Usability Engineering Methods (UEMs) for Software Developers
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[Deutsch] |
by Andreas Holzinger (Original Paper in
Communications of the ACM (CACM),
2005, Vol 48, Issue 1, pp. 71-74 >
Digital Library of the ACM
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Heuristic Evaluation |
Cognitive Walkthrough |
Action Analysis < >
Thinking aloud |
Field Observation |
Questionnaires |
General References |
Students material |
Mini-Conf
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One of the basic lessons that we have learned in the area of HCI is
that usability must be considered before prototyping takes place. There
are techniques (e.g. Usability Context Analysis) intended to facilitate
such early focus and commitment (Thomas and Bevan, 1996). When usability
inspection, or testing, is first carried out at the end of the design
cycle, changes to the interface can be costly and difficult to implement,
which in turn leads to mere usability recommendations. These are often
ignored, according to the philosophy “We don’t have usability problems”.
The earlier critical design flaws are detected, the greater the chance
that they can be corrected. Thus User Interface Design should more
properly be called User Interface Development, analogous to Software
Development since Design usually focuses on the synthesis stages, and user
interface components include metaphors, mental models, navigation,
interaction, appearance and usability (Marcus, 2002).
Meanwhile, it is generally accepted that the following five essential
characteristics of usability should be part of any software project:
Learnability - so that the user can rapidly begin working with the system;
Efficiency - enabling a user who has learned the system to attain a high
level of productivity; Memorability - allowing the casual user to return
to the system after a period of non-use without having to re-learn
everything; Errors - low error rate, so that users make fewer and easily
rectifiable errors while using the system. Further, catastrophic errors
must not occur; and finally, Satisfaction - pleasant to use, so that users
are subjectively satisfied when using it. There are trade-offs and some
criteria are more important than others, although this depends on the
situation, for example: long-term efficiency may be sufficiently important
to be willing to sacrifice rapid learnability (Shneiderman, 1997).
To ensure that these essential characteristics of usability exist in
the software project we use methods, which we divide into inspection
methods (without end users) and test methods (with end users):
Method & Category |
Description |
Advantages (Pros) |
Disadvantages (Cons) |
References (Harvard Style) |
Pointers
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Heuristic Evaluation (HE) inspection method |
(from Greek heuriskein = to discover) is
the most common informal method. It involves having usability
specialists judge whether each dialogue element follows established
usability principles (Nielsen and Mack, 1994). The original approach
is for each individual evaluator to inspect the interface alone. Only
after all the evaluations have been completed are the evaluators
allowed to communicate and aggregate their findings. This is important
in order to ensure independent and unbiased evaluations. During a
single evaluation session, the evaluator goes through the interface
several times and inspects the various dialogue elements and compares
them with a list of recognized usability principles (e.g. the
Usability Heuristics by Nielsen (Nielsen, 1994)). There are different
versions of HE currently available which for example have also a
cooperative character. The heuristics to be used need to be carefully
selected so that they reflect the specific system being inspected,
this especially under the viewpoint of Web-based services where
additional heuristics become increasingly important. Usually 3 to 5
expert evaluators are necessary (cost factor), less experienced people
can perform a HE, but the results are not as good. At the same time
this version of HE is appropriate at times, depending on who is
available to participate. |
application of recognized and accepted
principles; intuitive; usability early in the development process;
effective identification of major and minor problems; rapidity; HE can
be used throughout the development process; |
disassociation from end users; does not
identify or allow for unknown users’ needs; unreliable domain specific
problem identification; HE does not necessarily result in evaluating
the complete design since there is no mechanism to ensure the entire
design is explored, evaluators can focus too much on one section or
another; the validity of Nielsens guidelines has been questioned
(Sears, 1997) |
Nielsen, J. and Molich, R.
(1990), Heuristic evaluation of user interfaces, CHI 90, ACM, Seattle
(WA), pp. 249-256. Nielsen, J. (1992), Finding usability
problems through heuristic evaluation, CHI 92, pp. 373-380.
Nielsen, J. (1994) Heuristic evaluation. In Nielsen, J. &
Mack R.L. (Eds.)
Usability inspection methods. John Wiley & Sons, Inc., 25-62.
