cmsc434 week 13 | lecture 25 | nov 26, 2013 evaluation ii · week 13 | lecture 25 | nov 26, 2013...
TRANSCRIPT
Human Computer Interaction Laboratory
@jonfroehlich Assistant Professor Computer Science
CMSC434 Introduction to Human-Computer Interaction
Week 13 | Lecture 25 | Nov 26, 2013
Evaluation II
Hall of Fame Hall of Shame
Source: http://en.flossmanuals.net/firefox/ch036_firefox-security-features/
Today
1. Jordan
2. Schedule
3. Evaluation II
4. In-Class Activity (if time)
5. Give back quizzes
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Inspection-Based Methods
Based on the skills and
experience of evaluators
These are sometimes also
called “Expert Reviews”
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Automated Methods
Usability measures computed
by software
Inspection-Based Methods
Based on the skills and
experience of evaluators
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Inspection-Based Methods
Based on the skills and
experience of evaluators
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators:
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
1. Heuristic Evaluation
2. Walkthroughs
Discount Usability Techniques
Discount Usability Techniques
Heuristic Evaluation
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods.]
Heuristic evaluation involves having a small set of
evaluators examine the interface and judge its
compliance with recognized usability principles
(the "heuristics").
Heuristic evaluation involves having a small set of
evaluators examine the interface and judge its
compliance with recognized usability principles
(the "heuristics").
JakobNielsen, Ph.D. "The Guru of Web Page Usability" (NYT)
Inventor of Heuristic Evaluation
Nielsen’s 10 Heuristics
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
1. Visibility of
System Status System should
always keep users
informed, through
appropriate
feedback at
reasonable times.
2. Match System
& Real World The system should
speak the user’s
language, with
familiar words.
Information should
appear in natural
and logical order.
3. User Control
& Freedom Users often choose
functions by
mistake and need a
clearly marked
“emergency exit.”
Support undo and
redo.
4. Consistency
& Standards. Users should not
have to wonder
whether different
words/actions mean
the same thing.
Follow platform
conventions.
5. Error
Prevention Even better than
good error
messages is a
careful design that
prevents the
problem in the 1st
place.
6. Recognition
Over Recall Minimize the user’s
memory load by
making/actions,
options visible. The
user shouldn’t have
to remember from
one dialog to next.
7. Flexibility &
Efficiency Accelerators
(unseen by novice
users) often speed
up interaction for
expert users. Allow
users to tailor
frequent actions.
8. Aesthetic &
Minimalism Interfaces shouldn’t
contain irrelevant
information. Every
unit of info comp-
etes for attention &
diminishes relative
visibility.
9. Help Users
Recognize,
Diagnose, &
Recover from
Errors. Error msgs in plain
language, precisely
indicate problem,
suggest solution.
10. Help &
Documentation Best to not need
documentation but
when necessary,
should be easy to
search, focused on
user tasks, and list
concrete steps.
Densest Slide of Year Award!
Phases of Heuristic Evaluation 1. Pre-evaluation training: Give evaluators needed domain
knowledge & information on the scenario
2. Evaluation: For ~1-2 hours, independently inspect the
product using heuristics for guidance. Each expert should
take more than one pass through the interface.
3. Severity rating: Determine how severe each problem is
4. Aggregation: Group meets & aggregates problems (with
ratings)
5. Debriefing: Discuss the outcome with design team
27 [Slide from Professor Leah Findlater]
Severity Ratings
0 – don't agree that this is a usability problem
1 - cosmetic problem
2 - minor usability problem
3 - major usability problem; important to fix
4 - usability catastrophe; imperative to fix
28
[H4 Consistency] [Severity 3] [Fix 0]
The interface used the string "Save" on the first screen for saving the
user's file, but used the string "Write file" on the second screen. Users
may be confused by this different terminology for the same function.
(fairly severe, but easy to fix)
[Slide from Professor Leah Findlater]
How Many Evaluators?
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
In principle, individual evaluators can perform a heuristic
evaluation of a user interface on their own but…
How Many Evaluators?
