This document provides an overview of usability evaluation techniques for formative testing. It defines usability and discusses the purpose of usability evaluation to identify problems, inform requirements, and optimize design early. A variety of formative techniques are described, including thinking aloud, heuristic evaluation, and paper prototyping. The document emphasizes that usability evaluation should have specific, measurable goals and provide both qualitative and quantitative data to analyze and interpret results to improve the design.
Is User Centered Design a buzzword, a technique, or a methodology? Why does "UCD" get so much attention? How has it changed how teams approach web application usability efforts? Is UCD right for you?
1. User Centered Design: Evolving from Dot-Com to Web 2.0
2. Why UCD? (Development, Business, Design benefits)
3. Development process: UCD vs. Agile vs. Waterfall
4. Case Studies: User Centered Design success stories
5. Is UCD right for you?: Planning a UCD process for your product
6. Q & A
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUSachin Gowda
油
The document outlines a 14 step process for user interface design. Step 1 involves understanding the user through identifying their level of knowledge, tasks, psychological and physical characteristics. Important human characteristics for design discussed include perception, memory, visual acuity, foveal/peripheral vision, and information processing. Design must consider these characteristics to develop interfaces that are usable and allow users to perform skills efficiently.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
Here are some tips for observing strangers respectfully and ethically:
- Obtain verbal consent before observing. Explain your student project and ensure anonymity.
- Observe from a distance without interrupting their activities.
- Focus observations on actions, not personal details. Avoid noting attributes like age, gender.
- Be discreet. Do not stare or make the person feel uncomfortable.
- Respect privacy. Do not photograph or record without permission.
- Be mindful. Observe sensitively and avoid assumptions about the person's identity or situation.
- Thank the person afterwards if you introduced yourself. Respect their right to not participate.
While observation can provide useful insights, prioritizing the
This document discusses user interface design. It covers interface design models, principles, characteristics, user guidance, usability testing and examples. Some key points covered include the iterative UI design process of user analysis, prototyping and evaluation. Design principles like consistency and providing feedback are discussed. Interface styles like menus, commands and direct manipulation are presented along with guidelines for elements like color use and error messages. The goals of usability testing like obtaining feedback to improve the interface are outlined.
User interface design: definitions, processes and principlesDavid Little
油
This document provides an overview of user interface design, including definitions, processes, and principles. It defines a user interface as the part of a computer system that users interact with to complete tasks. User-centered design is discussed as an approach that focuses on research into user behaviors and goals in order to design appropriate tools to enable users to achieve their objectives. Design principles like simplicity, structure, visibility, consistency, tolerance, and feedback are outlined.
Requirements Engineering Processes in Software Engineering SE6koolkampus
油
The document describes key requirements engineering processes including feasibility studies, requirements elicitation and analysis, requirements validation, and requirements management. It discusses techniques like elicitation from stakeholders, modeling system requirements, and validating requirements match customer needs. Scenarios and use cases are presented as ways to add detail to requirements descriptions.
The document discusses user interface design and human-computer interaction. It begins by listing the objectives of understanding concepts like user-centered design, interface guidelines, components, and input/output design. It then defines what a user interface is and discusses the evolution of interfaces. Several sections provide guidelines for effective interface design, including making it transparent, easy to learn/use, enhancing productivity, and allowing for help/error correction. Specific controls that can be included are also described. The document emphasizes the importance of usability testing and obtaining user feedback throughout the design process.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
The document discusses pragmatic approaches to project cost estimation. It outlines key approaches such as parametric estimation, bottom-up estimation, and PERT estimation. It emphasizes comparing the "inside view" of a project with the "outside view" of similar past projects to avoid overly optimistic forecasts. Employing techniques like considering base rates of reference classes can help overcome the "planning fallacy" and arrive at more realistic cost estimates.
The document discusses use case diagrams in object oriented design and analysis. It defines use cases as descriptions of system functionality from a user perspective. Use case diagrams depict system behavior, users, and relationships between actors, use cases, and other use cases. The key components of use case diagrams are described as actors, use cases, the system boundary, and relationships. Common relationships include association, extend, generalization, uses, and include. An example use case diagram for a cellular telephone is provided to illustrate these concepts.
This document discusses key human factors to consider for designing human-computer interfaces. It covers understanding how people interact with computers by examining why they have trouble, how they respond to poor design, and their tasks. It also covers important human characteristics in design such as perception, memory, and individual differences. The goal is to understand users and design intuitive, usable systems.
This document discusses the importance of documenting software architecture and provides guidance on how to do it effectively. It explains that architectural documentation is important so that stakeholders understand the system design. It recommends choosing relevant views to document, such as structure, behavior, and interfaces. It also suggests including an element catalog, context diagram, and other details in the documentation. The goal of the documentation is to explain the architecture in a way that is easy to read and understand for stakeholders.
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
The document discusses prototyping techniques for software development. It defines prototyping as an essential element of user-centered design that involves testing design ideas with users early in the development process. Different types of prototyping are appropriate for different stages, from paper-based prototypes to test initial ideas to software-based prototypes that provide limited functionality for further testing. The goal of prototyping is to identify and address design errors and user requirements before significant development effort.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
User Interface Prototyping Techniques: Low Fidelity PrototypingHans P探ldoja
油
This document discusses low-fidelity prototyping techniques for user interface design. It defines prototypes and describes low and high-fidelity prototyping methods. Paper prototyping and wireframing are introduced as common low-fidelity techniques. The benefits of paper prototyping include low cost, early identification of problems, and ability to get user feedback. Best practices for paper prototyping include creating prototypes based on user stories, testing with tasks, and focusing feedback on terminology, navigation and functionality. Wireframes allow for rapid iteration of interface concepts and easier modification compared to paper.
