CSE 463 Final
Selection bias
selected subjects do not match population
Selection bias
subjects not selected randomly)
When To Use Speech Within UIs
- Mobile- Hands-Busy- Eyes-Busy- Assistive Technologies
Speech UIs consist of
- Speech Recognition Speech Production
Speech UI Design Guidelines
1. Show the system status 2. Match the concepts in the real world 3. Maximize user control and freedom 4. Be consistent and follow standards 5. Prevent errors 6. Expect users to recognize rather than recall 7. Enable flexibility and efficient operation 8. Apply minimal design 9. Help users recognize, diagnose, and recover from errors 10.Provide help and documentation
IKEA Effect
A increased sense of ownership and purpose (i.e. value) was experienced by the participants who successfully built the IKEA table. Friction was the effort required to build the table. They also discovered that value was destroyed if the box was too difficult to build (i.e. too much friction) .But too little friction also reduces the perception of value.
Metrics
A way of measuring/evaluating something or a particular phenomenon / aspect of something. A metric is a "system or standard of measurement", represented in units that can be utilized to describe more than one attribute. Usability is generally measured using observable and quantifiable metrics Metrics come in very handy when it comes to quantify usability during the usability evaluation of software, websites and applications.
Essential processing + incidental processing (caused by confusing presentation) > cognitive capacity
Aligning and Eliminating Redundancy needed: Aligning: Place printed words near corresponding parts of graphics to reduce need for visual scanning. Eliminating redundancy: Avoid presenting identical streams of printed and spoken words.
Von Restorff Effect
Also known as The Isolation Effect, predicts that when multiple similar objects are present, the one that differs from the rest is most likely to be remembered. Make important information or key actions visually distinctive.
Fitts Law
An empirical model of human motor performance that predicts that the time required to rapidly move to a target area is a function of the ratio between the distance to the target and the width of the target.
Temporal contiguity effect
Better information transfer occurs when corresponding animation and narration are presented simultaneously rather than successively.
Coherence effect:
Better information transfer occurs when extraneous material is excluded
Spatial contiguity effect:
Better information transfer occurs when printed words are placed near corresponding parts of graphics.
Signaling effect:
Better information transfer occurs when signals are included.
Modality effect:
Better information transfer occurs when words are presented as narration rather than as on-screen text.
Redundancy effect:
Better information transfer occurs when words are presented as narration rather than narration and on-screen text.
Technique for Collecting Data
Data always collected after hypotheses stated Data always collected after establishing decision criteria This sequence assures objectivity Compute a sample statistic (z-score) to show the exact position of the sample In words, z is the difference between the observed sample mean and the hypothesized population mean divided by the standard error of the mean.
External Validity
Degree to which findings can be inferred to the population of interest or to other populations or settings
Skeuomorphism
Design concept of making items represented resemble their real-world counterparts.
Testing Usability in the Field
Direct Observation Logging actual use Questionnaires and interviews with real users Focus Groups
Field Study Cons
Distractions Noise
Law of Common Region
Elements tend to be perceived into groups if they are sharing an area with a clearly defined boundary. Adding borders (creating common regions) around an element or group of elements is an easy way to create separation from surrounding elements.
Law of Uniform Connectedness
Elements that are visually connected are perceived as more related than elements with no connection. Group functions of a similar nature so they are visually connected via colors, lines, frames, or other shapes
Cognitive Overload - 3 Types of Demands
Essential Processing- Incidental Processing- Representational Holding
Behavioral and Physiological Metrics
Eye Tracking Measuring Emotion Stress and Other Physiological Measures
Rapid Prototyping
Goal: Produce a higher precision prototypes than can be achieved with offline techniques. Aims to collect information on requirements and the adequacy of possible designs. Recognizes that requirements are likely to be inaccurate when first specified Emphasis is on evaluating the design before discarding i
Law of Proximity
Objects that are near, or proximate to each other, tend to be grouped together. The law of proximity is useful by allowing users to group different clusters of content at a glance.
Spatial ability effect:
High spatial learners benefit more from well-designed instructions than do low spatial learners.
Threats to Internal Validity
History Maturation Testing Instrumentation Statistical regression Selection Bias Experimental Mortality Interaction among factors
System Model vs Interaction Model
How something works vs. How to use something
Value of Inconvenient Design
Humans are friction obsessed. Friction is our ultimate foe in a constant crusade for efficiency and optimization. It slows us down and robs us of energy and momentum. It makes things hard. We dream of futures where things run smoothly and effortlessly, where it is all so easy.
Law of Pragnanz
People will perceive and interpret ambiguous or complex images as the simplest form possible, because it is the interpretation that requires the least cognitive effort of us. The human eye likes to find simplicity and order in complex shapes because it prevents us from becoming overwhelmed with information.
Laboratory Experiment Pros
Specialist Equipment available Uninterrupted environment
Essential processing + representational holding > cognitive capacity.
Synchronizing and Individualizing needed: Synchronizing: Present narration and corresponding animation simultaneously to minimize need to hold multiple representations in memory. Individualizing: Make sure learners possess skills for holding mental representations.
