile will
influence the design and evaluation of an interface. Badre (2002) suggested the following
activities to generate a user profile:
1. Knowledge, experience, and skill: Individual users may differ in level and type of
education as well as in their knowledge, experience, and skill levels. There are
several key factors in this category that are determinants of a user's performance.
These factors describe the cognitive abilities and styles of projected users as well as
their knowledge and experience of the projected HCI‘s domain.
2. Personality factors: Affect the ease of user acceptance for interacting with and
navigating a HCI. Such attributes as tolerance level and motivation should indicate
how much time users will spend trying to use the new HCI to perform a transaction
before giving up.
3. Physical and demographic attributes: Demographic attributes with implications for the
design of a HCI are age, gender, salary, and mobility. An audience definition
statement should take into account factors related to physical capabilities and
limitations. Issues that might affect design include the use of glasses
(nearsightedness, bifocals), left- and right-handedness, auditory devices, and other
visual and motor aids.
4. User levels: The designer should take into consideration the users' varying levels of
expertise with the computing environment used for the HCI. Level can range from
novice to master level.
The usability effectiveness of designs depends in great part on their compatibility with the
user's information-processing capabilities and limitations. Designers must take into account
the users' cognitive and perceptual limits and how people are likely to process information in
an interactive environment. There are some basic universal human information-processing
characteristics, which affect the way people store, remember, and manipulate information,
which in turn have implications for HCI design. For example, if the user has selective
attention, this means both creating designs that draw user attention to a particular screen
location and optimizing the ease of locating displayed information such as using a unique
bright color to draw attention to a displayed link can increase the chances that it will be
noticed before other links.
Generating an audience profile means generating a document that specifies the relevant
characteristics, the range and frequency values of the identified characteristics, and how this
specified information might impact design decisions.
User profiles can be also seen from the marketing point of view. Eisenberg and Eisenberg
(2006) discussed the creation of primary stakeholder profiles in terms of marketing, which
essentially means to persuade the user that the interface is worth using. Profiles connect
three different dimensions of information:
29
Demographics: This segments some of the persona features. For example,
demographic data shows such data as the user's gender, location, and income.
Psychographics: This segments some of the persona needs and determines
questions that each persona may ask. For example, a spontaneous type and a
competitive type will ask different questions and will want different types of
information.
Topology: This allows you to segment by determining how complex the persuasion
process is; that complexity is based on a customer's perceptions and experiences.
Need: This is the urgency that a user feels for a product or service.
Risk: This is the amount of risk the user is willing to accept regarding such features
as a career or self-esteem.
Knowledge: This is how much knowledge the user has about the product, which can
affect need and risk. For example, if someone feels he doesn't have enough
information about a product or service, the risk factor for that user is higher.
Consensus: This is the understanding during the persuasion process of how many
people need to be convinced and when.
Marketing plays an important role when defining HCI requirements. Designers need to take
into consideration competition and existing technologies when defining requirements in order
to build competitive interactions. Users are driving the marketing and acceptance of user
interfaces therefore it is important to make every effort to find out market demographics. A
marketing analysis for defining requirements of the HCI can be done by using the techniques
suggested by Cooper and Reimann (2003):
Requirements need to be documented after they are discovered by the HCI designer. A
requirements definition document should consist of the following according to Whitten et al.
(2000):
1. The functions and services the system should provide.
2. Nonfunctional requirements including the system‘s features, characteristics, and
attributes.
3. The constraints that restrict the development of the system or under which the system
must operate.
4. Information about other systems the system must interface with.
30
Heim (2007) proposes that the formal discovery documentation should include:
1. Mission Statement
2. Requirements Document
3. Project Management Document
4. Usability Guidelines
Summary
The discovery of requirements phase was defined and the different components required to
discover requirements were included in this lecture. The observation and elicitation data
collection methods used in the discovery phase were explained in the context of HCI. Data
interpretation mechanisms were covered and included task analysis, ishikawa diagrams, use
cases, story boarding and primary stakeholder profiles. Marketing analysis as a baseline to
develop competitive HCI designs was emphasized. The main components when
documenting HCI requirements were highlighted and discussed.
References
Anderson, J.G., Aydin, C. E., & Jay, S. J. 1994, Evaluating Health Care
Information Systems: Methods and Applications. Sage publications, USA.
Badre, A. 2003, Shaping Web Usability: Interaction Design in Context, Addison Wesley
Professional.
Bell, J. 1992, Doing your research project, Milton Keynes: Open University Press, UK.
Benbasat, I., Goldstein, D. & Mead, M. 1987, ‗The Case Research Strategy in Studies of
Information Systems‘, MIS Quarterly, vol.11, no.3, pp 368-386
Cooper, A. & Reimann, R. 2003, About Face 2.0,Wiley Publishing, Indianapolis, IN.
31
Diaper, D. 1989, Task Analysis for Human-Computer Interaction. Hillsdale, Chichester, UK,
Ellis Horwood.
Eisenberg, B. & Eisenberg, J. 2006, Waiting for Your Cat to Bark?, Thomas Nelson, Inc.
Nashville, TN.
Rees, M., White, A. & Bebo, W. 2001, Designing Web Interfaces, Prentice Hall.
Reed, Jr, P.R. 2002, Developing Applications with JAVA and UML, Addison-
Wesley, Boston.
Stake, R.E. 1995, The art of case study research, Sage publishing, California, CA.
Jacobson, I., Christerson, M., Jonsson, P. & Overgaard, G. 1993, Object-oriented Software
Engineering: A Use Case Driven Approach, Addison-Wesley, Wokingham, Englad.
Neuman, W.L. 1994, „Sampling‟, in Social Research Methods, Allyn and Bacon, Boston.
Whitten, J. L., Bentley D. L. & Dittman K.V. 2000, Systems Analysis and Design Methods,
McGraw-Hill, New York
Discussion questions
1. Choose a task that involves multiple people and provide a use case for the task. This
may be something that is performed at work or in an academic department. It must be
large enough to provide an opportunity to create the Use Case.
2. Discuss some of the ways users can be involved in the design process.
3. Compare and contrast the methods used for observation and elicitation. Discuss what
they are best suited for, when they should be applied and what results can be
expected.
32
4. Choose three typical computing tasks that you perform regularly. Provide a Task
Decomposition for each task and then provide an HTA of these same tasks.
Activities
For this chapter, you will continue with your interaction design project. You will be
responsible for the submission of a document that defines the following discovery activities:
The project stakeholders
o Primary
o Secondary
o Facilitator
o Indirect
Marketing analysis and existing competition
33
The methods of data collection that will be used to discover requirements and all
documents required to perform the observations and/or elicitations (questionnaires,
surveys etc.)
Documents pertaining to the interpretation activities. Given the time constraints, you
will not be able to execute your data collection plan so in this section you should
describe (in general) the expected users, their work contexts, and what they will use
the envisaged HCI for with the help of the tools below.
o Task Analysis
o Use Cases
Tentative list of requirements. In this section, you will be required to create a tentative
list of requirements based on your task analysis and use cases. From the task
analysis and use cases, extract the major HCI requirements and prioritize them into
a) absolutely must include; b) should include; and c) could include. Each category
should be accompanied by a discussion as to why items were placed in that category.
The marketing department has been given the task of redesigning from scratch a technical
university‘s website in order to raise the public profile of the institution its courses and
facilities, and attract more enrolment applications. All design elements, content, and
functionality must be geared towards the selling of the institution to present and future clients
and stakeholders.
The project stakeholders
The following stakeholders will be called upon for authorisation, input or feedback during the
design process, including usability testing, and also for a period to be defined after the live
launch.
• Primary
The primary stakeholders in the website. The users, namely
• Secondary
The engineers and designers, namely
• Facilitator
The managers
• Indirect
Sales and marketing personnel
Marketing analysis and existing competition
a) The methods of data collection that will be used to discover requirements
Questionnaires
Especially for research into the demographics of these future users (gender, location,
income, interests). Questionnaires will be aimed at eliciting behavioral and
demographic information about users based on existing first year candidates.
Question should include level of accessibility to internet in the home, the type of
screen and browser used, as well as questions about the ease and comfort of surfing
the web, which would include questions about family size, where the computer is
located and if printer access is easy (many of the students applying come from very
large families where an uninterrupted and comfortable website experience may not
be possible, even if the household is well-equipped technologically)
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Focus groups/ Brainstorming
With representative from all stakeholder groups
Interviews
Interviews with marketing department, student services, curriculum unit, student
representatives ―What could the website do to attract the interest of high school
leavers and other candidates for enrollment?‖
Direct observation
Preferably conducted on campus using visitors to the student information centre selected at
random and asked to use the website to accomplish a set of predefined tasks. Preference
will be given to users who have not as yet seen the website
Other forms will be on paper, either for direct filling out by stakeholders, or for recording data
during interviews
The expected users
The targeted users are young Bahraini school leavers, both male and female, who have
experience using the internet to find answer to their questions. They are acquainted with up
to date computer graphic designs and are not easily impressed. However, they may not have
state of the art printers, screens or PCs so care should be taken to avoid slowness of
downloaded elements (e.g. a 6MB PDF is to be avoided if at all possible). They have many
different personality types though will all share a desire to pursue studies that are interesting,
fun, in an environment that they will find stimulating both intellectually and socially, and
enrolled in a programme that is likely to lead them to a well paid and interesting job upon
graduation. Most of them will be in the middle of their final school exams and would enjoy a
website experience that lifts them out of pre-exam stress, promising a type of learning
environment that is mercifully different from their current high-school. Many will see entry into
a university degree programme as a rite of passage, a first taste of adulthood and greater
freedom. All of these factors must be impressed on the technicians and graphic designers of
the future website.
• Task Analysis
• Use Cases
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Use cases will be created to analyse current business processes with a view to taking some
if not all of the interactions onto the website. Certain issues may surround the creation of
online versions for the taking of ID photos or the paying administrative costs, and they will
have to be weighed for pros and cons.
The example case will be: Applying in person for enrolment at the university. The actors are:
a) Future Student (hereafter: Student)
b) Clerk 1
c) Cashier
Steps/Phases in the Use Case:
1. Student goes to website for list of necessary documents
Student needs to ensure that the visit to the university will not be a waste of time. This
means that research needs to be done into the eligibility of the student for entry into a
programme , ensuring that an exhaustive list of necessary documents is known ahead of
time so that a key item is not missing, thus making the process unable to be completely
performed. The website will provide a map and instructions how to get there
2. Prepare documents: ID, school record etc
3. Go to Student service centre reception and take a ticket and wait for number to come
up on electronic display. The main point of entry is where Student explains purpose of visit
and is directed to the appropriate room for processing
4. Go to desk number 1 and ask for form to full out: After waiting for number to appear,
final verification of eligibility based on nationality and academic record is confirmed and clerk
checks that Student has all necessary items for complete processing. In case of missing
items Student is directed to coin operated photocopier. In case of absence of key document
like ID, Student is told to return at later date equipped with said documents
5. Fill in form: using a pen, Student provided all required information (contact details,
resident permit number, student records etc)
6. Student returns to desk 1 (without having to take another number) and hand over
completed form, photo, and copies of documents
7. Payment: Student takes form and bill print out to cashier and pay.
8. Student goes to waiting room and waits for name to be called
11. Clerk 1 finishes processing and uses computer program to generate an official receipt
of application form. Clerk 1 signals to Student that receipt is ready
12. Student Go to desk and picks up receipt.
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2. Nonfunctional requirements including the system’s features, characteristics,
and attributes.
The system should include easy to access information about:
Eligibility for enrolment
How to enrol
The programmes on offer
Student life
Address
Job Vacancies
How to get there by various means of transport
Address and contact information
University mission statement
3. The constraints that restrict the development of the system or under which the
system must operate.
There will be the usual constraints linked to development of any website, namely, the use of
large graphic files should be limited to allow for shorter download time and ease of
navigation. Users will spend on average three seconds waiting for a page to load: beyond
that, they are likely to leave the site and check the competitor‘s website. It is likely that school
leavers will not all have fast broadband connections. What graphic designers and animators
consider to be a major selling point (i.e. impressive displays of Photoshop or animation
dexterity) could in fact prove detrimental to the well-being of the site and therefore the
institution. Design and development tricks should be used to create an attractive interface
that is fast loading. This will involve the deliberate choice of elements that can be recycled as
objects.
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The website must be integrated with certain existing systems and become the launch pad for
interrelated online activities. The will be a portal dimension to the website, with quick links
offered to authorized users to the university‘s intranet, including Learning Management
system like Moodle and a campus management system like Banner (Oracle) all operating on
different servers
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Chapter 4
In chapter 4, we will learn the user-centered design paradigm. Interaction design models are
introduced. Interface design standards, conceptual design and design principles are
included. Interface components as windows, icons, menus and pointers and other
components will be included in this chapter.
