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Advanced Human Computer Interaction 12/1/2019

Advanced Human Computer


Interaction
Riphah Institute for Computing and
Applied Sciences
Dr. Ayesha Kashif

Evaluation and User Experience

Dr. Ayesha Kashif – Riphah Int Univ 1


Advanced Human Computer Interaction 12/1/2019

Why Evaluation
▪ design process support the design of usable
interactive systems
▪ We still need to assess our designs and test our systems to
ensure that they actually behave as we expect and meet user
requirements
▪ Ideally, evaluation should occur throughout the design life
cycle, with the results of the evaluation feeding back into
modifications to the design

Evaluation Techniques
▪ Evaluation
▪ tests usability and functionality of system
▪ evaluation by the designer or a usability expert, without
direct involvement by users
▪ useful for assessing early designs and prototypes
▪ occurs in laboratory, field and/or in collaboration with users
▪ requires a working prototype or implementation
▪ evaluates both design and implementation
▪ should be considered at all stages in the design life cycle

Dr. Ayesha Kashif – Riphah Int Univ 2


Advanced Human Computer Interaction 12/1/2019

▪ Expert Reviews and Heuristics


▪ Usability Testing and Laboratories
▪ Survey Instruments
▪ Acceptance Tests
▪ Evaluation during Active Use and Beyond
▪ Controlled Psychologically Oriented Experiments

▪ Expert Reviews and Heuristics


▪ Heuristic evaluation
▪ Guidelines review
▪ Consistency inspection
▪ Cognitive walkthrough
▪ Formal usability inspection

Dr. Ayesha Kashif – Riphah Int Univ 3


Advanced Human Computer Interaction 12/1/2019

Expert Reviews and Heuristics


▪ Heuristic evaluation
▪ Today, there are many different types of devices that may be subject to a
heuristic evaluation,
▪ it is important that the heuristics match the application.
▪ The expert reviewers critique an interface to determine conformance with a
short list of design heuristics, such as the Eight Golden Rules
▪ Specialized heuristics exist, such as for mobile app design ( Joyce et al.,
2014) and interactive systems (Masip et al., 2011)

heuristics developed specifically for video games.

Expert Reviews and Heuristics


▪ Guidelines review
▪ The interface is checked for conformance with the
organizational or other guidelines document
▪ Because guidelines documents may contain a thousand
items or more, it may take the expert reviewers some time
to absorb them and days or weeks to review a large
interface.

Dr. Ayesha Kashif – Riphah Int Univ 4


Advanced Human Computer Interaction 12/1/2019

Expert Reviews and Heuristics


▪ Guidelines review
▪ Interface Navigation

Expert Reviews and Heuristics


▪ Guidelines review
▪ Interface Navigation

Dr. Ayesha Kashif – Riphah Int Univ 5


Advanced Human Computer Interaction 12/1/2019

Expert Reviews and Heuristics


▪ Guidelines review
▪ Getting the user's attention

Expert Reviews and Heuristics


▪ Guidelines review
▪ Getting the user's attention

Dr. Ayesha Kashif – Riphah Int Univ 6


Advanced Human Computer Interaction 12/1/2019

Expert Reviews and Heuristics


▪ Consistency inspection
▪ The experts verify consistency across a family of interfaces,
checking the terminology, fonts, color schemes, layout, input
and output formats, and so on, within the interfaces as well
as any supporting materials.
▪ Software tools can help automate the process as well as
produce concordances of words and abbreviations.
▪ Often large-scale interfaces may be developed by several
groups of designers; this can help smooth over the interface
and provide a common and consistent look and feel.

Expert Reviews and Heuristics


▪ Cognitive walkthrough
▪ The experts simulate users walking through the interface to
carry out typical tasks.
▪ High-frequency tasks are a starting point, but rare critical
tasks, such as error recovery, also should be walked
through.
▪ An expert might try the walkthrough privately and explore
the system, but there also should be a group meeting with
designers, users, or managers to conduct a walkthrough and
provoke discussion (Babaian et al., 2012).

