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interaction
to accomplish a goal within an application domain. They take place between the user and the system
Input language
is translated to the system’s core
language as operations to be performed
Goal
desired output
Tasks
operations to be performed to manipulate the domain. must be articulated within the input
language
Task Analysis
identification of the problem space for the user in
terms of domain, goals, intentions, and tasks
System
refers to the computer-based system
Core language
language of the computer-based system
User
refers to the person, formulates a goal and a task to achieve that goal
Task language
User’s language
Frameworks
are meant to be means of judging overall usability of an interactive system
Controller-display relationships
• CD relationship
• Sometimes called mappings
• Relationship between what a user does and how the system responds
• Should be natural, seamless, efficient, and intuitive
Types of mappings
• Spatial
• Gain and transfer functions
• Latency
• Property sensed and order of control
Transfer function
nonlinear relationship between C and D
CD gain and transfer function
Ratio between movement of the controller and movement of the display.
Latency
Delay between input action and corresponding display
Human actions
touching, tapping, grasping, moving, pushing, flicking, squeezing
Property sensed by controller
position, displacement
Modes
A functioning arrangement or condition
The mobile context
Introduced many different forms of interaction that were previously not available for desktops
Usability
An approach to product development that incorporates direct user feedback throughout the development cycle to reduce costs and create products and tools that meet user needs.
User experience
Individual’s entire interaction with the thing, as well as thoughts, feelings, and perceptions that result from that interaction
Metric
Way of measuring or evaluating a particular phenomena or thing.
Usability metrics
Reveal something about the user experience. Measure something about people and their behaviors and attitudes
Formative studies
• What aspects of the product
work well for users? What do
they find frustrating?
• What are the most common
errors and mistakes that the
users commit?
Summative studies
• Did we meet the usability goals of the product?
• How does the product compare against that of competitors?
Performance
Relates to what the user
does with the product.
• Time to perform a task
• Number of clicks
• Number of errors
Satisfaction
What the user thinks
about his/her interaction
with the product
• Visually appealing
• Trustworthy
• Confusing
• Frustrating
Completing a transaction
Can the user complete a
transaction?
• Examine
• Task success
• Drop off rate
• Issue severity
Comparing products
How does your product
compare against the
competition’s?
• Examine
• Task completion
• Efficiency
• Satisfaction
Evaluating frequent use of the same product
How easy is it to use an
everyday product over
and over?
• Examine
• Task time
• Learnability
• Number of steps
Evaluating navigation or information architecture
Can participants find a
piece of information?
• Examine
• “Lostness”
Participants aware of a feature or
a new piece of information?
Examine
• Number of interactions with
the new element
• Participants’ recall of the new
feature
• Eye-tracking
Problem discovery
What are the major
usability issues of the
product?
• Examine
• Issues that arise during
the use of the product
Maximizing usability for a critical product
Can the possibility of
error be eliminated?
• Examine
• Number of errors made
while performing a task
• Task success
Creating an overall positive user experience
Is the product engaging?
• Examine
• Satisfaction
• Exceeding expectations
• Physiological metrics
(levels of arousal)
Evaluating subtle changes
What effect do subtle design changes have on the user experience?
• Examine
• User feedback
• Differences in behavior among groups exposed to slightly different versions of
the same software
Comparing alternative designs
Which design works
best?
• Examine
• Issues arising from the
use of one design over
another
• Performance
• Satisfaction
Personas
• Gamer vs non-gamer
• Literate vs non-literate
• Blue collar worker vs white collar worker
• Stroke patient
• People with dementia
• People with autism spectrum disorder
• OFW
• Working student
User profile
Describe your user in a way that is relevant to the task.
Single-room
• Test monitor has close contact
with participant
• Sense of teamwork
• Test monitor can provide
encouragement
• Test monitor’s behavior can
affect the test
• Limited space for observers
Modified single-room
• Test monitor is more free to move
about, take notes, etc.
• Remains within visual proximity to the
participant
• Participant not isolated
• Setup encourages participant to think
aloud
• Loss of proximity
• Participant can feel uneasy
• Limited space for observers
Electronic observation room
• All the advantages of single-
room setup
• Observers get to view the test
without worrying about
interfering
• Test monitor can affect the
participant
• Logistically difficult
Classic laboratory setup
• Unobtrusive data collection
• Testing staff can communicate
freely
• Many observers
• Very impersonal
• Limited view of screen
• Not suitable for exploratory tests
Test monitor
• In charge of the actual test
• Oversees testing
• Greets, interacts, and debriefs the
participant
• Compiles and communicates test
results
Data logger
• Classifies critical activities and events
of a test into coded categories
• Assigns codes to expected activities of
interest
• Makes sure that actions are easily
identifiable
Timers
• Keep track of the beginning and
ending time
• Often performed by the camera
operator
Video recording operators
• Adjusting and operating the camera
• Ensuring test materials are visible
Product experts
• Familiar with the product under
review
• Can intervene if there are technical
problems
Test observers
Anyone who attends