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Human Centered Design Hoorcolleges
Human Centered Design Hoorcolleges
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Human centered design HC1
What is human-centered design?
Human-centered design puts users’ needs and wants at the center of the design process
from start to finish.
Human-centered design calls for involving users throughout the design process via a variety
of research and design techniques so as to create meaningful, usable, and accessible
products for them.
A methodology? A prescribed process?
o Each design project is different, so one unique methodological approach wouldn’t
work.
o Design is too iterative, contextualized and focused on finding the best solution to
follow a standard process.
A philosophy? A framework or way of thinking?
o We’re designing for real world design problems with real world challenges, so a
philosophy isn’t enough.
Let’s work with both methodology and philosophy.
o Set of guiding principles
o Set of methods and techniques
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Human or user-centered design
Stages of UX
o All stages are important to consider as a designer
We want to focus on all stages of the user experience.
We need to take in account more characteristics of our users than those of their role as user
alone.
It’s a holistic view.
o Usability vs. UX
Usability:
Usability is a quality attribute that assesses how easy user interfaces
are to use
o Effectiveness
o Efficiency
o satisfaction
UX:
User experience is a person’s perceptions and responses that result
from the use or anticipated use of a product, system or service
o Emotions
o Attitudes
o Fun
o Perceived ease of use
o Mood
o Motivation
o Expectations
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Understand and specify the context of use = analysis of context-of-use
Specify the user requirements = conceptualization
Produce design solutions to meet user requirements = design
Evaluate the designs against requirements = evaluation
User roles
User
o Don’t have a specific task to a user, just watch
Tester
o Build a prototype and ask users to test it, specific task
Informant
o Also ask users to reflect on other parts in the design process
Design partner
o Involve users in the design process. They are involved in every design decision
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2. Involve users often
Iteration is core to human-centered design
3. Be polite
Users will try to make using a product feel simple.
Don’t make users think hard about how to use a product.
Try to understand problems users may have with a product, don’t blame them.
Glossary
Conceptualization
Context-of-use
Empathy
Evaluation
Iteration
Mental model
Prototype
Usability (testing)
User needs
User experience (UX)
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Human centered design HC2
Analysis of context-of-use
Group project
Design team roles
Researcher takes the lead in
o Involving users
o Preparing and carrying out data collection
o Analyzing and interpreting research data
Designer takes the lead in
o Generating ideas based on research insights
o Visualizing design ideas
Personas
Storyboards
Wireframes
UI sketches
o Communicating plans and finding (internally and externally)
Visually
Communicator takes the lead in
o Team collaboration
o Project management
o Communicating plans and finding (internally and externally)
Written
Orally
Developer / maker
o Translating design ideas to tangible artefacts, e.g.
Storyboards
Wireframes
Prototypes
o Making and remaking prototypes
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User forums and online reviews
o Societal information
Government agendas
Popular news media topics
Public opinion
o Existing solutions
Which problems do these not solve yet?
Second brainstorm – combine prior and new knowledge, choose a project focus
o Share new knowledge
o Revisit design challenge
Probable causes/determinants/solution spaces
When would the problem be solved?
Choose one approach to address the problem
o Formulate preliminary project goal and scientific contribution
Formulate project goal and research question
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Project goal and intermediate level knowledge
Besides a general project goal, you should think about the intermediate level knowledge you
aim to generate (= scientific contribution)
o Either by reflecting on your entire project
o Or by addressing a specific (scientific) research question in one of the HCD phases
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Access to participants
Legal and ethical issues
Triangulation
In new media design: An approach to data collection and analysis that uses multiple
methods, measures, or approaches to look for convergence on product requirements or
problem areas.
Different methods
Qualitative and quantitative methods
Theoretical approaches (and related methods)
Use at least two methods in you analysis of the context-of-use
Triangulation in HCD
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Determine what you want to know
What do you want to be able to say at the conclusion of your study (take another look at
your research questions and HCD phase goal)?
o Attitudes
o Motivations
o Behavior (patterns, routines)
o Values and beliefs
o Experiences
o Capabilities
Design anthropology
“Design anthropology describes the practices of anthropologists who collaborate with
designers and team members from other disciplines in order to develop new product ideas.
