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What is usability evaluation

13 min read
What is usability evaluation

How to Do Usability Evaluation

Introduction

As technology continues to advance and evolve, the pressure to innovate and create products and services that make users’ workflows easier and combine previously separate tasks increases. This puts even more emphasis on the usability of systems. According to ISO 9241, usability consists of three dimensions: efficiency, effectiveness, and satisfaction.

Interactive systems are often designed through a process that involves design, evaluation, and redesign. Usability evaluation is particularly important during two phases of this process: when usability issues need to be addressed before the final design, and when the final product’s effectiveness is being evaluated. To efficiently identify usability issues, many different aspects must be considered.

This article will explore different perspectives on usability and examine how the definition of usability is not as narrow as the ISO standard suggests. We will then look at the various aspects of usability evaluation methods (UEM), such as user-based, evaluator-based, and tool-based. Finally, we will discuss the importance of selecting the right evaluation methods and how certain workarounds can make the process more straightforward.

Images of Usability

Usability evaluation cannot be reduced to a set of skills or commonly known facts. Instead, it requires context-specific knowledge about the system and the people using it. This is why, according to Herzum, usability cannot be defined as a single set of properties, as the ISO standard attempts to do, as it will ultimately lead to problems. He describes six images of usability that cover different aspects of usability. The six partly overlapping images are:

  1. Universal usability: Usability involves making systems that can be used by anyone.
  2. Situational usability: Usability is equivalent to the quality-in-use of a system in a specific situation with its users, tasks, and the broader context of use.
  3. Perceived usability: Usability concerns the user’s subjective experience of a system based on their interaction with it.
  4. Hedonic usability: Usability is about the joy of use rather than ease of use, task accomplishment, and freedom from discomfort.
  5. Organizational usability: According to this image, usability implies groups of people collaborating in an organizational setting.
  6. Cultural usability: Usability takes on different meanings depending on the users’ cultural background.

Herzum also notes that even when used together, these images are not enough to create a unified concept of usability and are not mutually exclusive. The images are complementary in that they all have different focuses, but are also interwoven and based on the same commonsense meaning of usability that products should be suitable, convenient, and easy to use. It is recommended to use multiple images, but one image should be dominant. The dominant image depends on the approach and goals at hand.

Designers often have an implicit image of usability that guides their choices and solutions. This narrowness in usability may cause some usability problems to remain hidden. To address this issue, Herzum proposes a three-stage process for working with different images of usability. The process begins with discovery, where the perspective is shifted by applying different images of usability to sensitize the evaluator to multiple ways of perceiving usability. Assigning different images to different people can enhance the discovery phase, and using people with different backgrounds can also be beneficial. The discovery phase is followed by an integration phase, where the different images are analyzed to identify important aspects of the system’s usability. This results in the identification of the dominant image, which can be used to dictate the most important usability aspects of the system. The final phase is challenging, where the dominant image is periodically changed to reveal the limitations of the previous dominant image.

Collectively, the images cover a wide range of different approaches to usability. However, they do not consider the factor of approaching usability from the perspective of the stakeholder. According to Hornbaek, the usability of a system depends heavily on the business goals of the system under evaluation, as they impact the system’s utility and effectiveness. In a way, business goals could be seen as an alternate image of usability that emphasizes the importance of the stakeholder’s perspective.

Usability Evaluation Methods

There are three types of usability evaluation methods: user-based, evaluator-based, and tool-based [8]. The number of usability problems reported depends on the methods used, what the image of usability is emphasized and in the case of evaluator-based methods also on the expertise of the evaluators|7,8]. Different methods and method types help uncover different usability issues. Triangulation of both methods and method types should yield better results than using just one. Evaluation method types can also be presumed to cater to different images of usability. For example, evaluator-based methods such as task-analysis can be viewed as representing the universal usability image and tool-based methods such as emotion collecting are most suitable for hedonic usability image.

User-based UEMs

The user-centered design process emphasizes the importance of “knowing thy user” and not making assumptions about them. For this reason, the user-based methods hold great importance when usability image structures on users’ aspects. They are most often done in laboratories where the distractions can be kept to a minimum. User-based methods are however both time and resource-demanding, as recruiting suitable participants who are both able and willing can prove troublesome [10]. Because of this user-based methods may prove to be too costly if the design is in the early phase or demands several iterations to be shaped for user demands. They should in this case be aimed at a point in the design process where most of the issues are already uncovered by less costly methods [8].

According to Nielsen thinking aloud might be the single most valuable of the usability evaluation methods [10]. In the basic procedure, the user gets a task to perform with the system under evaluation. The user is asked continuously to say out loud his thoughts while performing tasks. The evaluator forms descriptions of the usability problems from the users' actions and descriptions. Evaluators can use video or audio recordings as an aid, to better capture the users’ interaction and thoughts and if needed also go back to inspect the user’s actions. The evaluator however is discouraged from interpreting the user’s words and actions to retain the objectivity.

Thinking-aloud demands a skilled evaluator to produce results and to recognize issues with usability [4,10]. Nielsen also points out a study, which revealed that user’s performed 9% better with the system when thinking aloud [10]. Thinking aloud might be particularly unsuitable for collecting performance data, instead, its strength lies in the qualitative data it is able to collect even from a quite small sample [10].

Evaluator-based UEMs

Although user-based evaluation methods often reveal issues in usability that most affect the user, they are not the most efficient way to do testing if time and money are constrained as stated earlier. Evaluator-based methods are possible solutions for both of these problems and might even reveal problems that aren’t revealed by testing only a few users [6,10]. However, they require an experienced evaluator to work efficiently [4].

