lecture #3 testing without users ii
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Lecture #3 TESTING WITHOUT USERS II. *39TUR Winter 2012/2013. Human Computer Interaction. Three main objectives Improve the access to the computers Reduce the complexity of this access Reduce the probability of errors while using computers Can be done by: - PowerPoint PPT PresentationTRANSCRIPT
Lecture #3TESTING WITHOUT USERS II.
*39TUR Winter 2012/2013
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Human Computer Interaction
Three main objectives– Improve the access to the computers
– Reduce the complexity of this access
– Reduce the probability of errors while using computers
Can be done by:– Direct observation of using computers
– Use of mental models
– Mathematical models of using computers
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Cognitive Science
Part of psychology investigating mental processes such as:– Perception, memory, thinking, learning, problem solving,
language, …
Extensive applications in other fields– Engineering disciplines
• Purpose is to improve the design
– Major interest by• Human Computer Interaction• Human Factors (Cognitive Ergonomics)
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Mental Models
How do we understand the way how the world works around us?– Memory (past experience)– Expectation of the behavior
We have certain understanding of the world’s mechanics– How the objects react? – Which is the relationship among them?
When throwing a ball at a friend– How fast should I do that?– How do they know where to stand?
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Mental Models
A cognitive structure– “It’s in one’s head.”
Describes how certain aspects of the world work– How objects of certain class mutually interact with
objects of different class– How objects change their properties during an
interaction
Each person has their own unique mental model of the world
Reality …
FARE INSPECTORS!!
THIS STATIONIS SOMEWHEREAROUND HERE
Y39TUR
ELECTRICITYCOURSES
A FRIEND OFMINE USED TO
LIVE AROUND HERE
TOURISTS
… and a mental model
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Mental Model Example: The Subway
Having a mental model, we can ask:– “How far are we from station X?”– “Where do we need to change when going to Y?”– “What is the next station?”– “Which way to go to my buddy’s?”
Mental model contains information AND knowledge of uncertainty– “I don’t know what’s on the B-line.”
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Mental Model
How the things are understood– Not how they actually work!
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How do we use mental models?
Prediction of the world’s behavior– “Two more stops. We still have time to read three pages
of the book”
Mental models are fuzzy– Can lead to incorrect predictions
We change the mental models during their use– We learn and adapt
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Mental Models in HCI
Understanding mental models:– Important for understanding the user’s interaction
with the system– Understanding how the computers are understood– Understanding how the data are understood
Usability tests are used to uncover users’ mental models
Mismatch between mental models and reality leads to usability issues– User’s mental models can explain their behavior
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Mental Models in HCI (contd.)
Users make use of the mental model of the user interface, e.g.:– What to expect when clicking a button
• “We should be one click away from that big dialog window that tells me the CD is burning.”
– To tell we did the right/wrong thing• “Oops, we should not get to this page. I should have clicked the link
below.”
• “Oh no, I got on the wrong train.”
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Example: Mismatch of Mental Models
Telephone banking in an imaginary bank– Task: Make a payment using your credit card– Device: Telephone DTMF menu– A menu would say:
• “For account balance, press 1”
• “For payments, press 2”
• “For credit card operations, press 3”
Send money (from my account, using CC…)
Receive moneySee how much I have
Checking AccountsDepartment
Credit CardsDepartment
DESIGNER’S MENTAL MODELUSER’S MENTAL MODELBANK SERVICES
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Mental Models in Usability Testing
When preparing a test, we must not make the user accept our mental model– Instructions for user is not a user guide
• Suggestive instructions
– A real user has no existing mental model of the tested application
• Making use of a previous experience
• That’s why the recruitment from the target group is so important
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Mental Models in Usability Testing
A use case– “Making a payment using a credit card.”
Incorrect wording of the task in a usability test– “Choose ‘credit card payments’ from the menu of the
telephone service.”
Correct wording of the task in a usability test– “Try using the credit card to make a payment in the
menu of the telephone service.”
Cognitive Science in UI Testing
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It is easy to describe a machine …
More-or-less, all diagrams of a computer look like this:
Prediction of function is easy Can we find such a simple description for a human
being?
Input
Memory
Proc. Output
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Human Information Processor Model
An approach to model how information is handled by the user.– A technicist approach
First formulations 1980s– Card, S.K., Moran T.P., & Newell, A. (1983).– Tiffany Jastrembski and Neil Charness (2007)
Human Information Processor Model
“input”
“output”
“processing”
Human Information Processor
Eye movement: 230 ms Visual capacity: 17 letters Auditory capacity: 5 letters Effective working memory capacity: 7 chunks
…
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Human Information Processor Model for Testing
Basic idea:– Similar to cognitive walkthrough– When stimuli are known, what will be the corresponding
human behavior?