Muller, M. J. and McClard, A. (1995), Validating an
extension to participatory heuristic evaluation: quality of work and
quality of work life, (ed.), CHI 95, ACM, Denver (CO), pp. 115-116.
Levi, M. D. and Conrad, F. G. (1996),
A heuristic
evaluation of a World Wide Web prototype, interactions, 3, 4,
50-61.
Sears, A. L. (1997), Heuristic walkthroughs: Finding
problems without the noise, International Journal of Human-Computer
Interaction, 9, 3, 213-234. Muller, M. J., Matheson, L.,
Page, C. and Gallup, R. (1998), Methods & tools: participatory
heuristic evaluation, interactions, 5, 5, 13-18. |
Useit.com
> Heuristic Evaluation
>
How to conduct a Heuristic Evaluation
Heuristic Evaluation System Checklist
How we
do it: heuristic evaluation >
Fourteen
heuristics used in OCLC heuristic evaluations
From 9 Heuristics to 10 Heuristics
Web-Creators
Users Group @ Stanford >
Nielsens 10 Heuristics and Tognazzinis Principles
Interaction Design: beyond
human-computer interaction. >
Interactive Heuristic Evaluation Toolkit
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Method & Category |
Description |
Advantages (Pros) |
Disadvantages (Cons) |
References (Harvard Style) |
Pointers |
Cognitive Walkthrough (CW)
inspection method |
A cognitive walkthrough is a
task-oriented method with which the analyst explores the system
functionalities, i.e. CW simulates step-by-step user behavior for a
given task. The emphasis is put on cognitive theory, such as
learnability, by analyzing the mental processes required of the users.
This can be achieved during the design by making the repertory of
available actions salient, providing an obvious way to undo actions
and offering limited alternatives (Lewis and Wharton, 1997). The
background is derived from exploratory learning principles. Several
versions of CW exists including e.g. pluralistic walkthroughs wherein
end users, software developers, and usability experts go through the
system, discussing every single dialogue element. |
independence from end users and a fully
functioning prototype, helps designers to take on a potential user’s
perspective; effective identification of problems arising from
interaction with the system, can help to define users’ goals and
assumptions. |
Possible tediousness and the danger of an
inherent bias due to improper task selection; emphasis on low-level
details; non-involvement of the end user. |
Lewis, C., Polson, P., Wharton, C.
and Rieman, J. (1990), Testing a Walkthrough Methodology for
Theory-Based Design of Walk-Up-and-Use Interfaces, CHI 90, ACM,
Seattle, 235-242. Polson, P. G., Lewis, C., Rieman, J. and
Wharton, C. (1992), Cognitive walkthroughs: a method for
theory-based evaluation of user interfaces, International Journal of
Man-Machine Studies, 36, 741-773.
Barnard, J. M. and Barnard, P. (1995), The case for
supportive evaluation during design, Interacting with Computers, 7, 2,
115-143.
Lewis, C. and Wharton, C. (1997),
Cognitive Walkthroughs, in Helander, M. (ed.), Handbook of
Human-Computer Interaction. Second Edition., Elsevier, Amsterdam,
717-732.
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Performing a Cognitive Walkthrough
Cognitive
Walkthrough Example
Cognitive
Walkthrough Procedure
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Method & Category |
Description |
Advantages (Pros) |
Disadvantages (Cons) |
References (Harvard Style) |
Pointers |
Action Analysis (AA)
inspection method |
The method is divided into formal and
back-of-envelope action analysis whereby, the emphasis is more on what
the practitioners do than on what they say they do. The formal method
requires close inspection of the action sequences, which a user
performs to complete a task. This is also called keystroke-level
analysis (Card et al., 1983). It involves breaking the task into
individual actions such as move-mouse-to-menu or type-on the-keyboard
and calculating the times needed to perform the action. The
back-of-envelope analysis is less detailed and gives less precise
results, however, it can be performed much faster. This involves a
similar walkthrough of the actions a user will perform with regard to
physical, cognitive and perceptual loading. To understand this
thoroughly we have to keep in mind that goals are external tasks; we
achieve goals; and tasks are those processes applied through some
device in order to achieve the goals; we perform tasks. ACTIONS are
tasks with no problem-solving and no internal control structure. We do
actions. The main problem of task analysis (Carroll, 2002) is the
difficulty in accommodating complicated tasks completed by more than
one individual. Furthermore, the representation of a task analysis is
complex, even when a simple task is studied and tends to become very
unwieldy very rapidly. Such representations can often only be
interpreted by those who conducted the analysis. |
Precise prediction of how long a task
will take; a deep insight into users’ behavior. |
It is very time-consuming and needs high
expertise. |
Card, S. K., Moran, T. P. and Newell, A.