Dr. Ayesha Kashif – Riphah Int Univ 7


Advanced Human Computer Interaction 12/1/2019

Expert Reviews and Heuristics


▪ Cognitive walkthrough
▪ Identify the action sequence for this task. We specify this in
terms of the user’s action (UA) and the system’s display or
response (SD).

Expert Reviews and Heuristics


▪ Cognitive walkthrough
▪ Having determined our action list we are in a position to proceed with
the walkthrough. For each action (1–10) we must answer the four
questions and tell a story about the usability of the system. Beginning
with UA 1:

Dr. Ayesha Kashif – Riphah Int Univ 8


Advanced Human Computer Interaction 12/1/2019

Expert Reviews and Heuristics


▪ Formal usability inspection
▪ The experts hold a courtroom-style meeting, with a
moderator or judge, to present the interface and to discuss
its merits and weaknesses.
▪ Design-team members may rebut the evidence about
problems in an adversarial format.
▪ Formal usability inspections can be educational experiences
for novice designers and managers, but they may take
longer to prepare and need more personnel to carry out
than do other types of review.

▪ Expert Reviews and Heuristics


▪ Usability Testing and Laboratories
▪ Survey Instruments
▪ Acceptance Tests
▪ Evaluation during Active Use and Beyond
▪ Controlled Psychologically Oriented Experiments

Dr. Ayesha Kashif – Riphah Int Univ 9


Advanced Human Computer Interaction 12/1/2019

▪ Usability Testing and Laboratories


▪ Usability labs
▪ Ethics in research practices with human participants
▪ Think-aloud and related techniques
▪ The spectrum of usability testing
▪ Paper mockups and prototyping
▪ Discount usability testing
▪ Competitive usability testing
▪ A/B testing
▪ Universal usability testing
▪ Field tests and portable labs
▪ Remote usability testing
▪ Can-you-break-this tests
▪ Usability test reports

Usability Testing and Laboratories


▪ Usability labs
▪ A typical modest usability laboratory would have two areas,
divided by a half-silvered mirror-one for the participants to do
their work and the other for the testers and observers ( designers,
managers, and customers).
▪ The laboratory staff meet with the user experience architect or
manager at the start of the project to make a test plan with
scheduled dates and budget allocations.
▪ Usability laboratory staff
members participate in early
task analysis or design reviews,
▪ provide information on
software tools or literature
references, and help to develop
the set of tasks for the usability
test.

Dr. Ayesha Kashif – Riphah Int Univ 10


Advanced Human Computer Interaction 12/1/2019

Usability Testing and Laboratories


▪ Two to six weeks before the usability test, the detailed test plan is
developed; it contains
▪ the list of tasks plus
▪ subjective satisfaction and
▪ debriefing questions (interview the person about an experience)
▪ The number, types, and sources of participants are also
identified –
▪ sources might be customer sites, temporary personnel agencies,
or advertisements placed in newspapers.
▪ A pilot test of the procedures, tasks, and questionnaires with one
to three participants is conducted approximately one week before
the test, while there is still time for changes.
▪ This typical preparation process can be modified in many ways to
suit each project's unique needs

Usability Testing and Laboratories


▪ Ethics in research practices with human
participants
▪ Participants should always be treated with
respect and should be informed that it is not
they who are being tested; rather, it is the
software and user interface that are under
study.
▪ They should be told about what they will be doing,
▪ for example, finding products on a website,
▪ creating a diagram using a mouse, or
▪ studying a restaurant guide on a touchscreen and
▪ how long they will be expected to stay.

Dr. Ayesha Kashif – Riphah Int Univ 11


Advanced Human Computer Interaction 12/1/2019

Usability Testing and Laboratories


▪ Think-aloud and related techniques
▪ Think-aloud protocols yield interesting clues for observant
usability testers; for example, they may hear comments such as
"This webpage text is too small ... so I'm looking for something on
the menus to make the text bigger ... maybe it's on the top in the
icons ... I can't find it ... so I'll just carry on.“
▪ Another related technique is called retrospective think-aloud.
With this technique, after completing a task, users are asked
what they were thinking as they performed the task.
▪ The drawback is that the users may not be able to wholly and
accurately recall their thoughts after completing the task;
▪ however, this approach allows users to focus all their attention on
the tasks they are performing and generates more accurate
timings.

