Experimental Comparisons of Usability Evaluation Methods

Experimental Comparisons of Usability Evaluation Methods
Title Experimental Comparisons of Usability Evaluation Methods PDF eBook
Author Gary A. Olson
Publisher CRC Press
Pages 144
Release 2021-12-17
Genre Technology & Engineering
ISBN 1000110885

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This special issue contains essays regarding the CHI '95 conference, which featured a panel titled, Discount or Disservice? Discount Usability Analysis: Evaluation at a Bargain Price or Simply Damaged Merchandise? Wayne Gray, who organized the panel, presented a controversial critique of studies that had evaluated various usability evaluation methods (UEMs). The level of interest in this discussion led Gray to propose a review article that dealt with the issues in a more systematic fashion. The resulting essay, written by Gray and his collaborator Marilyn Salzman, conducted an in-depth review of a series of influential studies that used experimental methods to compare a variety of UEMs. Gray and Salzman's analysis was framed using Cook and Campbell's (1979) well-known discussion of various forms of validity. They used this to evaluate numerous details of these comparative studies, and they concluded that the studies fell short on the criteria by which good experimental studies are designed and interpreted.

Macrocognition Metrics and Scenarios

Macrocognition Metrics and Scenarios
Title Macrocognition Metrics and Scenarios PDF eBook
Author Dr Emily S Patterson
Publisher Ashgate Publishing, Ltd.
Pages 584
Release 2012-10-01
Genre Psychology
ISBN 1409486362

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Macrocognition Metrics and Scenarios: Design and Evaluation for Real-World Teams translates advances by scientific leaders in the relatively new area of macrocognition into a format that will support immediate use by members of the software testing and evaluation community for large-scale systems as well as trainers of real-world teams. Macrocognition is defined as how activity in real-world teams is adapted to the complex demands of a setting with high consequences for failure. The primary distinction between macrocognition and prior research is that the primary unit for measurement is a real-world team coordinating their activity, rather than individuals processing information, the predominant model for cognition for decades. This book provides an overview of the theoretical foundations of macrocognition, describes a set of exciting new macrocognitive metrics, and provides guidance on using the metrics in the context of different approaches to evaluation and measurement of real-world teams.

User Interface Inspection Methods

User Interface Inspection Methods
Title User Interface Inspection Methods PDF eBook
Author Chauncey Wilson
Publisher Newnes
Pages 143
Release 2013-11-15
Genre Computers
ISBN 0124104487

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User Interface Inspection Methods succinctly covers five inspection methods: heuristic evaluation, perspective-based user interface inspection, cognitive walkthrough, pluralistic walkthrough, and formal usability inspections. Heuristic evaluation is perhaps the best-known inspection method, requiring a group of evaluators to review a product against a set of general principles. The perspective-based user interface inspection is based on the principle that different perspectives will find different problems in a user interface. In the related persona-based inspection, colleagues assume the roles of personas and review the product based on the needs, background, tasks, and pain points of the different personas. The cognitive walkthrough focuses on ease of learning. Most of the inspection methods do not require users; the main exception is the pluralistic walkthrough, in which a user is invited to provide feedback while members of a product team listen, observe the user, and ask questions. After reading this book, you will be able to use these UI inspection methods with confidence and certainty.

Human-Computer Interaction. Theoretical Approaches and Design Methods

Human-Computer Interaction. Theoretical Approaches and Design Methods
Title Human-Computer Interaction. Theoretical Approaches and Design Methods PDF eBook
Author Masaaki Kurosu
Publisher Springer Nature
Pages 660
Release 2022-06-16
Genre Computers
ISBN 3031053117

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The three-volume set LNCS 13302, 13303 and 13304 constitutes the refereed proceedings of the Human Computer Interaction thematic area of the 24th International Conference on Human-Computer Interaction, HCII 2022, which took place virtually in June-July 2022. The 132 papers included in this HCI 2022 proceedings were organized in topical sections as follows: Part I: Theoretical and Multidisciplinary Approaches in HCI; Design and Evaluation Methods, Techniques and Tools; Emotions and Design; and Children-Computer Interaction, Part II: Novel Interaction Devices, Methods and Techniques; Text, Speech and Image Processing in HCI; Emotion and Physiological Reactions Recognition; and Human-Robot Interaction, Part III: Design and User Experience Case Studies, Persuasive Design and Behavioral Change; and Interacting with Chatbots and Virtual Agents.