The primary contribution of the anthropologists lies in the ethnographic research they
conduct with users, or potential users, of the product being envisioned, in order to learn
about the everyday practices, symbolic meanings, and forms of sociality with which a
successful new product would need to articulate. Designers and other members of product
development teams draw on findings from such research to develop design ideas that fit the
lived experience of intended users.”
Generative methods
(Very) early design phases
Discover latent needs
Making and storytelling
Cultural probes
Sensitization and generative sessions (Sleeswijk Visser et al.)
Sensitization
o Prepare people for different stages in the research
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Preparing the data collection
Typical setup of methods section
Participants
Materials
(Design)
Procedure
Analysis
Participants
Formulate inclusion criteria: who are you designing for (and who is eligible to participate)?
Determine a recruitment strategy
o Convenience sampling
o Snowball sampling
o Purposive sampling
How many users?
o Magic number for user tests: (per user group)
N = 10 – average of 95% of the user problems and at least 82%
N = 5 – average of 85% of user problems
o Saturation: the point at which no new relevant information emerges
o Sometimes it’s inspiration that you want rather than validated findings
o Two-step approach: inspiration first, validation second
Ethical considerations
Research ethics – comfortable experience
Research must be beneficial and cause no harm, don’t do useless research
Participants should never feel uncomfortable, physically or psychologically
o Note that your participants will usually be slightly nervous, no matter what
Assess all potential risks, real and perceived, and mitigate these
o Consider the study form the participants’ perspective
o Notify participants of potential (perceived) risks
When evaluating: stress that you are evaluating the product, not the participant
Acknowledge the participants’ expertise (they are experts of their world of experience)
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o Procedure
o Risks
o Their rights
Using deception is not allowed without permission from an ethical board
Working with children and vulnerable target groups is not allowed without permission from
an ethical board
Debrief participants about nature, results and conclusions
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Human centered design HC3
Ethics of technology design
Human or humanity-centered design
To be agents of positive change, we as designers need to think more broadly about the
direct and secondary consequences of our work. […] To do that, we need to integrate our
discipline with systems thinking, which entails understanding how systems work and evolve
over time. This will allow us to anticipate and mitigate the negative longer-term
consequences of well-intentioned solutions. […] We have the responsibility to evolve from
human-centered design thinkers to humanity-centered designers.
Social design
Design is more than just decoration.
Being mindful of role and responsibility in society as a designer
Using the design process to bring about social change
o Designing “good” products
o Using design to provoke, to speculate about the future
Critical of market-orientedness of conventional design practice
Is technology neutral?
Technological utopianism
In the 1990s:
o Technology as the solution to any problem
o Technology as intrinsically empowering
But missteps have raised ethical awakening
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Every increasing ubiquity of technology and data makes people skeptical to trust tech
companies. Is technology neutral? Or does it have its own social, political, or moral
effects?
Examples algorithmic bias
Algorithmic bias based on user activity and concerted action by far-right groups to skew
responses.
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Mediation theory:
o Technology is a medium through which we perceive and manipulate our world
we don’t control tech or v.v., instead humans and technology co-create the world.
Design as applied ethics
Every act of design is a statement about the future: in our design choices, we disregard
alternative realities.
Law of unintended consequences: there will always be outcomes we overlook.
We have responsibility
o To anticipate and mitigate the worst possible outcomes
o To anticipate the impact on non-users and wider society
Algorithmic bias is a form of negligence
Starting point
Clear statement of the problem to solve (= your project goal)
Specific research questions to answer (= your analysis phase RQs)
Expected output
o Match analytical strategies to desired outcomes
Personas
Fictional character representing your user groups
Based on real data
Research and communication tool
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o Identify and understand users
o Present insights
Design reflection tool
o What would Emma do?
