2009 Grumpy James Ma [email protected] YuChor Lam [email protected] Peter Park [email protected] Adenike Adebayo [email protected] Andrew Duong [email protected] TA: David Dearman [ RESULTS OF EVALUATIONS & EVALUATIONS OF RESULTS Assignment G4 of CSC318H1S2009 ] 1 Table of Contents Description of the Evaluation Techniques, Tasks and Participants .................................... 2 1. Think-aloud ................................................................................................................. 2 2. Cognitive Walkthough ................................................................................................. 4 3. Heuristic Evaluation .................................................................................................... 6 Rationale ........................................................................................................................... 12 Results of the Study .......................................................................................................... 13 Think Aloud ................................................................................................................... 13 Cognitive Walkthroughs................................................................................................ 13 Heuristic Evaluation ...................................................................................................... 14 Discussion and Analysis .................................................................................................... 16 General Implications ......................................................................................................... 18 Potential Improvements ................................................................................................... 19 Very High Priority Changes ........................................................................................... 19 High Priority Changes .................................................................................................... 20 Medium - Low Priority Changes.................................................................................... 21 Critiques of the Evaluation Plan........................................................................................ 22 Appendix ........................................................................................................................... 23 Who Did What............................................................................................................... 23 2 Evaluation of CLAS Description of the Evaluation Techniques, Tasks and Participants 1. Think-aloud Introduction: Think aloud involve participants thinking aloud as they are performing a set of specified tasks. Users are asked to say whatever they are looking at, thinking, doing, and feeling, as they go about their task. This enables observers to see first-hand the process of task completion (rather than only its final product). Observers at such a test are asked to objectively take notes of everything that user’s say, without attempting to interpret their actions and words. Test sessions are often audio and video taped so that observers can go back and refer to what participants did, and how they reacted. Purpose: The purpose of the think-aloud is to identify unforeseen usability failures in the design of the UI. Using the think-aloud, we will be able to identify areas in the software where the UI may be ambiguous or unclear to the average user. Participants: Subjects can be either male or female, but must lie within the age range of 18 – 35 years old. Subjects do not have to have prior domain knowledge. Subjects do not have to be HCI experts. Repeat this experiment for 8 – 10 people. Task: Ask the subject to perform the following task: “Please search for a blue dress shirt from Harry Rosen” 3 Evaluation Procedure: 1. The following think-aloud evaluation requires two evaluators. The first evaluator will act as the observer; he/she will take notes on the subject as they execute the task. The second evaluator will act as the main speaker and prototype driver. This evaluator will be in charge of “changing” the screens on the prototype as the user “clicks” on buttons. 2. Prepare a recording device (cassette recorder, mp3 recorder, laptop recorder,) that can record audio input from a microphone. 3. Slide in the page labeled “Main Menu” into the page receptacle of the physical mockup. 4. Present the physical mockup to the subject. 5. The main speaker shall notify the subject of the following: “This is a think-aloud evaluation of the CLAS, Clothing Advice Service, and mobile application. The CLAS mobile application is a program that is designed to help enhance the everyday shopping experience. Using CLAS, you will be able to search for and navigate to stores, look up real-time store stock, and find sales within the store. For the purposes of this evaluation, we are asking you to perform a task using the CLAS mobile application. You will be required to speak out your actions and your current thought process while executing the task” 6. The main speaker shall explain the task to the subject: “Please search for a blue dress shirt from Harry Rosen” 7. The observer should now begin recording the subject 8. As the user “clicks” and “selects” buttons on the mockup, the main speaker is now in charge of switching in pages from the functional prototype that lead to the corresponding page of the “clicked” button. 4 9. Meanwhile, the observer should observe the subject as he/she navigates through the menus. Using paper and pencil make short form notes about how the user progresses through the application. Make notes on tasks that the subject completed quickly, and tasks that the subject took longer to complete than expected. Use the short form “e.” for easy completion of task, and the short form “h.” for tasks that were more difficult for the user. Take a quick note of which screen the subject was on when he/she encountered the difficulty, and what task the subject was trying to perform. 10. a. If the subject finishes the task, skip to step 11. b. If the subject becomes frustrated or stuck, offer some hints on how to proceed. If they are still stuck and cannot precede any further, stop the experiment. Begin discussing where and why the user got stuck, and what he/she was performing when he/she got stuck. 11. End the recording. 