Conceptual Design
After the requirements discovery phase is completed, the design phase uses the
requirements in order to create conceptual and physical designs. In this lecture, the
conceptual design will be covered in detail.
Conceptual design is the creation of alternative design ideas. At this stage, a description of
the proposed system is presented in terms of a set of integrated ideas and concepts about
what it should do, behave and look like.
The conceptual design follows requirements analysis but precedes the physical design. It
helps to determine functions, operations and features and the workflow of the interface. It
also allows the designer to identify inputs and outputs and the style of the interaction.
Several tools for conceptual design will be introduced here including brainstorming, card sort,
personas, scenarios, semantic networks and cognitive walkthroughs.
Brainstorming
These are sessions with your project team that will help to uncover ideas that your team can
implement now or sometime later. Brainstorming sessions should be centered on a topic. For
example, a brainstorming session can center on what user interface elements will meet
specific goals. (Cooper & Reimann 2003)
Participants are encouraged to generate as many ideas as possible in a short period of time
without any analysis until all the ideas have been exhausted.
Card sort
Card sorting is normally performed with the use of small paper cards that are usually lined.
Each card represents one screen and these cards can be shown easily on a table or the wall
in order to represent multiple screens. Thread or lines within the cards indicate sequences or
hyperlinks. They are used often in web design but can also be used in any design that
involves multiple screens.
Card sorting is an excellent way to explore work flow without having to create a detailed
screen design. However, they have limitations since it is hard to explore elements that are
not included in the cards such as icons or other interface elements.
Scenarios
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Scenarios can be used to express proposed or imagined situations that describe the different
tasks a person would need to do in order to accomplish a specific goal with the design. They
are used throughout the design process as scripts for user evaluation of prototypes and for
co-operation among designers involved in an interaction project.
In creating such scenarios, a designer specifies interface objects and actions for given
contexts from the perspective of the user (Badre 203).
To create successful scenarios, Badre (2002) suggested to answer the following questions.
Scenarios provide a fast and effective way to imagine the design concepts in use. They are
simple stories about what it would be like to use the interface once it has been made and the
protagonists of these stories are the personas (Saffer 2006).
Semantic Networks
In a semantic network a node is defined as a single concept or idea. Nodes can be virtually
any kind of information such as text, graphics, animation, audio, video, images, programs,
and so on. Nodes can be "typed," indicating how they are used. For example, if a node in a
Web-based hypertext system is designated as the "home page," there is the implication that
that node will be used in a specific way to traverse that system (i.e., it is the node where
readers will begin).
Nodes are connected to other nodes with links. The role of a link is to connect related
concepts or nodes. Links are bidirectional, meaning that a reader can go backwards and
forwards.
Like nodes, links can also be "typed," illustrating features of the relationship of the nodes
they connect. For example, a link might reflect some relationship between nodes such as
parent–child. (Rees et. al 2001).
A tool that might help in organizing a semantic network (or a brainstorming session) is
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Free mind (http://freemind.sourceforge.net/wiki/index.php/Main_Page).
Cognitive walkthrough
Cognitive walkthrough is a technique that involves a group of users that evaluates a human
interaction by going through a set of tasks. The user interface is presented as a paper
prototype to the evaluators and they follow the various scenarios of the interaction. The input
to the walkthrough includes the user profile, especially the users' knowledge of the task
domain and of the interface, and the task cases. The evaluators may include human factors
engineers, software developers, or people from marketing, documentation, etc.
.
Zhang (2008) identifies the following questions required to design the walkthrough:
Dix et. al (1998) mention that for each task in the walkthrough the evaluator should consider:
Personas
Personas are profiles of the users that interact with a HCI These profiles describe user
characteristics such as user expertise, user motivation, user job functions and the impact of
the interaction in the user‘s job. They help the designer to understand who will be using the
interaction in order meet user expectations.
Personas can be created by observing and talking to users. Personas don‘t have to be for a
specific individual but for a set of people that share the same goals. Personas should identify
each persona's desires and the expectations, behaviors, attitudes, biases, and other factors
that affect them.
A set questions that could be helpful to create a persona are identified by Hackos and
Redish (1998) as follows:
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Do you prefer learning from written documentation, or do you prefer online help?
What do you think of the documentation of the current system?
Do you like new experiences, or do you think if it isn't broken you shouldn't fix it?
Personas might use construct context scenarios that describe personas and their activities in
a typical day using the new and improved system, which includes the new user interface.
The scenarios don't discuss the form and function, but only the behaviors of the user and the
interface (Buttow 2007).
Interaction design models are useful for analyzing and understanding interface design. They
are used to test designs that might be hard to test with real users and prototypes. They can
also be used to document designs. Interaction design models can be predictive or
descriptive. Predictive models can be used to simulate user actions in order to test a design.
Descriptive models are mainly use to document designs and to visualize its logic and
behaviour.
In this lecture the GOMS and Keyboard Level Model (KLM) predictive models will be
introduced. In addition, the state transition and windows navigation diagrams will be covered
as a way to document interactions.
GOMS
The model of goals, operators, methods, and selection rules (GOMS) (Card, Moran, and
Newell 1983) allows to predict how long an experienced worker will take to perform a
particular operation when using a given interface design.
Goals: Symbolic structures that define states to be achieved, and determine a set of
possible methods.
Operators: Elementary motor or information processing acts, whose execution is
necessary to change any aspect of the user's memory or to affect the task
environment.
Methods: Descriptions of procedures for accomplishing a goal, cast as a continual
sequence of subgoals and operators, with conditional tests on the user's immediate
memory and on the task state.
Selection rules: Elements that allow a choice between two or more methods that can
be used to accomplish the goal.
The GOMS models describes the interaction as a sequence of small, discrete subtasks or
unit tasks. In order to understand this model, an example of a GOMS model for the task of
iconizing a window in an interaction is presented in table 1.
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GOAL: ICONISE-WINDOW
. MOVE-MOUSE-TO-WINDOW-HEADER
. POP-UP-MENU
. CLICK-OVER-CLOSE-OPTION
GOAL: USE-L7-METHOD
. PRESS-L7-KEY]
In the model, goals and subgoals are described on bulleted lines, the number of bullets
representing the level of subtask. The model includes the concept of selections that
represents, at the unit task level, the concept that a user often has a choice of actions.
Operators are identified in the description of each task. In the case of the example below, the
GOMS model describes that the user can iconize the application by using the use-close or
L7 method.
Another example is included in table 2. This example models the task of moving text in a
Word processor, in the context of editing a manuscript and is taken from John & Kieras
(2006):
GOAL: EDIT-MANUSCRIPT
. GOAL: EDIT-UNIT-TASK ... repeat until no more unit tasks
. . GOAL: ACQUIRE UNIT-TASK
. . . GOAL: GET-NEXT-PAGE ... if at end of manuscript page
. . . GOAL: GET-FROM-MANUSCRIPT
. . GOAL: EXECUTE-UNIT-TASK ... if a unit task was found
. . . GOAL: MODIFY-TEXT
. . . . [select: GOAL: MOVE-TEXT* ...if text is to be moved
. . . . GOAL: DELETE-PHRASE ...if a phrase is to be deleted
. . . . GOAL: INSERT-WORD] ... if a word is to be inserted
. . . . VERIFY-EDIT
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. . . MOVE-CURSOR-TO-EDIT-MENU 1.10
. . . PRESS-MOUSE-BUTTON 0.10
. . . MOVE-CURSOR-TO-CUT-ITEM 1.10
. . . VERIFY-HIGHLIGHT 1.35
. . . RELEASE-MOUSE-BUTTON 0.10
. GOAL: PASTE-TEXT
. . GOAL: POSITION-CURSOR-AT-INSERTION-POINT
. . MOVE-CURSOR-TO-INSERTION-POIONT 1.10
. . CLICK-MOUSE-BUTTON 0.20
. . VERIFY-POSITION 1.35
. . GOAL: ISSUE-PASTE-COMMAND
. . . MOVE-CURSOR-TO-EDIT-MENU 1.10
. . . PRESS-MOUSE-BUTTON 0.10
. . . MOVE-MOUSE-TO-PASTE-ITEM 1.10
. . . VERIFY-HIGHLIGHT 1.35
. . . RELEASE-MOUSE-BUTTON 0.10
TOTAL TIME PREDICTED (SEC) 14.38
Table 2 GOMS model for moving text in a Word Processor (John & Kieras 2006)
In this example, the GOMS model includes the time breakdowns for goals and subgoals.
This allows goals and subgoals to be measured and likely user performance predicted. For
the example presented based on the above GOMS analysis, it should take 14.38 seconds to
move text.
Keystroke-Level Model
The Keystroke-Level Model is a simplified version of GOMS and was proposed by Card,
Moran & Newell (1980) as a method for predicting user performance. The model is based on
the concept that the time that it takes the user-computer system to perform a task is the sum
of the times it takes for the system to perform the serial elementary gestures that the task
comprises. Although different users might have widely varying times, the researchers found
that for many comparative analyses of tasks involving use of a keyboard and a graphical
input device, it is possible to use a set of typical times rather than measuring the times of
individuals. By means of careful laboratory experiments, Card, Moran and Newell (1983)
developed a set of timings for different operations. The model includes six operations
including keystroking, pointing, homing, mental preparation and response. The times for
these operations are summarized in table 3 below:
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computer to respond to input
An example to demonstrate this model is presented in table 4 and borrowed from Hochstein
(2003). This example considers the text editing task of searching a Microsoft Word document
for all occurrences of a four-letter word, and replacing it with another four-letter word. In the
table below, operations are sometimes concantenated and repeated. For example, M4K
means Mental preparation, then 4 Key presses."
Table 3 KLM model for Microsoft Word document for all occurrences
of a four-letter word (Hochstein (2002))
State transition diagrams are used to model the details of user-computer interaction at the
automation level. State transition diagrams can be modeled with the use of UML state charts.
The idea of the model is to represent the actions of a finite state machine with no state
memory. This processor may be in only one state at a time. A transition to a different state
is caused by an event or by a condition‘s becoming true. Components of a state transition
diagram are:
An event may be constrained by a guard that a condition which must be true for the transition
to occur. Figure 1 shows a partial state transition diagram for the interaction design of a CD
45
player. In the diagram is possible to see the events that allow the user to navigate from one
state to another. For example, if the user presses the play button, the CD will start playing
and remain in a play state. From the play state, it is possible to stop the CD player if the stop
button is pressed and go to the stopped state. From the play state is possible to pause the
CD player if the pause button is pressed and go to the paused state.
Play
Paused
Main
Menu Save
M File
P
M Menu
P Pop up
R Response
Select
Printer
R
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The WIMP interface
Graphical user interfaces (GUI) were introduced in 1984 by Apple when introducing the
Macintosh. However, it is because Microsoft Windows is available on the popular IBM PC
and compatible machines that the use of the GUI has spread around the world to the point
that this has become the standard for desktop computing.
The popularity of Windows resides on the fact that users don‘t need to type commands but
instead use the mouse to click on icons and menus. The mouse is used in Windows by the
user to launch programs and manipulate objects on the screen. These objects were
categorized in four areas that together formed the acronym WIMP: window, icon, menu, and
pointing device.
Window
Windows are areas of the screen that behave as if they were independent terminals and can
contain text or graphics. They can be moved, resized or overlap. Windows can obscure each
other, or can be laid out next to one another. Windows have scrollbars that allow the user to
move the contents of the window up and down or from side to side and title bars that
describe the name of the window
The WIMP interface standard includes a set behaviours that the designer needs to follow
when building interfaces. In any Windows interface, the user can open a window in one of
four ways (Buttow 2007):
Click on an icon on the desktop that links to the program. If the icon is a document,
the program that is associated with the document opens automatically.
Click a menu option in a program. For example, click New from the File menu in
Microsoft Word.
Users can move more than one window open at one time and one window might keep
information for different tasks. One way that GUIs keep different tasks within one window is
the multiple-document interface, or MDI. MDI uses tabs to keep track of separate documents
within a window. In one type of MDI interface, you can click on the tab to go directly to that
document without moving to a different window.
One example of a tabbed MDI interface is Internet Explorer 7, which keeps different Web
pages in different tabs. If the window only keeps information of one task in one document,
this window can be classified as a single-document interface or SDI.
A window can also open a dialog box, which is a smaller window designed to have the user
set settings and make decisions. One example of this window is found Microsoft Word when
the user wants to print a document since a print dialog box appears for the user to determine
what printer to use, how many copies to print and other different settings required to print the
document.
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Windows can be maximized so they fill the user‘s entire screen in order to increase the
working space area or to get full attention of a particular task. The Maximize, Minimize, and
Close buttons appear in the title bar. In Windows, these buttons are on the right side of the
title bar.
