cognitive walkthrough judy kay chai: computer human adapted interaction research group school of...
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Cognitive Walkthrough
Judy Kay
CHAI: Computer human adapted interaction research group
School of Information Technologies
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Overview
• Predictive method
• Cognitive Walkthrough
• Benefits
• Disadvantages
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• Focus on learnability• Appropriate for novice or casual users
• cf Think-Aloud?
• Does not focus on speed• cf Think-Aloud?
• Sequence is not known prior to inspection• Assesses user success and recovery from errors• Conducted by experts
• cf Think-Aloud?
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Model of Exploratory Learning
• User has task– 0. will user understand this sub-task is needed?
• Explores system for useful elements– 1. will correct action be obvious? eg button visible
– 2. will user understand instructions? eg user understands the label on the button
• Selects one to try• User interprets system response
– 3. will user know if progress has been made?
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• User has task– 0. will user understand this sub-task is needed
(given their mental model)
• Explores system for useful elements– 1. will correct action be obvious?
– (given their mental model)
– 2. will user understand instructions?
– (given their mental model)
• Selects one to try• User interprets system response
– 3. will user know if progress has been made?
– (given their mental model)
What users and user beliefs matter for this context?
“A mental model is what the user believes about the system at hand.
• based on belief, not facts … they base their predictions [and actions] about the system on their mental models …
• Individual users each have their own mental model . … one of usability's big dilemmas is the common gap between designers' and users' mental models. …
• mental models are in flux
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Example with basic CW
• Design a cash-operated machine for quick, easy purchase of train tickets by passengers, without training
• Abstract user goals:• Buy a ticket to the required destination
• Determine whether I can afford to buy the ticket to a particular destination
Adapted from Newman and Lamming,
Interactive System Design, 1995)
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Example with basic CW
• Design a cash-operated machine for quick, easy purchase of train tickets by passengers, without training
• Designer goal breakdown to subgoals:• Determine fare to pay
– indicate destination
– indicate one-way or return
• Dispense ticket– pay money
– get ticket and change
Adapted from Newman and Lamming,
Interactive System Design, 1995)
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How designer wants it to work – method 1 where use does not use keypad• Click destination
• ie Town Hall
• Click journey type• ie one way
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• 0. Task?– Buy one-way ticket to Town Hall
• 1. Is correct action obvious?– Two possible sub-tasks:
• Destination
• One way / return
– Will user know both must
be set? (MM?)
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How to Help the User?
• Indicate extra information needed• Indicate steps 1 and 2 can be done in either order• Give some feedback on effect of each select action• Reorganise layout so that Steps 1 and 2 are
followed by the fare display
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• 2. Will user understand instructions?
• 3. Will user know if progress is being made? (ie interpret machine action as intended by the designer)
We alter our lo-fi prototypeand check this
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• 2. Will user understand instructions?– Yes – due to labels and instructions
• 3. Will user know if progress is being made? ?– Yes (buttons light up, new state appears)
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• 1. Correct action obvious?– Yes
• 2. Will user understand instructions?– Yes
• 3. Will user know if progress is being made?– Yes
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Paying
• 1. Correct action obvious?
• 2. Will user understand instructions?
• 3. Will user know if progress is being made?
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Paying
Designer intends user to • Pay in money and click • Click “4. Press for ticket”• User then lifts flap to collect the ticket
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Paying – exact change case
• 1. Correct action obvious?– Yes
• 2. Will user understand instructions?– Yes
• 3. Will user know if progress is being made? Unclear (no feedback on money accepted so far)
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Summary of Flaws (so far)
• Confusion about need for steps 1 and 2• No feedback on amount deposited• No means to get money back• So far …...
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Goals and Tasks
In this example:
Goal: buy a ticket
Sub-goals: (determine fare) and pay
User tasks: concrete cases used in CW
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Extended cognitive walkthrough
• Adding user's mental model
• What does user believe?• How do you find this out?• What did we assume about the user’s mental
model?• What differences are there in the MM for:
• A novice user
• An expert user
What are the implications of some likely cases:
user familiar with existing interfaceuser familiar with a different bus ticket interface
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Potential GOTCHAs
• Need a prototype that is complete enough for a walkthough of an interesting concrete case
• But this is a technique for early in design process, where designer is ready to change it
• You then need to define:• the user groups, and their relevant MMs• a good set of tasks• the correct steps (intended by designer)
• Evaluator must imagine people’s thoughts on first use of UI• Keep referring to the mental model• Carefully assess vocabulary/text in terms of
mental model• Repeat process over the tasks, and for each
important class of mental model
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Summary of uses of CW
• Relatively inexpensive in our very, very lightweight approach
• Desk check– No users
– Better with expert evaluators
• Generally applicable
• Novice, casual, intermittent users
• Focus on learnability