User Interface Design and Ergonomics - National Open University of ...
User Interface Design and Ergonomics - National Open University of ...
User Interface Design and Ergonomics - National Open University of ...
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specific domain <strong>of</strong> the interface (for example, graphic interfaces, or voice interfaces, or<br />
automated teller interfaces), the same results can probably be achieved with 2 to 3<br />
evaluators. On the other h<strong>and</strong>, if the evaluators have no interface training or expertise, it<br />
might take as many as 15 <strong>of</strong> them to find 75 percent <strong>of</strong> the problems; 5 <strong>of</strong> these novice<br />
evaluators might find only 50 percent <strong>of</strong> the problems.<br />
We need to caution here that when we say "all" or "75 percent" or "50 percent," we're<br />
talking only about "heuristically identifiable" problems. That is, problems with the<br />
interface that actually violate one <strong>of</strong> the nine heuristics. What's gained by combining<br />
several evaluators’ results is an increased assurance that if a problem can be identified<br />
with the heuristics, then it will be. But there may still be problems that the heuristics<br />
themselves miss. Those problems might show up with some other evaluation method,<br />
such as user testing or a more task-oriented analysis.<br />
Also, all the numbers are averages <strong>of</strong> past results, not promises. Your results will vary<br />
with the interface <strong>and</strong> with the evaluators. But even with these caveats, the take-home<br />
message is still very positive: Individual heuristic evaluations <strong>of</strong> an interface, performed<br />
by 3 to 5 people with some expertise in interface design, will locate a significant number<br />
<strong>of</strong> the major problems.<br />
To give you a better idea <strong>of</strong> how Nielsen <strong>and</strong> Molich's nine heuristics apply, one <strong>of</strong> the<br />
authors has done a heuristic evaluation <strong>of</strong> the Macintosh background printing controls.<br />
4.0 CONCLUSION<br />
The concept <strong>of</strong> evaluation <strong>of</strong> user interface without the users was introduced in this unit.<br />
<strong>User</strong>s walkthrough, action analysis <strong>and</strong> heuristics analysis concepts was also discussed in<br />
greater detail while emphasis on the need for evaluation was also introduced.<br />
5.0 SUMMARY<br />
The cognitive walkthrough is a formalized way <strong>of</strong> imagining people's thoughts<br />
<strong>and</strong> actions when they use an interface for the first time.<br />
Action analysis is an evaluation procedure that forces you to take a close look at<br />
the sequence <strong>of</strong> actions a user has to perform to complete a task with an interface.<br />
In this unit, we will distinguish between two flavors <strong>of</strong> action analysis.<br />
The formal approach to action analysis has been used to make accurate<br />
predictions <strong>of</strong> the time it takes a skilled user to complete tasks.<br />
Heuristics, also called guidelines, are general principles or rules <strong>of</strong> thumb that can<br />
guide design decisions.<br />
6.0 TUTOR MARKED ASSIGNMENT<br />
a. Explain the term heuristics.<br />
b. Explain the Nielsen <strong>and</strong> Molichs heuristics.<br />
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