One possible way to do testing without users is the Cognitive walkthrough. The process consists of imagining users’ actions and thoughts when using for example a prototype of the interface [6]. In Cognitive walkthrough, the evaluator goes through one of the system’s tasks by telling a story of all the actions the user has to take to complete the task. Details and motivations behind the user’s actions are added to make the story believable. Emphasis has to be placed on completing the task with only general knowledge and the information the system gives. If the designer is incapable of constructing a believable story about the task, it can be assumed that the task has usability problems. Walkthroughs can be used when the designer wants to quickly inspect small changes made to the design, as it is a method developed mainly for developing the interface not for validating it [6].

Another way quite similar way to evaluate is action analysis. Lewis divides action analysis to formal action analysis and “back of the envelope analysis”[6]. Both approaches construct from two phases. The first is to determine what physical and mental steps a user will perform to complete the task. The second step is to analyze the steps to find possible problems. Formal analysis highly detailed and can be used even before an actual prototype has been created. This comes with a cost of requiring a very skilled evaluator and time. “Back of the envelope” approach as the name suggests is almost the opposite as it is much faster to do and can be used to reveal large-scale problems.

Action analysis is quite avid at finding if completing a task with an interface takes too many steps but the seriousness is one property that should be emphasized when considering this or other evaluator-based methods. It is pointed in several sources that these methods uncover a larger amount of problems than traditional user-based methods, but offer no means to validate the severity of the problems [8].

Tool-based Evaluation Methods

The third approach to usability evaluation methods are methods that employ a tool of some sort. Emotions are one of the characteristics in the image of hedonic usability [3] and according to Isomursu emotions also affect how users plan to interact with the product. They are however quite difficult to observe in the user and for this reason, require a method that emphasizes either self-reporting or physiological reactions. Physiological methods are however often expensive and require and laboratory setting. For these reasons, tool-based methods might provide alternatives especially for collecting data about emotions.

Isomursu describes a case where an experience sampling-inspired mobile application was developed to capture the user’s emotions in action, while previous methods had relied more on capturing the emotions before/after the use[5]. Isomursu argues that this kind of approach provided better information of the emotions felt while using the product, as it was always present and provided a quicker way to gather data. An example of the interface used in Isomursu’s study is presented in figure 1.

Other tool-based methods are programs that collect statistics regarding the detailed use of an interface for example web analytics[8]. There are also models such as GOMS (Goals, operators, methods, and selection)[8], which provide measurements of performance without actually involving users. Tool-based methods are not flawless; most of them still require a skilled analyst to make sense of the data.

The interface of an emotion-gathering application. The application would periodically demand the user to input the current emotional state felt when using the target app.

Approaching Usability Issues

Selecting the methods that should be used may prove to be quite troublesome. Images of usability can provide a work-around for choosing usability evaluation methods, as other methods are more suitable than others for certain images of usability. For example, hedonic and perceived usability both place weight on the end user’s view of the usability, for this reason employing methods that are user-based or tool-based will provide insights to problems that would cause the most harm for the user. Models such as GOMS would most likely unbeneficial for finding problems in this setting. Besides this, images of usability could also be employed to broaden the scope of evaluator-based methods to aspects that are often associated with different methods. This should provide a means for balancing resources when the design is still at an early stage.

Images of usability are not however the best way to choose which methods to employ. Hartson points out that choosing between usability evaluation methods is often hindered by a general lack of understanding of different methods' capabilities and limitations [9]. For this reason, Hartson introduces criteria and evaluating different usability evaluation methods' effectiveness through the factors of thoroughness, validity, and reliability. Usability evaluation methods have not yet been thoroughly categorized through this criterion, so it should not be viewed as a bulletproof solution.

What methods are eventually selected depends heavily on the goals of the product. The most favorable situation would be one where multiple means could be used in different phases of the design as none of the evaluation methods provide final answers by itself or even when multiple same types of methods are used [7]. Instead, the chosen methods should be chosen by focusing on spending resources such as time as efficiently as possible [3,4,7,8].

References:

1.Jakob Nielsen, Usability 101: Introduction to Usability, Jakob Nielsen’s Alertbox. Retrieved 2010–06–01

  1. Suomen Standardoimisliitto SFS ry Helsinki, Finland, and European Committee for Standardization, Brussels, Belgium . Ergonomics of human-system interaction — Part 210: Human- centred design for interactive systems (ISO 9241–210:2010) . Helsinki: Suomen Standardoimisliitto SFS ry Helsinki, Finland, and European Committee for Standardization, Brussels, Belgium , 2010.

  2. Hertzum, M. (2010) Images of usability. International Journal of Human–Computer Interaction, 26(6), pp. 567–600.

  3. Hornbæk, K. and Frøkjær, E. (2008) Making use of business goals in usability evaluation: An experiment with novice evaluators. In Proceedings of the twenty-sixth annual SIGCHI conference on Human factors in computing systems (CHI ‘08). ACM, New York, USA, pp. 903–912

  4. Isomursu, M., Tähti, M., Väinämö, S. and Kuutti, K. (2007) Experimental evaluation of five methods for collecting emotions in field settings with mobile applications. International Journal of Human-Computer Studies, Vol. 65, №4, pp. 404–418.

  5. Lewis, C. and Rieman, J. (1994) Task-Centered User Interface Design. Chapter 4

  6. Molich, R. and Dumas, J.S. (2008) Comparative usability evaluation (CUE-4). Behaviour & Information Technology, Vol. 27, №3, pp. 263–281.

  7. Hasana L. (2011) A comparison of usability evaluation methods for evaluating ecommerce websites

  8. Hartson, H.R., Andre, T.S. and Williges, R.C. (2003) Criteria for evaluating usability evaluation methods. International Journal of Human-Computer Interaction, Vol. 13, №4, pp. 145–181.

  9. Nielsen, J. 1993 Usability Engineering


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