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
In principle, individual evaluators can perform a heuristic
evaluation of a user interface on their own but…
Usability Problem (ordered from easiest to
find to hardest to find)
Hard to Find
Usability Problem
Easy to Find
Usability Problem
10. Help &
Documentation Best to not need
documentation but
when necessary,
should be easy to
search, focused on
user tasks, and list
concrete steps.
Inspection-Based Methods
Based on the skills and
experience of evaluators
Each row
represents a
usability problem
How Many Evaluators?
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
In principle, individual evaluators can perform a heuristic
evaluation of a user interface on their own but…
Usability Problem (ordered from easiest to
find to hardest to find)
Hard to Find
Usability Problem
Evaluator (ordered from least successful
evaluator to most successful) Each column is
an individual
evaluator
10. Help &
Documentation Best to not need
documentation but
when necessary,
should be easy to
search, focused on
user tasks, and list
concrete steps.
Each row
represents a
usability problem
Inspection-Based Methods
Based on the skills and
experience of evaluators
Easy to Find
Usability Problem
How Many Evaluators?
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
In principle, individual evaluators can perform a heuristic
evaluation of a user interface on their own but…
Usability Problem (ordered from easiest to
find to hardest to find)
Hard to Find
Usability Problem
Evaluator (ordered from least successful
evaluator to most successful)
“Worst” evaluator only found
3 usability problems (and they
were the easiest to find)
10. Help &
Documentation Best to not need
documentation but
when necessary,
should be easy to
search, focused on
user tasks, and list
concrete steps.
Inspection-Based Methods
Based on the skills and
experience of evaluators
Easy to Find
Usability Problem
Automated Methods
Usability measures computed
by software
“Best” evaluator found 10
usability problems (but not
the two “hardest”)
Empirical Methods
Evaluation assessed by
testing with real users
How Many Evaluators?
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Well, then, how many evaluators should we use?
How Many Evaluators?
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Well, then, how many evaluators should we use?
Nielsen recommends ~5
evaluators (at least 3), which
balances cost/benefit.
Single evaluators
found, on average,
~35% of usability
problems.
Heuristic Evaluation Critiques
Shortly after heuristic evaluation was developed, several
independent studies compared heuristic evaluation
with other methods (e.g., user testing.) They found that
different approaches identified different problems; some-
times heuristic evaluation missed severe problems.
[Rogers et al., Interaction Design, Chapter 15, 2011]
Heuristic Evaluation Critiques
Another problem concerns experts reporting problems
that don’t exist.
[Rogers et al., Interaction Design, Chapter 15, 2011]
Heuristic Evaluation Critiques
Another problem concerns experts reporting problems
that don’t exist. A study by Bailey (2001) found that
33% of problems were real usability problems; 21% of
problems were missed; and 43% of problems identified
by experts were not problems at all.
[Rogers et al., Interaction Design, Chapter 15, 2011]
Heuristic Evaluation Critiques
[Said at UPA2009 panel as quoted by Jeff Sauro: http://www.measuringusability.com/blog/he.php]
Heuristic evaluations are 99% bad.
RolfMolich Co-Inventor of Heuristic Evaluation
Heuristic Evaluation Critiques
[Said at UPA2009 panel as quoted by Jeff Sauro: http://www.measuringusability.com/blog/he.php]
Heuristic evaluations are 99% bad.
RolfMolich Co-Inventor of Heuristic Evaluation
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
Rogers et al., Interaction Design, Chapter 15, 2011]
Heuristic Evaluation asdf
o Tends to uncover many low
severity problems; severe
problems can be missed
o Can be expensive and
difficult to find 3-5 usability
professionals (sometimes
more are needed!)
o Sometimes experts are
wrong
o No special facilities needed
o No participants required;
no user testing
o Is quick and dirty (a
discount usability method)
[Rogers et al., Interaction Design, Chapter 15, 2011]
Heuristic Evaluation Heuristic Evaluation
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators:
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
1. Heuristic Evaluation
2. Walkthroughs
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators:
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
1. Heuristic Evaluation
2. Walkthroughs
Walkthroughs
Walkthroughs are an alternative approach to heuristic
evaluation for predicting users’ problems without
doing user testing. They involve walking through a
task with an interface/product and noting problematic
usability features.