Performance Metrics
Task Success (Completion Rates)• Binary Success • Levels of Successo Time on Tasko Errors Effectiveness Efficiency Learnability
Purpose of Laboratory Experiment
Test Hypotheses derived from theory Study the precise interrelations of variables and their operation Control variance
Millers Law
The average person can only keep 7 (plus or minus 2) items in their working memory. Chunking is an effective method of presenting groups of content in a manageable way. Organize content in groups of 5-9 items at a time.
Instrumentation
changes in raters, different focus / agreement between observers
Prototype
concrete representation (partial or complete) of an interactive system. a tangible artifact, not an abstract description that requires interpretation. goal of prototyping is to test and inspect usability, and to detect and correct potential design failures as early as possible. designers, managers, developers, customers, and end users can use these artifacts to envision and reflect on the final system.
High Fidelity Prototyping
for testing details specific functionality more functionality, closer to the final product easier to test, as users can interact with the prototype expensive and time consuming reluctance to change (due to high costs)
Experimental mortality
participant change over time
Interaction Effects
pre-testing may tip off participants
Reactive effect of experimental setting
treatment in laboratory may not be effective in real world
Design Guidelines: Search Functionality
• Provide a search option on each page
Hypothesis Testing
Hypothesis testing a statistical method that uses sample data to evaluate the validity of a hypothesis about a population parameter.
Uncertainty and Errors in Hypothesis Testing
Hypothesis testing is an inferential process. Uses limited information from a sample to make a statistical decision, and then from it a general conclusion. Sample data used to make the statistical decision allows us to make an inference and draw a conclusion about a population. Errors are possible.
ICAP
ICAP = Interactive > Constructive > Active > Passive Rather than focusing solely on the outcomes of activities, the teacher seeks to measure whether students actively engage in the learning process along the way.
Technique for Making a Decision
If sample statistic (z) is located in the critical region, the null hypothesis is rejected. If the sample statistic (z) is not located in the critical region, the researcher fails to reject the null hypothesis.
Essential processing in visual channel > cognitive capacity of visual channel.
Off-loading needed: Move some essential processing from visual channel to auditory channel.
Ecological Validity
Results of an experiment can be generalized from the set of environmental conditions in the experiment to other environmental conditions
Self-Reported Metrics
Information about users' perception of the system Two Types of rating scales (likert and semantic) Types of self-report metrics (post task, post session, usability scale, online services)
Laboratory Experiment Cons
Lack of context Difficult to observe several users cooperating
Hick's Law
Models human reaction time under uncertainty. States that decision time increases with uncertainty about the judgment or decision to be made.
Parallel Prototyping
Multiple design concepts are evaluated before beginning an iterative design process
Iterative Prototypes
Multiple iterations of a three-step process:- Prototype- Review- Refine
Field Study Pros
Natural environment Context retained
Technique For Stating Hypothesis
Null Hypothesis (Ho) means no change Alternative Hypothesis (H1) means there is a change
Four Rules of Intuitive UX
Obey the Law of Locality ABD: Anything But Dropdowns Pass the Squint Test Teach by example
Field Experiment
Research study conducted in a realistic situation in which one or more independent variables are manipulated No major distinctions between laboratory and field
Type 2 Error
Researcher fails to reject a null hypothesis that is really false. Researcher has failed to detect a real treatment effect.
Type 1 Error
Researcher rejects a null hypothesis that is actually true. Researcher concludes that a treatment has an effect when it has none.
Rapid Prototyping Techniques
Paper and Pencil Sketches Mockups Wizard of Oz - virtual assistant Video Prototyping - can be used to tell a story
Peak-End Rule
People judge an experience largely based on how they felt at its peak and at its end, rather than the total sum or average of every moment of the experience.
Zeigarnik Effect
People remember uncompleted or interrupted tasks better than completed tasks. Use progress bars for complex tasks to visually indicate when a task is incomplete, and thus increase the likelihood it will be completed.
Mental Model
Perception or Representation that a person has in his mind of the product interacting with People have sets of experiences built up, and they take those experiences into this new product you are making. That is how/why they form expectations on the product you are building. Mental Models can evolve over time. The gap between developers and the users needs to be brought closer. Developers need to understand a culture's various mental models and core values to truly build a user-friendly experience.
Metric Types
Performance Metrics Issue Based Metrics Self Reported Metrics Behavioral and Physiological Metrics Combined and Comparative Metrics
Hofstede's Cultural Dimensions
Power distance Uncertainty avoidance Individualism vs. collectivism Masculinity vs. femininity Long vs. short-term time orientation Indulgence vs. restraint
Horizontal Prototypes
Purpose: to develop an entire layer of the design at the same time. Provide a wide range of functions, but with little detail.
Vertical Prototypes.
Purpose: to ensure that the designer can implement the full, working system from the user interface layer down to the underlying system layer. Provides in-depth functionality for a few selected features. - Task-Oriented Prototypes. - Scenario-Based Prototypes.
Jakob's Law
Recognizes that users spend most of their time on other sites This means that users prefer your site to work the same way as all the other sites they already know. You can simplify the learning process for users by providing familiar design patterns.