Scenario
Fictitious story of a user (or persona) accomplishing an action or goal
o Current
o Future
Focus on user actions and product responses
Storyboard
Originates in visual arts (film, comic books, animation)
Visualizes the user’s actions and circumstances under which these are performed
Broader picture: user and product in context
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Chunk 1
Medical
Chunk 2, 3, 4 and 5 incident
Personal medical history
Attitude
Caregiver relationship
patient exp.
Codes
A code is a short, descriptive label that describes data units:
o Subject
o Nature
o Tone
o Speaker
Data units can belong to multiple categories (assign multiple codes or duplicate data units)
See image ()
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Coding
Coding is the process of sorting the data into categories and to assign codes describing the
categories
Deductive coding – top-down
o Predetermined categories, e.g. theory, research questions, desired outcomes
Inductive coding – bottom-up
o Data-driven or open coding: allow data to suggest new categories
Combination of bottom-up and top-down coding, e.g.
o Main categories for each interview topic, research question, persona characteristic…
o Allow data to suggest new categories
o Create subcategories based on data
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Analysis: analyse coding scheme and categories
Use the patterns to generate insights that might create opportunities for change (i.e. design
ideas)
Interpret the categories and patterns: what do these tell you regarding
o The problem you are trying to solve?
o The users you are designing a solution for?
o The context your solution will be used in?
o The activities your user will use your design with?
Coding scheme provides reporting structure.
Analysis medium
Paper Digital
Physical manipulation of data allows for Flexibility: adjusting/revisiting coding scheme is
drawing connection between pieces of data easier/speedier
Different people can work on the data Allows for sharing
simultaneously
Digitized data must be transferred onto paper Joint data analysis with multiple researchers is
difficult
Rearrangements must be done by hand Does not allow for (easy) adding of non-textual
data
Requires wall space Clouds can crash
One overeager cleaning crew may mean the
end of your analysis work
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Human centered design HC4
Communicating insights
Reporting findings – main insights
Use your coding scheme as main structure for the findings section.
For the main codes you want to report, provide:
o The brief descriptive label – this can be the header
o A summary of the insights you gained, explaining subcategories
o Supporting evidence
Quotes
Photos
Sketches
Personas
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Fictional characters representing your user groups
Personas – purpose
Research tool
o Identity and further understand user groups (differences between user groups)
Communication tool
o Present and encapsulate insights from user research
o Shared focus within design team
o Allows for remembering relevant user data in subsequent design steps
Design reflection tool
o Mental model of user groups in a design team predict behavior
o Evoke empathy. Prevents designers from projecting their own needs and desires
o Guide design decisions by how well a design meets user needs
Maintain the perspective of the users: what would Emma do?
Prioritization of features
Explore actual use of a product (e.g. interaction, navigation)
Why would we use personas rather than the real participants in our research?
Combine data from multiple people to create a general person (average user)
Unethical to use someone as “persona”
Data-driven personas
Goal-directed
o Focus on what user aims for
o Focused on the goals the users have
Role based
o Focus on the role of users (e.g. in an organisation)
o Also focused on the goals
Persona goals
End goals – users’ motivation for performing the tasks with your products
o E.g. not forgetting medication, being aware of one’s physical condition
Experience goals – how someone wants to feel when using a product
o E.g. feeling in control, reassured
Life goals – personal aspirations of users beyond your design
o E.g. reaching optimal health given one’s condition
Data-driven personas
Traditionally mostly qualitative data
Scientific approach also focuses on using quantitative data for persona creation
Quickly presenting some facts about your user groups
Engaging personas
Focus on richer, more engaging description of a persona
o Psychological characteristics
Requires more data
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o Social background
o Emotional relationship with design focus
Combine data and storytelling techniques
Fiction-based personas
Not create a new persona, but use existing personas from fictions
Creating personas
“The actual purpose of the [persona] method is not the persona descriptions, but the ability
to imagine the product. […] I designate these product ideas as scenarios. It is in scenarios
that you imagine how the product is going to work and be used.