[Rogers et al., Interaction Design, Chapter 15, 2011]
Cognitive Walkthroughs
[Rogers et al., Interaction Design, Chapter 15, 2011; http://en.wikipedia.org/wiki/Cognitive_walkthrough]
One type of walkthrough that involves simulating a
user’s problem-solving process at each step of
interaction with an interface.
Whereas heuristic evaluation takes a holistic view to
catch problems, cognitive walkthroughs are task
specific.
Cognitive Walkthroughs
The defining feature of [cognitive walkthroughs] is that
they focus on evaluating designs for ease of
learning—a focus that is motivated by observations that
users learn by exploration.
[Rogers et al., Interaction Design, Chapter 15, 2011]
Pre-study Step: characteristics of typical users are
identified; sample tasks are created; a clear sequence of the
actions needed to accomplish task are documented
Walkthrough Step: Designer and one or more evaluators
come together to perform analysis; evaluators walk through
each step and try to answer these questions:
1
2
Performing Cognitive Walkthroughs
[Rogers et al., Interaction Design, Chapter 15, 2011]
Pre-study Step: characteristics of typical users are
identified; sample tasks are created; a clear sequence of the
actions needed to accomplish task are documented
Walkthrough Step: Designer and one or more evaluators
come together to perform analysis; evaluators walk through
each step and try to answer these questions:
1. Will the user know what to do to achieve the task?
2. Will the user notice that the correct action is available?
3. Will the user interpret the response from action correctly?
1
2
Performing Cognitive Walkthroughs
[Rogers et al., Interaction Design, Chapter 15, 2011]
Pre-study Step: characteristics of typical users are
identified; sample tasks are created; a clear sequence of the
actions needed to accomplish task are documented
Walkthrough Step: Designer and one or more evaluators
come together to perform analysis; evaluators walk through
each step and try to answer these questions:
Information Recording: As the walkthrough occurs, critical
information is compiled about: assumptions, problems, etc.
Design Revision: The recorded information is analyzed,
design improvement suggestions are made, and design is
iterated upon
1
2
Performing Cognitive Walkthroughs
[Rogers et al., Interaction Design, Chapter 15, 2011]
3
4
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
Rogers et al., Interaction Design, Chapter 15, 2011]
Heuristic Evaluation asdf
o Time-consuming and
laborious
o Evaluators do not always
have a good understanding
of users
o Only a limited number of
tasks/scenarios can be
explored
o Strong focus on tasks
o Compared with HE, more
detail on moving through
an interaction w/system
o Perhaps most useful for
applications involving
complex operations
[Rogers et al., Interaction Design, Chapter 15, 2011]
Walkthroughs Walkthroughs
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
1. GOMS Model
2. Keystroke Level Model (KLM)
Formal Methods
Similar to inspection methods and analytics, predictive
models (formal methods) evaluate a system without
users being present.
[Rogers et al., Interaction Design, Chapter 15, 2011]
Formal Methods
Similar to inspection methods and analytics, predictive
models (formal methods) evaluate a system without
users being present. Rather than involving expert
evaluators or tracking usage, predictive models use
formulas to derive various measures of performance.
[Rogers et al., Interaction Design, Chapter 15, 2011]
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
1. GOMS Model
2. Keystroke Level Model (KLM)
GOMS Model
A GOMS model, as proposed by Card, Moran, and
Newell (1983), is a description of the knowledge that a
user must have in order to carry out tasks on a device
or system; it is a representation of the "how to do it"
knowledge that is required by a system in order to get
the intended tasks accomplished.
[Kieras, A Guide to GOMS Analysis, 1994; Card et al., The Psychology of Human-Computer Interaction, 1983]
GOMS Model
[Rogers et al., Interaction Design, Chapter 15, 2011; Card et al., The Psychology of HCI, 1986]
An attempt to model the
knowledge and cognitive
processes involved when a
user interacts with a system
1
2
3
4
Goals refers to a particular state the
user wants to achieve
Operators refers to the cognitive
processes and physical actions that
need to be performed to achieve those
goals
Methods are learned procedures for
accomplishing the goals
Selection rules are used to determine
which method to select when there is
more than one available.