User Experience 5: User Centered Design and User ResearchMarc Miquel
油
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This document discusses interaction design basics including the design process, users, scenarios, navigation, and iteration. It covers understanding users through personas and cultural probes. Scenarios are described as stories that can be used throughout the design process. Navigation involves considering both local structure within screens and global structure across an entire system. Screen design principles like grouping, order, and use of white space are also mentioned.
The document discusses different methods for evaluating user interface designs, including expert evaluation techniques like heuristic evaluation and cognitive walkthroughs. It also covers user testing, which is considered more reliable than expert evaluation alone. Formative evaluation involves testing prototypes during development to identify issues, while summative evaluation assesses the final product. Both qualitative and quantitative methods are important to identify usability problems from the user's perspective.
UX Prototyping (UXiD) - 際際滷 by Anton Chandra and Bahni MahariashaAnton Chandra
油
This is a slide presentation on UXiD 2018 event
Title: UX Prototyping - How to make it and define the success metrics
by Anton Chandra and Bahni Mahariasha
Video in Russian: http://www.youtube.com/watch?v=cJFVAbWZInE
Talk given with Agile-Latvia.org at TSI.lv for CS students, revealing Agile principles through real life stories and examples.
Chapter 8: Implementation support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
User interface design is the process of maximizing usability, user experience, and satisfaction when interacting with a product through its interface. This involves understanding user behavior and needs to design interfaces that allow users to accomplish goals simply and efficiently. User experience design takes this a step further by addressing all aspects of a product as perceived by users. Some key principles of good UI design include clarity, feedback, consistency, following established patterns, visual hierarchy through typography, white space and color use. Common UI patterns include things like autocomplete, cards, and navigation menus.
Architectural styles and patterns provide abstract frameworks for structuring systems and solving common problems. [1] An architectural style defines rules for how components interact and is characterized by aspects like communication, deployment, structure, and domain. [2] Examples include service-oriented architecture, client/server, and layered architecture. [3] Similarly, architectural patterns are reusable solutions to recurring design problems documented with elements, relationships, constraints, and interaction mechanisms.
Flows map out user journeys and paths through an experience beyond simple site maps and wireframes. They show the steps, decisions, and transitions between states to guide users, improve conversion, and tell the user's story. Good flows start with goals, show progress and feedback, maintain context and consistency, and have clear calls to action at each step. Bad flows lack context and signage, are inconsistent, force the user to remember details, and focus more on features than the user experience.
Designing Structure Part II: Information ArchtectureChristina Wodtke
油
Part two on Designing Structure for my General Assembly class on User Experience is about Information Architecture. We cover why classification is important, types of classification and trends in IA.
The document discusses user interface design and human-computer interaction. It begins by listing the objectives of understanding concepts like user-centered design, interface guidelines, components, and input/output design. It then defines what a user interface is and discusses the evolution of interfaces. Several sections provide guidelines for effective interface design, including making it transparent, easy to learn/use, enhancing productivity, and allowing for help/error correction. Specific controls that can be included are also described. The document emphasizes the importance of usability testing and obtaining user feedback throughout the design process.
A presentation on UX Experience Design: Processes and Strategy by Dr Khong Chee Weng from Multimedia University at the UX Indonesia-Malaysia 2014 that was conducted on the 26th April 2014 in the Hotel Bidakara, Jakarta, Indonesia.
The document discusses pragmatic approaches to project cost estimation. It outlines key approaches such as parametric estimation, bottom-up estimation, and PERT estimation. It emphasizes comparing the "inside view" of a project with the "outside view" of similar past projects to avoid overly optimistic forecasts. Employing techniques like considering base rates of reference classes can help overcome the "planning fallacy" and arrive at more realistic cost estimates.
The document discusses use case diagrams in object oriented design and analysis. It defines use cases as descriptions of system functionality from a user perspective. Use case diagrams depict system behavior, users, and relationships between actors, use cases, and other use cases. The key components of use case diagrams are described as actors, use cases, the system boundary, and relationships. Common relationships include association, extend, generalization, uses, and include. An example use case diagram for a cellular telephone is provided to illustrate these concepts.
This document discusses key human factors to consider for designing human-computer interfaces. It covers understanding how people interact with computers by examining why they have trouble, how they respond to poor design, and their tasks. It also covers important human characteristics in design such as perception, memory, and individual differences. The goal is to understand users and design intuitive, usable systems.
This document discusses the importance of documenting software architecture and provides guidance on how to do it effectively. It explains that architectural documentation is important so that stakeholders understand the system design. It recommends choosing relevant views to document, such as structure, behavior, and interfaces. It also suggests including an element catalog, context diagram, and other details in the documentation. The goal of the documentation is to explain the architecture in a way that is easy to read and understand for stakeholders.