Telling stories about your product
o How is it going to work? For the group assignment
o How will it be used? you will be making a future
o In what context will it be used? scenario, featuring the
o What are the expected consequences? product you plan to design
(so you can only start doing
Storytelling in HCD this after ideation)
Can be used to both:
o Tell the users’ current situation
Context-of-use Communication of insights
Problems
o Describe a users’ hypothetical future experience using a new design Conceptualisation/
Vision on the situation after the introduction of your product ideation
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Shared understanding in design team
Reflection in action
Conceptualisation/ ideation
Supports idea generation
Allows for quick user feedback on early ideas evaluation
Scenario
Written story of a user (or persona) accomplishing an action or goal
Future, hypothetical scenarios:
o Focus on high level user actions and product responses (i.e. interaction)
o Providing sufficient detail to suggest design implications
Elements of a scenario
Persona as the protagonist
Setting in which the product will be used
Beginning: a problem/goal/situation is introduced and action starts
Action/episodes
o Primary activities of the persona – e.g. attempts to reach the goal
o Decisions the persona makes (and what influences them)
o Task flow
o Tools used
o User experience
Ending
o Expected result of the product introduced
o Resolution: how has the product changed the existing situation
Scenario – example
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Storyboard
Visual story of a user (or persona) accomplishing an action or goal
Originates in visual arts (film, comic books, animation)
Future, hypothetical scenarios:
o Focus on first (visual) interaction design ideas
o Focus on broader picture: user and product in context
Zoom into key interactions
Zoom back out to the consequences of using your design
Adds visual storytelling elements to (further) engage and create empathy
Visual elements in storyboards
Level of detail
o Play with zoom (context vs. interactions and interface design)
Inclusion of text
o Usually necessary, but keep it short
Inclusion of people and emotions
o Show how people experience the design (good and bad)
Number of frames
o Mostly few frames per scenario
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Creating storyboards – SAP scenes
Website to create storyboards
Involving users
Validating personas
Evaluating early design ideas
Codesigning scenarios and storyboards
What is creativity?
The word creativity comes from the Latin verb creo: to create, make
Creativity = the production of novel, useful products (Mumford, 2003), something original
and worthwhile (Sternberg, 2011)
Psychological processes involved
o Convergent and divergent thinking (Guilford, 1967)
Convergent = come up with as many things as you can
Divergent = focusing
o Generation and exploration (Finke et al., 1992)
o Conceptual blending (Fauconnier & Turner, 2002)
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Step 1 – from general problem to problem definition
We started with a design challenge (general problem)
After diverging…
o Gathering lots of insights with analysis of context-of-use
We need to converge again…
o Identifying patterns and insights from our data
How might we – question
Example
Example
General problem
o Initial general problem: Paraguay has one of the highest incident rates of mosquito-
borne diseases in the world, and government campaigns have had very little effect.
Insights
o Important cause of the problem
Lack of knowledge about precautions to take education
o In rural areas
Few computers/smartphones public installation
o Many illiterate users non-verbal interactions
Problem definition
o How might we design a public installations to educate illiterate people in rural
Paraguay to take precautions to prevent mosquito-borne diseases?
Example
Design vision:
o Educational content aiming for behavior change
o Public installation
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Attractive and engaging design
Short interaction options
o Non-verbal design
Game elements?
Step 3: ideation
The process of generating ideas for design solutions
Divergence and convergence (and repeat):
o Generation of as many ideas as possible
o Evaluation of ideas, bearing in mind the design goal and user insights
o Selecting ideas
o Further ideate/conceptualize selected ideas
Best practices (cf. research by Nielson Norman Group):
o Involve several people in ideation
o Look to multiple sources of inspiration, and make sure to include user research as
one of these
o Employ structured ideation techniques
o Use some amount of written ideation
o Have a designated facilitator
Example
Initial general focus: assisting hearing-impaired children in everyday life
Extensive analysis of context-of-use (divergence)
o Observations
o Interviews
o Cocreation sessions
Communicate insights
Defining problems (convergence)
Selecting problems (convergence) and ideation (divergence)
Further ideation (divergence)
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Collecting and recalling all kinds of information around an issue (e.g.
