User Studies and UX Metrics Flashcards

1
Q

Evaluation

A
  • Evaluation is a process of systematically assessing a system, guided by questions about the system and evaluation criteria
    • Does the system work as it is supposed to work?
    • Does it comply with relevant standards?
    • Is the performance improved over a previous version?
  • You need to have a clear objectives in order to plan your evaluation
    • What questions should the evaluation answer?
    • If you have developed a system, what claims would you want to be able to make about it?
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2
Q

Evaluation of Usability and UX

A
  • For systems that are used interactively, a main concern is their usability and user experience
    • How well can users can learn and use a
      system to achieve their goals
    • How satisfying is the use of the system
  • Any evaluation should be guided by clear objectives and questions
    • Can users complete the tasks the system is
      meant to support?
    • Would a first-time user be able to figure out
      how to use the system?
    • Has a change made in the interface had the
      desired impact? …
    • Can users achieve their goals faster or with
      less effort, compared to earlier versions, or
      competing products?
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3
Q

Forms of usability evaluation

A
  • Analytical evaluation
    • Informal or formal review, for example using scenarios, guidelines, checklists or models
    • By the design team and/or external reviewers (usability experts)
  • Empirical evaluation
    • Evaluation with users (“User studies”)
    • Assessment based on observation
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4
Q

Forms of usability evaluation

A
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5
Q

User Studies

A
  • Why evaluate with users?
    • Designers are experts in using in their own systems
    • That does not make them experts in usability and UX
    • Analytical evaluation is limited by the ability of the reviewer to test a system from a user perspective
    • Analytical evaluation can answer some questions but not other
  • Why evaluate without users, first?
    • Many problems can be found analytically
    • Rigorous testing of interactive workflows by the design team
    • Respect users and their time
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6
Q

Types of User Studies

A
  • Usability tests
    • Focus on identifying usability issues
      • Problems that users encounter when they use a system
  • Lab Studies
    • Focus on user performance and user experience
    • Controlled experiments, often to compare interfaces or systems
  • Field study
    • Focus on use in the real-world
    • Little or no control over the interaction, but observing use in context
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7
Q

Usability Tests

A
  • User are given typical tasks to perform with a prototype, part of a system, or finished product
  • Identifying usability issues for improvement (formative evaluation)
  • Validating the design against project goals (summative evaluation)
  • Qualitative focus on issue, i.e. problems users encounter when they try to complete tasks
  • But usability issues can also be quantified by measuring frequency of issues
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8
Q

Usability issues

A
  • Usability issues are problems users encounter toward achieving their goals
  • Something they are not able to do, or find difficult to do
  • Something they do that leads to problems
  • Examples
    • User actions that prevent task completion
    • Performing an action that leads away from
      task success
    • Not seeing something that should be
      noticed
    • Participants says task is completed when it
      isn’t
    • User misinterprets some information
      presented to them
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9
Q

Issue-based Metrics

A
  • Using metrics to prioritise improvements
  • Pareto Principle (80/20 rule):
    20% of the effort will generate 80% of the results
  • Example: problem frequency in a usability study
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10
Q

“What one thing would you improve”

A
  • Asking users at the end of the usability test, what one problem to fix
  • Coding responses to identify categories
  • Example: top five cover 75% of suggested improvements
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11
Q

How many users for a test?

A

“Five Participants is Enough”
* It is widely believed that >75% of issues are found by the first five users (Nielsen’s model)
* “Testing one user is 100 percent better than testing none”

  • “You can find more problems in half a day than you can fix in a month” (Steve Krug)
  • Do not expect to find and fix all issues
  • Some issues can only be discovered after other issues have been fixed
  • What works for most people might remain an issue for some people
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12
Q

Lab Studies

A
  • Lab studies focus on performance and user experience
  • The purpose of design is to achieve an improvement of something
    • Develop a prototype, system, app or product that in some respect is better than what we had before
    • e.g., more efficient, easier to use, faster to learn, less error-prone, …
  • Users are given tasks to perform under controlled conditions
  • Observing the effect of specific designs on performance (e.g., completion time, error rate) and/or user experience (user-reported ratings)
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13
Q