Icon
Windows uses metaphors to represent information like a desktop where files are located in
folders and programs and other information can be organized on the screen. These
metaphors are small pictures or images that represent some object in the interface often a
window or action and are known as icons. Icons can represent if windows can be closed
down (iconised). Icons can have various highly stylized or realistic representations and
normally represent many accessible windows and applications available to be launched. Few
popular icons found in the Windows operating systems are shown in figure 3:
Menu
The menu displays a set of choices of operations or services available on the application and
requires option selected with a pointer. However, they require a lot of screen space but they
might be set so they only appear when they needed. Pull-down menus display a menu bar at
top of the screen while pop-up menus appear at a desired location. An example of a pull-
down menu is shown in figure 4 below:
In order to save space, cascading menus can be used to organize the menu in a hierarchical
structure where a menu selection opens a new menu and this might open another one and
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so on till the design structure is satisfied. In addition, keyboard accelerators can be used to
use a key combination to have the same effect as menu items. These accelerators are
usually the first letter of the menu item or Ctrl + a letter,
When designing menus, the interaction designer needs to deal with issues such as the type
of menu to use, menu items, how to group items and choice of keyboard accelerators.
Pointer
Windows relies on the mouse, a hardware device used to move a pointer on the screen in
order to perform an action such as dragging or selecting an object. Other pointers include
joystick, trackball, cursor keys or keyboard shortcuts. Pointers can have a great variety of
images in order to represent different states such as normal select, help select, running on
the background, busy and precision select like the ones in figure 4.
Summary
Conceptual design was covered and several tools to support this design were introduced
including brainstorming, card sort, personas, scenarios, semantic networks and cognitive
walkthroughs.
Interaction design models were introduced as useful tools for analyzing and understanding
interface design. The GOMS and Keyboard Level Model (KLM) predictive models were
introduced as tools to describe interaction designs and predict interactions performance. In
addition, the state transition and windows navigation diagrams were covered as tools to
document interaction designs.
Windows, icons, menus and pointers interface components were covered and their
behaviours and standards explained.
References
Ashley, G. 1997, WIMP Interfaces [online] [12th Dec 2007] Available from World Wide Web:
<http://www-static.cc.gatech.edu/classes/cs6751_97_winter/Topics/dialog-wimp/>
Badre, A. 2003, Shaping Web Usability: Interaction Design in Context, Addison Wesley
Professional.
Butow, E. 2007, User Interface Design for Mere Mortals, Addison Wesley Professional.
49
Card, S., Morn, T. P., and Newell, A. 1980, The keystroke-level model for user performance
with interactive systems, Communications of the ACM, 23, pp.396-210.
Card, S., Moran, T. P., and Newell, A. 1983, The Psychology of Human-Computer
Interaction, Lawrence Erlbaum Associates, Hillsdale, NJ .
Dix, A., Finlay., Abowd, G., & Beale, R. 1998, Human-computer interaction, Prentice Hall,
Upper Saddle River, NJ.
Hackos, J. T., and Redish J. 1998, User and Task Analysis for Interface Design. John Wiley
& Sons. New York.
Hochstein L., 2002, GOMS [online] [12th Dec 2007] Available from World Wide Web:
<http://www.cs.umd.edu/class/fall2002/cmsc838s/tichi/printer/goms.html>
John, B. and Kieras, E. 1996, The GOMS Family of User Interface Analysis
Techniques: Comparison and Contrast, ACM Transactions on Computer-
Human Interaction, vol 3 no,4, pp. 320-351.
Rees, M., White, A. & Bebo, W. 2001, Designing Web Interfaces, Prentice Hall.
Saffer, D. 2006, Designing for Interaction: Creating Smart Applications and Clever Devices,
Peachpit Press.
Zhang, Z. 2008, Cognitive Walkthrough, [online] [12th Dec 2007] Available from World Wide
Web: < http://www.usabilityhome.com/FramedLi.htm?CognWalk.htm>
50
Discussion questions
5. Choose a task that involves multiple people and provide a use case for the task. This
may be something that is performed at work or in an academic department. It must be
large enough to provide an opportunity to create the Use Case.
6. Discuss some of the ways users can be involved in the design process.
7. Compare and contrast the methods used for observation and elicitation. Discuss what
they are best suited for, when they should be applied and what results can be
expected.
8. Choose three typical computing tasks that you perform regularly. Provide a Task
Decomposition for each task and then provide an HTA of these same tasks.
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Activities
For this chapter, you are required to submit a document that defines the personas for the
primary stakeholders
Your are also required to submit evidence of the at least three of the following activities
Brainstorming – Submit evidence of the brainstorming sessions (this may include
digital photos of any multimedia tools such as post-its tacked to a wall)
Card Sort – Submit the cards (or a scan of the cards) and the results of the sorting
sessions
Cognitive Walkthroughs – Submit the results of the walkthroughs (this can be a list of
problems that were discovered)
In addition, choose a particular aspect of your proposed design and create a GOMS and a
KLM analysis. Include all of the possible methods of accomplishing the tasks involved in that
aspect of the design.
Descriptive personas
1. Dana is currently five hundred kilometres away, at another university studying
business. Her father is Jordanian, her mother is German. She has tried several
university programmes, including one in Paris, but did not like the teaching style and
approach at any of them, including her current one. She is tired of changing
programmes and when she heard good reports of this university and it‘s more
practical curriculum she decided to find out more.
She uses her lap top with Wi-Fi connection to access her email and to visit two sites
in particular: YouTube and Face Book, on which she spends between three and four
hours a day. She likes the way those sites are organised. She sometimes makes
spelling mistakes in her search criteria but usually this doesn‘t stop her from finding
what she wants. She plans to work in tourism-related business to gain experience
before starting her own company. She will probably make her judgement about the
university based on her session on the website, since she is unable to visit in person.
2. Yusuf is currently head of eServices for a large company. He has been approached
by the university to take on some students as interns. He has heard good reports
about the university and wants to find out a little more about the way the programmes
are taught before agreeing to the request.
He has a Master of Science and has worked in the field of e-Communications project
management for many years.
Scenarios
Scenario 1: Download Enrolment form
A school leaver wishes to apply for enrolment at the university
The university requires the prospective student to present themselves physically to student
services with a valid identity card and originals of school records for sighting by university
staff. There is also a long form to complete which can take anything up to thirty minutes to
do. The student would at least like to have the chance of filling out this form beforehand for
two reasons:
questions that require extra research, or unforeseen requests for copies of
documents can be dealt with before hand, removing the need for return visits
time that would be normally spent at the university queuing to request the form and
filling it in would no longer be wasted
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The student types the address in a search engine, and then clicks the link to the website.
The home page is fast loading and the words ―apply to be a student‖ are indicated clearly
toward the top of the screen.
A link is also provided in the search result if the prospective student should type and even
misspell several keywords relating to enrolment procedures of applications.
The link leads to another page with a link to a printable version of the application document.
The student prints it out and completes the form.
Scenario 2: Access the student intranet
A current student, Sarah, wishes to access the university intranet from an internet cafe and
has forgotten the URL.
The student wants to upload an assignment before deadline in five minutes after which the
upload function will be deactivated.
The student enters the URL for the public website and sees the clearly displayed link to the
login page. The user enters the user ID and password then is directed to a list of
programmes and course that only he or she is currently enrolled in. The upload assignment
link is accessible with only one click and directs the file to turn it in.
Flowchart
See attached Visio file
Cognitive Walkthrough
Scenario: Download Enrolment form
1. From the Home Page, click on ―prospective students‖ link
2. From the ―prospective students‖ Page click on ―applications‖ link
3. Click on Download Enrolment form
4. Click on Open Document when PDF has arrived
54
5. Click on print icon or CTRL+P
6. Click OK to Print form
In the next version the form is presented in a sidebar on the home page
1. From the Home Page, click on ―download student application form‖ link to be found in
a side menu
2. Click on Open Document when PDF has arrived
3. Click on print icon or CTRL+P
4. Click OK to Print form
By putting one of the key reasons for visiting the site on the Home Page the user has
achieved to goal in 4 steps and 4 clicks. The first method requires 6 steps and six clicks as it
embeds the desired form link deep in the tree structure of the website, forcing the user to
download many pages large image files.
C) Choose a particular aspect of your proposed design and create a GOMS and a KLM
analysis. Include all of the possible methods of accomplishing the tasks involved in
that aspect of the design.
MOVE-CURSOR-TO-SEARCH-BOX
. CLICK-SEARCH-BOX
. TYPE-APPLY-FORM
. MOVE-CORSOR-TO-GO-BUTTON
. CLICK- GO-BUTTON]
55
. CLICK- PROSPECTIVE-STUDENTS-BUTTON]
. MOVE-CURSOR-TO-DOWNLOAD-APPLICATION-FORM-LINK
. CLICK-LINK
. MOVE-CURSOR-TO-PRINT-ICON
. CLICK-ICON
. MOVE-CURSOR-TO-OK-BUTTON
. CLICK-BUTTON]
56
Click the icon K[mouse] 0.20
Move pointer to OK button P[menu item] 1.10
Click the button K[mouse] 0.20
TOTAL 8.95
57
Chapter 5
In chapter 5, Physical design techniques and Interaction design guidelines principles are
covered. Interaction design guidelines will be introduced.
There are many approaches to interaction design, since it can be very subjective, it is
important to take into consideration basic interface design principles that don‘t tell you what
you should build but provide guidance in terms of industry trends and basic characteristic
that users look for when using interactions.
The reality is that is that there is no universal standard when it comes to interface design.
However, it is important that the designers get familiar with different visions in order to make
their own. In this lecture, several guiding principles that have been found to be useful are
covered. The basic deign principles that drive most interaction guidelines are identified by
Rees et al (2001) as follows:
Consistency
Simplicity
Context
Consistency is a property that makes an interaction predictable from the user's perspective.
To be classified as consistent, an interaction must conform to follow some to two basic rules.
First, the interface must show consistency in the labels used for it. For example, the choice of
menu labels and other words used to signify actions must have single meanings with no
scope for ambiguity or never use two different words for the same task. The second rule is
that all user actions must be reversible; in other words, everything must have an "undo"
feature. Any exceptions must be clearly marked for the user with a warning dialog.
The designer should ask if a new feature will make it easier for the user to achieve the
primary goals, or if it is just unnecessary sophistication. For the user, the benefit of a simple
interface is a clean design with visual refinement, no superfluous features, and clear, direct
operations using familiar representations.
Information representation
Organization and naming of interface controls
58
Flow of control (dynamic behavior)
Screen layout
Context refers to ability that the interaction should appear as a sequence of easily identifiable
and distinct interface views. Contextual visibility can be incorporated into an interaction with
three major tools (Rees et al. 2001):
Although these three principles are useful in the design of any interaction, there are many
other more sophisticated principles that have been developed by different researchers and
industry. Three of these examples are found in Table 1 (Shneiderman),Table 2 (Mayhew),
and Table 3 (IBM).
59
between tasks to be completed
Consistency All parts of interface uses similar words,
sequences of tasks, etc.
Familiarity The UI includes concepts and vocabulary
that the user is already familiar with.
Simplicity Make the interface simple
Direct manipulation Users controls objects on a screen rather
than using language to start some action
Control UI should be set up to give the user the
feeling of being in control – perhaps with a
toolbox, etc.
WYSIWYG Whatever the user sees on the screen is
what is printed out in reports
Flexibility Include various ways of doing things that
accommodate the different level of skills
Responsiveness All user actions have some form of
feedback
Invisible technology Hide the technology from the user and
show only what they need to see to
complete a task.
Robustness Make the application robust so user cannot
accidentally ―kill‖ it
Protection If users make mistakes, have simple
methods of handling errors
Ease of learning and use The application is easy to learn, but also is
efficient for seasoned users
Table 2. Mayhew‘s ―General Principles of User Interface Design‖ (Huang, 1997)
60
Table 3. IBM‘s ―Design Principles for Tomorrow‖ (Huang, 1997)
Although there are many design principles in the industry and academia, they all have
similarities in terms simplicity, consistency and context.
In the previous section, interface design principles were introduced. In practice, industry is
mainly driven by interface design guidelines that were prepared with the design principles in
mind. These sets of principles and guidelines are constructed by "experts" in the area of
interface design and construction. There are a number of important guides available and few
of the most important are covered in this lecture. The main sources of user interface design
guidelines are the large software houses, the computer manufacturers, and respected
authors in the HCI literature.
One of the earliest attempts to provide a set of guidelines is the work of Smith and Mosier
(1986). They worked for the Mitre Corporation and compiled 944 guidelines. Many of the
guidelines refer to character-based screens, but include many guidelines for the GUI. The
guidelines can be split into six sections that are still valid today:
1. Data entry
2. Data display
3. Sequence control
4. User guidelines
5. Data transfer
6. Data protection
Another important guideline used in industry is the GNOME (Human Interface Guidelines
(HIG) http://library.gnome.org/devel/hig-book/stable/). This document tells you how to create
applications that look right, behave properly, and fit into the GNOME user interface as a
whole. The document covers different aspects such as usability principles, desktop
integration, windows, menus, toolbars, controls, feedback, visual design, icons, user input,
language, checklists and credit.