People and Computers XVI - Memorable Yet Invisible

People and Computers XVI - Memorable Yet Invisible
Title People and Computers XVI - Memorable Yet Invisible PDF eBook
Author Xristine Faulkner
Publisher Springer Science & Business Media
Pages 410
Release 2012-12-06
Genre Computers
ISBN 1447101057

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For the last 20 years the dominant form of user interface has been the Graphical User Interface (GUl) with direct manipulation. As software gets more complicated and more and more inexperienced users come into contact with computers, enticed by the World Wide Web and smaller mobile devices, new interface metaphors are required. The increasing complexity of software has introduced more options to the user. This seemingly increased control actually decreases control as the number of options and features available to them overwhelms the users and 'information overload' can occur (Lachman, 1997). Conversational anthropomorphic interfaces provide a possible alternative to the direct manipulation metaphor. The aim of this paper is to investigate users reactions and assumptions when interacting with anthropomorphic agents. Here we consider how the level of anthropomorphism exhibited by the character and the level of interaction affects these assumptions. We compared characters of different levels of anthropomorphic abstraction, from a very abstract character to a realistic yet not human character. As more software is released for general use with anthropomorphic interfaces there seems to be no consensus of what the characters should look like and what look is more suited for different applications. Some software and research opts for realistic looking characters (for example, Haptek Inc., see http://www.haptek.com). others opt for cartoon characters (Microsoft, 1999) others opt for floating heads (Dohi & Ishizuka, 1997; Takama & Ishizuka, 1998; Koda, 1996; Koda & Maes, 1996a; Koda & Maes, 1996b).

Handbook of Research on User Interface Design and Evaluation for Mobile Technology

Handbook of Research on User Interface Design and Evaluation for Mobile Technology
Title Handbook of Research on User Interface Design and Evaluation for Mobile Technology PDF eBook
Author Lumsden, Joanna
Publisher IGI Global
Pages 1166
Release 2008-02-28
Genre Computers
ISBN 1599048728

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"This book compiles authoritative research from scholars worldwide, covering the issues surrounding the influx of information technology to the office environment, from choice and effective use of technologies to necessary participants in the virtual workplace"--Provided by publisher.

The UX Book

The UX Book
Title The UX Book PDF eBook
Author Rex Hartson
Publisher Morgan Kaufmann
Pages 918
Release 2018-11-02
Genre Computers
ISBN 0128010622

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The discipline of user experience (UX) design has matured into a confident practice and this edition reflects, and in some areas accelerates, that evolution. Technically this is the second edition of The UX Book, but so much of it is new, it is more like a sequel. One of the major positive trends in UX is the continued emphasis on design—a kind of design that highlights the designer's creative skills and insights and embodies a synthesis of technology with usability, usefulness, aesthetics, and meaningfulness to the user. In this edition a new conceptual top-down design framework is introduced to help readers with this evolution. This entire edition is oriented toward an agile UX lifecycle process, explained in the funnel model of agile UX, as a better match to the now de facto standard agile approach to software engineering. To reflect these trends, even the subtitle of the book is changed to "Agile UX design for a quality user experience. Designed as a how-to-do-it handbook and field guide for UX professionals and a textbook for aspiring students, the book is accompanied by in-class exercises and team projects. The approach is practical rather than formal or theoretical. The primary goal is still to imbue an understanding of what a good user experience is and how to achieve it. To better serve this, processes, methods, and techniques are introduced early to establish process-related concepts as context for discussion in later chapters. - Winner of a 2020 Textbook Excellence Award (College) (Texty) from the Textbook and Academic Authors Association - A comprehensive textbook for UX/HCI/Interaction Design students readymade for the classroom, complete with instructors' manual, dedicated web site, sample syllabus, examples, exercises, and lecture slides - Features HCI theory, process, practice, and a host of real world stories and contributions from industry luminaries to prepare students for working in the field - The only HCI textbook to cover agile methodology, design approaches, and a full, modern suite of classroom material (stemming from tried and tested classroom use by the authors)