IAT 432 Midterm

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Formative vs. Summative Methods

seeking possibilities for improvement early on in dev. vs. evaluating overall performance of final design

p-value

"tells you assuming null is true, the chance you got a significant result, i.e. observed difference when there isn't one" choose p < 0.05

interview recommendations

- FLOW: nodding and engaging "yes, i see, etc.." - NON-DIRECTION: continuing the conversation without giving direction (repeat last few words implying you want to hear more, neutral questions "how do you feel about this....") - TRANSITION: moving on to different topic (use an old topic, abruptly say we are moving on) - SPECIFICITY: want more details (ask them to show you how they do something, "tell me more") -

Benefits and drawbacks of usability study

- benefits: find usability issues, improve end users experience - drawbacks: neglects emotional responses, issues with validity, appropriate audience is hard to find

ways to ensure external validity

- carefully select participants - carefully setup testing environment - select useful, real tasks

ways to ensure internal validity

- complete training tasks - let the user have the product for a bit so the "new toy" feeling fades - reduce study fatigue, less tasks

pros of cued recall debrief

- more immersive than post-task interview - easier to implement, less equipment - can be used in different systems - evaluating affect may be better for design than evaluating emotion

cons of cued recall debrief

- participant may be unwilling to speak about feelings - can take time - participant may not accurately describe their feelings

How to run a controlled experiment?

1. Hypothesis 2. Plan tasks 3. Switch independent variables 4. Measure dependent variables 5. Analyze statistics 6. Derive conclusions

steps for cued recall debrief

1. record first person view 2. play it back to be re-immersed 3. interview during play back and record third-person view, ask to describe feelings 4. analyze third-person videos and find comments related to affective experience

how to affinity diagram?

1. take notes of users anecdotes 2. group notes by themes 3. label these groups 4. draw relationships between these groups 5. report on the themes, using a story

how to coding?

1. transcribe notes from interview 2. list questions/focal points 3. go through notes and answer questions, by coding data 4. memos to take note of thoughts (heading, date, time) 5. go through data and count labels get a sense of the importance of different data

What is a hypothesis and what are the four elements required?

Adult users (population) type (activity/task) more words per minute (DV) using a QWERTY keyboard (IV 1) than when using a DVORAK keyboard (IV 2) 1. Population 2. Activity 3. Dependent Variable 4. Independent Variable

Evaluation ethics

Always treat participants with respect - Don't waste their time: Dont ask unnecessary questions - Make users feel comfortable: Speaking to them normally, - Maintain privacy: no names in data, images, etc. - Inform users: let them know they will be recorded, what they are doing and why, how long it will take

What is a usability study?

Evaluation method used to help find usability issues with in a design.

Why null hypothesis?

IT IS NOT THE CASE no difference, no impact

Behavioural vs. Attitudinal Data

how users behave vs. how users feel

hawthorne effect

a change in the participants behaviour because they know they are being watched

controlled variable

a factor in an experiment that remains the same

confounding variable

a factor other than the factor being studied that may affect the results of a study

affinity diagramming

a spatial clustering method to categorize and show relationships amongst data uncover the main themes

t-test

a statistical test used to evaluate the size and significance of the difference between two means only works on normal distributions, almost always use two-tailed

cognitive/experiential response

a subjective feeling measured in interviews/questionnaires will only get emotion, no affect

Controlled Experiment

a test to compare two products along a single dimension, aiming to isolate that single variable to see if there is a casual relationship between the independent variable and the dependent variable

external validity

how well do the results of the study generalize to the public?

emotion vs affect

affect is the quick immediate feelings, while emotions are the overall feeling you have about something after reflecting on it affect influences emotion

what is a heuristic evaluation?

an examination of the interface, keeping in mind usability heuristics, to find usability issues

SCALE OF MEASUREMENT: ratio scale

an interval scale with a true 0 (there is a lack of it) ex. weight

USABILITY TECHNIQUE: Conceptual Model Extraction

ask user to explain function of each element, how they would perform a task. get a sense of what a user thinks your design is for at first glance. can be used at first glance (initial) OR after used for some time (formative) Bad for examining design exploration and learning