(1980), The keystroke-level model for user performance time with
interactive systems, Communications of the ACM, 23, 7, 396-410.
Card, S. K., Moran, T. P. and Newell, A. (1983), The psychology of
Human-Computer Interaction, Erlbaum, Hillsdale (NJ).
Norman, D. A. (1986), Cognitive engineering, in Norman, D.
and Draper, S. (ed.), User Centered System Design: New Perspectives on
Human-Computer interaction, Erlbaum, Hillsdale (NJ).
de Haan, G., van der Veer, G. C. and van Vliet, J. C. (1991),
Formal modelling techniques in human-computer interaction, Acta
Psychologica, 78, 1-3, 27-67.
Bourges-Waldegg, P. and Scrivener, S. A. R. (1998), Meaning, the
central issue in cross-cultural HCI design, Interacting with
Computers, 9, 3, 287-309.
Sutcliffe, A. G. and Carroll, J. M. (1999), Designing claims for
reuse in interactive systems design, International Journal of
Human-Computer Studies, 50, 3, 213-241.
JoAnn T. Hackos , Janice C. Redish, User and task analysis for
interface design, John Wiley & Sons, Inc., New York, NY, 1998 |
The Applied
Cognitive Science Lab >
Introduction to Human Factors >
Task Analysis |
Method & Category |
Description |
Advantages (Pros) |
Disadvantages (Cons) |
References (Harvard Style) |
Pointers |
Thinking Aloud (THA)
test method |
Thinking aloud (Nielsen, 1994), may be
the single most valuable usability engineering method. It involves
having a end user continuously thinking out loud while using the
system. By verbalizing their thoughts, the test users enable us to
understand how they view the system, and this again makes it easier to
identify the end users' major misconceptions. By showing how users
interpret each individual interface item, THA facilitates a direct
understanding of which parts of the dialogue cause the most problems.
In THA the time is very important, since it is the working memory
contents that are desired, thus retrospective reports are much less
useful, since they rely on the users memory of what they has been
thinking some time ago. A variant of THA is called constructive
interaction and involves having two test users use a system together
(co-discovery learning). The main advantage is that the test situation
is much more natural than standard THA with single users working
alone, since people are used to verbalizing their thoughts when trying
to solve a problem together. Therefore, users may make more comments
when engaged in constructive interaction than when simply thinking
aloud for the benefit of an experimenter |
reveals why users do something; a very
close approximation to the individual usage; the provision of a wealth
of data, which can be collected from a fairly small number of users;
comments of the users often contain vivid and explicit quotes;
preference and performance information can be collected
simultaneously; helps some users to focus and concentrate; early clues
can help to anticipate and trace the source of problems to avoid later
misconceptions and confusion in the early stage of design. |
a failure to lend itself well to most
types of performance measurement; the different learning style is
often perceived as unnatural, distracting and strenuous by the users;
non-analytical learners generally feel inhibited; time consuming since
briefing the end users is a necessary part of the preparation.
Causing users to focus and concentrate is both an advantage and
disadvantage since it results in less than natural interactions at
times and THA results in being faster due to the users focus. |
Duncker, K. (1945), On problem-solving,
in Dashiell, J. F. (ed.), Psychological Monographs of the American
Psychologoical Association, Vol. 58, APA, Washington (DC), pp. 1-114.
Nisbett, R. E. and Wilson, T. D. (1977), Telling More Than We Can
Know: Verbal Reports on Mental Processes, Psychological Review, 84, 3,
231-259.
Lewis, C. and Mack, R. (1982), Learning to use a text processing
system: Evidence from thinking aloud protocols, (ed.), SIGCHI
conference on Human factors in computing systems, Gaithersburg (MD),
pp. 387-392.
