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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would do to accomplish a task you have assigned. They describe their action, <strong>and</strong> you<br />
make the next screen appear, either by rummaging around in a pile <strong>of</strong> pictures on paper<br />
<strong>and</strong> holding up the right one, or by getting the computer to show the appropriate next<br />
screen.<br />
This crude procedure can get you a lot <strong>of</strong> useful feedback from users. Can they<br />
underst<strong>and</strong> what's on the screens, or are they baffled? Is the sequence <strong>of</strong> screens wellsuited<br />
to the task, as you thought it would be when you did your cognitive walkthrough,<br />
or did you miss something?<br />
To make a simple mockup like this you have to decide what screens you are going to<br />
provide. Start by drawing the screens users would see if they did everything the best way.<br />
Then decide whether you also want to "support" some alternative paths, <strong>and</strong> how much<br />
you want to investigate error paths. Usually it won't be practical for you to provide a<br />
screen for every possible user action, right or wrong, but you will have reasonable<br />
coverage <strong>of</strong> the main lines you expect users to follow.<br />
During testing, if users stay on the lines you expected, you just show them the screens<br />
they would see. What if they deviate, <strong>and</strong> make a move that leads to a screen you don't<br />
have? First, you record what they wanted to do: that is valuable data about a discrepancy<br />
between what you expected <strong>and</strong> what they want to do, which is why you are doing the<br />
test. Then you can tell them what they would see, <strong>and</strong> let them try to continue, or you can<br />
tell them to make another choice. You won't see as much as you would if you had the<br />
complete system for them to work with, but you will see whether the main lines <strong>of</strong> your<br />
design are sound.<br />
Some systems have to interact too closely with the user to be well approximated by a<br />
simple mockup. For example a drawing program has to respond to lots <strong>of</strong> little user<br />
actions, <strong>and</strong> while you might get information from a simple mockup about whether users<br />
can figure out some aspects <strong>of</strong> the interface, like how to select a drawing tool from a<br />
palette <strong>of</strong> icons, you won't be able to test how well drawing itself is going to work. You<br />
need to make more <strong>of</strong> the system work to test what you want to test.<br />
The thing to do here is to get the drawing functionality up early so you can do a more<br />
realistic test. You would not wait for the system to be completed, because you want test<br />
results early. So you would aim for a prototype that has the drawing functionality in place<br />
but does not have other aspects <strong>of</strong> the system finished <strong>of</strong>f.<br />
In some cases, you can avoid implementing stuff early by faking the implementation.<br />
This is the WIZARD OF OZ method: you get a person to emulate unimplemented<br />
functions <strong>and</strong> generate the feedback users should see. John Gould at IBM did this very<br />
effectively to test design alternatives for a speech transcription system for which the<br />
speech recognition component was not yet ready. He built a prototype system in which<br />
test users' speech was piped to a fast typist, <strong>and</strong> the typist's output was routed back to the<br />
test users' screen. This idea can be adapted to many situations in which the system you<br />
are testing needs to respond to unpredictable user input, though not to interactions as<br />
dynamic as drawing.<br />
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