USABILITY TECHNIQUE: Think Aloud

ask users to speak aloud their thoughts For when you want insight into what your user is thinking Bad: the user may think its weird and awkward so they may behave differently

cued recall debrief

asking your participant to watch back and review their test (used for finding affect without interrupting your tester during testing)

mean

calculate average

reliability

consistency or repeatability of the experiment

SCALE OF MEASUREMENT: interval scale

consistent difference between each item ex. weight

descriptive statistics vs inferential statistics

describe the data: graphs, variability, central tendency vs. make inferences (conclusions) about the data

face validity

does it seem to be measuring what you want to measure?

cons of heuristic evaluation

does not involve real users, you are bound to miss some things, does not get specific enough

construct validity

does what you are measuring represent the thing you want to determine? ex. does measuring WPM = better typer?

between subjects

each participant only tests with one of the two independent variables

when and why would you use a heuristic eval?

early on in development, since it can be done without working digital prototypes, can stop a problem from growing to the entire interface.

within subjects

every participant tests with both independent variables

novelty effect

excited about tasks because they are trying a new thing fix: let them get used to it

pros of heuristic evaluation

faster and cheaper than user testing

learning effects

for within subjects, a tester should get better at the task because they have already tried it with one of the IV's fix: counterbalance!

range

highest - lowest

internal validity

how certain are we that the change in IV causes the change in DV?

inter-rater reliability

how simliarily a group of observers code an event -1 to 1 (completely opposite to completely the same) if >0.9 then it is reliably the same

p-value results

if p < 0.05, reject null-hypothesis "there is less than a 5% chance that what you saw, was just by chance" if p >= 0.05 cannot reject or accept null hypothesis "there is more than a 5% chance that what you saw, was just by chance"

critical incidence interviews

interviews that aim to find about what stood out most to them in testing

retrospective testing interviews

interviews that ask users to reflect about what just happened in testing

USABILITY TECHNIQUE: Query techniques

interviews/questionnaires pre-test: gain background information, if they are correct audience for test post-test: assess user's thoughts about the system, ask about 5 aspects of usability

USABILITY TECHNIQUE: Simple Observation

just watch the user For getting an un-intrusive view into how a user completes a task bad: get no insight into the user's decision process or attitude

SCALE OF MEASUREMENT: ordinal scale

labelled in sequential order, not related to difference between each item ex. education level (elementary, secondary, university...)

SCALE OF MEASUREMENT: nominal scale

labelled variables, does not imply an quantitative value ex. numbered off items

5 aspects of usability

learnability, efficiency, memorability, errors, satisfaction

intrinsic motivation inventory (IMI)

measures enjoyment (used for emotion) - interest/enjoyment - perceived competence - perceived choice - pressure/tension

measures of variability

measures of the spread of data points range, variance, standard deviation

unstructured interview

more like a conversation, no planned questions pros: rich detail that you may not have planned for cons: hard to replicate, hard to analyze

Quantitative vs Qualitative Data

numerical data vs descriptive data based in language

study fatigue

participants get tired of doing your study tasks fix: less tasks

How do you conduct a usability study?

plan it, pilot test, recruit participants, pre-test questionnaire, participants complete tasks while you observe, post-test interview/questionnaire

structured interview

pre-determined questions that are short and clearly worded confirmatory rather than exploratory pros: easy to replicate, get specific answers, easy to analyze cons: restrictive answers, details can be lost

semistructured interview

pre-select topic areas and potential questions pros: can guide interview but not enforce what is discussed cons: can get off topic

importance of neutral comments

provides additional context that cannot be derived if only positive and negative comments

analytic vs. participative methods

studying the users vs. involving the users in the study

coding

tagging data with labels and memos, multiple tags can go on one piece of data inductive: you build a theory while doing this

standard deviation

the average distance of a data point from the mean

dependent variable

the experimental factor that is being measure

independent variable

the experimental factor that is manipulated, the factor that is being studied

median

the middle measurement

mode

the most frequent measurement

USABILITY TECHNIQUE: Constructive Interaction/Co-Discovery Learning

two-people work together on tasks, one semi-knowledgable "coach" and novice. Only novice uses the interface. Monitor their normal conversations removes the awkwardness of think aloud

unpaired vs paired t-test

unpaired (between): different subjects in each group paired (within): same subjects in each group

who would do a heuristic eval?

usability experts, subject matter experts, double experts

behavioural response

your body's external response measured with facial expressions, changes in tone, gestures could measure affect, but need to interpret data

physiological response

your body's internal response measured with heartbeat/breathing monitor, sweat could measure affect, but need to interpret data


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