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Lecture #3 TESTING WITHOUT USERS II.

Lecture #3 TESTING WITHOUT USERS II. Y39TUR Spring 2010 Tvorba uživatelského rozhraní. Human Computer Interaction. Three main objectives Improve the access to the computers Reduce the complexity of this access Reduce the probability of errors while using computers Can be done by:

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Lecture #3 TESTING WITHOUT USERS II.

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  1. Lecture #3TESTING WITHOUT USERS II. Y39TUR Spring 2010 Tvorba uživatelského rozhraní

  2. Human Computer Interaction TUR 2011 • Three main objectives • Improve the access to the computers • Reduce the complexity of this access • Reduce the probability of errors while using computers • Can be done by: • Direct observation of using computers • Use of cognitive models • Mathematical models of using computers

  3. Cognitive Science TUR 2011 • Part of psychology investigating mental processes such as: • Perception, memory, thinking, learning, problem solving, language, … • Extensive applications in other fields • Engineering disciplines • Purpose is to improve the design • Major interest by • Human Computer Interaction • Human Factors (Cognitive Ergonomics)

  4. Mental Models TUR 2011 • How do we understand the way how the world works around us? • Memory (past experience) • Expectation of the behavior • When throwing a ball at a friend • How fast should I do that? • How do they know where to stand? • We have certain understanding of the world’s mechanics • How the objects react? • Which is the relationship among them?

  5. What is a Mental Model? TUR 2011 • A cognitive structure • “It’s in one’s head.” • Describes how certain aspects of the world work • How objects of certain class mutually interact with objects of different class • How objects change their properties during an interaction • Each person has their own unique mental model of the world

  6. Reality …

  7. … and a mental model THIS STATIONIS SOMEWHERE AROUND HERE ELECTRICITY COURSES TOURISTS MY BUDDY LIVESSOMEWHERE AROUND HERE Y39TUR FARE INSPECTORS!!

  8. Mental Model Example: The Subway • Having a mental model, we can ask: • “How far are we from station X?” • “Where do we need to change when going to Y?” • “What is the next station?” • “Which way to go to my buddy’s?” • Mental model contains information AND knowledge of uncertainty • “I don’t know what’s on the B-line.” TUR 2011

  9. Mental Model • How the things are understood • Not how they actually work! TUR 2011

  10. How do we use mental models? TUR 2011 • Prediction of the world’s behavior • “Two more stops. We still have time to read three pages of the book” • Mental models are fuzzy • Can lead to incorrect predictions • We change the mental models during their use • We learn and adapt

  11. Cognitive Models in HCI TUR 2011 • Understanding cognitive models: • Important for understanding the user’s interaction with the system • Understanding how the computers are understood • Understanding how the data are understood • Usability tests are used to uncover users’ mental models • Mismatch between cognitive models and reality leads to usability issues • User’s mental models can explain their behavior

  12. Cognitive Models in HCI (contd.) • Users make use of the cognitive model of the user interface, e.g.: • What to expect when clicking a button • “We should be one click away from that big dialog window that tells me the CD is burning.” • To tell we did the right/wrong thing • “Oops, we should not get to this page. I should have clicked the link below.” • “Oh no, I got on the wrong train.” TUR 2011

  13. Example: Mismatch of Cognitive Models • Telephone banking in an imaginary bank • Task: Make a payment using your credit card • Device: Telephone DTMF menu • A menu would say: • “For account balance, press 1” • “For payments, press 2” • “For credit card operations, press 3” Guess again! Send money (from my account, using CC…) Receive money See how much I have USER’S COG. MODEL BANK SERVICES DESIGNER’S COG. MODEL Checking Accounts Department Credit CardsDepartment TUR 2011

  14. Cognitive Models in Usability Testing • When preparing a test, we must not make the user accept our mental model • Instructions for user is not a user guide • Suggestive instructions • A real user has no existing mental model of the tested application • Making use of a previous experience • That’s why the recruitment from the target group is so important TUR 2011

  15. Cognitive Models in Usability Testing • A use-case • “Making a payment using a credit card.” • Incorrect wording of the task in a usability test • “Choose ‘credit card payments’ from the menu of the telephone service.” • Correct wording of the task in a usability test • “Try using the credit card to make a payment in the menu of the telephone service.” TUR 2011