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
The document discusses prototyping techniques for software development. It defines prototyping as an essential element of user-centered design that involves testing design ideas with users early in the development process. Different types of prototyping are appropriate for different stages, from paper-based prototypes to test initial ideas to software-based prototypes that provide limited functionality for further testing. The goal of prototyping is to identify and address design errors and user requirements before significant development effort.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
User Interface Prototyping Techniques: Low Fidelity PrototypingHans P探ldoja
油
This document discusses low-fidelity prototyping techniques for user interface design. It defines prototypes and describes low and high-fidelity prototyping methods. Paper prototyping and wireframing are introduced as common low-fidelity techniques. The benefits of paper prototyping include low cost, early identification of problems, and ability to get user feedback. Best practices for paper prototyping include creating prototypes based on user stories, testing with tasks, and focusing feedback on terminology, navigation and functionality. Wireframes allow for rapid iteration of interface concepts and easier modification compared to paper.
User Experience 5: User Centered Design and User ResearchMarc Miquel
油
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This document discusses interaction design basics including the design process, users, scenarios, navigation, and iteration. It covers understanding users through personas and cultural probes. Scenarios are described as stories that can be used throughout the design process. Navigation involves considering both local structure within screens and global structure across an entire system. Screen design principles like grouping, order, and use of white space are also mentioned.
The document discusses different methods for evaluating user interface designs, including expert evaluation techniques like heuristic evaluation and cognitive walkthroughs. It also covers user testing, which is considered more reliable than expert evaluation alone. Formative evaluation involves testing prototypes during development to identify issues, while summative evaluation assesses the final product. Both qualitative and quantitative methods are important to identify usability problems from the user's perspective.
UX Prototyping (UXiD) - 際際滷 by Anton Chandra and Bahni MahariashaAnton Chandra
油
This is a slide presentation on UXiD 2018 event
Title: UX Prototyping - How to make it and define the success metrics
by Anton Chandra and Bahni Mahariasha
Video in Russian: http://www.youtube.com/watch?v=cJFVAbWZInE
Talk given with Agile-Latvia.org at TSI.lv for CS students, revealing Agile principles through real life stories and examples.
Chapter 8: Implementation support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
User interface design is the process of maximizing usability, user experience, and satisfaction when interacting with a product through its interface. This involves understanding user behavior and needs to design interfaces that allow users to accomplish goals simply and efficiently. User experience design takes this a step further by addressing all aspects of a product as perceived by users. Some key principles of good UI design include clarity, feedback, consistency, following established patterns, visual hierarchy through typography, white space and color use. Common UI patterns include things like autocomplete, cards, and navigation menus.
Architectural styles and patterns provide abstract frameworks for structuring systems and solving common problems. [1] An architectural style defines rules for how components interact and is characterized by aspects like communication, deployment, structure, and domain. [2] Examples include service-oriented architecture, client/server, and layered architecture. [3] Similarly, architectural patterns are reusable solutions to recurring design problems documented with elements, relationships, constraints, and interaction mechanisms.
Flows map out user journeys and paths through an experience beyond simple site maps and wireframes. They show the steps, decisions, and transitions between states to guide users, improve conversion, and tell the user's story. Good flows start with goals, show progress and feedback, maintain context and consistency, and have clear calls to action at each step. Bad flows lack context and signage, are inconsistent, force the user to remember details, and focus more on features than the user experience.
Designing Structure Part II: Information ArchtectureChristina Wodtke
油
Part two on Designing Structure for my General Assembly class on User Experience is about Information Architecture. We cover why classification is important, types of classification and trends in IA.
Sorting Things Out: An Introduction to Card SortingStephen Anderson
油
Card sorting is a user-centered design method to help organize a website's content in a way that matches how users think. It involves having participants sort cards with content or functions into logical groups. This provides insights into how users mentally organize information and suggests an overall website structure and navigation. Key aspects include selecting representative content for the cards, choosing participants, and determining whether an open or closed sort is most appropriate based on the goal of validating an existing structure or discovering a new one. The results should be taken as input rather than defining the final structure, and conversations during sorting provide more valuable insights than numerical groupings alone.
The document discusses various user research methods used in task analysis including surveys, interviews, focus groups, ethnography, and user research. It then defines personas as composite profiles of typical users, provides an example persona, and explains why personas are used. Scenarios and use cases are described as specific stories and step-by-step descriptions of how personas accomplish tasks. Hierarchical task analysis and requirements definition are also summarized as breaking down tasks into sub-tasks and defining the requirements personas need to achieve their goals.
Information Architecture: Making Information Accessible and Usefulfrog
油
This is a talk about how designers can help people make use of informationboth find and act upon it.
To illustrate this, I take a trip to the SFMOMA to share the work of Dieter Rams, whose ethos of "Less, but better" is a challenge to any designer seeking to create better websites and applications.
I re-explore this trip multiple times over the course of the talk, considering the overlap of information in physical and digital systemsand how conceptually we merge them.
From there, I provide best practices and principles for how to approach information architecture and user experience design in a more iterative, agile fashion through in-line prototyping.
Jakob Nielsen developed the method of 'Heuristic Evaluation' to help identify problems with an interface. This presentation explains the 10 rules of thumb or heuristics with examples.
BEST: Dynamic simulation tools for evaluation of biomass supply systems. Olli...CLIC Innovation Ltd
油
This document summarizes a seminar on using dynamic simulation tools to model biomass supply systems. Biomass procurement involves an ecological environment with seasonality, randomness, and unpredictability. Simulation tools can evaluate existing and new biomass logistics systems over time to account for these factors. The presentation describes using simulation to model a feed-in terminal over one year and a case study in Poland. Other applications include modeling imported biomass deliveries and information management. Simulation allows analyzing logistics solutions while accounting for temporal aspects like seasonality in a cost-effective way compared to real-world testing. Future work may include assessing sustainability metrics during simulations.