No need for implementation or even prototypes No need for real users Gives a scientific foundations for a design
– Like for other engineering disciplines
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Cognitive Theories in HCI
Models based on Human Information Processor Model:– Fitt’s Law
• How long it takes to select a target
• Evaluation of input devices
– Hick’s Law• Time to choose, depending on the number of choices
– KLM (Keystroke-level Model)• Efficiency of the user interfaces assessed through low-level actions
– GOMS (Goals, Operators, Methods, Selectors)• Higher level than KLM
• Structure and hierarchy of tasks
FITT’S LAW
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Fitt’s Law
Paul Fitt (1954) Based on ergonomics
– How fast would a person reach a target with their hand?
Prediction of time needed to acquire a target, based on:– Distance to the target (D)– Dimension of the target (W)
Something Other thing
Large
Small
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Fitt’s Law
D, W … distance, width (amplitude) Device-dependent constants
– a … operation cost (e.g. time needed to press a button)– b … inherent speed of the device (how fast can we
move around?)
Originally for 1-D problems
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Fitt’s Law
Target 1 Target 2
Index of Difficulty
ID equalFrom: Marti Hearst, User Interface Design & Development
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Fitt’s Law
Target 2Target 1
Index of Difficulty
ID smaller
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Fitt’s Law
Target 2Target 1
Index of Difficulty
ID bigger
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Fitt’s Law for Testing
Additional design heuristic for Heuristic Analysis – Used as a qualitative suggestion.
Fitts’ law often used for determining best case for new kinds of input methods– Used as a theoretical framework for conducting
experiments where two approaches are compared.
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Design Heuristics based on Fitt’s Law
Things done more often should be assigned a larger button.– Size of the Enter key– Sides of the screen and corners have “infinite size”– Possible problems of consistency
Things done more often should be “closer to each other”– Context menu– Frequency-based order vs. logic-based order
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Infinitely Large Objects
Hick’s Law
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Hick’s Law
t ~ b * log(N+1)– N … number of choices– +1 … binary decision whether or not to proceed– b … a context-dependent value
The more options, the longer time
Hick’s Law
Interpretations:– Reduce the number of things the user can do– Reduce the number of items in the menu
Limit the decisions the user needs to make– “The more choices we eliminate, the more enjoyable the experience
will be.” (http://uxdesign.smashingmagazine.com/2012/02/23/redefining-hicks-law/)
“Minimalist Design” rule
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Keystroke-level Model (KLM)
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KLM != Koninklijke Luchtvaart Maatschappij
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Keystroke-level Model
Cognitive Walkthrough, Heuristic Evaluation– Good source of qualitative findings of:
• Usability issues• No ability to tell the time taken by …
– No data on actual performance
To measure time:– Large number of users (statistically valid data)– Expensive (time and people)
Is there a cheap alternative?
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Keystroke-level Model
Purpose of the KLM– A discount usability method– A method of evaluation of the UI– KLM defines a metric of performance of a UI– Provides an estimate of minimal duration of a UI walkthrough
• Will be worse in reality
Based on a model of “virtual user”– On Human Information Processor Model– Formalism of behavior
Focuses on performance only
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Keystroke-level Model
Experimental basis of the KLM– Low-level model of a “typical user”– A large number of people observed while using generic GUI– Measurement of:
• Reaction times
• Duration of elementary actions
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Keystroke-level Model
Input:– Similarity to Cognitive Walkthrough:
• Detailed description of sequence of actions is needed
– Main difference:• Description is at much lower level
Output:– Estimate of the lowest time possible
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Keystroke-level Model
Set of operators– Further indivisible actions
• Based on the current application domain
– Physical actions• Reach for mouse, drive the cursor somewhere, etc.
– Mental actions• Make a decision, select one item of many, etc.
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Keystroke-level Model
Uses of KLM– Determine what is the minimum time of a UI walkthrough– Compare two different walkthroughs of UI leading to the
same result– Compare performance of users of different profiles
• Beginner user (no shortcuts, all commands from the menu)
• Intermediate user (minimum amount of shortcuts)
• Advanced user (ample use of shortcuts + command line)
– Calculate the potential volume of savings• Is it useful to invest into any UI optimizations?
• Is it useful to train the users?