  16. Cognitive Science in UI Testing

  17. It is easy to describe a machine … • More-or-less, all diagrams of a computer look like this: • Prediction of function is easy • Can we find such a simple description for a human being? Input Proc. Output Memory TUR 2011

  18. Human Information Processor Model • An approach to model how information is handled by the user. • Technicist approach to model the human • First formulations 1980s – 1990s TUR 2011

  19. Human Information Processor Model “input” “processing” “output”

  20. Human Information Processor Model for Testing TUR 2011 • Basic idea: • Similar to cognitive walkthrough • When stimuli are known, what will be the corresponding human behavior? • No need for implementation or even prototypes • No need for real users • Gives a scientific foundations for a design • Like for other engineering disciplines

  21. Cognitive Theories in HCI TUR 2011 • Models based on Human Information Processor Model: • Fitt’s Law • How long it takes to select a target • Evaluation of input devices • KLM (Keystroke-level Model) • Efficiency of the user interfaces assessed through low-level actions • GOMS (Goals, Operators, Methods, Selectors) • Higher level than KLM • Structure and hierarchy of tasks

  22. FITT’S LAW

  23. Fitt’s Law • Paul Fitt (1954) • Based on ergonomics • How fast would a person reach a target with their hand? • Prediction of time needed to acquire a target, based on: • Distance to the target (D) • Dimension of the target (W) Small Something Other thing Large TUR 2011

  24. Fitt’s Law • D, W … distance, width (amplitude) • Device-dependent constants • a … operation cost (e.g. time needed to press a button) • b … inherent speed of the device (how fast can we move around?) • Originally for 1-D problems TUR 2011

  25. Fitt’s Law Index of Difficulty Target 1 Target 2 ID equal From: Marti Hearst, User Interface Design & Development TUR 2011

  26. Fitt’s Law Index of Difficulty Target 1 Target 2 ID smaller TUR 2011

  27. Fitt’s Law Index of Difficulty Target 1 Target 2 ID bigger TUR 2011

  28. Fitt’s Law for Testing • Additional design heuristic for Heuristic Analysis • Used as a qualitative suggestion. • Fitts’ law often used for determining best case for new kinds of input methods • Used as a theoretical framework for conducting experiments where two approaches are compared. TUR 2011

  29. Design Heuristics based on Fitt’s Law • Things done more often should be assigned a larger button. • Size of the Enter key • Sides of the screen and corners have “infinite size” • Possible problems of consistency • Things done more often should be “closer to each other” • Context menu • Frequency-based order vs. logic-based order TUR 2011

  30. Infinitely Large Objects TUR 2011

  31. Keystroke-level Model (KLM)

  32. KLM != Koninklijke Luchtvaart Maatschappij TUR 2011

  33. Keystroke-level Model • Cognitive Walkthrough, Heuristic Evaluation • Good source of qualitative findings of: • Usability issues • No ability to tell the time taken by … • No data on actual performance • To measure time: • Large number of users (statistically valid data) • Expensive (time and people) • Is there a cheap alternative? TUR 2011

  34. Keystroke-level Model • Purpose of the KLM • A discount usability method • A method of evaluation of the UI • KLM defines a metric of performance of a UI • Provides an estimate of minimal duration of a UI walkthrough • Will be worse in reality • Based on a model of “virtual user” • On Human Information Processor Model • Formalism of behavior • Focuses on performance only TUR 2011

  35. Keystroke-level Model • Experimental basis of the KLM • Low-level model of a “typical user” • A large number of people observed while using generic GUI • Measurement of: • Reaction times • Duration of elementary actions TUR 2011

  36. Keystroke-level Model • Input: • Similar to Cognitive Walkthrough • Detailed description of sequence of actions • Output: • Estimate of the lowest time possible TUR 2011

  37. Keystroke-level Model • Set of operators • Further indivisible actions • Based on the current application domain • Physical actions • Reach for mouse, drive the cursor somewhere, etc. • Mental actions • Make a decision, select one item of many, etc. TUR 2011