Formative Evaluation for Educational Product DevelopmentVanessa Gennarelli
油
This document discusses formative evaluation for educational product development. Formative evaluation involves testing an educational product with users during development to inform the product's direction. It can be conducted at any time during development. Some key methods discussed include interviews, think-aloud protocols, focus groups, questionnaires, and click-testing. Conducting formative evaluation with target users for around a week can help identify usability issues, measure user appeal and engagement, and test user comprehension to improve the educational product.
Designing and Conducting Summative EvaluationsTenmiles
油
The document discusses summative evaluation, which is used to make "go-no-go" decisions about instructional materials and judge their impact. Summative evaluations typically have two main phases - an expert judgment phase where experts analyze the materials' congruence with organizational needs, content, design, and feasibility, and a field trial phase where the materials' effectiveness is tested with target learners. The document contrasts summative evaluations, which are usually conducted by external evaluators, with formative evaluations, which aim to improve instruction and are conducted by internal evaluators.
Direct Instruction: Methods for Closure and Evaluationmlegan31
油
The document discusses closure and assessment in direct instruction lessons. It defines closure as wrapping up a lesson by reviewing what was learned. Effective closure involves students summarizing the lesson and reflecting on its importance. Formative assessment occurs during lessons to check understanding and guide instruction, while summative assessment evaluates learning after a unit. Balancing formative and summative assessments provides a clear picture of student progress toward standards.
Summative evaluation involves collecting and analyzing data after implementation to provide decision makers information on the effectiveness and efficiency of instruction. It determines whether learner objectives were achieved and costs. There are two approaches: objectivism uses empirical data while subjectivism employs qualitative methods like interviews. Both have limitations if used alone. The designer should not conduct the first summative evaluation due to potential bias. The evaluation report summarizes the needs assessment, study design, results, and conclusions to help guide recommendations.
Designing and Conducting Formative EvaluationAngel Jones
油
The document discusses formative evaluation, which involves gathering feedback from learners to improve instructional materials. It describes a three-stage process for conducting formative evaluation: 1) One-to-one evaluation identifies obvious errors; 2) Small group evaluation tests effectiveness of changes and learners' ability to use materials independently; 3) Field trials determine if changes are effective and if materials can be used as intended. The goal is to refine materials through quantitative and qualitative data collection so they achieve desired learning outcomes when implemented.
User Acceptance Testing (UAT) involves real business users testing a system to determine if it will provide benefit and be acceptable for use in the organization. During UAT, users test the system according to test cases and document any defects found. The goal of UAT is not to prove a system works, but rather to expose faults before it goes live, as the only way to prove a system is by finding ways for it to fail testing. UAT deliverables include test cases, test results, and a defect log.
This document discusses different evaluation tools used for classroom and clinical testing. For classroom tests, it describes subjective essay and short response tests as well as objective supply type short answer, completion, and selection type multiple choice and true/false questions. For clinical tests, it outlines observational techniques like rating scales, checklists and anecdotal reports as well as written reports and practical exams like Objective Structured Practical Examinations and Objective Structured Clinical Examinations. The document provides an overview of assessment methods for different testing environments in nursing education.
This document discusses several key concepts for evaluating tests: validity, reliability, objectivity, adequacy, discrimination power, and usability. It defines each concept and provides factors that can affect each quality. Validity refers to a test accurately measuring what it is intended to measure. Reliability means a test produces consistent results over time and conditions. An objective test provides evaluations that are not affected by the evaluator. Adequacy means a test sufficiently covers all objectives. Discrimination power refers to how well a test distinguishes students with high versus low ability. Usability means a test is easy to construct, administer, and interpret.
This document discusses summative evaluation in nursing education. Summative evaluation determines if students have achieved course objectives and can occur during or at the end of instruction. It is used to evaluate student success and curriculum effectiveness. Current methods include written, practical, and oral exams, but have issues like subjectivity. Steps to improve include defining clear objectives and criteria, using authentic assessments, and involving students in the evaluation process. The goal of evaluation is to incentivize learning, provide feedback, and protect society.
Formative evaluation is done during instruction to provide feedback and help teachers improve. It uses short assessments with 5-10 items daily and helps teachers decide whether to reteach, remediate, or move on. Summative evaluation is done after a unit or program to assess student achievement and compare results. It uses longer 30-50 item assessments and assigns grades to provide feedback on student performance at the end of a term. Formative evaluation informs instruction while summative evaluation assesses learning outcomes over a longer period.
The document discusses the Continuous and Comprehensive Evaluation (CCE) initiative introduced by the Central Board of Secondary Education (CBSE) in India. It aims to move away from one-time high-stakes examinations and instead advocate for continuous school-based assessment that evaluates students in both scholastic and co-scholastic areas throughout the academic year using various tools and techniques. Under CCE, students will receive grades instead of marks and will have multiple opportunities to improve performance. Schools will issue report cards and a CCE completion certificate upon promotion to class 11.
Markets are certainly looking at election results with some apprehension, but what is also true is that they are in for a correction. Elections might act as the trigger for such a correction, said Jagannadham Thunuguntla, equity head at SMC Capitals.
