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17. Evaluation with Users

17. Evaluation with Users

Now, test an interface with real users! (종강 전 마지막…)

  • Users are human beings… not simulator
    • Ethics
    • Responsibilities!

Types of User testing

  • Qualitative / Naturalistic
  • Quantitative / Experimental
  • Field study (완성도가 높아야 가능)

Participant standpoint

  • Testing is a distressing experience.
    • Pressure to perform
    • Feeling inadequacy
    • Looking like a fool

Milgrams’ Obedience Experiment

authority figure + social peer group이 70%이상이 영향을 준다는 연구.

→ 근데 윤리적이지가 못함

  • Deceived participants.
  • put them under more pressure than many believe was necessary

Was it useful? → Did we anything learned that can be broadly applied? 너 재미로 그냥 호기심에 한거 아냐?

Was it ethical? → 다른 윤리적인 방법이 없었을까? 상황을 다 설명해준다던지. 역할극을 해본다던지.


Treating Subjects with respect

Follow human subject protocols

  • Individual test results should be confidential
  • Users can stop the test any time
  • Users are aware the monitoring technique
  • Their performance will not have implication on their life (승진 금지)
  • Records will be anonymous

Use standard informed consent formnnnb


Conducting Experiment

Before experiment

  • Have them read and sign consent form
  • Explain goal of experiment

During experiment

  • Stay neutral
  • Never indicate displeasures (한숨쉬기. 에휴 너무 못쓰네 ㅉㅉ 금지)

After the experiment

  • Debrief users
  • Inform users about goal
  • Answer any questions!

Managing Subjects

  • Don’t waste users’ time
    • Use pilot tests to debug experiments!
    • Have everything ready
  • Make user comfortable
    • Keep a relaxed atmosphere
    • allow breaks
    • pace tasks correctly
  • Compensation
    • Pay them!

Concerns of User Testing

Internal Validity

  • Observed result by independent variables.
  • Confidence in our explanation
  • Usually good in experimental setting
  • watch for confounding variables

다른 영향 없이, 해당 실험에서 수행 능력이 independent variable (p

External Validity

다른 환경, 다른 대상에게도 적용되는거야?

  • Generalizability.
  • confidence that results applies in real situation

→ These two has trade-off.

Reliability

이 실험 똑같은 상황에서 반복해도 똑같은 결과가 나올까?


Considerations on…

Internal Validity

  • Ordering effect
    • X먼저? Y 먼저?
    • Learning effect!
    • Get tired…
  • Selection Bias
    • 무작위로 고른 줄 알았는데, 나눈 집단에 bias가 있을 수 있음
  • Experiment Bias
    • 실험 수행자가 자기가 원하는 결과로 해석하는 경향성

→ Double-blind experiment (내 주제가 뭔지 모르게 conductor를 고용)

External Validity

  • Population
    • Target population을 잘 반영할만한 사람인가?
  • Ecological Validity
    • Real world와 환경 세팅이 얼마나 같은가?
  • Training validity
    • 너무 튜토리얼을 많이 알려준거 아닌가?
  • Task validity
    • 실험에서 진행한 task들이 실제로 사람들의 활동을 대표하는가?

Qualitative Evaluation

The raw data is non-numeric data.

  • Observations, video
  • Open-ended interviews
  • Narrative, textual description

→ We should focus on how good it is, richness and depth of data. (not reduction to numbers)

Grounded Theory approach

  • Data-driven method for building theory from qualitative data
  • Aim: generate new theory grounded in the data itself

Usability Study - Qualitative

목적

Understand the user’s perception

Emphasize the users’ ability to use the system

방법

  • Introspection (cognitive walkthrough)
  • Direct observation
  • Interviews and questionnaires

일단 task를 만든다.

  • End goals
  • Specific and realistic
  • Doable
  • Not too long

Cognitive walkthrough (Introspection)

Designer tries the system out (without users)

  • Completely Subjective
  • Designer is non-typical user

Direct Observation

Observing users interacting with system

  • Good for identifying gross design/interface problems

→ need to code

Three approaches

  • Simple observation
  • Think-aloud
  • Constructive interaction
  1. Simple observation
    • Evaluator observes!
    • Drawbacks
      • No insight into the user’s decision process or attitude
  2. Think aloud
    • Subject asked to say what they are thinking
    • Widely used
    • Drawbacks
      • Awkward for subject, not natural
      • Thinking about it may alter the way people perform their task
      • Hard to talk when they are concentrating.
  3. Constructive Interaction Method
    • Two people work together on a task
    • Normal conversation between the two user is monitored (less distortion)
      • Removes awkwardness of think-aloud
    • Co-discovery learning
      • Use coach and naive subject together
      • Make naive subject use the interface
    • Drawbacks
      • Need good team!

Interviews

  • Pick the right population
  • Be prepared
  • Probe more deeply on interesting issues (focus on goals)

Pros

  • Very good at directing next design phase

Cons

  • Subjective (leading questions)
  • Time-consuming

Debriefing

  • Post-observation interviews

Pros

  • Avoid errorneous reconstruction

Cons

  • Time-consuming

Questionnaires, Survey

  • Pick population
  • Establish purpose
  • Establish means
  • Design questionnaires, (with debug)
  • Deliver

Pros

  • Can reach a large population
  • As good as the questions asked (질문이 좋으면 답도 좋다)

Cons

  • Preparation is expensive
  • Data collection can be tedious

Closed Question

Supply possible answers

  • Easy to analyze
  • Make it more difficult to respondent
  • Be sure to be specific

→ Make sure to pick odd numbers!

Ex)

  • Scalar (1~5) (odd number)
  • Multi-choice (Can be exclusive, or not..)
  • Ranked choice (Helpful for preference)

Open-ended Questions

Answers in his or her own words

  • Good for general information
  • Difficult to analysis
  • Can complement closed question

So, What is outcome?

  • High-level effect
    • Taks flow problems - 흐름 상의 문제
    • Task description problems - 제대로 설명 못한 부분?
    • Contextual findings - 한손 사용 등 맥락적인 요소

Pros

  • Apply to real situation
    • Good external validity

Cons

  • Poor internal validity
    • Poor control of independent(predictor) variables
  • Often subject Data
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