Bereiter, C. and Bird, M. (1985), Use of thinking aloud in
identifcation and teaching of reading comprehension strategies,
Cognition and Instruction, 2, 131-156.
Gould, J. D. and Lewis, C. (1985), Designing for Usability: Key
Principles and What Designers Think, Communications of the ACM, 28, 3,
300-311.
Bordage, G. and Lemieux, M. (1991), Semantic structures and
diagnostic thinking of experts and novices, Academic Medicine: Journal
of the Association of American Medical Colleges, 66, 9, 80-72.
Nielsen, J. (1994), Estimating the number of subjects needed for a
thinking aloud test, International Journal of Human-Computer Studies,
41, 3, 385-397.
Spool, J. M., Snyder, C. and Robinson, M. (1996), Smarter usability
testing: practical techniques for developing products, (ed.),
Conference companion on Human factors in computing systems: common
ground, Vancouver, British Columbia, Canada, 365-366.
Waes, L. V. (2000),
Thinking Aloud as a Method for Testing the Usability of Websites:
The Influence of Task Variation on the Evaluation of Hypertext, IEEE
Transaction on Professional Communication, 43, 4, 279-291.
Andrews, K. (2001), Web Usability on the Cheap, in Holzinger, A.
(ed.), Human-Computer Interaction in the 21st Century, Austrian
Computer Society, Vienna, pp. 83-95.
Holzinger, A. (2003), Experiences with User Centered Development
(UCD) for the Front End of the Virtual Medical Campus Graz, in Jacko,
J. A. and Stephanidis, C. (ed.), Human-Computer Interaction, Theory
and Practice, Lawrence Erlbaum, Mahwah (NJ), pp. 123-127. |
The
Interaction and Presentation Laboratory >
Thinking Aloud
Thinking Aloud Protocol
The
Usability Methods Toolbox >
Thinking
Aloud Protocol |
Method & Category |
Description |
Advantages (Pros) |
Disadvantages (Cons) |
References (Harvard Style) |
Pointers |
Field Observation (FO)
test method |
Observation is the simplest of all
methods. It involves visiting one or more users in their workplaces.
Notes must be taken as unobtrusively as possible to avoid interfering
with their work. Noise and disturbance can also lead to false results.
Ideally, the observer should be virtually invisible to ensure normal
working conditions. Sometimes video is used to make the observation
process less obtrusive, but it is rarely necessary. Observation
focuses on major usability catastrophes that tend to be so glaring
that they are obvious the first time they are observed and thus do not
require repeated perusal of a recorded test session. Considering that
the time needed to analyze a videotape is approximately 10 times that
of a user test, the time is better spent testing more subjects or
testing more iterations of the design. Video is, however, appropriate
in some situations. For example, a complete record of a series of user
tests can be used to perform formal impact analysis of usability
problems (Holzinger, 2003).
Another means of electronic observation is Data Logging, which
involves statistics about the detailed use of a system. Data Logging
can provide extensive timing data which is generally important in HCI
& Usability. Normally, logging is used as a way to collect information
about the field use of a system after release, but it can also be used
as a supplementary method of collecting more detailed data during user
testing. Typically, an interface log will contain statistics about the
frequency with which each user has used each feature in the program
and the frequency with which various events of interest (such as error
messages) have occurred. |
simple, examines real-life settings in
real workplaces, |
applicable rather in the final testing,
at least with using prototypes, relatively many users needed (20+),
required expertise is high, |
Nielsen, J. and Phillips, V. L. (1993),
Estimating the relative usability of two interfaces: heuristic,
formal, and empirical methods, (ed.), Conference on Human Factors and
Computing, Amsterdam, The Netherlands, pp. 214-221. Rowley, D. E.
(1994), Usability testing in the field: bringing the laboratory to the
user, (ed.), SIGCHI conference on Human factors in computing systems:
celebrating interdependence, Boston (MA), pp. 252-257.
Beyer, H. R. and Karen Holtzblatt (1995), Apprenticing with the
customer, Communications of the ACM,, 38, 5, 45-52.