The Apple Desktop interface developed for the Macintosh computer provides a consistent
and familiar computer environment in which people can perform their many tasks. The Apple
Desktop interface is based on the assumption that people are instinctively curious: They
want to learn, and they learn best by active self-directed exploration of their environment.
Apple produced its design guidelines in a form for all designers to use. Table 4 shows an
abbreviated summary. The complete guideline can be found at
(http://developer.apple.com/documentation/UserExperience/Conceptual/OSXHIGuidelines/X
HIGIntro/chapter_1_section_1.html).
Guideline Comments
Metaphors from Use concrete metaphors and make them plain, so that users have a set
the real world of expectations to apply to computer environments. Whenever
appropriate, use audio and visual effects that support the metaphors.
61
Guideline Comments
Direct Users want to feel that they are in charge of the computer's activities.
manipulation
See-and-point Users select actions from alternatives presented on the screen. The
(not remember- general form of user actions is noun-then-verb, or "Hey, you—do this."
and-type) Users rely on recognition, not recall; they should not have to remember
anything the computer already knows. Most programmers have no
trouble working with a command-line interface that requires memorization
and Boolean logic. The average user is not a programmer.
Consistency Effective applications are both consistent within themselves and
consistent with one another.
WYSIWYG There should be no secrets from the user, no abstract commands that
only promise future results. There should be no significant difference
between what the user sees on the screen and what eventually gets
printed.
User control The user, not the computer, initiates and controls all actions.
Feedback and Keep the user informed. Provide immediate feedback. User activities
dialog should be simple at any moment, though they may be complex taken
together.
Forgiveness Users make mistakes; forgive them. The user's actions are generally
reversible—let users know about any that are not.
Perceived Users feel comfortable in a computer environment that remains
stability understandable and familiar rather than changing randomly.
Aesthetic integrity Visually confusing or unattractive displays detract from the effectiveness
of HCI. Different "things" look different on the screen. Users should be
able to control the superficial appearance of their computer workplaces—
to display their own style and individuality. Messes are acceptable only if
the user makes them—applications aren't allowed this freedom.
Prototypes
Before the HCI is implemented and tested with users, it is a good idea to prototype the
interaction in order to get feedback from potential users. A prototype is a good tool that helps
to communicate your design idea to your potential users. In general, there are two types of
prototypes: high-fidelity prototypes that look and behave just like the final HCI would and low-
62
fidelity prototypes that can be a simple pencil or digital drawing of the HCI that shows how
this would look but without any dynamic behaviour.
High-fidelity prototypes are fully interactive and feel like the final product. High-fidelity
prototypes have the advantages that can be used for the final implementation of the HCI as
they allow integration with source code and the designer can detect interaction problems that
cannot be identified with static low-fidelity prototypes. However, they require sophisticated
technical skills in graphics design and programming that might not be available at the design
stage of the HCI.
High-fidelity prototypes might be developed with the help of user interface tool kits that are
used to program interactive HCIs. Some of these include Windows Forms, The Apple XCode
toolkit, or the GTK and QT multiplatform toolkits. Tool kits require significant programming
skills and might be difficult to use for a rapid prototype, Visual Interface Builders are better
suited for quick prototypes since they don‘t require complex programming skills, some
examples of this type of tools are Visual Studio .Net and JBuilder. For Web based
applications, there are specialized tools that can be used to product high-fidelity prototypes
such as Dreamweaver and Flash, these tools contain all the web interface components
required to create internet based HCIs.
Low-fidelity prototypes are mockups of the HCI either on paper or in a graphics file. For
example, a low fidelity prototype can show how different elements and different pages of a
Web site will look. Mockups are static and lack of any interactivity with the user.
Low-fidelity prototypes include wireframes that are web site page layouts or software window
layouts that show where text, graphics, links, buttons, and other elements will appear on the
page. A wireframe page can include active links to other wireframe pages or windows, thus
providing a more interactive idea of how the pages or windows will work together.
Summary
The basic deign principles: consistency, simplicity and context were covered as the main
framework for more sophisticated interaction design propositions such as the Shneidernan‘s
and Mayhew‘s design principles. Interface design guidelines were covered and some
examples emphasized. Low and high fidelity prototypes were introduced and their
differences highlighted.
63
References
Huang, M. 1997, Design Principles. [online] [12th Dec 2007] Available from World Wide Web:
<http://www.cc.gatech.edu/classes/cs6751_97_winter/Topics/design-princ/>
Rees, M., White, A. & Bebo, W. 2001, Designing Web Interfaces, Prentice Hall.
Smith, S. L., & Mosier, J. N. 1986, Guidelines for designing user interface software. Report
ESD-TR-86-278. Bedford, MA: The MITRE Corporation.
Snyder, C. 2003, Paper Prototyping. Morgan Kaufmann Publishers, San Francisco, CA.
64
Discussion questions
1. The Framework for Design Principles is a directed model that focuses on the goal of
Usefulness. Choose three digital information devices and describe the qualities that
make them useful. Then identify the functionality that supports that goal. Finally
describe how the Presentation Filter fosters the Usability goal.
2. Choose three design principles and discuss how they can be applied to support the
goal of comprehensibility.
3. Some application or device interfaces have steep learning curves. Choose one
interface that has a steep learning curve and discuss the reasons for the inherent
complexity and/or difficulty. Describe some ways that might make the interface more
learnable, refer to the appropriate design principles.
4. Look at the icons used in the toolbar of any business application. Using what you find
as examples, discuss why the everyday environment is so important.
5. Why should we look outside of the immediate task for which we are designing a user
interface?
7. Identify three existing Web formats that are used by sites from different domains, for
instance news or entertainment. Collect screen captures of at least three examples of
each unique format, create a wireframe of each format (You can use Mockupscreens)
and write a report that describes each format and their relationship with the domain
content. You may argue that these formats do support the domain-specific content
and tasks or you may argue against the format. You may also discuss the pros and
cons together.
65
Activities
For this chapter, you are required to submit a document that contains the low-fidelity
prototypes for the scenarios that were defined in chapter 4. You can use a low fidelity
prototype tool such as MockupScreens (http://mockupscreens.com/).
In addition, use the Apple guidelines summary in table 4 of the lecture and use it as a
checklist against your human interaction design and evaluate it according to the checklist.
Prepare a report with your findings.
1_Download_Enrolment_Form
66
2_Access_student_Extranet
67
3_Apply_for_Job
68
69
Apple Guidelines
Guideline Comments
Metaphors from Use concrete metaphors and make them plain, so that users have a set
the real world of expectations to apply to computer environments. Whenever
appropriate, use audio and visual effects that support the metaphors.
All three scenarios rely on clearly recognizable hypertext linking
conventions (Blue underlining) and confirmation windows
Direct Users want to feel that they are in charge of the computer's activities.
manipulation All three scenarios rely on user initiation of searches though care is
taken to reduce the navigation to a minimum of clicks
See-and-point Users select actions from alternatives presented on the screen. The
(not remember- general form of user actions is noun-then-verb, or "Hey, you—do this."
and-type) Users rely on recognition, not recall; they should not have to remember
anything the computer already knows. Most programmers have no
trouble working with a command-line interface that requires memorization
and Boolean logic. The average user is not a programmer.
All three scenarios offer different sections for the variety of user
requests. The simplicity of the navigation means the top level
navigation is easily remembered as well as being clearly visible
throughout any scenario on the website
Consistency Effective applications are both consistent within themselves and
70
Guideline Comments
consistent with one another.
All three scenarios employ linking with direct responses to user
commands
WYSIWYG There should be no secrets from the user, no abstract commands that
only promise future results. There should be no significant difference
between what the user sees on the screen and what eventually gets
printed.
Care is taken to make the PDF downloaded form as printer friendly
as possible
User control The user, not the computer, initiates and controls all actions.
The successof clicking a link is indicated with the arrival of the new
page or a “404 not found” error message in case of network failure
Feedback and Keep the user informed. Provide immediate feedback. User activities
dialog should be simple at any moment, though they may be complex taken
together.
All three scenarios use confirmation windows and rely on the
client’s printer interface for printing error messages or confirmation
of success
Forgiveness Users make mistakes; forgive them. The user's actions are generally
reversible—let users know about any that are not.
Not present in any of the three scenarios
Perceived Users feel comfortable in a computer environment that remains
stability understandable and familiar rather than changing randomly.
All three scenarios maintain the same top navigation
Aesthetic integrity Visually confusing or unattractive displays detract from the effectiveness
of HCI. Different "things" look different on the screen. Users should be
able to control the superficial appearance of their computer workplaces—
to display their own style and individuality. Messes are acceptable only if
the user makes them—applications aren't allowed this freedom.
All three scenarios will consistently reflect a clean visual design –
modern and uncluttered in look and feel, yet deploying recognizable
Website conventions throughout.
71
Chapter 6
In this chapter, we will learn the use of auditory interfaces and haptics. Voice interfaces, audio
digital file formats, speech to text, voice recognition and the different haptics technologies will be
included in this seminar.
Auditory Interface
An auditory interface is one that interacts with the user purely through sound. This typically
means speech input from the user and speech output and non-speech output from the
system. Non-speech output may include earcons (auditory icons, or sounds designed to
communicate a specific meaning), background music, and environmental or other
background sounds (Cohen et al., 2004).
Sound can be used to enhance interactions, especially when the user is occupied and
unable to monitor the interaction when this constantly changes. However, sound also can
become disturbing if not used carefully. Auditory interfaces present unique design challenges
in that they depend on the ability to communicate with a user through transient, or non-
persistent, messages. The user hears something, and then it is gone. The HCI must be
designed to not overload the user and do not unduly challenge short-term memory or
learning ability (Cohen et al., 2004).
Auditory interfaces offer an additional opportunity based on effective use of nonverbal audio.
Earcons can be used to deliver information (e.g., a sound indicating "voice mail has arrived")
without interrupting the flow of the application. Distinctive sounds can be used to landmark
different parts of an application, thus making it easier to navigate. Additionally, nonverbal
audio such as background music and natural sounds can create an auditory environment for
the user, thereby creating a unique sound and feel associated with a particular business or
message (Cohen et al., 2004).
Human factors guidelines for making speech more comprehensible to older listeners also
exist: (1) Avoid the need for high-frequency detection and discrimination; (2) improve the
discrimination of acoustic cues by maximizing their pitch, spectral, and location differences;
(3) enhance signal-to-noise ratios through volume adjustment and by minimizing background
noise and reverberation; and (4) foster accurate speech perception through the use of clear,
reasonably paced, redundant, and context-rich messages (Kline and Scialfa, 1997; Tun and
Wingfield, 1997).
72
Auditory interfaces rely heavily on audio files to reproduce sound for non-speech outputs.
There are quite a few audio formats although the trend is to create formats that are smaller in
size or of higher quality. Some worth mentioning are the AU format developed by Sun
Microsystems that can be recorded in both mono and stereo sound and at a number of
different sampling rates (this gives the option of different qualities), the AIFF (Audio
Interchange File Format) that was developed by Apple Computer that can be recorded in
both 8- and 16-bit sounds, mono and stereo, at a wide variety of different sampling rates,
allowing for a range of different file sizes, the WAV (Windows Audio/Video), jointly developed
by Microsoft and IBM that is capable of recording mono and stereo sound and offers multiple
sampling rates, bit depths, and compression schemes and the MIDI (.midi, .mid) MIDI
(Musical Instrument Digital Interface) that is a computer language that contain information on
notes, tempos, instruments, and various other assorted pieces of musical data, which is then
applied to an existing library of digitally recorded instrument samples. This last type of audio
files (MIDI) is not recorded audio but computer instructions so files are exceedingly small in
comparison to other audio formats.
Voice Interface
Voice interfaces are auditory interactions that have speech input normally given as voice
command. These are popular with phones and used by many banks for customers to
perform their transactions.
A voice user interface (VUI) is what a person interacts with when communicating with a
spoken language application. The elements of a VUI include prompts, grammars, and dialog
logic (also referred to as call flow). The prompts, or system messages, are all the recordings
or synthesized speech played to the user during the dialog. Grammars define the possible
things callers can say in response to each prompt. The system can understand only those
words, sentences, or phrases that are included in the grammar (Cohen et al., 2004).
When designing a voice user interface, there is a need to define a set of potential
conversations between a person and a machine that makes a spoken language system.
Figure 1 shows the basic architecture of a spoken language system. It consists of a series of
processing modules designed to take speech input (the user's utterance), understand it,
perform any necessary computations and transactions, and respond appropriately. Following
the response, the system waits for the next utterance from the user and repeats the
sequence until the call has ended (Cohen et al., 2004).