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Keystroke-level Model
Theoretical support of a particular design change suggestion– Comparison of the current state and the design– It is possible to formally support a claim on correctness
of the designed solution
(More on this in the NUR course)
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Keystroke-level Model
An ideal walkthrough is considered– We test the correct and minimal solution
• No confused users
• No mistakes
• No roll-backs
– Time that we calculate is minimal possible• Reality will probably be worse
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KLM Operators
K Keystroke– Key hit, pressed, or released.– Also for the mouse button– 0.08 s – 1.20 s, based on the skill level
P Point on a target– 1.10 s, average performance
H Home the input device– 0.40 s
M Mental preparation– 1.35 s
R System reaction time– Whatever time the system takes
Card et al. (1983)
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KLM Simple Walkthrough Example Example: Make “The cat” in sentence
“The cat sat on the mat” bold.– Note: K = .60 (average typist)
Steps– Select “The cat”
• Reach for the mouse (H = .40)• Point to “The” (P = 1.10)• Double-click and hold down the button (K
= .60)• Move to “cat” (P = 1.10)• Release the mouse button (K = .60)
– Set to bold• Press Ctrl (K = .60)• Press “B” (K = .60)• Release Ctrl (K = .60)
Total = 5.6 seconds
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KLM Example: Alternative – Using a Menu
Total = 7.2 seconds
Example taken from Newman & Lamming (1995) Interactive System Design
Select “The cat” (see previous slide)
Set to boldface• Point to “Format” menu (P = 1.10)• Press mouse button (K = 0.60)• Move to bold (P = 1.10)• Release mouse button (K = 0.60)
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More on KLM OperatorsMore on KLM Operators
K – Keystroke– Determined by typing speed
• T = 0.08 s … excellent typist (155 WPM = 775 CPM)
• T = 0.28 s … average typist (40 WPM = 200 CPM)
• T = 1.20 s … worst typist; unfamiliar keyboard
P – Pointing– Average value T = 1.10 s given– For any action of pointing– More precise value must be determined by an
experiment (e.g. using Fitt’s Law)
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More on KLM OperatorsMore on KLM Operators
H – Homing– Switch between the keyboard and the mouse– Not applicable if each hand operates one device– T = 0.40 s
M – Mental preparation– T = 1.35 s– How determined:
• Numerous tasks observed and analyzed
• Total time minus time spent on physical operations (K, P, H)
• Divide by number of “mental activities”
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When to use the “M” operatorWhen to use the “M” operator
“When do people think?”
Place M before each K and P– K MK– P MP
• “People need to think where to move next, what to type next, etc.”
Remove M between the letters of a typed word– MKMKMK MKKK
• “People don’t think before each letter”
Remove M between compound actions (“point-and-click”)– MPMK MPK
• “People take point and click as a single operation”
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KLM Example #2 Delete words using selection
M P [start of selection] K [click] M P [end of selection] K [shift] K [click] H [rt hand on Delete] M P [Delete]
7.37 seconds
Delete words, letter-by-letter
M P [first letter] K [click] H [rt hand on Delete] M K × 14
8.36 seconds
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KLM VerificationKLM Verification
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Card, Moran and Newell, “The Keystroke Level Modelfor User Performance Time with Interactive Systems”
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Limitations of KLM
The task is analyzed as if performed by an expert user– That is, without an error
Only predicts the effectiveness– Not the learnability– Not the memorability
What is ignored– Parallel execution– Task interleaving– Mental (cognitive) load– Planning and problem-solving (“How do I choose what to do?”)
GOMS
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GOMS
GOMS = Goals, Operators, Methods, and Selection rules
Useful for design as well as for testing– Provides a model of users’ behavior for detailed analysis
of tasks and UI modeling– Here we focus only on testing
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GOMS as an extension of KLM
More complex model of the interaction– Hierarchy of goals
• “To set a text in bold, we first need to type the text and then to specify the formatting.”
– Alternatives how sub-goals can be handled• “We can switch to bold using menu or using a keyboard shortcut”
– Can describe more complex tasks
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GOMS: ComponentsGOMS: Components
An interaction with a UI modeled using these four concepts:An interaction with a UI modeled using these four concepts:– GoalsGoals
• The state to be reachedThe state to be reached
– OperatorsOperators• Elementary perception, cognitive, or motoric actionsElementary perception, cognitive, or motoric actions
• E.g.: Moving the mouse cursorE.g.: Moving the mouse cursor
– MethodsMethods• Procedures to reach the subgoalsProcedures to reach the subgoals
• Sequences of operators and subgoalsSequences of operators and subgoals
– Selection rulesSelection rules• if-then rules determining which method is to be usedif-then rules determining which method is to be used
More details in the More details in the course course User Interface Design (User Interface Design (Návrh uživatelského Návrh uživatelského rozhraní)rozhraní)
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GOMS Example: Making a slide
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GOMS Example: Selecting a menu itemGOMS Example: Selecting a menu item
Structure of menu (width vs. depth)Structure of menu (width vs. depth) Condition 1: Width 16, Depth 1.Condition 1: Width 16, Depth 1.