GOMS Model Example 1
1
2
Recall that word to be deleted has to be highlighted
Recall that command is ‘cut’
Recall that command ‘cut’ is in edit menu
Accomplish goal of selecting and executing the ‘cut’ command
Return with goal accomplished
Goal: Delete a word in a sentence in Microsoft Word
Method 1: Using menus
3
4
5
[Rogers et al., Interaction Design, Chapter 15, 2011]
1
2
Recall where to position cursor in relation to word to be deleted
Recall which key is backspace key
Press backspace key to delete each letter
Return with goal accomplished
Method 2: Using backspace key
3
4
Top 5 ugliest slide of the
year
GOMS Model Example 1
1
2
Recall that word to be deleted has to be highlighted
Recall that command is ‘cut’
Recall that command ‘cut’ is in edit menu
Accomplish goal of selecting and executing the ‘cut’ command
Return with goal accomplished
Goal: Delete a word in a sentence in Microsoft Word
Method 1: Using menus
3
4
5
[Rogers et al., Interaction Design, Chapter 15, 2011]
1
2
Recall where to position cursor in relation to word to be deleted
Recall which key is backspace key
Press backspace key to delete each letter
Return with goal accomplished
Method 2: Using backspace key
3
4
Operators
Click mouse Drag cursor over text Select menu Move cursor to command Press key Selection
1. Delete text using mouse if large amount of text is to be deleted.
2. Delete using backspace for small amount of text
Top 2 ugliest slide of the
year
GOMS Model Example 2 1
2
Goal: find a website about GOMS
Operators: Decide to use search
engine, decide which search engine to
use,
GOMS Model Example 2 1
2
3
4
Goal: find a website about GOMS
Operators: Decide to use search
engine, decide which search engine to
use, think up and enter keywords.
Methods: I know I have to type in
search terms and then press the search
button.
Selection: Do I use the mouse button
or hit the enter key?
GOMS Model
The goal of this work [GOMS modeling] is to radically
reduce the time and cost of designing usable systems
through developing analytic engineering models for
usability based on validated computational models of
human cognition and performance.
[Kieras, GOMS Models: An Approach to Rapid Usability Evaluation, http://web.eecs.umich.edu/~kieras/goms.html]
DavidKieras Professor in EECS and Psychology at the University of Michigan
GOMS Advocate
GOMS Model
GOMS is such a formalized representation that it can be
used to predict task performance well enough
that a GOMS model can be used as a substitute for
much (but not all) of the empirical user testing needed
to arrive at a system design that is both functional and
usable.
[Kieras, GOMS Models: An Approach to Rapid Usability Evaluation, http://web.eecs.umich.edu/~kieras/goms.html]
DavidKieras Professor in EECS and Psychology at the University of Michigan
GOMS Advocate
GOMS Model
GOMS is such a formalized representation that it can be
used to predict task performance well enough
that a GOMS model can be used as a substitute for
much (but not all) of the empirical user testing
needed to arrive at a system design that is both
functional and usable.
[Kieras, GOMS Models: An Approach to Rapid Usability Evaluation, http://web.eecs.umich.edu/~kieras/goms.html]
DavidKieras Professor in EECS and Psychology at the University of Michigan
GOMS Advocate
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
1. GOMS Model
2. Keystroke Level Model (KLM)
Genres of Assessment
[Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, CHI'90;
Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods;
http://www.useit.com/papers/heuristic/]
Inspection-Based Methods
Based on the skills and
experience of evaluators
Automated Methods
Usability measures computed
by software
Formal Methods
Models and formulas to
calculate and predict
measures semi-automatically
Empirical Methods
Evaluation assessed by
testing with real users
Inspection-Based Methods
Based on the skills and
experience of evaluators
1. GOMS Model
2. Keystroke Level Model (KLM)
KLM (Keystroke Level Model)
The KLM (Keystroke Level Model) differs from the
GOMS model in that it provides numerical predictions
for performance. Tasks can be compared in terms of
the [expected] time it takes to perform them when using
different strategies.
[Rogers et al., Interaction Design, Chapter 15, 2011]
KLM (Keystroke Level Model)
The KLM (Keystroke Level Model) differs from the
GOMS model in that it provides numerical predictions
for performance. Tasks can be compared in terms of
the [expected] time it takes to perform them when using
different strategies.