Figure 1 The architecture of a spoken language understanding system (Cohen et al., 2004).
73
The model first step is the endpointing that detects the beginning and end of speech. The
system listens for the caller's input. The endpointer determines when the waveform,
representing the vibrations of the caller's spoken utterance, has begun and then listens for a
sufficiently long silence to indicate that the caller has finished speaking. The waveform is
packaged and sent to the next processing module, which performs feature extraction. The
feature extraction module transforms the endpointed utterance into a sequence of feature
vectors that are lists of numbers representing measurable characteristics of the speech that
are useful for recognition. The numbers typically represent characteristics of the speech
related to the amount of energy at various frequencies. The recognition module uses the
sequence of feature vectors to determine the words that were spoken by the caller. Following
recognition, the natural language understanding module assigns a meaning to the words that
were spoken. After the meaning of the caller's input has been determined, the dialog
manager determines what the system does next such as accessing a database, play back
information to the caller, perform a transaction, or play a prompt requesting more information
from the caller (Cohen et al., 2004). Jurafsky and Martin (2000) provided a generic dialog
management module that can be configured for a particular application.
Auditory interfaces might also benefit from text-to-speech synthesis and speaker verification
technologies.
Text-to-Speech Synthesis
Text-to-speech (TTS) technology synthesizes speech from text. Auditory interfaces typically
use recorded human speech to play prompts and messages to callers. However, certain
applications, such as e-mail readers and news readers, have very dynamic data to which
callers wish to listen. In those cases, given that the text of the messages cannot be
predicted, you can use TTS technology to create the output speech (Cohen et al., 2004).
Although one the main problems with TTS is how much the synthesized speech sounds like
real human speech (Naturalness), there have been tremendous advances in the naturalness
of synthesized speech, largely because of the refinement of an approach called
concatenative synthesis. A concatenative synthesizer uses a large database of segments of
recorded speech. The output signal is created by concatenating a sequence of these
prerecorded segments (Cohen et al., 2004).
Other issues with TTS are how well the listener can understand what is said, the correctness
of what is synthesized and how well users tolerate extended listening without fatigue (Cohen
et al., 2004).
Speaker Verification
74
Haptics
Originated from the Greek ―haptesthai and is the study and implementation of techniques and
psychological effects of the physical interface is called haptics. Haptics in particular is related
to the perception and manipulation of objects using the senses of touch and perception. Most
of the haptic devices use two modes of sensation such as hearing and touch. Haptic
interaction is symmetric and bidirectional. Haptic interfaces use inputs that detect touch or
movement such as force sensitive resistors, thermistors, and capacitance sensors. Haptic
devices communicate to the outside works by using devices that allow you to generate
sensations of vibration and temperature. Some haptics technologies are discussed below.
Tactile Technologies
Tactile information is produced by perturbing the skin or by using input sensitive devices. The
force-sensitive resistor (FSR) is one of the best sensors in the physical computing tool kit.
FSRs convert mechanical force into electrical resistance. FSRs are typically designed to
sense small amounts of force, such as the force of your finger pressing a button or keypad.
The force of your body weight will quickly bring these sensors to their peak reading. Parallax
(http://www.parallax.com), Images SI (http://www.imagesco.com), and Interlink Electronics
sells carry a variety of FSR forms.
Flex sensors, look and work much like FSRs, but they vary resistance based on how much
you bend them instead of how much you press on them. A good application is for sensing
things that bend like fingers and hinges. They show up in a number of different virtual reality
control gloves. You can find flex sensors at Infusion Systems (http://infusionsystems.com),
Jameco (http://www.jameco.com), and Images SI.
For sensing the very lightest touch, a good possibility is capacitance sensors. The human
body is something of a capacitor, always storing a small electric charge. Some capacitance
sensors can detect human body's charge from distances of up to a meter and are used to
measure analog distance. This is the technique used by the Theremin musical instrument
(http://www.thereminworld.com).
Piezoelectric sensors are often used to detect strain or very slight force changes. These
sensors produce a varying voltage when they are bent. They respond very quickly, and to
slight changes. This type of devices is available from Digi-Key (http://www.digikey.com).
A byproduct of human touch is heat. You can determine if a user is touching an object by
detecting an increase in heat using a thermistor. Thermistors convert heat into electrical
resistance. Thermistors can be bought from http://www.maxim-ic.com.
Tactile information can be input also by perturbing the skin. Attaching electrodes to the user
skin and reading involuntary responses like heart rate, skin reactions, and brain wave activity
can be used to interact with the user. Galvanic skin response is one measurable quantity
generated involuntarily by the body. It's well known as the basis for the polygraph, or lie
detector. The theory behind is that a user sweats more when stressed, and that telling a lie is
stressful.
The brain and muscles generate small electrical signals that can be picked up by electrodes
strapped to your body. There are a few manufacturers of brainwave (electroencephalograph,
or EEG) sensors and muscle movement (EMG) sensors. Infusion Systems makes an
electromyograph, or EMG sensor, the Curl, for use with their controller box. IBVA
75
Technologies (http://www.ibva.com) makes an EEG and EMG sensor that interfaces with a
Macintosh or PC. Brain Actuated Technologies (http://www.brainfingers.com) makes a
similar system.
Tactile technologies are found in interactions for in simulators to more accurately project
what happens in the real world. For example, flight simulators use tactile interfaces to tell the
user what's happening. When a pilot in a simulation encounters a situation on the screen, the
control stick will provide the same amount of resistance that the pilot would experience in
that situation.
Touch screens
Touch screens are very popular haptic devices and are available from many suppliers. There
are many commercial touch screens that are integrated into ordinary monitors. In addition to
the usual video connection these will have a serial or USB connection for the touch
information. Many of these devices work by getting the touch location by simply reading the
mouse coordinates. You can also buy screens that can be attached to conventional monitors.
Elo TouchSystems (http://www.elotouch.com) makes a number of both integrated touch
screen monitors and add-on touch screens. The disadvantage of touch screens is that they
generally will only read contact at one point at a time. This means that if you put all five
fingertips on the screen, you won't get five discrete locations. Instead, the screen will report
several different locations in succession in an inconsistent order.
There are some commercial multi touch pads but mainly used to build musical devices
interfaces. This type of devices is becoming popular in places such as grocery stores, and
ATM machines, cars that have a touch screen for accessing maps, radio stations and kiosks
that provide services such as public Internet access or express check-in at airports. Touch
interfaces are also widely used with mobile devices such as Personal Digital Assistants
(PDAs) and Pocket PCs.
Haptic feedback devices can resist the force of your muscles, usually requires more power
and more mechanical expertise than previous covered haptic devices. At the extremes of this
are the mechanical systems used in simulators for training astronauts and for amusement
park rides. Feedback displays mostly resembles a small robot arm and provide a point of
interaction between a user and a virtual environment .
Several high end devices exist such as the PHANToM. A Phantom device is a robot arm that
is attached to a computer and used as a pointer in three dimensions, like a mouse is used as
a pointer in two dimensions. SensAble Technologies manufactures several models of the
Phantom (http://www.sensable.com/).
Telephone interfaces
Telephone user interfaces require you to use the telephone touch pad to interact with the
program in the system. This is commonly used for such purposes as selecting the correct
76
extension or department number when you call a company as well as accessing your
answering machine voice mail system that your telephone company manages.
Summary
The auditory interaction was defined and the main characteristics covered. The voice
interface model was covered and explained and the speech-to-text and speech verifications
technologies mentioned as some examples of voice interface technologies. Haptic
technologies were explained and its relevancy to HCI emphasized.
References
Cohen M. H., Giangola J.P and Balogh J. 2004, Voice User Interface Design,: Addison
Wesley Professional, Boston MA.
Charness, N. , and Bosman, E. A. 1990. Human factors and design for older adults. In J. E.
Birren and K. W. Schaie (eds.), Handbook of the Psychology of Aging, Third Edition. San
Diego: Academic Press.
Jurafsky, D., and J. Martin . 2000. Speech and language processing: An introduction to
natural language processing, computational linguistics, and speech recognition. Upper
Saddle River, NJ: Prentice Hall.
Kline, D. W. , and Scialfa, C. T. 1997. Sensory and perceptual functioning: Basic research
and human factors implications. In A. D. Fisk and W. A. Rogers (eds.), Handbook of Human
Factors and the Older Adult. San Diego, CA: Academic Press.
Reynolds, D., and L. Heck . 2001. Speaker verification: From research to reality. International
Conference on Acoustics, Speech, and Signal Processing. Tutorial. Salt Lake City, Utah.
77
Discussion questions
Activities
For this chapter, you are required to submit a document that describes the use of sound and
haptics in your proposed HCI design. Discuss the reasons for the application of auditory
feedback and any other redundant coding that is involved in the relevant functionality. In
addition, include the rational for using haptic interaction and a description of the physical
components of the proposed design.
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The use of haptics and sound is not part of the essential website interaction for most users,
who will typically be adults aged between 17 and 50 with no significant impairment to their
hearing or vision. Sound effects for standard web interaction are controlled by the user‘s
browser version and settings and are not part of the coding. The website, however, will be
developed in such a way that all content is adaptable to specialised or atypical browser
environments.
Atypical browsing compatibility
The layer of sound and haptics will enter the design according to the following criteria:
World Wide Web Consortium guidelines on accessibility requires that coding for all web
pages be prepared for specially adapted web browsers for those user with hearing or seeing
impairments. Such browsers, sometimes called screen readers, are specially equipped
browsers that take the text of a website and read it out using a computer based speech
synthesis application. The website must be tested in both normal browsers and screen
reader (or audible) browsers. However, adherence to accessibility guidelines is the surest
way of preparing content for current and future audio or haptic browsing.
The W3C accessibility guidelines include:
making sure that image elements have the ALT attribute contains concise yet
meaningful descriptions
Making sure that the ALT attribute is not used on meaningless formatting elements
like GIF bullets. (a descriptive alt tag will force screen readers to waste time on such
useless text as "Bullet for link to home page" when only the link itself should be read
out)
ensuring that ALT attributes contain clear instructions as to the result of clicking on an
image e.g. ALT="Click on this banner to return to home page"
Text equivalence will be applied (van Duyne 2007), that is, making as much web
content (images, audio and movie clips) accompanied with plain text, the most
accessible media element on websites.
Preparing the accessibility elements for future modification. This is necessary since:
i) The W3C's accessibility guidelines are still a work in progress, and the website
should be adaptable to new innovations.
ii) Accessibility facets of HTML5 are developed and integrated into major browsers for
both desktop, public and mobile access
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Avoid meaningless link names like "Click here". All links should be long enough to
represent an accurate description of the target behind each link. Especially import for
coherence in screen reader software.
If the site uses a browser, reduce the amount of redundant text in the description of
each result. Allow the user to tab quickly through the results by making the result
content apparent in the first few words. E.g. Instead of:
If the user is not interested in the topic then the first three words will be enough and
he or she can continue tabbing through the results list. This way of writing is a good
tip for reading on screen as much as for audible browsers, since the eye gets as tired
of redundant language as the ear.
Showcase Kiosks
A version of the site will be available on kiosks at three strategically placed locations at the
university (general reception x 1, student services x 2). The kiosks will contain 19 inch tactile
screen. The casing will feature the university's recognisable brand, logo and colour schemes.
The browser chosen will be the one with the most advanced haptic-enabled interface.
Authored in Virtual Reality Modelling Language (VRML) and requiring a haptic plug-in, the
3D interface is both an information tool and a way of promoting the cutting edge aspects of
the university to first time visitors. There will be one kiosk at student services reception are
that is both adjust in height to users in wheelchairs and equipped with a Braille keyboard.
Additional media will include short promotional and informative video clips on a range of
subjects relating to enrolment, student life, university activities and degree programmes.
These clips will contain an option for adding subtitles to the presentation.
Success and error signals will be accompanied by recognisable green (tick) and red (cross)
icons, but sound will be avoided as a consideration to people within earshot.
It should be born in mind that an excess of sound can have negative results on the user
experience and is often the source of complaints from users. Prospective students at the
kiosk do not wish to have their browsing activities made known to people within earshot. Any
sound layer must be accompanied by a clearly indicated mechanism for disabling (or
enabling) the sound effects.
Since websites have visually rich GUI's, it is anticipated that the amount of adaptive
development work will be larger for the visually impaired than for the hearing impaired.