Usability Testing and Laboratories


▪ The spectrum of usability testing
▪ Paper mockups and prototyping
▪ Early usability studies can be conducted using paper
mockups of pages to assess user reactions to wording,
layout, and sequencing.
▪ A test administrator plays the role of the computer by
flipping the pages while asking a participant user to carry
out typical tasks. This informal testing is inexpensive, rapid,
and usually productive.
▪ Typically designers create low-fidelity paper prototypes of the
design,
▪ but today there are computer programs (e.g., Microsoft Visio,
SmartDraw, Gliffy, Balsamiq, MockingBird) that can allow
designers to create more detailed high-fidelity prototypes with
minimal effort.

Dr. Ayesha Kashif – Riphah Int Univ 12


Advanced Human Computer Interaction 12/1/2019

Usability Testing and Laboratories


▪ The spectrum of usability testing
▪ Discount usability testing
▪ formative evaluation (while designers are changing substantially)
and more extensive usability testing as a summative evaluation
(near the end of the design process).
▪ The formative evaluation identifies problems that guide redesign,
▪ while the summative evaluation provides evidence for product
announcements ("94% of our 120 testers completed their
shopping tasks without assistance")
▪ and clarifies training needs ("with four minutes of instruction,
every participant successfully programmed the device").
▪ Small numbers may be valid for some projects, but when dealing
with web companies with a large public web-facing presence,
experiments may need to be run at large scale with thousands of
users

Usability Testing and Laboratories


▪ The spectrum of usability testing
▪ A/B testing
▪ This method tests different designs of an interface.
▪ Typically, it is done with just two groups of users to observe and
record differences between the designs. Sometimes referred to as
bucket testing, it is similar to a between subjects design
▪ This method of testing is often used with large-scale online
controlled experiments (Kohavi and Longbotham, 2015).
▪ A/B testing involves randomly assigning two groups of users to
either the control group (no change) or the treatment group
(with the change) and then having some dependent measure that
can be tested to see if there is a difference between the groups
▪ This testing method has been used at Bing, where more than 200
experiments are run concurrently with 100 million customers
spanning billions of changes.
▪ Some of the items tested may be new ideas and others are
modifications of existing items (Kohavi et al., 2013).

Dr. Ayesha Kashif – Riphah Int Univ 13


Advanced Human Computer Interaction 12/1/2019

Usability Testing and Laboratories


▪ The spectrum of usability testing
▪ Universal usability testing
▪ This approach tests interfaces with highly diverse users,
hardware, software platforms, and networks.
▪ When a wide range of international users is anticipated, such as
for
▪ consumer electronics products,
▪ Web based information services, or
▪ e-govemment services,
▪ ambitious testing is necessary to clean up problems and thereby help
ensure success.
▪ Being aware of any perceptual or physical limitations of the
users (e.g., vision impairments, hearing difficulties, motor or
mobility impairments)
▪ and modifying the testing to accommodate these limitations will
result in the creation of products that can be used by a wider
variety of users

Usability Testing and Laboratories


▪ The spectrum of usability testing
▪ Field tests and portable labs
▪ This testing method puts new interfaces to work in realistic
environments or in a more naturalistic environment in the
field for a fixed trial period.
▪ These same tests can be repeated over longer time periods to
do longitudinal testing.
▪ Portable usability laboratories with recording and logging
facilities have been developed to support more thorough
field testing.
▪ Sometimes the interface requires a true immersion into the
environment and an "in-the-wild" testing procedure is
required (Rogers et al., 2013).