[Rogers et al., Interaction Design, Chapter 15, 2011]
KLM (Keystroke Level Model)
The KLM (Keystroke Level Model) differs from the
GOMS model in that it provides numerical predictions
for performance. Tasks can be compared in terms of
the [expected] time it takes to perform them when using
different strategies.
[Rogers et al., Interaction Design, Chapter 15, 2011]
For Example
Converting Temperature
[Raskin, J., The Humane Interface, Chapter 4, 2000]
How long will it take the user to
complete a conversion task?
How could we find out?
Let’s imagine we need to
design an efficient interface
for converting temperatures
(e.g., from F to C)
Experiment Or…
Experiment Model
Design and sketch a temperature converter
interface for converting Fahrenheit to Celsius
and Celsius to Fahrenheit.
In-Class Activity Part 1
[Raskin, J., The Humane Interface, Chapter 4, 2000; Based, n part, on activity from Professor Bederson at UMD]
1. Break into groups of 2-3
2. Spend ~5 minutes coming up with an interface to
convert a temperature to Fahrenheit or Celsius
3. Be prepared to discuss the thought process you used in
your design
4. Analyze your design in terms of how long you think it
will take a user to use your interface
In-Class Activity Part 2
[Raskin, J., The Humane Interface, Chapter 4, 2000; Based on activity from Professor Bederson at UMD]
1. In your same groups of 2-3
2. Spend ~5 minutes coming up with a model for how long it will
take to convert 92.5F to Celsius.
3. How does the above interface compare to your design?
Which is faster?
4. Note:
i. Dialog box is top level window and has focus (so typing goes directly
into the textbox)
ii. You must press enter to see result
How did we do?
What strategies did you use?
How did you “model” the task?
How accurate is your model?
How could we check it?
In-Class Activity
KLM (Keystroke Level Model)
[Rogers et al., Interaction Design, Chapter 15, 2011; Card et al., The Psychology of Human-Computer Interaction, 1983]
When developing the KLM, Card et al. (1983) analyzed
the findings of many empirical studies of user
performance in order to derive a standard set of
approximate times for the main kinds of operators
used during a task (e.g., key presses, mouse clicks)
Proposed KLM Times
[Rogers et al., Interaction Design, Chapter 15, 2011; Card et al., The Psychology of Human-Computer Interaction, 1983]
Operator Description Time (sec)
K Pressing a single key or button
Average skilled typist (55 wpm) 0.22
Average non-skilled typist (40
wpm) 0.28
Pressing shift or control key 0.08
Typist unfamiliar with the
keyboard 1.2
P
Pointing with a mouse or other
device on a display to select an
object. 0.4
This value is derived from Fitts’ Law which is discussed below.
Clicking the mouse or similar device
P1 0.2
H
Bring ‘home’ hands on the
keyboard or other device 0.4
M Mentally prepare/respond 1.35
R(t)
The response time is counted
only if it causes the user to wait. t
Insert chart from page
523 of Rogers
Interaction Design
Operator Description Time(s)
K Pressing a single key of button Skilled typist (55 wpm) Average typist (44 wpm) User unfamiliar with keyboard Pressing shift or control key
0.35 (avg) 0.22 0.28 1.20 0.08
P
P1
Pointing w/a mouse or other device to a target on the display Clicking the mouse or similar device
1.10 0.20
H Homing hands on the keyboard or other device 0.40
D Draw a line using a mouse Depends on length of line
M Mentally prepare to do something 1.35
R(t) System response time—counted only if it causes the user to wait when carrying out his/her task
t
Proposed KLM Times
[Rogers et al., Interaction Design, Chapter 15, 2011; Card et al., The Psychology of Human-Computer Interaction, 1983]
Insert chart from page
523 of Rogers
Interaction Design
Operator Description Time(s)
K Pressing a single key of button Skilled typist (55 wpm) Average typist (44 wpm) User unfamiliar with keyboard Pressing shift or control key
0.35 (avg) 0.22 0.28 1.20 0.08
P
P1
Pointing w/a mouse or other device to a target on the display Clicking the mouse or similar device
1.10 0.20
H Homing hands on the keyboard or other device 0.40
D Draw a line using a mouse Depends on length of line
M Mentally prepare to do something 1.35
R(t) System response time—counted only if it causes the user to wait when carrying out his/her task
t
The wide variability of each measure explains why we
cannot use this simplified model to obtain absolute
timings with any degree of certainty; by using typical
values, however, we usually obtain the correct ranking
of the performance times of two interface designs.