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There will be no attempt to integrate more sophisticated haptic interaction into the website at
this point, largely due to the expense of implementing this newly-nascent technology. Use of
exoskeletons, manipulator arms and vibrotactile systems were not deemed sufficiently
appropriate for a public information website where funds could be better spent on improving
general accessibility and providing richer multimedia content. For users who could benefit
from such technology, namely those users with major disabilities, it was considered more
cost effective to have volunteered staff available on rotation to provide direct assistance in
any aspect of the information sharing or enrolment process
Given that the majority of users are between 17 and 20 and that the games culture has
widespread popularity, it is proposed that there be a kiosk at student services equipped with
a haptic mouse and a games style interface. The kiosk will be equipped with headphones to
reduce irritation to bystanders of the rich audio content.
Users can navigate haptically through a 3D interface (using Immersive touch and other state
of the art augmented reality applications), play educational games that record a high score to
be displayed on the scoreboard for all subsequent users to see, offer competitions and
prizes. This strategy has several advantages:
1) Distinguishes the university as a technology leader and experimenter. Prospective
students are made to feel that the university has a point of difference not shared by
competing institutions
2) Provides incentives similar to customer loyalties techniques used in commercial and
marketing contexts
3) Provides useful distraction for those forced to wait for scheduled interviews or while forms
are processed
4) Showcase the work of current students from appropriate programmes (art work by visual
design students, games designed by multimedia students, software from IT students etc)
Small screen compatibility
New mobile devices are equipped with touch screen and some are even applying haptic
technology in the browser interface. This, again, is just one of the many devices that will
display the content, not something that is controllable by the project developers. Examples of
such mobile browsers include Android and Windows 7 devices where simulated button
release/press sensation is sent to the fingers (Angel 2010)
References
Angel, J. (2010) Haptic technology targets Android tablets [Online] Available from:
http://www.linuxfordevices.com/c/a/News/Immersion-TouchSense-2500/ (Accessed 16
November 2010)
van Duyne D. (2007) The Design of Sites, Prentice Hall
O‘Malley, M & Hughes, S. (2003) Simplified Authoring of 3D Haptic Content for the World
Wide Web, Mechanical Engineering and Materials Science, Rice University [Online]
Available from: http://mahilab.rice.edu/sites/default/files/publications/161-getPDF.pdf
(Accessed 16 November 2010)
Yu, W. Et. Al (2005) Improving Web Accessibility Using Content-Aware Plug-ins [Online]
Available from: http://www.sarc.qub.ac.uk/~emurphy/papers/chi2005.pdf (Accessed 16
November 2010)
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Chapter 7
Evaluation of Usability
In this lecture we will introduce some common methods for evaluating interactions. The
purpose of usability measurement determines which measures are appropriate and when
they need to occur.
According to Chandler and Hyatt (2002), there are different approaches to evaluating
usability and they fall into three main categories which are:
Inspection methods
Lab testing methods
Surveys and customer reporting methods
Inspection methods do not involve customers. Members of the design team, product
category experts, quality and productivity and/or human factors engineers apply a formal
review process of the interaction to evaluate usability. These methods are usually quick and
inexpensive to use. They also provide qualitative data used to derive some quantitative
metrics. Because customers are not involved, however, it does not directly measure usability.
A few key inspection methods include heuristic evaluations and walk-throughs. Heuristic
evaluations review an interaction against an established set of common usability principles.
The review is based on the expertise of the reviewers. Walk-throughs simulate a customer's
experience with the interaction. The results of the simulation are compared with the goals,
expectations, and knowledge that a first-time customer is expected to have with an online
store.
Another inspection method is the navigation stress test developed by Instone (2007) that is
used for web interaction evaluation. The stress test method is simple and consists in 6 steps
(Instone 2007):
1. Pick a page or pages randomly from deep within the site. Don't use the home page.
2. Print the page or pages in black and white. Remove the URL from the printed page.
3. Assume that you are a first-time visitor to the site and have arrived from a search
engine results list. Alternatively, you could ask someone else who has never seen the
site before to participate in the test, such as someone in your office or even a friend
or family member.
4. Mark up the printed page with the symbols for each stress test question (See link
http://instone.org/navstress for a complete set of stress questions). You may also add
or delete from this list, depending on the type of site or user needs.
5. For questions that can't be answered, determine the cause. Is this a problem with this
page only or with the navigation system as a whole?
6. Draw up recommendations for improving the navigation based on your findings.
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The lab testing method involves the testing of representative users. Objective data is
collected on customers' actual responses. This method can be diagnostic or evaluative.
This method normally consists in usability tests that are often structured as laboratory-based
trials in which test users perform tasks that represent the way they might interact with the
HCI.
The number of people tested is a key cost-driver and is highly debated in usability circles.
Some feel that several, iterative tests with only a few people is better than a single test with
twelve or more. Others feel that, in order to identify all problems, a larger sample size is
needed.
Usability tests require planning. Kalbach (2007) suggests the following steps for usability
testing:
1. Identify and recruit appropriate test participants. Create a test plan and protocol.
2. Set up a laboratory for observation and data collection.
3. Conduct the test. Analyze findings.
4. Present final recommendations.
The third type of method is to survey customers about their experiences on the usability of
interactions. This method provides subjective data and is based on expressed feelings,
attitudes, and perceptions of the interaction's usability and overall desirable qualities.
In this lecture the heuristic method will be covered in detail. This method is used for this
module since it is inexpensive and can be easily conducted in few days. The usability testing
method will be covered in week 8 since it is complex and requires a full week to understand it
better.
Heuristic Evaluation
Heuristic evaluations are based on the expertise of a set of reviewers. The evaluator makes
judgments as to the compliance with recognized principles, or heuristics. Heuristics generally
apply across situations and are used to predict potential problems with the interaction.
Heuristic evaluation has the advantage of being easy to use and does not require expensive
lab settings. The idea is to have a reviewer in the shoes of a user and perform the evaluation
with the heuristic principles in mind. The idea of this method is to have a set of evaluators
(from 3 to 5) check from compliance with usability principles (―heuristics‖). These evaluations
can be performed on a physical prototype or actual interaction implementation.
Nielsen (1994) identified some potential problems that can be detected with heuristic
evaluations based on a rank of severity (0-5):
0 No problem at all
1. Cosmetic issues only
2. Minor problems present for some users
3. Major problems are present; important to fix
4. Catastrophe and unusable for nearly all users; imperative to fix
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For example, let‘s say that the interface used the string ―save‖ on the first screen for saving
the user‘s file, but used the string ―write file‖ on the second screen. Since users might be
confused by this different terminology for the same function this can be considered a problem
of rank 3.
1. Prepare: Agree on who will do the review. At this step, it is important to determine the
principles for evaluation. Standard heuristics are available, but consider expanding
them and include specific ones to the type of interaction that is under evaluation. It is
important to have stakeholders approve your evaluation process.
2. Execute: Go through the interaction prototype, focusing on one principle at a time.
For each heuristic, provide a severity rating from 0 to 4 according to Nielsen‘s
ranking.
3. Consolidate: Discuss your findings with other reviewers. Agree on the potential
problem areas and on the interpretation of issues. Look for patterns across your
notes and between reviewers, summarize these and determine appropriate
recommendations for addressing the identified issues. At the end of this step is
important to create a presentation for the project team and stakeholders. Develop a
plan for addressing the identified issues.
Nielsen (1994) proposed 10 general "heuristics" that can be used in heuristic evaluations.
These are:
Visibility of system status: The system should always keep users informed about
what is going on, through appropriate feedback within reasonable time. This means
that is important to pay attention to response time, if the user is waiting for responses
from the system for more than one second, it is necessary to include a visual aid that
indicates the progress of a specific activity.
Match between system and the real world: The system should speak the users'
language, with words, phrases and concepts familiar to the user, rather than system-
oriented terms. Follow real-world conventions, making information appear in a natural
and logical order. This means that the interaction should not use any technical jargon
and keep the interaction in simple terms that can be understood by the user.
User control and freedom: Users often choose system functions by mistake and will
need a clearly marked "emergency exit" to leave the unwanted state without having to
go through an extended dialogue. Support undo and redo. This means that the
interaction should not force down fixed paths. This heuristic is often accomplished by
using wizards that require the user to click ―next‖ before going to the next step but
always with an option to cancel in case a mistake has been made.
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Consistency and standards: Users should not have to wonder whether different
words, situations, or actions mean the same thing. Follow platform conventions.
Error prevention: Even better than good error messages is a careful design which
prevents a problem from occurring in the first place. Either eliminate error-prone
conditions or check for them and present users with a confirmation option before they
commit to the action. This means to make objects, actions, options and directions
visible or easily retrievable.
Recognition rather than recall: Minimize the user's memory load by making objects,
actions, and options visible. The user should not have to remember information from
one part of the dialogue to another. 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. Allow users to tailor frequent actions. This
is normally accomplished with the use of shortcuts and hot keys that can be used to
easy the interaction to expert users.
Aesthetic and minimalist design: Dialogues should not contain information which is
irrelevant or rarely needed. Every extra unit of information in a dialogue competes
with the relevant units of information and diminishes their relative visibility.
Help users recognize, diagnose, and recover from errors: Error messages should
be expressed in plain language (no codes), precisely indicate the problem, and
constructively suggest a solution. Good error messages should indicate that
something has gone wrong, be in a human-readable language, be polite and not
blame the users, describe the problem, give constructive advice on how to fix the
problem. Error messages should be visible and preserve as much as the user‘s work
as possible. If possible, try to guess the correct action and let the users pick a
possible fix from a list. It is also advisable to provide a link to pages with an
explanation to the problem.
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. Any such
information should be easy to search, focused on the user's task, list concrete steps
to be carried out, and not be too large.
In addition to the heuristics of Nielsen, Kalbach (2007) proposed the following heuristics
specific to web based interactions:
Balance: The number of navigation options presented is balanced with the depth of
the site's structure.
Ease of Learning: Using navigation is intuitive and easily learned.
Efficiency: Findings and using navigation options is easy. Paths to information are
short.
Consistency: The presentation and interaction of navigation options is consistent
and predictable. Inconsistency is appropriately used to show contrast and priority.
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Clear Labels: Navigation labels are unambiguous and predictable. Categories are
meaningful and mutually exclusive.
Orientation: It is clear where you are within the site on each page.
Exploration: The navigation promotes free exploration and information discovery.
Differentiation: The site facilitates scanning and browsing. It also allows people to
quickly differentiate relevant information from non-relevant information.
Information Use: After finding relevant information, people can use it appropriately.
They can capture content for integration into personal information sources.
Modes of Searching: The navigation supports multiple modes of seeking (known-
item, exploration, don't-know-what-you-need-to-know, re-finding) that are appropriate
to the site.
Heuristic evaluation is very fast compared with other evaluation techniques since each
evaluator can produce a report in a matter of hours. It does not require user participants so
this minimizes the complexity for the evaluation. However, the question is how many
evaluators shall we use for an evaluation? Nielsen (1994) in a study, found that one
evaluator generates poor results since it only finds 35% of usability problems while 5
evaluators find 75% of the usability problems. Although the more reviewers you have in a
study the closest you get to 100% of the usability problems, according to Nielsen it is more
cost effective to have between 3 to 5 reviewers for an evaluation.
Heuristic evaluation can be also accelerated with the use of checklists. Instead of
overarching principles, concrete test statements are the basis for the review. Your responses
to each statement may be yes or no, or you could use a severity scale. A sample checklist
can be found at http://www.stcsig.org/usability/topics/articles/he-checklist.html.
Given the high cost of conducting interaction evaluations, a new trend is towards automated
evaluation. Consider one of the several programs and services that run automated
accessibility checks across a web site. These tools crawl through your code and compare it
to known standards guidelines and then highlight potential problems. For example, if all
images don't have alt attributes, the software will flag it. Free tools include Wave
(http://wave.webaim.org), InFocus (www.ssbtechnologies.com/products/infocus) and
AccVerify (www.hisoftware.com/access/newvIndex.html).
Web Accessibility
Web accessibility is about building web sites, applications, and pages that present few
barriers to use as possible for anyone, regardless of ability and the device used to access
the information. Web accessibility should accommodate persons with disabilities and also
provide access to those using slower connections that normally have the images tuned off as
well as increase interoperability with mobile devices such as PDAs, cell phones and Black
berries.
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People‘s disabilities that can impact the Web can be placed in four major groups according to
Navarro (2000):
Visual Disabilities: Users might be fully or partially blind, have impaired color
vision, or simply need the use of corrective lenses. Graphics that aren't labeled or
described, a lack of keyboard-based navigation support, or even small print and
low-contrast colors can result in barriers to information.
Hearing Disabilities: A lack of captioning, transcripts, or other alternative
distributions of audio-based content can leave hearing-impaired users without
important information.
Physical Disabilities: Some users might have limited skill or dexterity for typing,
operating a mouse or trackball, or other selection pointer.
Cognitive and Neurological Disabilities: A lack of clear and consistent labeling,
navigation systems, and other visual cues can confuse many users. Excessive
use of jargon on sites that will be accessed by the lay-public, or highly technical
information presented to such an audience without illustration, can inhibit
comprehension. Additionally, flashing, flickering, or other high-frequency
movements can have serious consequences for users dealing with epilepsy or
other light- and motion-sensitive conditions.