12. End of evaluation. 2. Cognitive Walkthough Introduction: A cognitive walkthrough starts with a task analysis that specifies the sequence of steps or actions required by a user to accomplish a task, and the system responses to those actions. The designers and developers of the software then walkthrough the steps as a group, asking themselves a set of questions at each step. Data is gathered during the walkthrough, and afterwards a report of potential issues is compiled. Finally the software is redesigned to address the issues identified. 5 Purpose: The Cognitive walkthrough method is a usability inspection method used to identify usability issues in a piece of software, focusing on how easy it is for new users to accomplish tasks with the system. The method is rooted in the notion that users typically prefer to learn a system by using it to accomplish tasks, rather than, for example, studying a manual. Users: Select a team of 4 – 5 HCI experts from the CSC318 class. If not enough people are available, select experts from the U of T DCS who have taken CSC318 in previous years. Identify Users: 1. The user is already familiar with Smart phone and other GPS-aware and internet enabled devices. 2. The user is looking for a way to quickly find objects/clothing items of interest 3. The user is using this application “on-the-go”, so the responsiveness (load times) and clarity of the UI will be important. Prototype: The prototype was made with the intention of allowing the user to simulate using this application as they would with a real mobile device. The physical prototype itself is not a definition of our software, CLAS. The physical form prototype is simply a box made to the dimensions of a mobile device (in this case an iPhone) with proper pictures on each side. This prototype is intended to be used with the functional prototype to simulate how the end product would work. The users will be able to hold it in their hands and use the touch screen/keyboard as they would with a real iPhone to interact with the functional prototype. As they perform their intended actions, a group member will change the pictures from the functional prototype accordingly. 6 Task: Chloe is looking for a new green sweater. She has already entered some of her favorite stores (H&M, Lululemon, Coach, etc.) and is looking for a store that has something she might like. Interaction Action Sequence: Assume that CLAS has been loaded 1. Select Finder 2. Enter “Green Sweater” into the search bar 3. Select the sweater of interest 4. Looking at the item information, select the store name 5. From the listed option, select option “1. Find on Map” Believability Story: 1. Will the user be trying to produce whatever effect the action has? 2. Will the user be able to notice that the correct action is available? 3. Once the user finds the correct action at the interface, will she know that it is the right one for the effect she is trying to produce? 4. After the action is taken, will the user understand the feedback given? 3. Heuristic Evaluation Introduction: Heuristic evaluation is a discount usability engineering method for quick, cheap, and easy evaluation of a user interface design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the "heuristics"). 7 Purpose: UIs are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing. Heuristic evaluations are one of the most informal methods of usability inspection in the field of human-computer interaction. The goal of heuristic evaluation is to find the usability problems in the design so that they can be attended to as part of an iterative design process. Used Heuristics: 1. Aesthetics and Minimal Design Description: Dialogs should not contain information that is irrelevant or rarely needed. Menu items should not be cluttered and the text should be readable (within the context of a smart-phone) Reason of its significance: The product must be visually appealing while having the simplest possible design. This prevents users from getting confused on what is what or becoming overloaded with features or dialogs. The idea is also coined from the phrase “less is more” in saying that, by providing less competing features and dialogs, more can be achieved quicker and faster. We wanted to test to make sure that our product does satisfy this need in providing the end users with a simple enough interface to minimize any possible confusion and allow them to proceed with their intended actions. 2. User Control and Freedom Description: 8 Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo Reason of its significance: The program is designed to work across various mobile platforms and devices, so there should be providing features like undo, redo, or back allows them to go through the process more smoothly without having to go through heavy dialog again just to change one thing. When such options are not provided it would likely lead to frustration for the user or cause incorrect outcomes. 3. Recognition Rather Than Recall Description: Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Reason of its significance: This is a mobile application that is meant to be used “on-the-go”, so we need to focus on the program's ease of use.Also, the instructions should be easily laid out with visual aid to make it accessible. Again, this allows the users to go through the menus and options much more quickly and with ease. 4. Flexibility and Efficiency of Use Description: 9 Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Reason of its significance: While the product should be usable by everyone, when used by an expert (anyone who has used the product before), there should be accelerators that would allow them to speed up the interactions. Therefore, the frequently used actions can be tailored towards the user specifically, once again, allowing them to access it in a quicker manner. 5. Match between System and Real World Description: The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Reason of its significance: Programmers often find themselves naming features or items that are familiar to them. These terms however may not be familiar to the users. Every item should be in terms which the users can understand and use concepts familiar to the users. The program should follow conventions that are frequently used in the real world and allowing things to appear in a natural and logical order. This allows the users to logically know where things should be found rather than having to go through all the possible options just to access a certain feature. 