§9- Heuristic Evaluation & Cognitive Walkthrough Flashcards

1
Q

Bits of waterfall model relevant to HE and CW?

A
  • evaluating and refining requirements
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2
Q

Recap issues about usability

A
  1. Ease of learning
  2. Recall: remember how to use next time
    3: Productivity: execution time
    4: Minimal error rates: feedback on error, recovery
  3. Satisfaction: user confident of success
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3
Q

Benefits of ``discount usability testing’’ compared to formal usability testing

A
  1. fewer resources and time than formal usability testing
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4
Q

Three examples of discount usability testing

A
  1. lofi prototyping
  2. heuristic eval (heuristics, severities, process)
  3. cognitive walkthrough
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5
Q

Purpose of HE + high level overview

A
  1. find usability problems in a user interface

2. 5 evaluators is optimal, check compliance with usability heuristics, compile problems, inform redesign

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6
Q

List the ten usability heuristics

A
  1. visibility of system status
  2. match sys real wrld
  3. user control, freedom
  4. consistency, standards
  5. error prevention
  6. recognition rather than recall
  7. flex/efficient use
  8. aesthetic, minimalist design
  9. help users recognise and recover from errors
  10. help, documentation
    + skills
    + privacy,
    + pleasurable interaction/respectful
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7
Q

Outline the steps needed to perform heuristic evaluation

A
  1. pre eval training: train assessors about problem domain, scenarios
  2. evaluate: go through UI according to scenarios, at least twice
  3. collate
  4. rate severity
  5. feedback into next iteration of design
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8
Q

issues related to severity ratings + meanings

A
  1. determined from frequency, persistence, impact of problem
  2. calculated after evaluations are complete
  3. decide between more assessment and/or redesign
    - 0: don’t agree that it is a problem
    - 1: cosmetic
    2: minor usability problem
    3: major usability problem + important to fix
    4: usability catastrophe + imperative to fix
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9
Q

H1 Visibility of System Status

A

Keep users informed about what is going on through appropriate feedback within reasonable time
- longer delays – progress bars

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10
Q

H2 Match to real world

A

Speak the users’ language
 Follow real world conventions
e.g. itunes, photoshop tools

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11
Q

H3 user control and freedom

A

Clearly marked “exits” for mistaken choices  undo/ redo
 Do not force down fixed paths

e.g home button

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12
Q

H4 consistency and standards

A

Consistency within and between applications
- similar objects/terminology for similar actions

same primary menu options for Word, Excel, PowerPoint

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13
Q

H5 error prevention

A

What is better than good error messages is a careful design, which prevents a problem from occurring in the first place

  • e.g. PIN entry fields, google autocomplete
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14
Q

H6 recognition rather than recall

A

Minimize user’s memory load
 Make objects, actions, options, and directions visible or
easily retrievable

  • e.g. adobe photoshop filter thumbnails
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15
Q

H7 flexibility for efficient use

A

accelerators – keyboard shortcuts,
allow tailoring – macros
Support frequent tasks and tasks
with high cognitive load – copy paste

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16
Q

HE problems exam question points

A
  1. which heuristics are violated and why
  2. what is the severity rating
  3. why - what is the effect on the user
    - how would you fix the problem
17
Q

H8 aesthetic and minimalist design

A
  1. Draw user to focus on main subject at hand
  2. categorise repetitive information into relevant sections
    - split long menus up
    - toolbars with icons/tooltips
18
Q

H9 help users recognise and recover from errors

A
  1. help users recognise when an error has occurred
  2. error messages in plain language to precisely indicate the problem
  3. constructively suggest a solution
19
Q

H10 help and documentation

A
  1. should be easy to search
    - focused on user’s task
    - list of concrete steps to carry out
    - not too long
20
Q

Drawbacks of HE

A
  1. not task focussed
    - may be too high level
  2. not using actual users
  3. not rigorous
21
Q

CW-why

A
  1. question assumptions about what users will be thinking
  2. identify obscure/missing controls
  3. find places that have inadequate feedback
  4. suggest difficulties users may have with labels or prompts
  5. identify problems users have on first use without training
  6. not useful for evaluating usability over time (learning, speed of transition from beginner to intermediate)
  7. assesses learnability of UI
  8. identifies specific problems rather than general problems
  9. no need for users to get involved
22
Q

Preparation for CW

A
  1. description of prototype
  2. task description
  3. list of actions
  4. idea of users, experience they bring
23
Q

5 steps of cognitive walkthrough

A
  1. define inputs
  2. get analysts
  3. step through action sequences for each task
  4. record important information
  5. revise UI
24
Q

Step 1 : define inputs

A
  1. who are the users,
  2. what are the tasks
  3. what are the action sequences for the tasks
  4. have prototype/description of the interface ready
25
Q

Step 2: get analysts

A
  1. don’t need actual users
  2. could imagine behaviour of entire class of users.
  3. bear in mind cognitive limitations when performing walkthrough
26
Q

Step 3: step through actions

A
  1. will users know what to do?
  2. will users see how to do it?
  3. will users understand from the feedback whether their actions are correct or not?
27
Q

Step 4: record important information

A
  1. user knowledge just before and after each action
  2. assumptions about users
  3. side issues, design changes
  4. credible success or failure story – why would a user select or not select the correct action
28
Q

Step 5: revise UI

A
  1. if user failed to select right action: eliminate, add prompt, change to make more visible
  2. user does not know that correct action is available: make action more obvious
  3. user does not know which action is correct: label controls based on user knowledge, check whether sequence of actions is natural/or seems awkward
  4. if user can’t tell things are going OK - give user feedback, say what happened in response to their action
29
Q

Problems found by CW

A
  1. severe problems with usability
  2. content related problems (since requires actual use of the interface to solve a goal)
  3. scope – more specific (thereby arguably superficial) than general
30
Q

Issues with CW

A
  1. cannot evaluate all tasks, users may have different action sequences
  2. each task is evaluated separately; what about cross task interactions
  3. task free user centred method needed to catch problems that CW may have missed e.g. HE