Heuristic evaluation is a usability inspection method where 3-5 evaluators examine a user interface and judge its compliance with recognized usability principles called "heuristics." Each evaluator independently explores the interface twice and notes any violations of heuristics, such as consistency, visibility of system status, or flexibility of use. Evaluators then aggregate their findings and rate the severity of identified usability problems to prioritize fixes. With 3-5 evaluators, heuristic evaluation typically identifies around 75% of usability issues in a cost-effective manner.
The document discusses various methods for evaluating user experience design when users are located in different countries, including heuristic evaluation, usability testing, and GOMS analysis. Heuristic evaluation involves having 3-5 evaluators examine a user interface and note where it violates recognized usability principles or heuristics. Usability testing involves testing an interface with representative users and collecting both qualitative and quantitative data on their experiences. GOMS analysis estimates the time and cognitive load required to complete tasks in an interface based on the basic operations involved.
Heuristic evaluation is a usability inspection method where 3-5 evaluators examine a user interface and judge its compliance with recognized usability principles called "heuristics." Each evaluator independently explores the interface twice and notes any violations of heuristics, such as consistency, visibility of system status, or flexibility of use. Evaluators then meet to aggregate their findings and determine the severity of usability problems. With 3-5 evaluators, heuristic evaluation can find around 75% of usability issues in a cost-effective manner.
The document discusses various methods for evaluating user experience design when users are located in different countries, including heuristic evaluation, usability testing, and GOMS analysis. Heuristic evaluation involves having 3-5 evaluators examine a user interface and note where it violates established usability heuristics. Usability testing involves testing an interface with real users performing representative tasks and collecting both quantitative and qualitative data. GOMS analysis estimates the time required to complete tasks based on the number and types of user actions involved.
The document discusses various methods for evaluating user experience design when users are located in different countries, including heuristic evaluation, usability testing, and GOMS analysis. Heuristic evaluation involves having 3-5 evaluators examine a user interface and note where it violates established usability heuristics. Usability testing involves testing an interface with real users performing representative tasks and collecting both quantitative and qualitative data. GOMS analysis estimates the time required to complete tasks based on the number and types of user actions involved.
The document discusses various methods for evaluating user experience design when users are located in different countries, including heuristic evaluation, usability testing, GOMS analysis, and collecting different types of data. Heuristic evaluation involves having 3-5 evaluators examine a user interface and identify usability issues based on established usability heuristics. Usability testing involves testing an interface with real users to observe what they do and collect their feedback. GOMS analysis estimates the time and cognitive effort required to complete tasks in an interface. The document recommends using multiple evaluation methods and data collection approaches to comprehensively evaluate a remote user experience.
The document discusses various methods for evaluating user experience when users are located in different countries, including heuristic evaluation, usability testing, GOMS analysis, and collecting different types of data. Heuristic evaluation involves having 3-5 evaluators examine a user interface and identify usability issues based on established usability heuristics. Usability testing involves testing an interface with real users to observe what they do and collect their feedback. GOMS analysis estimates the time and cognitive load required to complete tasks in an interface. The document recommends using multiple evaluation methods and data collection approaches to comprehensively evaluate remote user experience.
Heuristic evaluation is a usability inspection method where 3-5 evaluators examine a user interface and judge its compliance with recognized usability principles called "heuristics." Each evaluator independently explores the interface twice and notes any violations of heuristics, such as consistency, visibility of system status, or flexibility of use. Evaluators then meet to aggregate their findings and rate the severity of any usability problems. With 3-5 evaluators, heuristic evaluation can find around 75% of usability issues in a user interface.
The document discusses various methods for evaluating user experience when users are located in different countries, including heuristic evaluation, usability testing, GOMS analysis, and collecting different types of data. Heuristic evaluation involves having 3-5 evaluators examine a user interface and identify any violations of usability principles or heuristics. Usability testing involves testing the interface with representative users performing tasks and collecting both quantitative and qualitative data. GOMS analysis estimates the time required to complete tasks based on the number and types of user actions. The document recommends using multiple evaluation methods and data collection approaches.
The document discusses various methods for evaluating user experience design when users are located in different countries, including heuristic evaluation, usability testing, GOMS analysis, and collecting different types of data. Heuristic evaluation involves having 3-5 evaluators examine a user interface and identify usability issues based on usability heuristics. Usability testing involves testing an interface with real users to observe what they do and collect their feedback. GOMS analysis estimates the time and effort required to complete tasks in an interface. It is recommended to use multiple evaluation methods and data types to get a comprehensive understanding of the user experience.
The document discusses different methods for evaluating interactive systems, including both a priori and experimental evaluations. A priori evaluations include heuristic evaluations, where experts review systems according to usability guidelines, and predictive models like Fitts' law. Experimental evaluations involve usability testing with users, and can be done in laboratories or field studies. Both objective metrics and subjective user feedback are important in evaluation.
Usability engineering is a field that is concerned generally with human-computer interaction and specifically with devising human-computer interfaces that have high usability or user friendliness. It provides structured methods for achieving efficiency and elegance in interface design.
The document provides a quick overview of human-computer interaction (HCI). It discusses who users are, what constitutes a user interface, the importance of usability, and why good usability and designing user interfaces is difficult. Key challenges include understanding users and their tasks, creating prototypes and iterating designs based on user testing, and analyzing systems to evaluate usability. HCI methods like contextual inquiry, prototyping, iterative design, and usability testing are recommended to develop systems with high usability.