mindmap)
o Associative techniques
Generating great numbers of ideas and options within a relatively short time
through association (e.g. brainstorming/brainwriting)
o Provocative techniques
Generating ideas by thinking outside one’s familiar frame of reference (e.g.
absurd questioning, extreme brainstorming)
o Confrontative techniques
Identifying and breaking assumptions and preconceptions (e.g. lateral
thinking by asking questions like: “What if not?” and “What else?”).
o Intuitive techniques
Letting go: spontaneous and intuitive idea generation and reflecting upon
the generated idea (e.g. guided fantasy)
Card sorting
Emphasis on the information architecture
o What information should be included in your design?
o What is the mental model (relations, terminology, location of controls)?
o Structure and grouping of information
Participatory method (with user/stakeholder)
Can be done with individual participants, groups, or even remotely (digitally).
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Tree test: only show categories, check if participants can find items (seek task instead of sort
task)
Delphi card sort (initial sort, followed by reviews/modifications only)
Card sort for storytelling, prioritization, etc.
Introduction to prototyping
What are prototypes?
Inexpensive
Experimental
Fast
Externalizing a vision
o As a designer you have an idea for the concept. Prototypes help to visualize the idea
for the concept.
By definition: not the real product
Goals of prototyping
Explore design/solution space – fail fast
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Validate assumptions (formally/informally)
Prove feasibility
Communicate (collaboration, sell an idea)
Positive side-effects include:
o Involving potential end-users, other stakeholders
Fidelity
Breadth
Depth
Visuals
Interactions (functional)
Data model (content)
Context
Visuals
Interactions (functional)
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Data model (content)
Context
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o People might hold back
o Detail-oriented
Prototyping methods
Paper prototypes
+ Allow you to experiment with several aspects of the concept: interactivity, layout, flow,
content
+ Generally fast and easy to make and alter
- Interactions not fully natural
Clickthrough prototypes
Physical prototypes
A 3D representation of your idea
Helps to explore physical aspects such as shape, size, weight
Clay, foam, cardboard, paper, LEGO, 3D printed, etc.
Can be combined with paper prototypes
High functional fidelity extension: physical computing (sensors and actuators)
Narrative prototypes
+ Show the product being used in context (role)
+ Help to create empathy
+ Show a particular (ideal) flow throughout a process or interaction
+ Allow you t fake advanced interactions, complex technologies
- Lack interactivity (most of the time)
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- Do no allow you to identify usability problems
Narrative prototypes
Think also of:
o Scale (e.g. maquette, figurines)
o Integration with paper/interactive/physical prototypes
o Stop-motion
1. Think before you make
Planning your prototyping efforts
What is the cheapest, fastest way to [goal] [feature] to/with [audience]?
Think before you make
Don’t prototype everything 2. Don’t prototype everything
What is the cheapest, fastest way to communicate to our team our intended interaction between
students and an interactive wall?
Breadth – focused
Depth – deep
Interactions – middle
Visuals – sketchy
Data model – placeholder (if it is only for teammates)
Context – stand-in
What is the cheapest, fastest way to validate whether car drivers are able to observe our public
installation in time and without causing a safety hazard?
Breadth – focused
Depth – deep
Interactions – steps
Visuals – middle
Data model – middle
Context – to in the field
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Human centered design HC6
Group assignment prototype
The type of prototype should match your research question in the evaluation phase.