GoalGoal: Carry out sequence of commands: Carry out sequence of commandsGoalGoal: Carry out a command: Carry out a command
GoalGoal: Determine which command to carry out: Determine which command to carry outOperator: See the screen, determine the command
GoalGoal: Execute the command: Execute the commandSelect: How do we make our selection
IF item # between 1 & 9 THEN use 1-KEY METHOD
Operator: Use 1-Key MethodOperator: Press Enter
Result: Average count of steps = 33Result: Average count of steps = 33
Loops
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CPM–GOMS as an extension of KLM
CPM = Critical Path Method Parallel processes taken into consideration
– Certain activities run in parallel– Separate processes (channels)
• Motoric processHand with the mouse
Keyboard
Eye motion
• Perception processPerceiving stimuli from the environment
• Cognitive processProcessing information
Decisions
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CPM–GOMS
Purpose– Provide an estimate of the UI performance– Similar to KLM– Different underlying model
Requirements for testing– Similar to KLM– Describe the sequence of actions
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CPM–GOMS
Critical Path Method– Economic theory of optimal resource allocation– Find the fastest sequence of actions, leading to the desired result
Elementary operators are very simple actions– Perception (PP)– Cognitive (CP)– Motor (MP)
Explicit modeling of parallelism, considering PP, CP, MP and Memory system
The time to carry out a task is predicted, based on CPM– The longest path through the task, based on cognitive limitations
and information availability
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CPM–GOMS: Critical Path Example: Critical Path Example
Example:– Point + Shift-click– “Move the mouse pointer to desired location, then click,
while holding shift.”
Note:
– The same operation in KLM:• M P K
Source:Daniel Gutierrez, MIT, 2008
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CPM–GOMS: Critical Path Example: Critical Path Example
PP
CP
MPright
MPleft
MPeye
0
start eye move
move eye to target
start mouse move
50 50
30
perceivetarget
move mouse
100
480
perceivecursor
start Shift press
verifytarget
pressShift
100
50 50
100
Adapted from Rob Miller
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CPM–GOMS: Critical Path Example: Critical Path Example
PP
CP
MPright
MPleft
MPeye
0
start eye move
move eye to target
start mouse move
50 50
30
perceivetarget
move mouse
100
480
perceivecursor
start Shift press
verifytarget
pressShift
100
50 50
100
Adapted from Rob Miller
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CPM–GOMS Example: ParallelismCPM–GOMS Example: Parallelism
A telephone operator introduced new workstations for the A telephone operator introduced new workstations for the operatorsoperators– Amount of keystrokes reducedAmount of keystrokes reduced– The most frequent keys moved closer togetherThe most frequent keys moved closer together– New design by 4% slowerNew design by 4% slower– 1 sec/call = $3 million/year1 sec/call = $3 million/year
KLM: No explanationKLM: No explanation CPM-GOMS:CPM-GOMS:
– Removed keystrokes were not on the critical pathRemoved keystrokes were not on the critical path– Keys used during opening of the callKeys used during opening of the call– Then moved from the initial phase of the task to later phaseThen moved from the initial phase of the task to later phase
• To the critical phase
Adapted from Rob Miller
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Limitations of CPM–GOMSLimitations of CPM–GOMS
Perfect performance expectedPerfect performance expected– Expert user expectedExpert user expected
Tasks must have precisely defined goalsTasks must have precisely defined goals Does not account for:Does not account for:
– Problem solvingProblem solving– User’s attempts, atd. User’s attempts, atd.
• Novice usersNovice users
• Trial and errorTrial and error
Complex tasks are difficult to modelComplex tasks are difficult to model
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Ilinkin, Kim (2010)
“Evaluation of Text Entry Methods for Korean Mobile Phones, a User Study”
Chon-ji-inA
EZ-HangulB
SKYC
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Ilinkin, Kim (2010)
Analytical comparison– KLM-GOMS
• A (1111.39 ms/char)
• B (1003.92 ms/char)
• C (995.82 ms/char)
User study