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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Cognitive Walkthrough

Judy Kay

CHAI: Computer human adapted interaction research group

School of Information Technologies

growing set of methods: HE, TA, CW

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Overview

• Predictive method

• Cognitive Walkthrough

• Benefits

• Disadvantages

251,000 results from Google,

10,800 from Google Scholar

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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?

Extended Cognitive Walkthrough

Takes account of mental model…..

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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)

How to add a mental model?

http://www.nngroup.com/articles/mental-models/

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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The interface – lo-fi prototype

Concrete user task

Class activity: define 3 concrete tasks

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The interface – lo-fi prototype

Concrete user task

Assuming you are at Bondi Junction,buy a one-way ticket to Town Hall

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The task:

Buy a one-way ticket to Town Hall

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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

We alter our lo-fi prototypeand check this

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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?

What are the cases to consider for payment (in cash)

Consider case where user has exact change

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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)

We alter our lo-fi prototypeand check this

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Revised design gives feedback on amount paid so far

Consider other cases eg user realises they have insufficient money

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Buying a Ticket: Insufficient Money?

• 1. Correct action obvious?

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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

Class activity:

List aspects of the user’s MM that would be relevant to the train ticket interface

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

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Summary of usefulness

• Really useful technique, even for designer

• Better if done by • Outsider

• Expert

• But students and non-expert evaluators still can gain from using it

• Part of early usability evaluation because• Low cost

• No users needed