Wixon, D. and Ramey, J. (1996), Field Methods Casebook for Software
Design, John Wiley & Sons, New York.
Wood, L. E. (1996), The ethnographic interview in user-centered
work/task analysis, Field methods casebook for software design, John
Wiley & Sons, Inc, New York.
Brown, D. S. (1996), The challenges of user-based design in a
medical equipment market, Field methods casebook for software design,
John Wiley & Sons, Inc., New York.
Kristin Bauersfeld , Shannon Halgren, “You've got three
days!” Case studies in field
techniques for the time-challenged, Field methods casebook for
software design, John Wiley & Sons, Inc.,
New York, NY, 1996
Beyer, H. and Holtzblatt, K. (1998), Contextual design: defining
customer-centered systems, Morgan Kaufmann Publishers Inc, San
Francisco (CA).
Helms, J., Neale, D.C., Isenhour, P.L. and
Carroll, J.M. (2000).
Data
Logging: Higher-Level Capturing and Multi-Level Abstracting of User
Activities. In
Proceedings of the 40th annual meeting of the Human Factors and
Ergonomics Society.
Wixon, D. R., Ramey, J., Holtzblatt, K., Beyer, H., Hackos, J.,
Rosenbaum, S., Page, C., Laakso, S. A. and Laakso, K.-P. (2002),
Usability in practice: field methods evolution and revolution, (ed.),
CHI 02, Minneapolis (MI), pp. 880-884. |
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Method & Category |
Description |
Advantages (Pros) |
Disadvantages (Cons) |
References (Harvard Style) |
Pointers |
Questionnaires (Q)
test method |
Many aspects of usability can best be
studied by querying the users. This is especially true for issues on
the subjective satisfaction of the users and their possible anxieties,
which are hard to measure objectively. Questionnaires are useful for
studying how end users use the system and their preferred features but
need some experience to design. It is an indirect method, since it
does not study the actual user interface. It only collects the
opinions of the users about the user interface. One cannot always take
user statements at face value. Data about people's actual behavior
should have precedence over people's claims of what they think they
do. A still simpler form of questionnaire is the Interview (I). The
form of the interview can be adjusted to respond to the user and
encourage elaboration. |
subjective user preferences, satisfaction
and possible anxieties can be easily identified; can be used to
compile statistics. |
indirect methods result in low validity
(discrepancies between subjective and objective user reactions must be
taken into account); needs sufficient response to be significant (we
are of the opinion that 30 users is the lower limit for a study);
identifies only a low number of problems relative to the other
methods. |
Lewis, J. R. (1995), IBM Computer
Usability Satisfaction Questionnaires: Psychometric Evaluationand
Instructions for Use, International Journal on Human-Computer
Interaction, 7, 57-78. |
Quantitative
Usability Methods: Surveys
Web-Based User
Interface Evaluation with Questionnaires by Gary Perlman
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General References:
Bevan, N. (1995), Measuring Usability as Quality of Use, Software
Quality Journal, 4, 115-130.
Card, S. K., Moran, T. P. and Newell, A. (1983), The psychology of
Human-Computer Interaction, Erlbaum, Hillsdale (NJ).
Carroll, J. M. (2002), Making use is more than a matter of task
analysis, Interacting with Computers, 14, 5, 619-627.
Holzinger, A. (2003), Application of Rapid Prototyping to the User
Interface Development for a Virtual Medical Campus., IEEE Software
Marcus, A. (2002), Dare we define user-interface design?,
interactions, 9, 5, 19-24.
Nielsen, J. (1994), Usability Engineering, Morgan Kaufmann, San
Francisco.
Nielsen, J. and Mack, R. L. (1994), Usability Inspection Methods,
Wiley, New York.
Shneiderman, B. (1997), Designing the User Interface, Third Edition,
Addison-Wesley, Reading (MA).
Stephanidis, C., Salvendy, G., Akoumianakis, D., Arnold, A., Bevan,
N., Dardailler, D., Emiliani, P. L., Iakovidis, I., Jenkins, P.,
Karshmer, A., Korn, P., Marcus, A., Murphy, H., Oppermann, C., Stary,
C., Tamura, H., Tscheligi, M., Ueda, H., Weber, G. and Ziegler, J.