Dr. Ayesha Kashif – Riphah Int Univ 14


Advanced Human Computer Interaction 12/1/2019

Usability Testing and Laboratories


▪ The spectrum of usability testing
▪ Remote usability testing
▪ Since web-based applications are available across the world, it is
tempting to conduct usability tests online, avoiding the complexity and
cost of bringing participants to a lab.
▪ This makes it possible to have larger numbers of participants with more
diverse backgrounds, and it may add to the realism, since participants
do their tests in their own environments and use their own equipment.
▪ Participants can be recruited by e-mail from customer lists or through
online communities including Amazon Mechanical Turk.
▪ These tests can be performed both synchronously (users do tasks at the
same time while the evaluator observes) and asynchronously (users
perform tasks independently and the evaluator looks at the results
later).
▪ There are many platforms that support this type of testing. They include
Citrix GoToMeeting, Cisco WebEx, IBM Sametime, join. me, and Google
Hangouts.

Usability Testing and Laboratories


▪ The spectrum of usability testing
▪ Can-you-break-this tests
▪ Game designers pioneered the can-you-break-this
approach to usability testing by providing energetic
teenagers with the challenge of trying to beat new games.
▪ This destructive testing approach, in which the users try to find
fatal flaws in the system or otherwise destroy it, has been
used in other types of projects as well and should be
considered seriously.

Dr. Ayesha Kashif – Riphah Int Univ 15


Advanced Human Computer Interaction 12/1/2019

▪ Expert Reviews and Heuristics


▪ Usability Testing and Laboratories
▪ Survey Instruments
▪ Acceptance Tests
▪ Evaluation during Active Use and Beyond
▪ Controlled Psychologically Oriented Experiments

Survey Instruments
▪ User surveys (written or online)
▪ are familiar, inexpensive, and generally acceptable companions
for usability tests and expert reviews.
▪ Managers and users can easily grasp the notion of surveys, and
the typically large numbers of respondents (hundreds to
thousands of users) confer a sense of authority compared to the
potentially biased and highly variable results from small numbers
of usability-test participants or expert reviewers.
▪ The keys to successful surveys are clear goals in advance and
development of focused items that help to attain those goals.
▪ Two critical aspects of survey design are validity and reliability.
Experienced surveyors know that care is needed during design,
administration, and data analysis (Lazar et al., 2009; Cairns and
Cox, 2011; Kohavi et al., 2013; Tullis and Albert, 2013).

Dr. Ayesha Kashif – Riphah Int Univ 16


Advanced Human Computer Interaction 12/1/2019

Survey Instruments
▪ Preparing and designing survey questions
▪ Users can be asked for their subjective impressions about
specific aspects of the interface, such as the representation
of:
▪ Task domain objects and actions
▪ Interface domain metaphors and action handles
▪ Syntax of inputs and design of screen displays

Survey Instruments
▪ Preparing and designing survey questions

Dr. Ayesha Kashif – Riphah Int Univ 17


Advanced Human Computer Interaction 12/1/2019

Survey Instruments
▪ Sample questionnaires
▪ Questionnaire for User Interaction Satisfaction (QUIS).
▪ The QUIS has been applied in many projects with
thousands of users, and new versions have been created
that include items relating to website design.

Survey Instruments
▪ Sample questionnaires
▪ System Usability Scale (SUS)
▪ Developed by John Brooke, it is sometimes referred to as the "quick and
dirty" scale. The SUS consists of 10 statements
▪ with which users rate their agreement (on a 5-point scale). Half of the
questions are positively worded, and the other half are negatively
worded. A score is computed that can be viewed as a percentage.

Dr. Ayesha Kashif – Riphah Int Univ 18


Advanced Human Computer Interaction 12/1/2019

▪ Expert Reviews and Heuristics


▪ Usability Testing and Laboratories
▪ Survey Instruments
▪ Acceptance Tests
▪ Evaluation during Active Use and Beyond
▪ Controlled Psychologically Oriented Experiments

Acceptance Tests
measurable criteria for the user interface can be established
for the following:
▪ Time for users to learn specific functions
▪ Speed of task performance
▪ Rate of errors by users
▪ User retention of commands over time
▪ Subjective user satisfaction