10 Severity Rating: Use the following rules for assessing the severity rating: Based on: • Frequency • Impact • Persistence • Market impact Severity Rating Scale 0 = Not a usability problem 1 = Cosmetic problem (fix if extra time) 2 = Minor usability problem (low priority to fix) 3 = Major usability problem (high priority to fix) 4 = Usability catastrophe (must be fixed before release) Evaluators: The evaluators consisted of three classmates of the course CSC318H1S in spring of 2009 at University of Toronto. They are ideal evaluators for this project as they have proficient knowledge in the subject, and thus deemed to be experts of HCI in this specific research. The evaluators consist of 2 male and 1 female participants whom also fit into the ideally targeted end user criteria of between ages of 18~35. To maintain anonymity, they will be referred to as participants A, B and C throughout the usability findings section below. 11 Task: 1. Finding Sweater on Store Search The evaluators were asked to find sweater sold by Holt Renfrew using the application (CLAS). Under the ideal circumstance, this process can be completed by going to Finder from the main screen and typing “Holt Renfrew, Sweater” (in any order, with or without punctuation and capitalization), then select one of the items on the list. By doing so, the application will recognize the store’s name and search for sweater under that store specific search. Alternatively, this process can also be completed by typing “Holt Renfrew” first, select “Holt Renfew” from the store search result, select Find Clothing, then search for “Sweater” under their store specific search. This task goes through one of the critical part of the application which also may contain numerous steps. 2. Changing the Settings There were two main features in settings to be explored. First, much more simple setting change request of turning the sound on/off was asked of the evaluators. The process involves in the following steps: Click on Settings from the main screen, click on Sound, then, once again Sound (ON), followed by the last step of selecting the off on the pop-up window. Only this task was chosen to be tested for out of many other similar functions since they should share the same usability findings as they have nearly identical interface. The second settings-modification setting would be to add their favourite brand or store to the favourites list in to the application. This process can be completed by once again, going into Settings, Set Favourites, type in the name, then enter. Once this task has been completed, they were also asked to remove the one they just added. This can be accomplished by simply pressing the “X” button on the same screen. 12 Rationale The three evaluation techniques used are think-aloud, heuristic evaluations, and cognitive walkthroughs. Think-aloud was chosen as a quick way to get insight on the user thought process and sources of confusion as they perform tasks on the system. Heuristic evaluations were chosen to acquire criticism in areas where we felt were most important (by choosing heuristics accordingly). Lastly, the cognitive walkthrough was done to get feedback on the flow of the system and to root out problems in the actions and feedback of the system. In all three of the evaluations techniques used, the participants were asked to perform a search for a particular piece of clothing from a named store. More specifically they were asked to search for a blue dress shirt from Harry Rosen for the think aloud evaluations and search for a green sweater for the cognitive walkthrough. The application was created with the sole purpose of saving time during the shopping process for its users. This type of task was chosen since it is a strong representation of this goal. The materials provided and used for the evaluations are the physical and functional prototypes (the physical mock up of the iPhone along with a set of paper slides depicting the user interface). These were used to simulate the effect of actually using a mobile device with the application. No other materials were provided, but a general description of the system was given to the evaluators. The application was intended to be simple and easy to use, and providing a large amount of documentation would have gone against this. For the heuristic evaluations, the evaluators were also asked to perform actions pertaining to the other screens. They were asked to test the settings portion of the application. This was done to get feedback on the layout and familiarity of the settings screens. To do this, the same set of heuristics for the search task were used, but greater 13 emphasis was put on the heuristics ‘recognition rather than recall’ and ‘match between system and real world’. Results of the Study Think Aloud Five of the six subjects were able to select the proper menu item, “Finder”, from the main menu. Subject #3 appeared to be clicking on every button in the menu, but was quickly able to return to the main menu to select Finder. Only two out of the six subjects directly searched for a variation of “blue shirt” in the search bar once they reached the Finder page. The other four subjects selected Harry Rosen directly, as it was listed as a result under the “Previous Searches” listed (which is shown by default when the user goes into the Finder menu). Of the two users who searched for the shirts, both had trouble identifying what store a particular item belonged to. Subject #1 eventually figured it out when the subject said: “Oh I see, the stores are in blue”. Of the four users who selected the Harry Rosen store directly from the Finder page, all four eventually used the Find Clothing option in the Store Information page to proceed through the search. Subject #3 mis-clicked on Find Clothing in the Store Information page and selected Find on Map. This took the user to the Maps page, but there is no button from there to proceed “back” in the UI. Cognitive Walkthroughs The evaluators commented on the use of icons for menu items on the main page (CLAS) and the Store Information page. 14 Evaluators commented on the layout of initial Finder page. For the first step of the task, Select Finder, evaluators came up with a failure story to question #3: will the user know that it is the right action for the