See-Say-Do methods
Say – listen to what the user has to tell you about the experience (diary for example)
See – on behalve of the researcher, see what the user is doing, observing
Do – what the users are doing, also when the researcher is not watching (see what the user
click on for example)
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Distinctions in evaluation methods
Goal of evaluation in the design phase
Formative methods
o Discover insights and shape design direction
o For concepts, scenarios/storyboards, low-fidelity prototypes
Summative methods
o Evaluate design against a set of metrics (time-on-task, success rate)
o For high-fidelity prototypes and fully functional products
o More doing
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Quantitative vs. qualitative
Quantitative
o Usability testing: evaluating user performance against metrics;
Time-on-task
Task success
Error rate
Efficiency
o Log data and analytics
o Self-reported behavior
Scales and surveys
Diary
Qualitative
o Attitudes and opinions
Interview and focus group
o Observable behavior
Observation
o Self-reported behavior
Diary study
Think aloud
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Verbalization of thinking process
Helps you discover what users think (e.g. why they misinterpret your design)
Good in addition to quantitative measures
Might affect performance measures
o Performance time
o Eye tracking
Heuristic evaluation
Judging compliance of a design with recognized usability principles
Most well-know: Jacob Nielsen’s 10 usability heuristics
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o Visibility of system status
Does give the user a visualization of the progress of the uploading
Also update because you can see 1 of 1 uploading, so if you uploaded 3 files,
you know something is wrong.
Category-specific heuristics
Category-specific heuristics
Nielsen’s usability heuristics are very generic and usability-oriented
In addition, we need more specific criteria to evaluate our designs against
o User group (children, people with Down syndrome)
o Task (specific task like gamification or game design)
o Context (specific context)
o Class of products
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Critical look: any concerns with Asimakoupolo’s paper
Representation bias: only highly motivated participants, while one of the problems identified
in the introduction is abandonment of fitness tracking devices
Lack of transparency about how heuristics were created
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Human centered design HC7
Which methods do we expect you to know?
See/say/ Self-report/ Qualitative or Formative or Advantages & Usability Before/during/
do? observation/ quantitative? summative? disadvantages or UX? after usage or
measurement? over time?
Usability Do Observation & Quantitative Both Usability During usage
testing measurement
Interview Say Self-report Qualitative Formative Both Before, after,
over time
Focus group Say Self-report Qualitative Formative Both Before, after,
over time
Survey & Say Self-report Both Both Before, after,
scales (qualitative over time
for open
questions
only)
Diary study Say Self-report Both Formative Both Before, after,
over time
Observation See Observation Both Formative During usage
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Performance metrics: task success
Graph = of successful completion rate by task
o Some tasks have lower success rates, thus the design might be changed for those
taks.
Just indicating whether participants were successful doesn’t help in improving your design
o Where did they encounter problems?
o Why did they encounter problems?
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Performance metrics: errors
Did participants make any errors while attempting to reach their goal?
Were participants able to recover from errors they made?
Identifying and classifying errors helps to understand the nature of design problems
o Coding!
Errors could be:
o Entering incorrect data
o Making a wrong choice in a menu or drop-down list
o Incorrect sequence of actions
o Failing to take action
Reporting can include both error rates and nature of errors
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Performance metrics: deviation from optimal path
Where in the sequence of tasks do users do something different (compared to the ideal
path)
Compare users’ paths to optimal path
Issue-based metrics
Usability issue
o Identification and description of a design problem one or more participants
experienced
o An assessment of the underlying cause of the problem
Examples:
o Behaviours that prevent task completion
o Expressions of frustration
o Missing crucial information
o Misinterpretation of design features or information
Issue-based metrics
Who can identify issues?
o Experts
o Users
In-person studies (with think aloud)
Verbatim comments (scales open text fields)
In-person studies (see and say)
o Analysis of:
Verbal expressions (think aloud)
Confusions, frustration, dissatisfaction, surprise
Confidence, pleasure
Non-verbal expressions (observation)
Facial expressions
Bodily reactions
Eye movements
Self-reported findings
Provides information about the users’ perception of your design and their interactions with
it
That is: UX
Prone to bias, e.g. social desirability bias
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o Task support by design
Expectations vs. experience
Self-reported findings
Post-task questionnaire
Quotes can illustrate a design problem very well
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o Describe the nature and relevance of each issue and how it is important for usability
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