Dr. Ayesha Kashif – Riphah Int Univ 19


Advanced Human Computer Interaction 12/1/2019

Acceptance Tests

▪ Expert Reviews and Heuristics


▪ Usability Testing and Laboratories
▪ Survey Instruments
▪ Acceptance Tests
▪ Evaluation during Active Use and Beyond
▪ Controlled Psychologically Oriented Experiments

Dr. Ayesha Kashif – Riphah Int Univ 20


Advanced Human Computer Interaction 12/1/2019

Evaluation during Active Use and Beyond


▪ Interviews and focus-group discussions
▪ direct contact with users often leads to specific, constructive
suggestions.
▪ Professionally led focus groups can elicit surprising patterns
of usage or hidden problems, which can be quickly
explored and confirmed by participants.
▪ Interviews and focus groups can be arranged to target
specific sets of users, such as
▪ experienced or long-term users of a product, generating
different sets of issues
▪ than would be raised with novice users.

Evaluation during Active Use and Beyond


▪ Continuous user-performance data logging
▪ The software architecture should make it easy for system
managers to collect data about the
▪ patterns of interface usage,
▪ speed of user performance, rate of errors, and/ or
▪ frequency of requests for online assistance.
▪ Logging data provide guidance in the
▪ acquisition of new hardware,
▪ changes in operating procedures,
▪ improvements to training,
▪ plans for system expansion, and so on.

Dr. Ayesha Kashif – Riphah Int Univ 21


Advanced Human Computer Interaction 12/1/2019

Evaluation during Active Use and Beyond


▪ Online or chat consultants, e-mail, and online
suggestion boxes
▪ Online or chat consultants can provide extremely effective
and personal assistance to users who are experiencing
difficulties.
▪ Many users feel reassured if they know that there is a
human being to whom they can turn when problems arise.
▪ These consultants are an excellent source of information
about problems users are having and can suggest
improvements and potential extensions.

Evaluation during Active Use and Beyond


▪ Discussion groups, wikis, newsgroups, and search
▪ Many interaction designers and website managers offer
users discussion groups, newsgroups, or wikis to permit
posting of open messages and questions.
▪ Discussion groups usually offer lists of item headlines,
allowing users to scan for relevant topics. User-generated
content fuels these discussion groups.
▪ Mostly anyone can add new items, but usually someone
moderates the discussion to ensure that offensive, useless,
outdated, or repetitious items are removed.

Dr. Ayesha Kashif – Riphah Int Univ 22


Advanced Human Computer Interaction 12/1/2019

Evaluation during Active Use and Beyond


▪ Tools for automated evaluation
▪ Software tools can be effective in evaluating user interfaces
for applications, websites, and mobile devices.
▪ Even straightforward tools to check spelling or concordance
of terms benefit interaction designers.
▪ Simple metrics that report numbers of pages, widgets, or
links between pages capture the size of a user interface
project, but the
▪ inclusion of more sophisticated evaluation procedures can
allow interaction designers to assess whether a menu tree is
too deep or contains redundancies,
▪ whether labels have been used consistently,
▪ whether all buttons have proper transitions associated with
them, and so on.

Evaluation during Active Use and Beyond


▪ Tools for automated evaluation
▪ Research Recommendations
▪ Keep average link text to
▪ two to three words,
▪ using sans serif fonts and
▪ applying colors to highlight headings.
▪ in e-commerce, mobile, entertainment, and gaming applications,
▪ the attractiveness may be more important than rapid task execution.
▪ users may prefer designs that are
▪ comprehensible,
▪ predictable,
▪ visually appealing and
▪ that incorporate relevant content.

Dr. Ayesha Kashif – Riphah Int Univ 23


Advanced Human Computer Interaction 12/1/2019

Evaluation during Active Use and Beyond


▪ Tools for automated evaluation
▪ run-time logging software
▪ captures the users’ patterns of activity
▪ Simple reports-such as the
▪ frequency of each error message,
▪ menu-item selection,
▪ dialog-box appearance,
▪ help invocation,
▪ form-field usage, or
▪ webpage access-
▪ are of great benefit to maintenance personnel and to revisers of
the initial design.

