Usability and Evaluation

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54 Terms

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What is usability? (3)
Systems should be easy to use, easy to learn and flexible (Shackel, 1990); should engender a good attitude in people; now mainly concerned with the efficiency and effectiveness of systems
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What is accessibility? (2)
Removing the barriers that would otherwise exclude some people from using the system at all; designers focus on the demands their designs make on people's abilities
3
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What is the difference between accessibility, usability and acceptability? (3)
Accessibility: removing barriers that exclude people; usability: quality of the interaction (time taken, number of errors, time to become competent); acceptability: fitness for purpose in the context of use
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Why is a usable, accessible system not always successful? (2)
It may be assessed as accessible and highly usable; it may still fail to be adopted or to satisfy people (acceptability)
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Why is accessibility important? (3)
Access to physical spaces for disabled people is a legal and ethical requirement, increasingly so for information spaces; legislation such as the UK Disability Discrimination Act and US Section 508 requires accessible software; the UN and W3C have declarations and guidelines on access to information
6
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In what ways can people be excluded from using a system? (5)
Physically (location, input and output devices); conceptually (instructions, commands, mental model); economically (cost); culturally (inappropriate metaphors, differences); socially (time, location, social group)
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What are the two main approaches to designing for accessibility? (2)
Design for all (universal design); inclusive design
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What are the seven principles of design for all? (7)
Equitable use; flexibility in use; simple, intuitive use; perceptible information; tolerance for error; low physical effort; size and space for approach and use
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What is the template for explaining a universal design principle? (3)
Name the principle; say what the design must do (e.g. not disadvantage any group); say who it protects or helps (e.g. regardless of ability, experience or conditions)
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What are the four premises of inclusive design? (4)
Varying ability is a common characteristic of being human, not a special condition of the few; a design that works well for people with disabilities works better for everyone; self-esteem, identity and well-being are affected by the ability to function with comfort, independence and control; usability and aesthetics are mutually compatible
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How is inclusive design different from design for all? (2)
It is a more pragmatic approach; it accepts there are often technical or financial reasons why total inclusion is unattainable
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What should designers do to ensure an accessible system? (4)
Include people with special needs in requirements analysis and testing of existing systems; consider whether new features affect users with special needs and note this in the specification; take account of guidelines and evaluate against them; include special needs users in usability testing and beta tests
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What is accessibility testing? (3)
A subset of usability testing; checks the application is usable by people with disabilities such as hearing loss, colour blindness, old age and other disadvantaged groups; tests the product with assistive technologies and web compliance testers
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What assistive technologies can be used for accessibility testing? (4)
Speech recognition software; screen readers; magnification software; special keyboards
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What is WAVE? (2)
Web Accessibility Evaluation Tool (wave.webaim.org); checks the accessibility of websites
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What are the characteristics of a highly usable system? (4)
Efficient (people do things with an appropriate amount of effort); effective (has appropriate functions and information, organised appropriately); easy to learn and remember, and safe to operate in its contexts of use; high utility (does the things people want to get done)
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What are usability heuristics used for? (3)
Help designers choose between design alternatives; help evaluators find problems in interfaces (heuristic evaluation); several sets exist to choose from (Nielsen, Norman, Tognazzini, Shneiderman)
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What are Nielsen's 10 heuristics? (10)
Match the real world; consistency and standards; help and documentation; user control and freedom; visibility of system status; flexibility and efficiency; error prevention; recognition, not recall; error reporting, diagnosis and recovery; aesthetic and minimalist design
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How are Nielsen's heuristics grouped? (3)
Learnability (match the real world, consistency and standards, help and documentation); safety (user control, visibility of status, error prevention, recognition not recall, error reporting); efficiency (flexibility and efficiency)
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What are Norman's principles? (4)
Affordances; natural mapping; visibility; feedback
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What are Tognazzini's 16 first principles? (16)
Anticipation; autonomy; colour blindness; consistency; defaults; efficiency; explorable interfaces; Fitts's law; human interface objects; latency reduction; learnability; metaphors; protect users' work; readability; track state; visible navigation
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What are Shneiderman's 8 golden rules? (8)
Consistency; shortcuts; feedback; dialog closure; simple error handling; reversible actions; put the user in control; reduce short-term memory load
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What is usability testing? (3)
A technique in user-centred design that evaluates a product by testing it on users; usually systematic observation under controlled conditions to see how well people can use the product; gathering opinions alone is market or qualitative research, not usability testing
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What are the types of usability testing? (3)
Expert based; participant based; A-B testing
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What is acceptability? (3)
About fitting technologies into people's lives; can only be understood in the context of use; cannot be evaluated in a laboratory (usability can, though with limits)
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What is acceptance testing? (2)
Determines whether the software is acceptable to users in the context of use; forms include user acceptance, business acceptance, alpha and beta testing
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What is the goal of evaluation? (3)