In 1997 the World Wide Web Consortium began research into what is now termed "universal
accessibility" on the Web or W3C Accessibility initiative (WAI). The WAI program has five
primary goals:
The most relevant document created by the WAI for HCI designers is the Web Content
Accessibility guidelines. The first design guidelines document released was the WCAG 1.0
These guidelines have several related checkpoints organized according to three different
priority levels from Priority 1 (most critical for web accessibility) to Priority 3 (important but
having less impact on overall accessibility). At www.w3.org/TR/1999/WAI-WEBCONTENT-
19990505, each of the checkpoints are listed following their related guidelines along with
their priority level. For a view of the checkpoints organized according to their priority level, go
to www.w3.org/TR/WCAG10/full-checklist.html.
The WCAG 1.0 document contains 14 guidelines that can be summarized as:
Guideline 10: Use interim solutions. This guideline requires the designer to ensure
that the recommended guideline is still valid and useful and has not become obsolete
due to new technologies.
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Guideline 11: Use W3C technologies and guidelines. The W3C specifications were
designed with accessibility features built into them. So, following these specifications
should result in greater accessibility for all.
Guideline 12: Provide context and orientation information. This guideline
encompasses using titles for frames to ensure that the purpose of each frame is
clearly stated, to use elements, such as optgroup, within a select form control to
group related options together, to use fieldset to group related form controls together,
to describe the fieldset contents with a legend, and to explicitly associate form
controls with their labels.
Guideline 13: Provide clear navigation mechanisms. Clearly marked navigation
menus that are consistent across a site can be enhanced by using a site map,
providing metadata by using link relationships and other information about the author,
date of publication, and the type of content they contain.
Guideline 14: Ensure documents are clear and simple. This guideline is designed to
help everyone by making documents more readable and more readily understood.
WCAG 2.0 will be completed in 2008 and is W3C candidate recommendation. WCAG 2.0
revolves around four basic principles for web accessibility:
WCAG 2.0 does not propose a drastic change from WCAG 1.0. For a comparison of WCAG
1.0 and WCAG 2.0, see www.w3.org/WAI/GL/2005/06/30-mapping.html.
Official guidelines and checkpoints are vital, but they do not cover implementation details for
programmer and developer. To help web developers, the W3C provides reference
documents with overviews of HTML, CSS, and core techniques at
www.w3.org/WAI/intro/wcag.php.
Summary
Several HCI evaluation methods were covered including inspection, lab testing and survey
and customer reporting methods. The heuristic evaluation method was covered in detail and
the Neilsen‘s heuristics included for heuristic evaluation analysis. Checklists were covered as
a supporting tool for heuristic evaluations and an introduction to automated tools with
emphasis in web site interaction evaluation was included with some samples. Finally, web
accessibility was defined and the Web Accessibility Initiative covered and main standards
introduced.
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References
Nielsen, J. 1994,. Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.),
Usability Inspection Methods, John Wiley & Sons, New York, NY.
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Discussion questions
1. Discuss the pros and cons of using Heuristic Evaluations in interaction design projects.
2. Review the navigation of a local online newspaper in your area. Take notes on the
following aspects:
Balance: is the site balanced without unnecessary levels?
Efficiency: is the navigation efficient to use?
Feedback: is it clear where you are in the site?
Labeling: are navigation labels clear and understandable?
Consistency and inconsistency: is inconsistency used wisely?
Visual design: does the visual design of the navigation enhance its use?
Appropriateness: is the navigation appropriate for an online newspaper? Does it
help you find what you need?
Pick the one you like best and compare it to the web site for your favorite band or movie.
What are the differences?
3. Together with a friend or someone you know, conduct an informal checklist review and a
navigation stress test on your favorite e-commerce site. Compare notes and discuss. Where
do the findings overlap between a checklist review and the stress text? What differed
between the two? Which was more telling about the overall navigation system? (you can use
the test stress questions at http://instone.org/navstress and check list at
http://www.stcsig.org/usability/topics/articles/he-checklist.html
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Activities
For this chapter, you will continue with your interaction design project and will be introduced
to Web accessibility testing. You will have to produce two deliverables. First, you will be
responsible for the submission of a document that defines the heuristic evaluation activity.
Second, you will conduct Web accessibility test and will report your findings.
For the physical prototype produced in chapter 5, produce a heuristic Evaluation. Produce a
check list of heuristics that can be used for your design similar to the one at
http://www.stcsig.org/usability/topics/articles/he-checklist.html.
Give the list to at least two reviewers that in your opinion might make a good evaluator for
the type of interaction you are designing (you could ask your class mates). Please include a
report of findings in terms of potential problems and rank them according to Nielsen‘s rank of
severity.
Consider one of the several programs and services that run automated accessibility checks
across a web site. These tools crawl through your code and compare it to known standards
guidelines and then highlight potential problems. Select one tool from the list below and use
it to evaluate any web site of your choice.
Wave (http://wave.webaim.org).
A-Checker (http://checker.atrc.utoronto.ca/)
Accessibility Check (http://www.etre.com/tools/accessibilitycheck/)
The following areas of evaluation from the STCSIG example were considered in relation to
the nature of the interactions being tested, namely, downloading forms (enrolment, job
application) and login (student extranet). Questions were selected from the following three
groups:
There are some differences in responses from the evaluators. This may have been due to
ambiguity relating to what was included as being part of the application. In fact, downloading
and printing a document from a website incorporates three interaction interfaces in one
computer screen. While one user seems to have considered only the website‘s navigation
and logic, the other user saw the different interactions as a totality, making generalizations
about the
1. Website interface,
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2. Browser interface and
3. Printer interface.
For instance, returning to a previous page was considered a NO for one tester based on the
lack of breadcrumb in the actual HTML pages, but a yes for the other tester because of the
ubiquitous back button of the browser and the display (assumed) of meaningful <title> tags
content in the drop down box of that button.
Evaluator 1 Evaluator 2
Yes No Yes No
Review Checklist N/A Comments N/A Comments
Does every display begin with
a title or header that describes
screen contents? N Job page Y
Is there a consistent icon
design scheme and stylistic
treatment across the system? Y Y
Is a single, selected icon
clearly visible when
surrounded by unselected
icons? N N
Do menu instructions, prompts,
and error messages appear in
the same place(s) on each
menu? Y Y
In multipage data entry
screens, is each page labeled
to show its relation to others? Y Y
If overtype and insert mode are
both available, is there a visible
indication of which one the
user is in? N/A N/A
If pop-up windows are used to
display error messages, do
they allow the user to see the
field in error? N/A N/A
Is there some form of system
feedback for every operator The page
action? Y Y changes
After the user completes an
action (or group of actions),
does the feedback indicate that
the next group of actions can
be started? Y Y
Is there visual feedback in
menus or dialog boxes about
which choices are selectable? Y Y
Is there visual feedback in
menus or dialog boxes about
which choice the cursor is on
now? Y Y
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If multiple options can be
selected in a menu or dialog
box, is there visual feedback
about which options are
already selected? N/A N/A
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If users must navigate between
multiple screens, does the
system use context labels,
menu maps, and place
markers as navigational aids? Y Y
Are icons concrete and
familiar? N/A Y
Are menu choices ordered in
the most logical way, given the
user, the item names, and the Reorder top
task variables? Y N menu
If there is a natural sequence
to menu choices, has it been
used? Y Y
Do related and interdependent
fields appear on the same
screen? Y Y
If shape is used as a visual
cue, does it match cultural
conventions? Y Y
Do the selected colors
correspond to common
expectations about color
codes? N/A N/A
When prompts imply a
necessary action, are the
words in the message
consistent with that action? Y Y
Do keystroke references in
prompts match actual key
names? Y Y
On data entry screens, are
tasks described in terminology
familiar to users? Y Y
Are field-level prompts
provided for data entry
screens?
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Does the command language
allow both full names and
abbreviations? N/A N/A
Are input data codes
meaningful? Y Y
Have uncommon letter
sequences been avoided
whenever possible? Y Y
Does the system automatically
enter leading or trailing spaces
to align decimal points? N/A N/A
Does the system automatically
enter a dollar sign and decimal
for monetary entries? N/A N/A
Does the system automatically
enter commas in numeric
values greater than 9999? Y Y
Do GUI menus offer activation:
that is, make obvious how to
say "now do it"? Y Y
Submitting the URL of the home page for a local university produced the following result in
WAVE.
“Uh oh! WAVE has detected 28 accessibility errors”
The following are present in the head section or apply to this page in general:
This page has no headings or document structure so an outline cannot be generated
Most of the errors relate to the lack of text for the ALT attribute of images. This is one of the
basic lessons of any introductory web design course and should not have been overlooked
by a professional digital agency. The labelling of images is an important way of getting more
users, especially those who like to use the images section of Google to find the content they
are looking for. This site is image and animation rich which slows down the download time -
all the more reason to supply ALT texts.
The 28 errors are repeated instances of the following:
ALERT: Missing Structure
―This page has no headings or document structure.‖
A table is present that does NOT have any header cells
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that is the sole contents of a link
ALERT: Problematic link text: Link text does not make sense out of context, contains
extraneous text (such as "click here"), or is the same as another link on the page, but
links to a different location.
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used as a layout spacer
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corresponding label. (Note: Labels are not required for hidden, image, submit, reset,
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Chapter 8
Usability testing
In chapter 8, the basics of usability testing are covered. The chapter will cover how to design,
prepare and perform usability testing.
Usability testing
After the design on the interaction, it is important to test it by letting users preview it and
provide feedback so you can make changes as needed before you release it to the public.
Usability testing helps to determine how people use systems and where they may encounter
difficulty of use. There is ample evidence that development costs are reduced significantly as
a result of employing usability techniques (Sun Microsystems,
http://interface.free.fr/Archives/SUN_usability_benefits_Cost.pdf). Training and support costs
are also reduced. Landauer (1995) suggests that user-centered approaches reduce training
time by 25 percent.
One the main challenges of this type of testing is to define the variables that measure
usability. There has been some work that attempted to define variables that can be linked to
usability. Eason (1988) defined user independent and user dependent variables that can be
linked to the measurement of user interface usability.
Task Characteristics
Frequency
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Openness
Shackel (1990) is one of the founding fathers of ergonomics, defined usability measures for
user interface design. In Shackel (1990), he proposed that usability could be specified and
measured by a set of operational criteria. Terms are assigned numerical values when goals
are set during the requirements specification. A summary of his measures are included in
table 2.
Measure Comments
Effectiveness At better than some required level of performance (in terms of speed and
errors.)
Flexibility Allowing adaptation to some percentage variation in tasks beyond those first
specified [difficult to determine in practice and can be replaced by
usefulness—achievement of users' goals]
Attitude Within acceptable levels of human cost in terms of tiredness, discomfort,
frustration, and personal effort
There are different lifecycle models for usability testing. However, most of them share the
same idea of different phases that are used to design, prepare and perform usability testing.
One is the Dumas and Redish (1999) usability testing model that identifies three phases
required for usability testing which are:
1. Defining usability testing
2. Conducting the usability test
3. Analyzing and presenting usability test results
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Dumas and Redish (1999) identify five tasks that you must complete as you define your
usability test:
In the first step, goals are identified from different sources (Dumas & Redish 1999):
In the second step, participants are selected for the usability test. Participants are selected
based on characteristics that all users share and those that may cause differences between
the users. Following are the decisions you need to make when determining characteristics
(Dumas & Redish 1999):
In few words, it is important that the test subjects are representative of the real target system
but also it is important to include an appropriate number of users to test. Nielsen (2000)
argues, based on simple regression to the mean, that five representative users will provide
the evaluator with the bulk of usability problems per test over the course of three tests. If the
HCI that is being tested has been designed for several distinct user populations, the tester
needs to test five users in each of those groups. Nielsen suggests testing fewer users with
more tests, during the course of an iterative design, for best results.
Testing every single task is almost impossible so it is important to create test scenarios as
indicated in the third step of the usability definition test. Test scenarios should be designed
to detect potential usability problems. Test scenarios are normally prepared based on the
HCI designer‘s experiences on what the user will do with the product.
Test scenarios should identity the tasks and hardware and software to perform the tasks.
The test case should number each task to complete it and provide and a description for each
task that is clear enough for the user to perform it. Because it is not possible to test every
possible usage scenario, it is important to prioritize what areas of the HCI need to be usable.
The top seven to ten of these tasks should be featured in a usability test. Each task should
show the time it will take, the hardware and software needed, and the high-level instructions
and procedures required to complete the task. The test scenarios can have the participants
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stop between each task, such as after a longer task or require distributing a printed
questionnaire to all participants after each task.