Evaluation during Active Use and Beyond


▪ Tools for automated evaluation
▪ evaluating mobile devices in the field
▪ A log-file-recording tool that captures
▪ clicks with associated timestamps and positions on the display,
▪ keeping track of items selected and display changes,
▪ capturing the page shots, and
▪ recording when a user is finished, can provide valuable
information for analysis.

Dr. Ayesha Kashif – Riphah Int Univ 24


Advanced Human Computer Interaction 12/1/2019

▪ Expert Reviews and Heuristics


▪ Usability Testing and Laboratories
▪ Survey Instruments
▪ Acceptance Tests
▪ Evaluation during Active Use and Beyond
▪ Controlled Psychologically Oriented Experiments

Controlled Psychologically Oriented Experiments


▪ Experimental approaches
▪ The classic scientific method for interface research which is
based on controlled experimentation, has this basic outline:
▪ Understanding of a practical problem and related theory
▪ Lucid statement of a testable hypothesis
▪ Manipulation of a small number of independent variables
▪ Measurement of specific dependent variables
▪ Careful selection and assignment of subjects
▪ Control for bias in subjects, procedures, and materials
▪ Application of statistical tests
▪ Interpretation of results, refinement of theory, and guidance for
experimenters

Dr. Ayesha Kashif – Riphah Int Univ 25


Advanced Human Computer Interaction 12/1/2019

Controlled Psychologically Oriented Experiments


▪ Experimental design
▪ it is important that the sample is representative of the target
users for the interface
▪ Users are frequently grouped or categorized by some sort of
demographics, such as age, gender, computer experience, or
other attribute.
▪ When selecting participants from a population to create the
sample, the sampling technique needs to be considered.
▪ Are people selected randomly?
▪ Is there a stratified subsample that should be used?
▪ The sample size is another consideration.
▪ It is important to define a confidence level that needs to be
met for the study

Controlled Psychologically Oriented Experiments


▪ Experimental design
▪ within subject design
▪ each subject performs experiment under each condition.
▪ transfer of learning possible
▪ less costly and less likely to suffer from user variation.
▪ between subject design
▪ each subject performs under only one condition
▪ no transfer of learning
▪ more users required
▪ variation can bias results

Dr. Ayesha Kashif – Riphah Int Univ 26


Advanced Human Computer Interaction 12/1/2019

Controlled Psychologically Oriented Experiments


▪ Experimental factors
▪ Subjects
▪ who – representative, sufficient sample
▪ chosen to match the expected user population as closely as possible
▪ Variables
▪ things to modify and measure
▪ Hypothesis
▪ what you’d like to show
▪ Experimental design
▪ how you are going to do it
▪ independent variable (IV)
characteristic changed to produce different conditions
e.g. interface style, number of menu items
▪ dependent variable (DV)
characteristics measured in the experiment
e.g. time taken, number of errors.

Controlled Psychologically Oriented Experiments

▪ Hypothesis
▪ prediction of outcome
▪ A hypothesis is a prediction of the outcome of an experiment.
▪ framed in terms of IV (independent variable) and DV
(dependent variable)

e.g. “error rate will increase as font size decreases”

▪ null hypothesis:
▪ states no difference between conditions
▪ aim is to disprove this

e.g. null hyp. = “no change with font size”

Dr. Ayesha Kashif – Riphah Int Univ 27


Advanced Human Computer Interaction 12/1/2019

Controlled Psychologically Oriented Experiments

▪ An example: evaluating icon designs


▪ Imagine you are designing a new interface to a document-
processing package, which is to use icons for presentation.
▪ You are considering two styles of icon design and you wish to
know which design will be easier for users to remember.
▪ One set of icons uses naturalistic images (based on a paper
document metaphor),
▪ the other uses abstract images.
▪ How might you design an experiment to help you decide
which style to use?

