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SIMS 213: User Interface Design

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to determine time requirements for task completion. to compare two designs ... Dino and Fred use the other. Within-Groups Design. Everyone uses both interfaces ... – PowerPoint PPT presentation

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Title: SIMS 213: User Interface Design


1
SIMS 213 User Interface Design Development
  • Marti Hearst
  • March 9 11, 2004

2
Formal Usability Studies
3
Outline
  • Experiment Design
  • Factoring Variables
  • Interactions
  • Special considerations when involving human
    participants
  • Example Marking Menus
  • Motivation
  • Hypotheses
  • Design
  • Analysis

4
Formal Usability Studies
  • When useful
  • to determine time requirements for task
    completion
  • to compare two designs on measurable aspects
  • time required
  • number of errors
  • effectiveness for achieving very specific tasks
  • Require Experiment Design

5
Experiment Design
  • Experiment design involves determining how many
    experiments to run and which attributes to vary
    in each experiment
  • Goal isolate which aspects of the interface
    really make a difference

6
Experiment Design
  • Decide on
  • Response variables
  • the outcome of the experiment
  • usually the system performance
  • aka dependent variable(s)
  • Factors (aka attributes))
  • aka independent variables
  • Levels (aka values for attributes)
  • Replication
  • how often to repeat each combination of choices

7
Experiment Design
  • Example
  • Studying a system (ignoring users)
  • Say we want to determine how to configure the
    hardware for a personal workstation
  • Hardware choices
  • which CPU (three types)
  • how much memory (four amounts)
  • how many disk drives (from 1 to 3)
  • Workload characteristics
  • administration, management, scientific

8
Experiment Design
  • We want to isolate the effect of each component
    for the given workload type.
  • How do we do this?
  • WL1 CPU1 Mem1 Disk1
  • WL1 CPU1 Mem1 Disk2
  • WL1 CPU1 Mem1 Disk3
  • WL1 CPU1 Mem2 Disk1
  • WL1 CPU1 Mem2 Disk2
  • There are (3 CPUs)(4 memory sizes)(3 disk
    sizes)(3 workload types) 108 combinations!

9
Experiment Design
  • One strategy to reduce the number of comparisons
    needed
  • pick just one attribute
  • vary it
  • hold the rest constant
  • Problems
  • inefficient
  • might miss effects of interactions

10
Interactions among Attributes
Interacting
Non-interacting
A1 A2 B1 3 5 B2 6 9
A1 A2 B1 3 5 B2 6 8
B2
B2
B1
B1
A2
A1
A2
A1
A2
A2
A1
A1
B1
B2
B1
B2
11
Experiment Design
  • Another strategy figure out which attributes are
    important first
  • Do this by just comparing a few major attributes
    at a time
  • if an attribute has a strong effect, include it
    in future studies
  • otherwise assume it is safe to drop it
  • This strategy also allows you to find
    interactions between attributes

12
Experiment Design
  • Common practice Fractional Factorial Design
  • Just compare important subsets
  • Use experiment design to partially vary the
    combinations of attributes
  • Blocking
  • Group factors or levels together
  • Use a Latin Square design to arrange the blocks

13
Between-Groups Design
  • Wilma and Betty use one interface
  • Dino and Fred use the other

14
Within-Groups Design
  • Everyone uses both interfaces

15
Between-Groups vs. Within-Groups
  • Between groups
  • 2 or more groups of test participants
  • each group uses only 1 of the systems
  • Within groups
  • one group of test participants
  • each person uses all systems
  • cant use the same tasks on different systems

16
Between-Groups vs. Within-Groups
  • Within groups design
  • Pros
  • Is more powerful statistically (can compare the
    same person across different conditions, thus
    isolating effects of individual differences)
  • Requires fewer participants than between-groups
  • Cons
  • Learning effects
  • Fatigue effects

17
Special Considerations for Formal Studies with
Human Participants
  • Studies involving human participants vs.
    measuring automated systems
  • people get tired
  • people get bored
  • people (may) get upset by some tasks
  • learning effects
  • people will learn how to do the tasks (or the
    answers to questions) if repeated
  • people will (usually) learn how to use the system
    over time

18
More Special Considerations
  • High variability among people
  • especially when involved in reading/comprehension
    tasks
  • especially when following hyperlinks! (can go all
    over the place)

19
Experiment Design Example Marking Menus
Based on Kurtenbach, Sellen, and Buxton, Some
Articulartory and Cognitive Aspects of Marking
Menus, Graphics Interface 94,
http//reality.sgi.com/gordo_tor/papers
20
Experiment Design Example Marking Menus
  • Pie marking menus can reveal
  • the available options
  • the relationship between mark and command
  • 1. User presses down with stylus
  • 2. Menu appears
  • 3. User marks the choice, an ink trail follows

21
Why Marking Menus?
  • Supporting markings with pie menus should help
    transition between novice and expert
  • Useful for keyboardless devices
  • Useful for large screens
  • Pie menus have been shown to be faster than
    linear menus in certain situations

22
What do we want to know?
  • Are marking menus better than pie menus?
  • Do users have to see the menu?
  • Does leaving an ink trail make a difference?
  • Do people improve on these new menus as they
    practice?
  • Related questions
  • What, if any, are the effects of different input
    devices?
  • What, if any, are the effects of different size
    menus?

