Empirical Methods in Human- Computer Interaction.

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Empirical Methods in Human-Computer Interaction

Empirical methods in HCI

Where do good designs come from?

ObservationExperienceExperiments

UCSD: Iterative Design

DESIGN TEST

Evolutionary design

vs

Radical new designs

Empirical methods in HCI Task analysis*: Ethnographic & other observations Requirements analysis

*done first!

Empirical methods in HCI Task analysis*: Ethnographic & other observations Requirements analysis Rapid prototyping, scenarios, story boards Simulation/Wizard of Oz studies Heuristic evaluation; cognitive walkthroughs (by

experts)

*done first!

Empirical methods in HCI Task analysis*: Ethnographic & other observations Requirements analysis Rapid prototyping, scenarios, story boards Simulation/Wizard of Oz studies Heuristic evaluation; cognitive walkthroughs (by

experts) Usability testing & user studies (qualitative &

quantitative Controlled experiments

*done first!

These methods share some of the same measures.

Often, the best projects use several methods in combination!

Good design requires iterating between design and observation (or testing).

User-Centered System Design

Task analysis tells us how people currently accomplish a task. Requirements analysis tells us what a system should do.

Usability testing tells us whether a system performs acceptably when a user tries to carry out certain tasks.

User-Centered System Design brings these things together.

Methods for task analysis (cont.)

Questionnaires Interviews Ethnographic observation Verbal protocols Formal models and notations

(GOMS)

(Hierarchical task analysis)

Verbal protocols

pioneered by psychologists studying problem-solving

have people “think out loud” as they do some activity, step by step

Advantage: can get at some of the invisible steps that people go through on the way to a solution, steps that aren’t evident in their behavior.

Task & requirements analysis, usability testing

These are pragmatic activities that require observations and systematic analyses.

BUT: they’re not the same thing as the scientific method!

How do they differ?

A note on scientific method:

Two important steps:

1. Observing and describing

2. Testing theories and hypotheses

HCI specialists get many useful principles and solutions from what they see users do (#1), not only from theories (#2).

But they sometimes test theories.

Ethnographic observation:

very different from controlled observations in the laboratory!

The observer looks at what people do in real life, recording data in great detail, and then tells a story rather than quantifying the data.

Ethnographic observation vs. experiments

Ethnographic studies: Experiments:

Ethnographic observation vs. experiments

Ethnographic studies:

study behavior taking place naturally

Experiments:

study behavior during a controlled task

Ethnographic observation vs. experiments

Ethnographic studies:

study behavior taking place naturally

fewer observations

Experiments:

study behavior during a controlled task

many observations

Ethnographic observation vs. experiments

Ethnographic studies:

study behavior taking place naturally

fewer observations

very rich observations

Experiments:

study behavior during a controlled task

many observations

limited observations

Ethnographic observation vs. experiments

Ethnographic studies:

study behavior taking place naturally

fewer observations

very rich observations

no hypotheses

Experiments:

study behavior during a controlled task

many observations

limited observations

hypothesis-testing

Ethnographic observation vs. experiments

Ethnographic studies:

study behavior taking place naturally

fewer observations

very rich observations

no hypotheses

results may differ; speculative

contain confounds

Experiments:

study behavior during a controlled task

many observations

limited observations

hypothesis-testing

reliable results; scientific, replicable

eliminates confounds

Scenarios or story boards

Scenarios or story boards

Write a story or dialog of a sample interaction*

Draw key frames (as in animation) Act out functionality; role play

*Not unlike what a telephone speech dialog designer would do…

Scenarios or story boards

PROS and CONS: don’t require programming require readers or “users” to use their

imaginations may fail to convey the interactive aspects

of a design may fail to find problems with a design are often good for getting started

Rapid prototyping

risky if based on designer’s intutions works well combined w/ user studies observe naive users using the prototype Examples of prototyping languages:

HyperCard, Director, Smalltalk, Logo, LISP, HTML, VoiceXML or JAVA

Pro: system need not be finished Con: can’t thoroughly test system

Wizard of Oz studies

- laboratory studies of simulated systems

The experimenter intercepts the subject’s input to the computer and may provide responses as if they were coming from the computer.

Wizard of Oz - Pros & Cons

test something without having to build it can be difficult to run you need a consistent set of response

rules to avoid bias “system’s” reaction times may be slow sometimes subjects catch on can control what the user experiences

Usability testing

Usability testing

evaluation of an existing system or prototype

less formal than a laboratory study, more formal than just asking users what they think.

for instance, watch people use a prototype to do an assigned task

(user studies)

Usability testing assesses:

Performance Learnability User satisfaction Extensibility

Usability testing assesses:

Performance (speed, errors, tasks)

Learnability (How long does it take to get started? to become an expert?

What is forgotten between sessions?)

User satisfaction (both by self report and by behavior)

Extensibility (can system be tailored?)

User studies

Systematic user testing, often having each user do the same task(s).

User studies (Gomoll, 1990)

Set up observation(tasks, users, situation)

Describe the evaluation’s purpose

Tell user she can quit at any time

Introduce equipment Explain how to

“think aloud”

Explain that you will not provide help

Describe tasks and system

Ask for questions Conduct the

observations(debrief the subject)

Summarize results

Writing for the Internet (Nielsen)

How users read on the Web

(Read about the different variables that influence readablity; follow the links to the full report of the study.)