The fourth step of defining usability tests requires determining usability measures
performance and subjective measures. Performance measures are quantitative measures of
specific actions and behaviours that are observed during the test while subjective measures
are people's perceptions, opinions, and judgments.
Performance measures can be detected by logging each time a user exhibits a certain
behaviour during the test, like expressing frustration. Subjective measures are harder to
quantify unless more than one participant mentions the same problem such a problem
finding a specific button on the screen. Logging usability data can be used with the help of
software such as the OVO logger (http:// http://www.ovostudios.com/ovologger_04.asp).
When data is being logged, the test scenario designer might need to define a set criteria for
performance measures. A typical criterion for performance measures is a four-point scale,
which forces a choice toward positive or negative because there is no strictly neutral
response.
The fifth step of defining usability tests requires defining test materials such as testing scripts
and legal forms. Before the test is performed, legal forms need to be prepared and should
state each party's rights and must ensure that all test participants have read and understand
the form. The test should also include a testing script in order to test all users in all groups
the same way.
Part of the definition of the test materials is to define the test method to use. There are
different types of usability tests. Rubin (1994) identified four types of usability test:
exploration, assessment, comparison and validation. Exploration tests are used to make
determination about the completeness of a design. Assessment tests are used to investigate
physical designs such as paper prototypes and wireframes. Comparison tests are used to
explore alternative designs and make determinations about competing solutions and
Validation tests are normally used to see how the design works as an integrated solution.
Written questionnaires should be given to test users before the test, after each task, or at the
conclusion of test to gather the following information:
Pretest: This can be used to gather demographic information such as name, gender,
and internet experience. An example of this questionnaire can be seen at
http://www.utexas.edu/learn/usability/entrance.doc.
Posttask: This test gathers the opinions and ratings about each task in the test
scenario. During the test, it is recommended to have a facilitator that can lead the test
subject through a series of questions/tasks. An example of this type of questionnaire
can be seen at http://www.utexas.edu/learn/usability/test.doc.
Posttest: This test has the intention to gather opinions and ratings about the
interaction after the test scenario. An example of this type of questionnaire can be
seen at http://www.utexas.edu/learn/usability/exit.doc.
Before conducting the usability test, it is important to assess the performance of the test by
first conducting a pilot test. A pilot test allows to "debug" the test and find out if there are any
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initial problems with the interaction under test. Problems that can be encountered as issues
such as problems performing a task due to bugs with software and hardware, confusing
questions, unable to complete tasks and unclear instructions.
Usability tests might be conducted in usability testing laboratories. Testing laboratories are
equipped with special observational equipment such as video cameras, hidden observation
points, and specially instrumented computers and workstations. If labs are not available
another viable solution is to go to the customer‘s location.
When going to the customer‘s location, Hackos and Redish, (1998) suggested that the tester
should greet the manager and the users, as well as the users' colleagues if they share space
and ask for permission to set up your space and the audio and visual equipment, if needed
when he or she arrives on site. The tester should make the visit as cooperative as possible
and ensure that you build a good relationship with the users, and help them feel reassured
when necessary. The test should take notes as an observer, the notes should include
information such as the project name, date of the observation, user‘s goal, user task, notes
about user and environment, time the task started, time task stopped, notes that show that
the usability goal was met. During the test, the tester should always observe problems and
create a problem list.
Users can be interviewed as they are performing the task, but also different types of
interviews can be conducted to support your views better as the ones suggested by Hackos
and Redish (1998):
Immediate recall interview— The interviewer should record what the users do, and
then talk about what they did at the completion of the task.
Cued recall interview— The interviewer should record what the users do, and then
talk about it sometime later, perhaps with the assistance of video playback.
Process interview— The interviewer could interview users individually or in groups to
understand an entire process or workflow.
Ethnographic interview— The interviewer can interview one user first as a key
informant, and then later interview others and conduct observations with discussion
during the observations.
Cued recall or discourse-based interview with artifact walkthrough— In this type, the
interviewer collects artifacts from the user and then construct an interview around the
artifacts.
Critical incident interview— The interviewer interviews users about specific situations
when you can't observe them yourself.
Group interview or focus group— The interviewer interviews users individually or in
groups about attitudes, desires, preferences, and so on.
Usability roundtables— The interviewer interviews users away from their work site.
Customer partnering— The interviewer works with a group of users over time, with
interviews as one of the techniques.
Once test is performed, it is a good idea to follow up in order to obtain usability information
over a longer period of time. Dumas and Redish (1999) suggest to follow up by having the
users fill out a diary questionnaire form, which contains several questions. The tester sends a
new form to the users on a regular basis either on follow-up site visits, by email, by fax, or
even by regular mail. The form can have many of the same questions as well as several
specific questions so the tester can get answers.
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Analyzing and Presenting Usability Test Results
A usability test generates a lot of information that can be analyzed for usability studies.
Dumas and Redish (1999) identified that data that should be collected as part of a usability
test. The data include the following:
The first step in analyzing the data is to tabulate and summarize quantitative data and
compile all the comments. Data can be analyzed for trends and descriptive and inferential
statistics can be generated for the questionnaires responses and quantitative data. A useful
technique for processing data is triangulating it. This involves looking at all the data together
to see how each set of data supports the other sets. The data sets are (Dumas and Redish,
1999):
The Data is measured against usability goals and the quantitative criteria that was set before
the test to determine what the problems are inside the triangle.
Dumas and Redish (1999) recommend that the analysis should follow some guidelines to
make statistical analysis as relevant as possible:
1. Use inferential statistics only if you understand how to apply and interpret them.
2. After you employ a statistical test, carefully explain what the test means.
3. Describe your interpretation of key data values when you don't compute statistical
tests. This description will provide your readers with some guidance on the accuracy
of "eyeball" tests.
Both your quantitative data analysis as well as the qualitative data from feedback and notes
will help you organize the information into two areas (Dumas and Redish, 1999):
Scope— How widespread is the problem? It's best to organize problems into general
groups that indicate a significant problem that's backed up by more specific results
from the test.
Severity— How critical is the problem? You can set up severity criteria as you
analyze the data, or you can do so before the test takes place.
A final report should be prepared to summarize the results of the test. Dumas and Redish,
(1999) suggest the following sections for a usability test:
Procedures
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Evaluator profiles
Observations
Evaluator quotes
Conclusions
Recommendations
A sample usability report and data analysis can be downloaded from the link below:
http://www.utexas.edu/learn/usability/report.html
Summary
This is the end of the module, the module gave you an overview of the different HCI methods
and technologies required for the modern information systems professional. During this
module, different human computer interaction paradigms were analyzed with the 5W+H
heuristic process. Different interaction styles were covered and their benefits and
disadvantages were discussed for different interaction applications.
In addition, Interface design guidelines were covered and some examples emphasized. The
auditory interaction, voice interface model included and haptic technologies were explained
and their relevancy to HCI emphasized.
Several HCI methods were covered including inspection, lab testing and survey and
customer reporting methods. The heuristic evaluation method was covered in detail.
Usability testing was defined and the different variables that affect usability identified.
Usability measures were discussed and the the Dumas and Redish (1999) usability testing
model was covered in detail by exploring the defining, conducting and analyzing and
presenting results phases.
References
Dumas, J. S., and Redish J.C. 1999 A Practical Guide to Usability Testing.
Portland, OR, Intellect Books.
Hackos, J T., and Redish J. C. 1998. User and Task Analysis for Interface
Design. New York, John Wiley & Sons.
Shackel, B. 1990. "Human factors and usability." In J. Preece & L. Keller (Eds.)
Human-Computer Interaction: Selected Readings. Hemel Hempstead: Prentice-
Hall.
Nielsen, J. 2000. Alertbox, why you only need to test with 5 users. [Online]
Available http://www.useit.com/alertbox/200000319.html [Accessed 13 June
2008].
Discussion questions
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1. Write a report on an existing usability lab technology. You must include the specifications
for the lab‘s hardware and software. Discuss what kinds of usability testing the particular
lab is designed to perform and how the testing can be integrated into any relevant design
projects.
4. Discuss what data should be gathered about a user when performing a usability test.
Activities
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For this chapter, you will finalize your interaction design project. You will be responsible for
the submission of the full interaction design project that includes all the documents generated
in the previous week including the document that defines the usability test activity:
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A menu based navigation system combining 6 -8 top menu items with submenus of
no more than six clickable links that appear in drop down style with the mouseover
event.
A search engine, programmed to perform fuzzy matching with possible misspelled
word, and linked to a database of page descriptions
The site will be visited by users in a home or work environment, perhaps in preparation for a
visit to the campus, or simply to help in the choice of universities and courses. A version of
the site will be compatible with smaller mobile devices (iPad and iPhone). The site will be
accessible at any time of day. Visit to the site will probably rise during the two major
enrollment periods of the year.
It is expected that the vast majority of visitors will be school leavers, currently enrolled
students and the parents or friends of both. The main task set by visitors will concern locating
and perhaps printing data that helps them make informed choices about their tertiary studies.
These considerations will inform many factors in the test, especially the environment in which
the test is conducted, and the choice of users who take the test.
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Comparative tests will be used during the development phase. This will determine whether
there are key usability issues between the three navigational methods offered on the
website: top menu navigation, quick lings and search engine. There is concern that the
search engine will not be sufficiently fine tuned to deal with spelling mistakes and
terminology errors.
Validation tests will be conducted using a working prototype of the new website on a
password protected server. The cache will be cleared after each user‘s session to ensure
that download times are equal for each user. Users, therefore, have the chance of measuring
true reaction speed of web pages. There has been some concern that the enrolment form –
an image-laden PDF file of over 1MB might provoke frustration from users. Other concerns
relate to the use of heavy graphics and flash animations that the marketing department has
chosen without consideration of usability problems.
Writing Scripts:
Introduction and Instructions
• Hello and welcome.
• How are you?
• We are going to ask you to help us test a new feature of our website.
• Could you please take a seat in front of a computer?
• We want to make our website faster and easier to use.
• We would like you to make suggestions on how to improve our website.
• We would like you to perform three different tasks.
• Could you please think aloud? Tell us your reactions to the interface as you go along.
• Please read the task on the cards in front of you and tell us if you understand each
task.
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Testing Interaction
[See document from previous week below]
Debriefing
• Did you find the instructions clear?
• Was there anything that you considered difficult to find?
• How often do you use the internet/web?
• Have you seen other universities‘ websites?
Evaluator 1 Evaluator 2
Yes No Yes No
Review Checklist N/A Comments N/A Comments
Does every display begin with
a title or header that describes
screen contents? N Job page Y
Is there a consistent icon
design scheme and stylistic
treatment across the system? Y Y
Is a single, selected icon
clearly visible when
surrounded by unselected
icons? N N
Do menu instructions, prompts,
and error messages appear in
the same place(s) on each
menu? Y Y
In multipage data entry
screens, is each page labeled
to show its relation to others? Y Y
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If overtype and insert mode are
both available, is there a visible
indication of which one the
user is in? N/A N/A
If pop-up windows are used to
display error messages, do
they allow the user to see the
field in error? N/A N/A
Is there some form of system
feedback for every operator The page
action? Y Y changes
After the user completes an
action (or group of actions),
does the feedback indicate that
the next group of actions can
be started? Y Y
Is there visual feedback in
menus or dialog boxes about
which choices are selectable? Y Y
Is there visual feedback in
menus or dialog boxes about
which choice the cursor is on
now? Y Y
If multiple options can be
selected in a menu or dialog
box, is there visual feedback
about which options are
already selected? N/A N/A
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Continuity of thinking is
required and information must
be remembered throughout
several responses: less than
two seconds. Y Y
High levels of concentration
aren't necessary and
remembering information is not
required: two to fifteen
seconds. Y Y
Is the menu-naming
terminology consistent with the
user's task domain? Y Y
Does the system provide
visibility: that is, by looking, can
the user tell the state of the
system and the alternatives for
action? Y Y
Do GUI menus make obvious
which item has been selected? N N
Do GUI menus make obvious
whether deselection is
possible? Y Y
If users must navigate between
multiple screens, does the
system use context labels,
menu maps, and place
markers as navigational aids? Y Y
Are icons concrete and
familiar? N/A Y
Are menu choices ordered in
the most logical way, given the
user, the item names, and the Reorder top
task variables? Y N menu
If there is a natural sequence
to menu choices, has it been
used? Y Y
Do related and interdependent
fields appear on the same
screen? Y Y
If shape is used as a visual
cue, does it match cultural
conventions? Y Y
Do the selected colors
correspond to common
expectations about color
codes? N/A N/A
When prompts imply a
necessary action, are the
words in the message
consistent with that action? Y Y
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Do keystroke references in
prompts match actual key
names? Y Y
On data entry screens, are
tasks described in terminology
familiar to users? Y Y
Are field-level prompts
provided for data entry
screens?
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