-Jef Raskin, The Humane Interface, 2000, p74.
Proposed KLM Times
[Rogers et al., Interaction Design, Chapter 15, 2011; Card et al., The Psychology of Human-Computer Interaction, 1983]
Operator Description Time (sec)
K Pressing a single key or button
Average skilled typist (55 wpm) 0.22
Average non-skilled typist (40
wpm) 0.28
Pressing shift or control key 0.08
Typist unfamiliar with the
keyboard 1.2
P
Pointing with a mouse or other
device on a display to select an
object. 0.4
This value is derived from Fitts’ Law which is discussed below.
Clicking the mouse or similar device
P1 0.2
H
Bring ‘home’ hands on the
keyboard or other device 0.4
M Mentally prepare/respond 1.35
R(t)
The response time is counted
only if it causes the user to wait. t
Insert chart from page
523 of Rogers
Interaction Design
Operator Description Time(s)
K Pressing a single key of button Skilled typist (55 wpm) Average typist (44 wpm) User unfamiliar with keyboard Pressing shift or control key
0.35 (avg) 0.22 0.28 1.20 0.08
P
P1
Pointing w/a mouse or other device to a target on the display Clicking the mouse or similar device
1.10 0.20
H Homing hands on the keyboard or other device 0.40
D Draw a line using a mouse Depends on length of line
M Mentally prepare to do something 1.35
R(t) System response time—counted only if it causes the user to wait when carrying out his/her task
t
Proposed KLM Times
[Rogers et al., Interaction Design, Chapter 15, 2011; Card et al., The Psychology of Human-Computer Interaction, 1983]
Operator Description Time (sec)
K Pressing a single key or button
Average skilled typist (55 wpm) 0.22
Average non-skilled typist (40
wpm) 0.28
Pressing shift or control key 0.08
Typist unfamiliar with the
keyboard 1.2
P
Pointing with a mouse or other
device on a display to select an
object. 0.4
This value is derived from Fitts’ Law which is discussed below.
Clicking the mouse or similar device
P1 0.2
H
Bring ‘home’ hands on the
keyboard or other device 0.4
M Mentally prepare/respond 1.35
R(t)
The response time is counted
only if it causes the user to wait. t
Operator Description Time(s)
K Pressing a single key of button Skilled typist (55 wpm) Average typist (44 wpm) User unfamiliar with keyboard Pressing shift or control key
0.35 (avg) 0.22 0.28 1.20 0.08
P
P1
Pointing w/a mouse or other device to a target on the display Clicking the mouse or similar device
1.10 0.20
H Homing hands on the keyboard or other device 0.40
D Draw a line using a mouse Depends on length of line
M Mentally prepare to do something 1.35
R(t) System response time—counted only if it causes the user to wait when carrying out his/her task
t
Performing KLM
[Rogers et al., Interaction Design, Chapter 15, 2011; Card et al., The Psychology of Human-Computer Interaction, 1983]
Operator Description Time (sec)
K Pressing a single key or button
Average skilled typist (55 wpm) 0.22
Average non-skilled typist (40
wpm) 0.28
Pressing shift or control key 0.08
Typist unfamiliar with the
keyboard 1.2
P
Pointing with a mouse or other
device on a display to select an
object. 0.4
This value is derived from Fitts’ Law which is discussed below.