  38. Keystroke-level Model • Uses of KLM • Determine what is the minimum time of a UI walkthrough • Compare two different walkthroughs of UI leading to the same result • Compare performance of users of different profiles • Beginner user (no shortcuts, all commands from the menu) • Intermediate user (minimum amount of shortcuts) • Advanced user (ample use of shortcuts + command line) • Calculate the potential volume of savings • Is it useful to invest into any UI optimizations? • Is it useful to train the users? TUR 2011

  39. Keystroke-level Model • Theoretical support of a particular design change suggestion • Comparison of the current state and the design • It is possible to formally support a claim on correctness of the designed solution • (More on this in the NUR course) TUR 2011

  40. Keystroke-level Model • An ideal walkthrough is considered • We test the correct and minimal solution • No confused users • No mistakes • No roll-backs • Time that we calculate is minimal possible • Reality will probably be worse TUR 2011

  41. KLM Operators • K Keystroke • Key hit, pressed, or released. • Also for the mouse button • 0.08 s – 1.20 s, based on the skill level • P Point on a target • 1.10 s, average performance • H Home the input device • 0.40 s • M Mental preparation • 1.35 s • R System reaction time • Whatever time the system takes • Card et al. (1983) TUR 2011

  42. KLM Simple Walkthrough Example • Example: Make “The cat” in sentence“The cat sat on the mat” bold. • Note: K = .60 (average typist) • Steps • Select “The cat” • Reach for the mouse (H = .40) • Point to “The” (P = 1.10) • Double-click and hold down the button (K = .60) • Move to “cat” (P = 1.10) • Release the mouse button (K = .60) • Set to bold • Press Ctrl (K = .60) • Press “B” (K = .60) • Release Ctrl (K = .60) • Total = 5.6 seconds TUR 2011

  43. KLM Example: Alternative – Using a Menu • Total = 7.2 seconds • Example taken from Newman & Lamming (1995) Interactive System Design • Select “The cat” • (see previous slide) • Set to boldface • Point to “Format” menu (P = 1.10) • Press mouse button (K = 0.60) • Move to bold (P = 1.10) • Release mouse button • (K = 0.60) TUR 2011

  44. More on KLM Operators TUR 2011 • K – Keystroke • Determined by typing speed • T = 0.08 s … excellent typist (155 WPM = 775 CPM) • T = 0.28 s … average typist (40 WPM = 200 CPM) • T = 1.20 s … worst typist; unfamiliar keyboard • P – Pointing • Average value T = 1.10 s given • For any action of pointing • More precise value must be determined by an experiment (e.g. using Fitt’s Law)

  45. More on KLM Operators • H – Homing • Switch between the keyboard and the mouse • Not applicable if each hand operates one device • T = 0.40 s • M – Mental preparation • T = 1.35 s • How determined: • Numerous tasks observed and analyzed • Total time minus time spent on physical operations (K, P, H) • Divide by number of “mental activities” TUR 2011

  46. When to use the “M” operator • “When do people think?” • Place M before each K and P • K  MK • P  MP • “People need to think where to move next, what to type next, etc.” • Remove M between the letters of a typed word • MKMKMK  MKKK • “People don’t think before each letter” • Remove M between compound actions (“point-and-click”) • MPMK  MPK • “People take point and click as a single operation” TUR 2011

  47. Delete words using selection M P [start of selection] K [click] M P [end of selection] K [shift] K [click] H [rt hand on Delete] M P [Delete] 7.37 seconds Delete words, letter-by-letter M P [first letter] K [click] H [rt hand on Delete] M K × 14 8.36 seconds KLM Example #2 TUR 2011

  48. KLM Verification Card, Moran and Newell, “The Keystroke Level Model for User Performance Time with Interactive Systems” TUR 2011 (48)

  49. Limitations of KLM • The task is analyzed as if performed by an expert user • That is, without an error • Only predicts the effectiveness • Not the learnability • Not the memorability • What is ignored • Parallel execution • Task interleaving • Mental (cognitive) load • Planning and problem-solving (“How do I choose what to do?”) TUR 2011

  50. GOMS

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