Majestic MRSS provides expert usability engineering services using a rigorous process that incorporates usability activities throughout product development. This includes planning usability testing early, conducting requirements workshops with users and experts, iterative design and testing, and post-release monitoring. Majestic MRSS uses a usability lab equipped with specialized recording technology to capture user interactions and feedback, which helps identify problems and ensure usability objectives are met.
ER Publication,
IJETR, IJMCTR,
Journals,
International Journals,
High Impact Journals,
Monthly Journal,
Good quality Journals,
Research,
Research Papers,
Research Article,
Free Journals, Open access Journals,
erpublication.org,
Engineering Journal,
Science Journals,
Engineering Research Publication
Best International Journals, High Impact Journals,
International Journal of Engineering & Technical Research
ISSN : 2321-0869 (O) 2454-4698 (P)
www.erpublication.org
The document discusses the importance of usability testing in technology product development. It defines usability and outlines several key aspects of usability including learnability, efficiency, errors and satisfaction. The document also describes different methods of usability testing such as heuristic evaluation, formative evaluation and testing prototypes with representative users and tasks. It notes that usability testing is particularly important during the design and development phases of a project. Finally, it discusses how emerging technologies are presenting new challenges for usability testing.
The document provides an overview of the user interface development process, including analysis, design, prototyping, and usability principles. It discusses tasks such as defining user profiles and scenarios, wireframing, information architecture, visual design, and standards compliance. Web 1.0 is contrasted with newer collaborative and interactive aspects of Web 2.0.
Majestic MRSS provides usability engineering services to help make computer products and services more usable. Their approach involves planning usability activities early in the design process, gathering requirements from stakeholders, designing interfaces iteratively based on user feedback, implementing designs according to usability guidelines, and testing products to evaluate how well requirements have been met. They provide an ROI framework explaining how usability engineering can reduce costs and increase sales, productivity, and customer satisfaction. Majestic MRSS uses a usability lab called mLAB to record and analyze user testing sessions.
S. Y. G. N. M. CHILD HEALTH NURSING Leukemia in Children.pptxsachin7989
油
Leukemia is a type of cancer that affects the blood and bone marrow. It occurs when abnormal white blood cells accumulate in the bone marrow and interfere with the production of normal blood cells.
Types of Leukemia
1. Acute Lymphoblastic Leukemia (ALL): A type of leukemia that affects the lymphoid cells.
2. Acute Myeloid Leukemia (AML): A type of leukemia that affects the myeloid cells.
3. Chronic Lymphocytic Leukemia (CLL): A type of leukemia that affects the lymphoid cells and progresses slowly.
4. Chronic Myeloid Leukemia (CML): A type of leukemia that affects the myeloid cells and progresses slowly.
Symptoms of Leukemia
1. Fatigue
2. Weight loss
3. Pale skin
4. Bruising or bleeding easily
5. Bone or joint pain
6. Swollen lymph nodes
7. Loss of appetite
Treatment of Leukemia
1. Chemotherapy
2. Radiation therapy
3. Bone marrow transplant
4. Targeted therapy
Thalassemia
Thalassemia is a genetic disorder that affects the production of hemoglobin, a protein in red blood cells that carries oxygen to the body's tissues.
Types of Thalassemia
1. Alpha-Thalassemia: A type of thalassemia that affects the production of alpha-globin chains.
2. Beta-Thalassemia: A type of thalassemia that affects the production of beta-globin chains.
Symptoms of Thalassemia
1. Anemia
2. Fatigue
3. Pale skin
4. Shortness of breath
5. Enlarged spleen
6. Bone deformities
Treatment of Thalassemia
1. Blood transfusions
2. Iron chelation therapy
3. Bone marrow transplant
4. Gene therapy
Measles OutbreakSouthwestern US This briefing reviews the current situation surrounding the measles outbreaks in Texas, New Mexico, Oklahoma, and Kansas.
This slides provide you the information regarding the sexually transmitted diseases as well as about the urinary tract infection. The presentation is based on the syllabus of Bachelor of Pharmacy semester 6 of subject name Pharmacology-III. The data is occupied from the high standard books and along with easy understanding of data.
How to Configure Outgoing and Incoming mail servers in Odoo 18Celine George
油
Odoo 18 features a powerful email management system designed to streamline business communications directly within the platform. By setting up Outgoing Mail Servers, users can effortlessly send emails. Similarly, configuring Incoming Mail Servers enables Odoo to process incoming emails and generate records such as leads or helpdesk tickets.
List View Attributes in Odoo 18 - Odoo 際際滷sCeline George
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In this slide, we will explore some of the most useful list view attributes in Odoo 18, explaining their functionalities and demonstrating how they can improve the user experience.
(eBook PDF) Urban Economics 9th Edition by Arthur O'Sullivanharisitjizoo
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(eBook PDF) Urban Economics 9th Edition by Arthur O'Sullivan
(eBook PDF) Urban Economics 9th Edition by Arthur O'Sullivan
(eBook PDF) Urban Economics 9th Edition by Arthur O'Sullivan
The Virtual Medical Operations Center Briefs (VMOC) were created as a service-learning project by the Yale School of Public Health faculty and graduate students in response to the 2010 Haiti Earthquake.
Each year, students enrolled in Environmental Health Science Course 581Public Health Emergencies: Disaster Planning and Response produce the VMOC Briefs. These briefs compile diverse information sourcesincluding status reports, maps, news articles, and web contentinto a single, easily digestible document that can be widely shared and used interactively.