Clicking the mouse or similar device
P1 0.2
H
Bring ‘home’ hands on the
keyboard or other device 0.4
M Mentally prepare/respond 1.35
R(t)
The response time is counted
only if it causes the user to wait. t
Texecuted = TK + TP + TH + TD + TM + TR
The predicted time it takes to execute a task is then a sum of the
performance times of each operator used
Applying KLM to our Example
[Card et al., The Psychology of Human-Computer Interaction, 1983; Raskin, J. The Humane Interface, 2000]
Task: How long will it take to convert 92.5F to Celsius
The answer is: MKKKK (2.15s) HMPKMPKHMKKKK (8.25s) => Average: ~5s
1
2
3
4
Move hand to the graphical input device:
H
Point to the textbox:
HP
Click on the textbox:
HPP1
Move hands back to the keyboard:
HPP1H
Type the four characters (“92.5”): HPP1HKKKK
Tap Enter: HPP1HKKKKK
Convert to time:
0.4 + 1.1 + 0.2 + 0.4 + (0.28 * 5) = 3.5s
5
6
7
Applying KLM to our Example Task: How long will it take to convert 92.5F to Celsius
The answer is: MKKKK (2.15s) HMPKMPKHMKKKK (8.25s) => Average: ~5s
1
2
3
4
Move hand to the graphical input device:
H
Point to the textbox:
HP
Click on the textbox:
HPP1
Move hands back to the keyboard:
HPP1H
Type the four characters (“92.5”): HPP1HKKKK
Tap Enter: HPP1HKKKKK
Convert to time:
0.4 + 1.1 + 0.2 + 0.4 + (0.28 * 5) = 3.5s
5
6
7
[Card et al., The Psychology of Human-Computer Interaction, 1983; Raskin, J. The Humane Interface, 2000]
Heuristics for Placing M Operators
[Raskin, J. The Humane Interface, 2000, Chapter 4]
Inserting Mental Operators
[Card et al., The Psychology of Human-Computer Interaction, 1983; Raskin, J. The Humane Interface, 2000]
Task: How long will it take to convert 92.5F to Celsius
The answer is: MKKKK (2.15s) HMPKMPKHMKKKK (8.25s) => Average: ~5s
1
2
3
4
Move hand to the graphical input device:
H
Point to the textbox:
HP
Click on the textbox:
HPP1
Move hands back to the keyboard:
HPP1H
Type the four characters (“92.5”): HPP1HKKKK
Tap Enter: HPP1HKKKKK
Convert to time:
0.4 + 1.1 + 0.2 + 0.4 + (0.28 * 5) = 3.5s
5
6
7
Inserting Mental Operators
[Card et al., The Psychology of Human-Computer Interaction, 1983; Raskin, J. The Humane Interface, 2000]
Task: How long will it take to convert 92.5F to Celsius
The answer is: MKKKK (2.15s) HMPKMPKHMKKKK (8.25s) => Average: ~5s
Move hand to the graphical input device:
H
Point to the textbox:
HP
Click on the textbox:
HPP1
Move hands back to the keyboard:
HPP1H
Type the four characters (“92.5”): HPP1HKKKK
Tap Enter: HPP1HKKKKK
Apply mental operators using Raskin’s heuristics:
HMPP1HMKKKKMK
Convert to time:
0.4 + 1.35 + 1.1 + 0.2 + 0.4 + 1.35 + (0.28 * 4) + 1.35 + 0.28 = 7.55s
1
2
3
4
5
6
7
8
KLM to Inform Design
[Raskin, J. The Humane Interface, 2000, Chapter 4]
Which is a better design?
A more efficient interface is possible by
taking advantage of character-at-a-time
interaction and by performing both
conversions at once…
Perhaps, however, the cognitive load to use
this interface is higher. How about
learnability?
Adapting KLM
Researchers wanting to use the KLM to predict the
efficiency of key & button layout on devices have adapted
it to meet the needs of these new products. For example,
today, mobile device and phone developers are using
KLM to determine the optimal design for keypads.
[Rogers et al., Interaction Design, Chapter 15, 2011]
[Holleis et al., Keystroke-Level Model for Advanced Mobile Phone Interaction, CHI2007]
o Not as easy as HE and Cognitive
Walkthroughs
o Limited scope: can only model
interactions that involve a small
set of highly routine data-entry
type tasks
o Intended to be used only to
predict expert performance
o Does not model errors, which
can substantially impact
performance
o Does not capture readability,
learnability, aesthetic, etc.
o Main benefit: can comparatively
analyze different interfaces /
prototypes easily
o No reliance on users!
o Easy to rerun on iterated
interfaces
o A number of researchers
reported its success for
comparing efficacy
[Rogers et al., Interaction Design, Chapter 15, 2011]
GOMS and KLM GOMS and KLM