Comparative Evaluation

A
  • Lab studies are usually comparative
  • Comparing a new user interface with of a previous version
    • Is there an improvement?
  • Benchmarking of a new interactive system against the best existing solution (comparison against a “baseline”)
    • Important in research and innovation
  • Comparing alternative designs to see which one works best
    • Formative studies
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14
Q

Controlled Experiments

A
  • Lab studies are conducted as controlled experiments
  • Experiments are an empirical research method for answering questions of comparison and causality
    • “Does the new feature added to the UI cause a lower error rate?”
    • “Is search engine A more effective in finding what users are looking for than search engine B?”
  • The aim of an experiment is to determine cause-effect relationship between variables
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15
Q

Principles of Experiment Design

A
  • Reduction to observation of specific variables
    • Reducing a question about cause and effect to specific variables that can be manipulated and specific variable that can be observed
  • Repetition: repeated runs/trials to gain sufficient evidence
    • Experiments study a relationship between variables; Repetition is necessary to build up evidence of the relationship
  • Control to limit confounding factors
    • Expertiments are controlled to minimize the influence of other variables on the observed effect.
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16
Q

Variables in Experiments

A
  • Independent variables
  • Something that is manipulated or systematically controlled
  • In HCI experiments, we call an independent variable a factor
  • Factors are manipulated across multiple levels (at least two)
  • Each combination of factor and level defines a test condition
  • e.g. factor Search Engine with levels [Google, Bing]
  • Dependent variables
  • Something we measure in the experiment, as an effect
  • In HCI lab studies: a human behaviour or response
17
Q

Example

A
  • Webcomic xkcd ran a study to see what men
    and women call different colours
  • Factors:
  • Gender
  • Colour they were shown (RGB)
  • Gender is controlled
  • Colour is manipulated
  • Dependent variable
  • The colour name they typed in
18
Q

Planning User Studies

A
  • Five practical steps to follow for a lab study / experiment
  • Step 1: Define your study objectives
  • Step 2: Identify your variables
  • Step 3: Design the experiment: tasks, procedure, setup
  • Step 4: Recruit participants and run the study
  • Step 5: Evaluate and report the outcome
19
Q

Define your study objective

A
  • A clear objective is essential for deciding on your study approach
  • Is the study formative or summative?
  • What question(s) should the study answer?
  • What will the results be used for after the study?
  • If you conduct an evaluation of something you designed …
  • What do you want to be able to say/claim about your design?
  • What defines “better performance” or “better user experience” for your
    design?
  • What should it be compared against?
20
Q

Reflect user goals in your study objectives

A
  • What are the assumptions about the users’ goals?
  • Are the users required to use the system regularly? Or will they only use it occasionally?
  • What alternatives do they have to using the system?
  • In what kind of situations will they use the system?
  • When they are busy? When they are bored? When they under extreme stress?
  • What matters most to the user?
  • Complete tasks as quickly as possible? Feel in control? Not making
    mistakes? Have fun interacting? Feeling immersed?
21
Q

Identify your variables - Factors

A
  • What are the factors and conditions that you want to study and compare?
  • Examples:
  • Comparing three products – one factor with three levels (1x3)
  • Interface with new feature v. prior version – one factor, two levels (1x2)
  • Two calendar apps, on small v. large screen – four conditions (2x2)
  • Two input devices, left- v. right-handed people – four conditions (2x2)
  • Focus on one factor if possible (keep it simple)
  • More factors make it harder to determine cause-effect relationships
  • Aim for small number of conditions, large number of repetitions
22
Q

Identify your variables - Data collection

A
  • What measurements do you take? What data do you collect?
  • What aspect of usability or user experience do you want to evaluate?
    • Effectiveness: ability to complete a task accurately
    • Efficiency: the amount of effort required to complete a task successfully
    • Satisfaction and other aspects of user experience
  • What type of measurement? What metrics?
    • Performance measurement: task success, time, error rate, …
    • Self-reported metrics: user ratings / questionnaire scores
23
Q

Types of measurement in user studies

A
  • Performance measures
    • Measuring user performance on tasks they are given
    • Observation or automated logging of performance data
  • Self-reported metrics
    • Measuring user experience and their perception of the interaction
    • Using rating scales and questionnaires as instrument
  • Behavioural and Physiological metrics
    • Measuring the response of the body during interaction with a system
    • e.g. eye-tracking to measure what users look at
24
Q