Key features of this report include:
- Comprehensive Overview: Provides situation updates, maps, relevant news, and web resources.
- Accessibility: Designed for easy reading, wide distribution, and interactive use.
- Collaboration: The unlocked" format enables other responders to share, copy, and adapt it seamlessly.
The students learn by doing, quickly discovering how and where to find critical油information and presenting油it in an easily understood manner.
How to Grant Discounts in Sale Order Lines in Odoo 18 SalesCeline George
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Odoo offers several ways to apply the discounts on sales orders, providing flexibility for various scenarios. The discounts applied on the sales order lines are global discounts, fixed discounts, and discounts on all order lines. In this slide, we will learn how to grant discounts on the sale order line in Odoo 18.
Comparing RFQ Lines for the best price in Odoo 17Celine George
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The Purchase module in Odoo 17 is a powerful tool designed to streamline the procurement process for businesses. It offers a wide range of features that help manage supplier relationships, track purchase orders, and ensure that procurement activities align with the company's needs.
Comparing RFQ Lines for the best price in Odoo 17Celine George
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Uid formative evaluation
1. BS3001 Human Computer Interaction Usability Evaluation formative techniques By Jenny Le Peuple 2007 Edited by Dr K. Dudman 2008 Revised by Pen Lister 2009
2. Usability Evaluation Any object, product, system or service that will be used by humans has the potential for usability problems and should be subjected to some form of usability engineering Nielsen, 1993
3. System acceptability revisited... System acceptability Social acceptability Practical acceptability Efficient to use Cost Compatibility Reliability Etc Utility Usefulness From Nielsen (1993 p.25) Usability Easy to learn Easy to remember Few errors Subjectively pleasing
4. Usability evaluation OR Functionality testing Testing, objective: test functionality of system identify & fix bugs, faulty logic etc Evaluation, objective: test usability of system can users achieve their goals in terms of: effectiveness efficiency productivity safety user satisfaction ...
5. Usability problems Functionality testing is clearly important; we focus on usability evaluation in this module Many examples of poor interface design Many products (not just IT-based) released with apparently little or no usability evaluation conducted
6. Usability problems - some examples Examples are from a flickr.com group about bad usability: http://www.flickr.com/groups/everyday-usability Where do I click to select the pump I want to use?
7. Usability problems - some examples Whaaa? These are the lift summoning controls at the Barbican
8. Usability problems - some examples This is the page you arrive at when you click on special offers hands up what is wrong with that.
9. Usability problems - some examples This is from MS Outlook a great example of bad usability as a result of lack of consistency in design of the interface
10. Usability problems - some examples ABOVE: The worst possible way of entering numbers LEFT: The checkbox button should be radio buttons AND really should be either/or, dont you think? This example is from Iarchitect Hall of Shame. It is archived at http://homepage.mac.com/bradster/iarchitect/
11. Usability evaluation purpose Goals: assess level of effectiveness assess effect of interface on users identify specific problems Can inform user requirements elicitation Obtain a measure of the extent to which the design meets original usability goals changes can be made to optimise the design (as early as possible)
12. General usability goals ISO 9241 efficiency effectiveness satisfaction Nielsen (1993) efficient easy to learn easy to remember few errors subjectively pleasing Usability Engineering, Nielsen, 1993, p 26
13. The five Es review Quesenbery (2001) expanded ISO 9241 guidelines to five dimensions Effective completeness and accuracy with which users achieve specified goals Efficient the speed (with accuracy) in which users can complete the tasks for which they use the product Engaging pleasant and satisfying to use Error tolerant prevent errors caused by the users interaction & help the user recover from any errors that do occur Easy to learn allows users to build on their knowledge without deliberate effort Quesenbery, W. (2003). The five dimensions of usability in M. J. Albers & Mazur, B. (Eds) Content and Complexity . Lawrence Erlbaum.
14. Refining general guidelines into usability goals an example for a specific system (conference registration site) adapted from Quesenbery, 2003 You may find it useful, for your coursework, to group your usability goals under the same dimensions. Obviously there should be a lot more of them, since the above is just an example Dimension (guideline) Usability goal Effective Fewer than 5% of registrations will have errors that require follow-up by conference staff Efficient User will successfully complete registration in < 5 minutes Engaging In a follow-up survey, at least 80% of users will express comfort with using the online system instead of a paper system Error tolerant System will validate accommodation, meal and tutorial choices and allow user to confirm Easy to learn 95% of users will be able to successfully complete registration at first attempt
15. Identify task(s) to be tested use scenarios Select appropriate technique Recruit typical users of the product (and/or expert) Conduct evaluation Analyse results Interpret the results Make changes to design as necessary Evaluation methods - A generic framework
16. E valuation - techniques Large number of tools available Various classification schemes Karat (1998) Nielsen (1993) see Christie et al (1995) for an overview Some techniques are multipurpose Prototyping can be used: to elicit requirements; for design purposes for evaluation (sometimes simultaneously)
17. Numerous techniques available Proactive Field Study Pluralistic Walkthroughs Teaching Method Shadowing Method Co-discovery Learning Question-asking Protocol Scenario-based Checklists Heuristic Evaluation Thinking-aloud Protocol Cognitive Walkthroughs Paper Prototyping Usability Audits Expert Evaluation Coaching Method Performance Measurement Interviews Retrospective Testing Remote Testing Feature Inspection Focus Groups Questionnaires Field Observation Logging Actual Use
19. Formative evaluation - characteristics Carried out early in design process changes cheaper, easier to implement Should be iterative Provides informal, usually qualitative indications of usability Often employs quick & dirty techniques relatively easy relatively low cost results relatively quick to analyse & interpret
20. Summative evaluation - characteristics Carried out in final stages of design process Usually provides objective (often quantitative) measures of usability, e.g. to compare different designs for marketing purposes Generally employs more scientific techniques: expertise needed to apply can be costly can be complex to analyse By now, too late to make major changes
21. Developing an evaluation plan Need to relate technique/tool to stage of product development Key issues: setting usability goals (otherwise there is nothing to measure against) selecting technique(s) selecting members of evaluation team logistical issues etc...