effect she is trying to produce. Evaluators made note of the Previous Searches items took up a majority of the screen space, which may mislead users into thinking that they did not select the proper menu item. Evaluators commenting on the way lists of items are presented. It is not immediately obvious that the search results are clickable. When looking at the detailed Clothing Information page, evaluators were unable to find store information. That was because this information did not exist in the prototype. A button for Store Information was missing Heuristic Evaluation The following are comments made by evaluators when performing the heuristic evaluations Reversing the position of the Search bar and the Title bar was awkward for evaluators. Typically the Title bar is at the top of the screen, and the Search bar is at the bottom. This ordering is switched in our mobile app There were comments about the fact that there is no “obvious” way to jump back to the main home page. Searching for a store and finding a particular piece of clothing requires a lot of steps and windows. It would be a pain to “Back” out of all of those menus Having “commonly searched” items listed by default was confusing to certain users. This was because there were items being listed by nothing has been searched for yet Users could not tell the difference between looking for clothes and looking for stores. Search results were often ambiguous and unclear. One evaluator instantly backed out of the search results after the evaluator completed their first search 15 Evaluators found the search bar to be ambiguous, they could not differentiate between “store search” and “clothing search” Evaluators wanted a larger preview, or at least a zoom, into the previewed clothing item Lack of error messages and warning screens for invalid inputs Evaluators also noticed that we did not make use of the iPhone’s tilt function (where the screen would change according to the orientation of the iPhone itself) Evaluators also noticed that the “Favorites” menu was ambiguous. It lets you save stores and designers, but does it let you save malls or plazas? Evaluators did not notice the “sort by” option for search results Many evaluators did not know that the red-highlighted price indicated a SALE item Evaluators liked the fact that the information page indicated what sizes were in stock and out of stock 16 Discussion and Analysis Talk Aloud Talk Aloud evaluations showed that users did not follow expected path through the software. Four out of the six users immediately selected the store name from history instead of entering items through the search bar. One possible explanation for this is the way the prototype is set up in combination with the task we asked the subjects to perform. We asked the user to find an item from the store Harry Rosen, and it just so happened that our prototype showed Harry Rosen as a “Previously Searched” item. This might have biased the user towards the path of least resistance, which was to immediately select the store as opposed to searching for the clothing item directly. In addition, once the users completed their search, the user was unable to identify which store the item of clothing belonged to. This is an indication that it is too cluttered or unclear, so it may be necessary to change the font or the colour scheme to increase visibility. Subject #3’s mistake also indicates that an entire mode of the application is missing a “Back” button. Cognitive Walkthrough Again, as we can see in the comments made by the evaluators, we see that the previous search results’ listing poses a problem for the user. The prominence of the list causes confusion to the user. Also, the evaluators commented on the fact that it might not be obvious to everyone that the listed items are clickable. In order to mitigate that, it might be wise to highlight menu items as the user has them selected, to indicate that they can actually select them to proceed to another page. 17 One of the larger problems with our layout was in the Clothing Information Page. We were missing key functionality in the prototype that we left out in the design phase. Store information must be re-incorporated back into the design. Heuristic Evaluation As part of the I4 assignment, heuristic evaluation was done first of the three method. Though the use of the heuristic evaluation, we found several critical problems with our application which played a large role in both letting us know of the critical problems and enlightening us to see that our program really is not perfect as we had initially imagined. Of course, it also told us what and where the flaws are which allowed us to have the ability to correct them. Since it was the first of the three experiments, the finding of the flaws also allowed us how to find more errors not only by ourselves but with the other two experiments above efficiently. 18 General Implications Each of the problems implies poor usability of our program. Lack of help and proper guidance in each action causes the users to become confused on what they need to do and how to go about doing what they were trying to do. Eventually, frustrating outcomes will cause users to stop using the software. Providing help The results of the evaluations showed key items missing from the design. This includes a home button on every screen and in some cases a link from screen to screen (such as a link to the map screen). In order to conserve space in the interface, our design combined interface objects of similar functionality together (for example: the search bar). This choice generally caused confusion among the evaluators. They had trouble grasping that these functionalities were put into one object, and spent time looking for something more specific to their task. In particular, the main problems stemmed from trying to find a store search bar and assuming the general search bar is for clothing search and vice versa. A similar problem showed itself when the previous search results are automatically loaded when clicking the find button. This design choice also caused confusion, in that the evaluators expected the search area to be empty upon entering the find section of the application. The results also showed a poor choice in design layout. The evaluators ran the tests on the physical mock-up and functional prototype, and in this case it was an iPhone. Some of them are familiar with iPhones and had a preconceived notion about iPhone application layouts and commented that the current design was out of the norm. Apart from missing some buttons, the main design problem of this system was with familiarity and recognition. More details are explored along with their recommendations in the next section. 