Population Validity
Refers to the extent to which the results can be generalized from the experimental sample to a defined population
Technique for Decision Criteria
Sample outcomes divided for likely Ho true or unlikely H1 true Alpha level is significance level used to define very unlikely outcomes critical regions consist of the extreme sample outcomes that are unlikely
Essential processing in both visual and auditory channels > cognitive capacity.
Segmentation and Pretraining needed: Segmentation effect: Better information transfer occurs when lesson is presented in learner-controlled segments rather than as continuous unit. Pretraining effect: Better information transfer occurs when students know names and behaviors of system components.
Storyboards
Series of sketches showing how a user might progress through a task using the device
Combined and Comparative Metrics
Sometimes it is easier to describe the usability of a system or task by combining metrics into a single score (e.g. comparing competing products or reporting on corporate dashboards). SUM is a standardized average of measures of effectiveness, efficiency of satisfaction and is typically composed of 3 metrics: completion rates, task-level satisfaction and task time. Single Usability Scores Comparison to Goals and Expert Performance
Speech UI Operational Design Characteristics To Avoid
Speech modes where the user receives no feedback and where certain voice commands only work in certain states.- Deep speech hierarchy trees the user must navigate
Difficulties With Speech UIs
Speech recognition technology is far from perfect- Speech UIs have no visible user status displays- Speech UIs are hard for users to learn- Isolated and short words pose difficulty - Segmentation- Spelling for identically pronounced words- Context of user interaction is often difficult to determine
Process Steps
Step 1: State the hypotheses. Step 2: Set the criteria for a decision (predict the expected characteristics of the sample based on the hypothesis) Step 3: Collect data (obtain a random sample from the population); compute sample statistics. Step 4: Make a decision. Compare the obtained sample data with the prediction made from the hypothesis.• If consistent results obtained, hypothesis is reasonable • If discrepant results obtained, hypothesis is rejected
Friction Value Curve
The challenge for developers is to build systems where users straddle the friction-value curve. On one hand, the system cannot be too challenging to cognitively overload or make the action of completing a task so difficult that the user simply gives up. However, if the system is too easy (i.e. too little friction) it enters the realm of being perceived as without purpose or meaning, leaving the user unsatisfied.
Law of Similarity
The human eye tends to perceive similar elements in a design as a complete picture, shape, or group, even if those elements are separated. Ensure that links and navigation systems are visually differentiated from normal text elements and are consistently styled.
Quality of Designs
The parallel design process yielded better-performing designs
Design Diversity
The parallel process generated more diverse designs
Directional Hypothesis Tests
The standard hypothesis testing procedure is called a two-tailed (non-directional) test because the critical region involves both tails to determine if the treatment increases or decreases the target behavior. However, sometimes the researcher has a specific prediction about the direction of the treatment. When a specific direction of the treatment effect can be predicted, it can be incorporated into the hypotheses. In a directional (one-tailed) hypothesis test, the researcher specifies either an observed increase or a decrease in the population mean resulting from the treatment.
Bloom's Taxonomy
This taxonomy presents an easily digestible framework for understanding how deeper levels of thinking build on foundations of more simplified forms of thinking.
Issue-Based Metrics
Usability problems Purely qualitative Usability issues are based on behavior in using a product.• Behaviors that prevent task completion. Behaviors that takes someone "Off course". An expression of frustration by the participant. Not seeing something that should be noticed. A participant says a task is complete when it is not Performing an action that leads away from task success. Misinterpreting some piece of content. Choosing the wrong link to navigate through web pages.
Design Guidelines: Usability Testing
Use an iterative design approach
Wireframes
Used early in the development process to establish the basic structure of a page before visual design and content is added
Doherty Threshold
User productivity soars when a computer and its users interact at a pace (<400ms) that ensures that neither has to wait on the other.
Serial Position Effect
Users have a propensity to best remember the first and last items in a series. Placing the least important items in the middle of lists can be helpful because these items tend to be stored less frequently in long-term and working memory. Positioning key actions on the far left and right within elements such as navigation can increase memorization.
Aesthetic Usability Effect
Users often perceive aesthetically pleasing design as design that's more usable.
Internal Validity
Validity of findings with the research study
Essential processing + incidental processing (caused by extraneous material) > cognitive capacity
Weeding and Signaling needed: Weeding: Eliminate interesting, but extraneous material to reduce processing of extraneous material. Signaling: Provide cues for how to process the material to reduce processing of extraneous material.
Self-Efficacy
alternative designs encourage investment in a creative process rather than one particular idea
History
distraction occurring during the experiment
Maturation
fatigue, hunger
Low Fidelity Prototyping
for testing ideas and sequences fast, cheap, easy to change, throw-away very communicative as all parties involved can be included (everybody can draw, no need to be a professional graphic designer) No/little functionality limited ability to detect errors Not all ideas might be technically feasible
Statistical regression
re-testing of extreme individuals often improve results
Mock-up
rudimentary throw-away prototype software that will look like the UI without having to build the software or the underlying functionality.
Multiple treatment interference
users receiving more than one treatment may influence subsequent treatments
Interaction among factors
various experimental factors can influence results