22. Issues Usability goals need to be specific & measurable: WHAT ARE YOU TESTING? Techniques multiple? (convergent validity) WHICH METHODS WILL YOU USE? HOW MANY, CAN YOU COMPARE THEM MEANINGFULLY? Evaluation team interface designers users UI specialists/experts Logistical resources equipment subjects accommodation etc. timescales ethical considerations
23. Quantitative & qualitative data Quantitative Relatively objective e.g. how many mistakes have been made how long to complete task Qualitative Relatively subjective e.g. users attitude to software think about which techniques you could use to obtain measurements of the above
24. Writing up an evaluation report Whatever techniques are used: type of technique should be explained (& why chosen) include a description of the process e.g. why who where when etc. raw data should be: recorded accurately summarised in report (e.g. in a table) data can then be: analysed interpreted: what do the results mean (the hard part on their own, numbers mean little) what changes need to be made in the light of your findings?
25. Writing up an evaluation report How to write the report: Introduction Tasks to be tested User Group(s) Methods Analysis and Results Discussion Conclusion Appendices: ALL raw data, example questionnaires, interview scripts, copies of paper prototypes (if used), audio & video files if made etc * Remember, when carrying out research of this type, it is important to make a statement about privacy, confidentiality and anonymity of participants. This would be a legal requirement of any real research.
26. Conclusion: Any usability evaluation is better than none Each iteration will reveal more flaws Need not involve end users at all stages e.g. expert appraisal can give useful findings Need not be expensive or take a lot of time e.g. Nielsen's Discount Usability Engineering (Usability Engineering, Nielsen, 1993, p 17; Lost our lease Usability testing, in Dont Make Me Think, Steve Krug, 2000, p143-144) Many different methods available do some research for your projects e.g. paper prototyping is a type of formative evaluation
27. Activities Read: Chapter 6 Usability Evaluation: formative techniques in Le Peuple, J. & Scane, R. (2003). User Interface Design . Crucial. Visit: UPA (Usability Professionals Association) http://www.upassoc.org/upa_publications/jus/2005_november/formative.html and download/ read the article Towards the Design of Effective Formative Test Reports (it may be useful for your coursework). UserDesign http://www.userdesign.com/usability_uem.html and read the comparisons between different evaluation methods. James Homs Usability Methods Toolbox http://jthom.best.vwh.net/usability/ WQ Usability (Whitney Quesenberys company website) http://www.wqusability.com/articles/getting-started.html lots of useful material to download and read, especially relating to the 5 Es)
28. References/further reading #1 Beyer, H. & Holtzblatt (1997) Contextual Design : A Customer-Centered Approach to Systems Designs. Morgan Kaufmann Publishers . Christie, B., Scane, R. & Collyer, J. (1995) Evaluation of human-computer interaction at the user interface to advanced IT systems in J.R. Wilson,. & N. Corlett, Eds. Evaluation of Human work: A Practical Ergonomics Methodology (2nd edition). Taylor and Francis, Dix, A. et al (1998) Human-Computer Interaction (2nd Edition). Prentice Hall Europe. Faulkner, X. (2000) Usability Engineering, Macmillan Press Ltd. Forsythe, C. Grose, E. & Ratner, J., Eds. (1998) Human Factors and Web Development . Lawrence Erlbaum Associates. Hewitt, T (1986) Iterative evaluation in M.D. Harrison & A.F. Monks, (Eds.) People and Computers: Designing for Usability , Proceedings of the Second Conference of the BCS HCI Specialist Group. Karat, J. (1988) Software Evaluation Methodologies in M. Helander, Ed. Handbook of Human-Computer Interaction . Elsevier Science Publishers.
29. References/further reading #2 Le Peuple, J. & Scane, R. (2003). User Interface Design. Crucial. Mayhew, D.J. (1999) The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design . Morgan Kaufmann Nielsen, J. (1993) Usability Engineering . AP Professional. Nielsen, J & Mack, R. L., Eds. (1994) Usability Inspection Methods. John Wiley & Sons, Inc. Norman, D.A. (1988) The Design of Everyday Things, Basic Books. (First published as The Psychology of Everyday Things ). Preece, J. et al (1995) Human-Computer Interaction. Addison-Wesley. Quesenbery, W. (2003). The five dimensions of usability in M. J. Albers & Mazur, B. (Eds) Content and Complexity . Lawrence Erlbaum. Rubin, J. (1994) Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. John Wiley & Sons
30. Useful Websites http://www.worldusabilityday.org/ http://www.useit.com http://www.uie.com/brainsparks http://www.usability.gov / http://www.usabilitynet.org/home.htm Published in Interactions September + October 2005