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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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