(1999), Toward an Information Society for All: HCI challenges and R&D
recommendations, International Journal of Human-Computer Interaction,
11, 1, 1-28.
Thomas, C. and Bevan, N. (1996), Usability Context Analysis: A
Practical Guide, National Physical Laboratory, Teddington (UK).
General Pointers:
A
Quiz Designed to Give You Fitts |
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Videoexamples of
Real-Life Usability Engineering Sessions by Andreas Holzinger: |
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Ben
Shneiderman,
Andreas Holzinger & Keith Andrews at the HCI 2003 Conference in Crete |
Students Material (LV 706.046 3 SWS VU AK Mensch-Maschine Kommunikation:
Applying User-Centered Design
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1)
How to write a good research paper
and a good research talk by Simon Peyton Jones, Microsoft Research
(Classic from SIGPLAN Notices 28 (11), Nov 1993) |
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2)
Checklist for reviewers by
Andreas Holzinger, Graz University |
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3)
How (and How Not) to
Write a Good Systems Paper by Roy Levin and David D. Redell, Ninth SOSP
Program Committee Co-chairmen |
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4)
Common errors in English
by Paul Brians, Washington State University |
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5)
How to get the most
out of conferences by Scott Berkun, former Carnegie Mellon |
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Slides of the Seminar: [1_Mo
7 3 2005] [2_Mo 11 4 2005]
[3_Mo 9 5 2005] [4_Mo
23 5 2005] [5_Mo 30_5 2005]
[6_Mo_6_6_2005] [Summary ->
important for final exam] |
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Videos of the Seminar: [thinking
aloud 1] [thinking
aloud 2] |
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Images of the Seminar: [group
in action] [thinking
aloud] [thinking
aloud interactivity] [paper
mock up] [part of
the 2005 seminar class] [video
analysis equipment] [Your Mobile
Lecturer] |
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Mini-Conf Mo,
20.6.2005, 14:00 LV 706.046 Mini-Conference HS i3
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Conference Sponsor: Fa. SOLVION &
Austrian Computer Society
WG HCI&UE
Conference Chair: Andreas Holzinger
14:00 Opening & Welcome Address [Image Manhartsberger & Holzinger]
14:10 Keynote "Eyetracking in der Usability Forschung: Was die User
wirklich sehen", Martina Manhartsberger (Session Chair: Keith Andrews)
[Slides]
Abstract: Usability Testing gilt als State-of-the-Art Methode der Human
Computer Interaction, also jener Disziplin, die sich der
Bedienungsfreundlichkeit interaktiver Systeme, z.B. Software oder Websites,
verschrieben hat. Aus der Beobachtung von Benutzern können
Vebesserungspotentiale für das Design von Benutzerschnittstellen gewonnen
werden. Das Verfolgen der Augenbewegungen der User liefert dabei objektive
Erkenntnisse zur Wahrnehmung. Das Verfahren basiert auf der Kombination der
Videoaufnahme des Auges und des betrachteten Bildschirms, die von einer
speziellen Software zusammengeführt und im Anschluss daran wissenschaftlich
analysiert wird. Bio: Dr.Martina Manhartsberger ist Expertin und Beraterin
für Usability. Sie gehört zu den Usability-Pionieren im deutschsprachigen
Raum und war mehrere Jahre als Forscherin im Bereich Human Computer
Interaction tätig. 1995 gründete Sie die Consultingfirma "Interface Consult"
und berät seither namhafte Unternehmen in Usability- und Konzeptionsfragen.
Sie ist Lektorin an der Universität Krems, Autorin zahlreicher Publikationen
und als Seminarreferentin tätig.
15:00 Paper 1: "Usability Studies on a Medical Image Viewer", Hans-Peter
Grahsl, Alexander Lex, Martin Reininger (Session Chair: Martina
Manhartsberger) [Slides]
Abstract: During the development of an application of a medical image
viewer for exploring 3D datasets acquired by modern scanning technologies
the need for an evaluation of the user interface arose. This was conducted
by two methods: a Heuristical Evaluation (an evaluation by usability
experts) and a Thinking Aloud test (novice users exploring a user
interface), both carried out on a paper prototype. A reduced version of this
program meant to run on handheld computers for discussion of diagnosis with
patients was also tested using a Thinking Aloud test. The results of the
evaluations showed that the prototypes were in generally fit for use. A
point where some work is still necessary is the navigation within the
dataset, especially in
3D.