Validate the design, which is essential to a product's success; make products more usable, easy to learn and intuitive; closely tied to requirements, conceptual and physical design, and prototyping
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What are the key decisions when planning an evaluation? (3)
Evaluate early and throughout the design process; choose a method appropriate to the stage; decide who is involved (experts such as usability specialists, or participants such as end users and stakeholders)
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Why evaluate early? (3)
Get feedback to inform early design concepts, especially for novel applications (paper or quick software prototypes help); evaluate competitor products or previous versions; decide between design options (e.g. voice input vs touchscreen)
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What is formative evaluation? (3)
Evaluation that helps shape the design; identifies usability problems during development; needs a stable version and time left to fix problems
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What is summative evaluation? (2)
Assesses the usability of a finished product; checks against in-house guidelines or formal standards such as ISO 9241, or provides evidence of usability a customer requires
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What is the difference between horizontal and vertical prototypes for evaluation? (2)
Horizontal: the whole system is not fully operational; vertical: the system is completely functional but only some parts
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What is the participatory design approach? (3)
Involves people in the design process; stakeholders help set the goals for the evaluation and this improves eventual uptake and use; avoid evaluating your own designs unless you have no alternative
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What are the two methods of expert evaluation? (2)
Heuristic evaluation; cognitive walkthrough
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What is heuristic evaluation? (4)
Measures a design against a list of principles, guidelines or heuristics; useful to include a severity rating; scenarios can be a useful addition; useful for formative evaluation only
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What is the template for a heuristic evaluation process? (3)
Plan (what to achieve, who the users are, which heuristics); execute (evaluators go through product flows and note issues and suggestions); review (summarise findings, remove duplicates, prioritise, report)
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Why use a team of experts for a heuristic evaluation? (2)
One expert cannot find a high number of usability issues; a team of usability experts finds more
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What is the template for recording a heuristic problem? (4)
Which heuristic is broken; where in the product it happens; a description of the problem; a severity rating
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What is participant evaluation? (3)
Involves real people in the process; ranges from designers sitting with users to observing alone through a two-way mirror; types include cooperative evaluation, participatory heuristic evaluation, co-discovery and controlled experiments
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What are the types of participant evaluation? (4)
Cooperative evaluation; participatory heuristic evaluation (users rather than experts); co-discovery (watching and thinking aloud in pairs); controlled experiments
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What are the steps of cooperative evaluation? (9)
Write a draft list of tasks from the scenarios; try out the tasks and estimate timings (allow 50% longer per session); prepare a task sheet; get ready for the session; tell participants the system is under test, not them; participants start tasks and give a running commentary; encourage them to keep talking; interview them afterwards; write up notes as soon as possible in a usability report
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What should tasks in a cooperative evaluation be like? (3)
Realistic; doable with the prototype; explore the system thoroughly
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What are sample questions during a cooperative evaluation? (5)
What do you want to do; what were you expecting to happen; what is the system telling you; why has the system done that; what are you doing now
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What are sample questions after a cooperative evaluation? (5)
What was the best or worst thing; what most needs changing; how easy were the tasks; how realistic were the tasks; did giving the commentary distract you
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What is the template for a task sheet? (3)
A specific, clear description of the task; any starting information the participant needs; what counts as finished
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What is concurrent think aloud? (5)
Users think aloud as they work; nothing they say is wrong; don't interrupt; spontaneous and encourages positive suggestions; can be done in teams
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What is retrospective think aloud? (3)
Asks people afterwards what they were thinking; has issues with accuracy; does not interrupt users, so timings are more accurate
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What is a controlled experiment? (4)
Appropriate when the designer is interested in particular features (e.g. comparing one design to another); needs careful design and running; establish the independent variable (what you are looking at); establish the dependent variables (how you measure the difference)
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What should be considered in a controlled experiment? (4)
Learning effects; effects of different tasks; effects of different background knowledge; a measurable outcome (e.g. number of clicks needed for a task)
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What should be planned for a usability lab? (3)
Which types of testing and how often; what space is available (dedicated testing room, observation room, one-way mirror, or a multi-purpose room); who will observe and who is on the team
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What is the template for evaluation in practice? (3)
Establish the aims, participants, context of use, state of the technology and scenarios; select methods and metrics, combining an expert review (cheaper) with participant testing (more costly, focused by the expert review); analyse results, document and report back to designers
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What is the formula for task success rate? (1)
Total successful attempts divided by total attempts (multiply by 100 for a percentage)
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What is the template for calculating task success rate from a results table? (3)
Count the successes across all users and tasks; count the total attempts (users multiplied by tasks); divide successes by attempts and convert to a percentage
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Who should take part in an evaluation? (4)
The people who will use the system, identified in the analysis work (e.g. personas); recruit at least three, preferably five; a small number only makes sense for a homogeneous group; for a heterogeneous group, run 3 to 5 people from each group