19 Potential Improvements The evaluation process showed many flaws in the application’s designs and numerous areas of improvement exist. Very High Priority Changes Help and About CLAS First and foremost, our application needs an about section and help button so that the users can clearly know what they can do, should do and know how to do it. The help button should be available on every page that can give a small pop-up window with descriptions possibly aided by images if possible. Doing so should limit the number of confusion for the users as to why they are at a certain page and to tell them how to use it. The help button can consist of a small question mark with a circle around it to indicate that it is a button and it can be placed on the top right corner of the screen. Additionally, an about section can be added on the front screen. This button will open a new page that simply describes what this application does. That is, it is used for searching for clothing stores of their interest. It can also give a brief note on features of the application. Missing Button (Store Information) Our application also missed another key item that is crucial to our application. A button to go back to store information must be added at the clothing information screen and another at the store specific clothing search screen. The current prototype does not allow such travel under certain cases of how they arrived there. This means that in order to go to the store information, the user must restart from the beginning to search for that store which will cause a lot of confusion and frustration. The image above shows the possible change style that incorporates a permanent menu bar with things like help, home button and etc. 20 High Priority Changes Missing Button (Home) An addition of a button to go back to initial screen, called “home” is necessary. This button should be available during the search process screens up to the clothing information screen. It will provide a convenient and simple access to the initial screen instead of requiring to press back repeatedly or to restart the application. Since pressing the home button may cause unwanted results of losing data, it should provide a warning screen on exit that the search results will be lost and ask if they really want to exit. Separation of Store Search and Clothing Search The current layout allows the users to search for both clothing and stores both on the same search bar similar to a web’s search engine such as Google®. This process allows expert users to make a quick selection with ease, but proved to cause confusion for the first time users. To avoid this without causing inconvenience for expert users, we can add an advanced search button where it allows the users to type in each type of keywords separately. This should allow novice users to know exactly where to type what. The new functions however should be reevaluated. 21 Medium - Low Priority Changes Moving the Previous Search Results The previous search result was initially made for easy re-access, but it is to be moved to a separate page accessible by a new button on the finder. Reorganizing the Layout Some users found our layout of the application inconsistent with the iPhone®’s usual look and feel. Therefore, the title bar has been moved to the top of screen. The permanent menu is fixated to the bottom of the screen to always provide the users the way to go back and to go home. Other Cosmetic Add-Ons Functions like zoom can be added to the clothing information screen for a close look at the article of clothing. Once an image is clicked, a larger version of the image can be displayed if available. Everything else would be faded away and pressing any area will close the zoomed view. This feature however, is very low on the priority. 22 Critiques of the Evaluation Plan Looking back at the results of the evaluation we carried out and knowing what we do now and assuming that we have more resources available, there are several things we could have done better. During the think-aloud evaluations, we did not encourage our users to literally “think aloud” enough. That is, the evaluators were too frequent in simply nothing saying enough. These evaluations’ results were not enough to draw up heavy or precise conclusions. Also, there were times when reviewing the results from notes, we felt there were some pieces we thought we heard but were not there. We should have had more than one person take notes or have an additional tape or video recorder at the scene. Then nothing would have been missed and not leave us guessing. During the heuristic evaluations, we were not fully prepared. This actually caused some of our results to produce wrong results. For instance, we gave the evaluators the wrong screen after an event, throwing much of the proper interactions off. Second, the images we had to display the functional prototype were for various uses and were inconsistent. Some were about store Harry Rosen, another about Holt Renfrew and the product searched again were various items. With proper preparation, we could have trained ourselves in knowing what screen comes next more thoroughly as well as to draw up a consistent screen sets. This would have prevented us from requiring to constantly explaining what it was supposed to display rather than simply letting them see it. We should have asked more questions during the cognitive walkthrough for more data to be collected. However, overall, we do not believe that there would have been any changes that would have caused a significantly different result. Even though we’ve made some mistakes, problems were ironed out through numerous repetitions with different evaluators and participants that allowed us to retrieve number of useful data. 23 Appendix Who Did What Adenike Adebayo – Critiques Andrew Duong – Design Rationale, Implications James Ma – Think Aloud & Cognitive Data (Gathering), Results Summary & Analysis YuChor Lam – Evaluation Techniques Peter Park – Analysis, Implications, Improvements, Critiques, Final compilation
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