Example: Usability metrics in ISO 9241-11:1998

A
25
Q

Performance Measures

A
  • Performance measures assess
    • Effectiveness: ability to complete a task accurately
    • Efficiency: the amount of effort required to complete a task successfully
  • Measuring task success, time, errors
  • Performance evaluation relies on clearly defined tasks and goals
    • Users are given tasks to accomplish
    • Task success has to be clearly defined
  • Performance evaluation can focus on different usability aspects
    • e.g. learnability: how long it takes to reach proficiency
26
Q

Task Success

A
  • Task success is a fundamental measure of effectiveness
  • Task success rate: percentage of users who succeed on a task
  • Requires clear definition of a task and of an end state to reach
  • Requires clear criteria for pass/fail
    • Giving up – users indicate they would give up if they were doing this for real
    • Moderator calls it – when user makes no progress, or becomes too
      frustrated
    • Too long – certain tasks are only considered successful if done in time limit
    • Wrong – user thinks they completed successfully but they did not
27
Q

Example: AED

A
  • Usability evaluation of Automated External Defibrillators (AED)
  • Are lay people able to use defibrillators successfully?
  • Comparison of 4 Devices
  • 64 participants, 35-55 years, none from a medical background
  • Each device tested by a subgroup of 16 (“between-subject”)
  • Task: rush into a room where they find the mannekin fully-dressed and an AED nearby
  • Task success: successfully deliver a shock
28
Q

Example: AED #2

A
29
Q

Time on Task (Task completion time)

A
  • Time on task is a basic measure for efficiency
  • Requires that there is clearly defined start and end of a task, for starting and stopping the clock
  • Great for comparative evaluation
  • The more often the same task is performed by the same user, the more important efficiency becomes
    • e.g. frequent data-entry, or information look-up
    • reduced time on task saves costs
  • Faster is not always most important for user experience
30
Q

Time on Task (Task completion time) #2

A
  • Time on task can vary, and improves with repetition
  • Repeated measures
    • Variance in performance has larger effect with shorter tasks
    • Using multiple trials of the same (type of) task to determine mean performance
  • Training effects
    • Is the goal to determine time of a first-time user or trained user?
    • How much training are users given before the evaluation starts?
    • Using blocks of trial to measure learning effect
31
Q

Error rate

A
  • The rate at which errors occur affects both effectiveness and efficiency
    • Speed-accuracy trade-off
    • Errors also effect user experience / satisfaction
  • Issues are the cause of a problem, errors the outcome
  • Error rate: average number of errors, for each task
  • Requires clear definition of what counts as an error
    • Based on what users do (actions) or fail to do
    • e.g. data-entry errors; wrong choices; key actions not taken
32
Q

Efficiency

A
  • Efficiency is the amount of effort required to complete a task successfully
  • Time is a good indicator but does not show whether a task was completed with the least effort required (Users don’t always take the shortest path)
  • Can also measure number of actions the user performs to complete a task, relative to optimum number of actions
    • e.g. number of clicks, menus opened, pages visited
  • Relevant for assessing the usability of transactions, navigation and information architecture
33
Q

Example: Lostness

A
  • How lost do users get on web sites?
  • N: Number of different web pages visited while performing a task
  • S: Total number of pages visited, counting revisits to same page
  • R: Minimum (optimum) number of pages that must be visited to accomplish the task
34
Q

Choice of metrics

A
  • Choose metrics and collect data that reflect the study objectives
  • For example
    • Study completion of transactions (bookings etc) – task success, user satisfaction (perceived usability)
    • Study frequent use of the same product – ease of use, efficiency
    • Usability for a critical product – fast learnability, no errors
    • Comparing products that offer the same service – can be different criteria but satisfaction is important
35
Q

User Studies and Metrics - Key Points

A
  • Choose appropriate metrics based on your study goals
  • Clearly identify your variables
  • Assign a name to the factors you study and to the levels or test conditions and use these consistently
  • Assign a name to the dependent variables, and report the units in which they are measured
  • Pilot test how measurements are taken to ensure that data is recorded consistently and correctly (also when the data collection is manual or by questionnaire)