Controlled Psychologically Oriented Experiments

▪ An example: evaluating icon designs


▪ devise two interfaces composed of blocks of icons, one for
each condition.
▪ task (say ‘delete a document’) and is required to select the
appropriate icon.

Dr. Ayesha Kashif – Riphah Int Univ 28


Advanced Human Computer Interaction 12/1/2019

Controlled Psychologically Oriented Experiments


▪ An example: evaluating icon designs
▪ Form a Hypothesis
▪ what do you consider to be the likely outcome?
▪ In this case, you might expect the natural icons to be easier to recall
since they are more familiar to users.
▪ The null hypothesis in this case is that there will be no difference
between recall of the icon types.
▪ Independent Variable
▪ style of icon
▪ Dependent Variable
▪ the number of mistakes in selection
▪ the time taken to select an icon
▪ Experimental Method
▪ within-subjects

Controlled Psychologically Oriented Experiments


▪ Analysis of data
▪ Before you start to do any statistics:
▪ look at data
▪ save original data
▪ Choice of statistical technique depends on
▪ type of data
▪ information required
▪ Type of data
▪ discrete - finite number of values
▪ for example, a screen color that can be red, green or blue
▪ continuous - any value
▪ for example a person’s height or the time taken to complete a task
▪ continuous to discrete
▪ A continuous variable can be rendered discrete by clumping it into
classes, for example we could divide heights into short (<5 ft (1.5
m)), medium (5–6 ft (1.5–1.8 m)) and tall (>6 ft (1.8 m)).

Dr. Ayesha Kashif – Riphah Int Univ 29


Advanced Human Computer Interaction 12/1/2019

Controlled Psychologically Oriented Experiments

▪ Analysis - types of test


▪ If the form of the data follows a known distribution then
special and more powerful statistical tests can be used.
▪ parametric
▪ assume normal distribution
▪ This means that if we plot a histogram(a histogram groups numbers into ranges)
of the random errors, they will form the well-known bell-shaped
graph.
▪ Robust
▪ they give reasonable results even when the data are not precisely
normal
▪ powerful

Controlled Psychologically Oriented Experiments

▪ Analysis - types of test


▪ Checking whether data are really normal
▪ As a general rule, if data can be seen as the sum or average of
many small independent effects they are likely to be normal.
▪ For example, the time taken to complete a complex task is the
sum of the times of all the minor tasks of which it is
composed.
▪ On the other hand, a subjective rating of the usability of an
interface will not be normal.

Dr. Ayesha Kashif – Riphah Int Univ 30


Advanced Human Computer Interaction 12/1/2019

Analysis - types of test


▪ Analysis - types of test
▪ non-parametric
▪ do not assume normal distribution
▪ These are statistical tests that make no assumptions about the
particular distribution and are usually based purely on the ranking
of the data.
▪ That is, each item of a data set (for example, 57, 32, 61, 49) is
reduced to its rank (3, 1, 4, 2), before analysis begins.
▪ powerful
▪ given the same set of data, a parametric test might detect a difference
that the non-parametric test would miss
▪ more reliable
▪ more resistant to outliers

▪ contingency table
▪ classify data by discrete attributes
▪ count number of data items in each group

Controlled Psychologically Oriented Experiments

▪ Analysis - types of test

Dr. Ayesha Kashif – Riphah Int Univ 31


Advanced Human Computer Interaction 12/1/2019

References
▪ QUIS (http://lap.umd.edu/quis/)
▪ http://www.usability.gov
▪ http://www.allaboutux.org/all-methods
▪ http://www.usabilityfirst.com/
▪ https://www.nngroup.com/articles/ten-usability-heuristics/
▪ https://blinkux.com/
▪ Masip, L., GranoUers, T., and OJjva, M., A heuristic evaluation
experiment to validate the new set of usability heuristics, 2011 Eighth
International Conference on Information Technology: New Generations
(2011).
▪ Joyce, G., Lilley, M., Barker, T., and Jefferies, A., Adapting heuristics for
the mobile panorama, Interaction '14 (2014).

Dr. Ayesha Kashif – Riphah Int Univ 32

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