15:30 Paper 2: "Evaluating a User Interface to Support the Mobile
Requirements of General Practitioners" Cornelia Singer, Daniel Zenz, Gig
Searle, Thomas Zangl (Session Chair: Andreas Holzinger) [Slides]
The project aims to evaluate the benefit that can be achieved by the
implementation of a dual system for general practitioners: a PC based
Patient Health Records Administration System (GPPHRAS) data base with a
two-way interface to the PHR administration software on a mobile
device. For the evaluation, this mobile device was assumed to be a Personal
Digital Assistant (PDA); however, a successful design should make it equally
valid for other hardware.
After analyzing the problem and determining a solution, the theoretical
possibilities are explored using a paper-mockup. First using a
non-professional test group in order to evaluate the solution in
an informal setting, it was possible to identify and eliminate possible
weaknesses in the structure. A second and more rigorous test was then made
with a general practitioner, a member of the target user group. The outcome
of this test was documented and will form the foundation of a number of
alterations in the basic design. Throughout, the basic tenets of HCI were
applied in order to ensure that the resulting user interface design
conformed to the requirements of the target user group.
16:00 Paper 3: "Web-Exctractor: Comparing different techniques to design
and evaluate a specific application" Martin Ebner, Markus Kriegl, Verena
Manninger (Session Chair: Wolfgang Slany) [Slides]
Abstract: Designing user interfaces is a common thing nowadays. But what
people often describe as designing for end users, is only a nice looking
interface without any well structured usability. Unfortunately user centered
is not common sense yet. But a well structured interaction design is the
ultimate key to success for your application.
In this article we show how evaluation methods on user interfaces can give
you a lot of constructive feedback. This feedback is essential for effective
designing. By applying the following methods you can achieve this feedback
with relatively little effort in relation
to the profit.
16:30 Paper 4: "Öffis - Routenplaner" Sabine Erkinger, Peter Kovanda,
Martin Plöchl (Session Chair: Wolfgang Slany) [Slides]
Abstract: Imagine being in a foreign city, and you have to use the public
transport. Being in a city for the very first time, you hardly know the
traffic system of the city Therefore it would be fine if you have a little
of (interactive) help. Exactly this is the goal of the system being
introduced to you in this paper. Depending on a well designed graphical user
interface, design issues of this “public helper” are discussed
17:00 Paper 5: "Zeitgeist: Drawing Connections from Present to Past"
Peter Grundner, Mathias Lux, Anton Skrabal (Session Chair: Andreas
Holzinger) [Slides]
Abstract. While reading or searching recent information like news
articles geographical or historical background information often proves
useful. This background information is mostly static, like historical
information, but has to be linke to the recent articles to allow users
browsing for further information. Within the application Zeitgeist user can
read current news linked to the background. Additionally a retrieval
mechanism allows searching for information that is not linked. The main
navigation component, the Zeitleiste, visualizes information in temporal
context. Within this paper the evaluation of this application is presented.
Three different methods, the Thinking Aloud Test, the Heuristic Evaluation
and the Field Observation were used for assessment.
17:30 Paper 6: "Usability engineering: Cell analyzing software",
Christian Hackl, Gernot Bauer, Marc Streit (Session Chair: Andreas
Holzinger) [Slides]
Abstract: We take an existing piece of software (a scientific cell
analyzer) and apply both Heuristic Evaluation and Thinking Aloud tests,
assisted by a paper mock-up of the program’s user interface. After that we
evaluate the results of both usability engineering methods and
draw the conclusion that those methods complement each other and should be
used in combination. The most concrete conclusion is the need for a more
sophisticated help system. Also the importance of working with actual end
users becomes evident in this paper.
18:00 End of conference
18:30 GRABA 42 "Usability Stammtisch" organized by Keith Andrews
including a
Keynote von Martina Manhartsberger: "Usability in der Praxis" |
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Pointers to Research Based Teaching (RBT): |
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