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Human-Computer Interaction and Presence in Virtual Reality

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Chapter 2<br />

ISO 9241 Nielsen<br />

Efficiency<br />

Efficiency<br />

Learnability<br />

Memorability<br />

Effectiveness Errors/Safety<br />

Satisfaction Satisfaction<br />

Table 2.1: Usability as <strong>in</strong> (ISO 9241) <strong>and</strong> (Nielsen, 1993), adapted from (van Welie, 2001)<br />

The usability aspects def<strong>in</strong>ed by Nielsen provide a practical operationalisation that we will<br />

use <strong>in</strong> this dissertation. In literature, several methods have been proposed for determ<strong>in</strong><strong>in</strong>g the<br />

usability of a system, which will be reviewed <strong>in</strong> the next paragraph.<br />

2.3.2 Determ<strong>in</strong><strong>in</strong>g usability<br />

A wide range of different methods for perform<strong>in</strong>g usability evaluations have been proposed,<br />

each with its own body of advocates (Holyer, 1993). Unfortunately, even though attempts<br />

have been made to compare these methods, most of these are hampered by <strong>in</strong>adequacies <strong>in</strong><br />

the design of these studies (Gray & Salzman, 1998).<br />

Usability evaluation can take place by <strong>in</strong>vestigat<strong>in</strong>g conformity of the design to heuristics<br />

<strong>and</strong> guidel<strong>in</strong>es. Another possibility is to test one or several prototypes with real users.<br />

Usually, several evaluation methods are comb<strong>in</strong>ed. For <strong>in</strong>stance, Hix et al, when develop<strong>in</strong>g<br />

a VE for battlefield visualization, used heuristic evaluation followed by user evaluation of a<br />

s<strong>in</strong>gle prototype, <strong>and</strong> summative evaluation, where users are required to compare two<br />

designs (Hix et al., 1999). The ma<strong>in</strong> reason for first perform<strong>in</strong>g heuristic evaluation is that<br />

this type of evaluation is relatively cheap; no prototype had to be constructed.<br />

Heuristic evaluation<br />

Heuristic or expert evaluations are performed by usability experts who check the design for<br />

possible usability problems. Guidel<strong>in</strong>es often form the basis of such an evaluation, <strong>and</strong> these<br />

will be discussed <strong>in</strong> more detail <strong>in</strong> the next paragraph.<br />

Another method for heuristic evaluation is the use of a cognitive walkthrough. Here, the<br />

usability experts will go through the design follow<strong>in</strong>g a scenario of a user work<strong>in</strong>g with the<br />

system, often depend<strong>in</strong>g on the expertise of the evaluator to identify possible usability<br />

problems. This process can even be automated us<strong>in</strong>g a Programmable User Model (Amant,<br />

1999) that evaluates whether for each task there is a cha<strong>in</strong> of user <strong>in</strong>terface comm<strong>and</strong>s that<br />

will lead to the successful completion of that task.<br />

The proposed task situation can be modeled <strong>in</strong> more detail us<strong>in</strong>g a TA method. This model<br />

can then be used to make predictions about the usability <strong>and</strong> the performance of the design.<br />

Several methods apply techniques rem<strong>in</strong>iscent of the time studies used <strong>in</strong> the Scientific<br />

Management method (Taylor, 1911), extend<strong>in</strong>g these to cognitive labor as well as physical<br />

labor. For <strong>in</strong>stance the GOMS method <strong>in</strong>cludes a Keystroke-Level model (Card et al., 1983)<br />

that can be used to predict the time required to complete a certa<strong>in</strong> task.<br />

Guidel<strong>in</strong>es <strong>and</strong> pr<strong>in</strong>ciples<br />

Guidel<strong>in</strong>es <strong>and</strong> pr<strong>in</strong>ciples can help the evaluator <strong>in</strong> apply<strong>in</strong>g exist<strong>in</strong>g usability knowledge to<br />

the design. Pr<strong>in</strong>ciples are high-level usability requirements <strong>and</strong> are too general to be applied<br />

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