23
Experiment Factors
  • Isolate the following factors (independent
    variables)
  • Menu condition
  • exposed, hidden, hidden w/marks (E,H,M)
  • Input device
  • mouse, stylus, track ball (M,S,T)
  • Number of items in menu
  • 4,5,7,8,11,12 (note both odd and even)
  • Response variables (dependent variables)
  • Response Time
  • Number of Errors

24
Experiment Hypotheses
  • Note these are stated in terms of the factors
    (independent variables)
  • Exposed menus will yield faster response times
    and lower error rates, but not when menu size is
    small
  • Response variables will monotonically increase
    with menu size for exposed menus
  • Response time will be sensitive to number of menu
    choices for hidden menus (familiar ones will be
    easier, e.g., 8 and 12)
  • Stylus better than Mouse better than Track ball

25
Experiment Hypotheses
  • Device performance is independent of menu type
  • Performance on hidden menus (both marking and
    hidden) will improve steadily across trials.
    Performance on exposed menus will remain constant.

26
Experiment Design
  • Participants
  • 36 right-handed people
  • usually gender distribution is stated
  • considerable mouse experience
  • (almost) no trackball, stylus experience
  • Task
  • Select target slices from a series of different
    pie menus as quickly and accurately as possible
  • Menus were simply numbered segments
  • meaningful items would have longer learning times
  • Participants saw running scores
  • lose points for wrong selection

27
Experiment Design
  • One between-subjects factor
  • Menu Type
  • Three levels E, H, or M
  • Two within-subjects factors
  • Device Type
  • Three levels M, T, or S
  • Number of Menu Items
  • Six levels 4, 5, 7, 8, 11, 12
  • How should we arrange these?

28
Experiment Design
E
H
M
Between subjects design
How to arrange the devices?
12
12
12
29
Experiment Design
E
H
M
A Latin Square
M
T
S
T
S
M
No row or column share labels
S
M
T
12
12
12
30
Experiment Design
Block by size then randomize the blocks.
E
H
M
How to arrange the menu sizes?
M
T
S
T
S
M
S
M
T
31
Experiment Design
Block by size then randomize the blocks.
E
H
M
M
T
S
T
S
M
S
M
T
(Note the order of each set of blocks will
differ for each participant in each square)
32
Experiment Design
E
H
M
40 trials per block
M
T
S
T
S
M
S
M
T
(Note these blocks will look different for each
participant.)
33
Experiment Overall Results
So exposing menus is faster or is it? Lets
factor things out more.
34
A Learning Effect
When we graph over the number of trials, we
find a difference between exposed and hidden
menus. This suggests that participants may
eventually become faster using marking menus (was
hypothesized). A later study verified this.
35
Factoring to Expose Interactions
  • Increasing menu size increases selection time and
    number of errors (was hypothesized).
  • No differences across menu groups in terms of
    response time.
  • That is, until we factor by menu size AND group
  • Then we see that menu size has effects on hidden
    groups not seen on exposed group
  • This was hypothesized (12 easier than 11)

36
Factoring to Expose Interactions
  • Stylus and mouse outperformed trackball
    (hypothesized)
  • Stylus and mouse the same (not hypothesized)
  • Initially, effect of input device did not
    interact with menu type
  • this is when comparing globally
  • BUT ...
  • More detailed analysis
  • Compare both by menu type and device type
  • Stylus significantly faster with Marking group
  • Trackball significantly slower with Exposed group
  • Not hypothesized!

37
Average response time and errors as a function of
device, menu size, and menu type.
Potential explanations Markings provide
feedback for when stylus is pressed properly. Ink
trail is consistent with the metaphor of using a
pen.
38
Experiment Design
How can we tell if order in which the device
appears has an effect on the final outcome?
Some evidence There is no significant difference
among devices in the Hidden group. Trackball was
slowest and most error prone in all three
cases. Still, there may be some hidden
interactions, but unlikely to be strong given the
previous graph.
39
Statistical Tests
  • Need to test for statistical significance
  • This is a big area
  • Assuming a normal distribution
  • Students t-test to compare two variables
  • ANOVA to compare more than two variables

40
Analyzing the Numbers
  • Example trying to get task time lt30 min.
  • test gives 20, 15, 40, 90, 10, 5
  • mean (average) 30
  • median (middle) 17.5
  • looks good!
  • wrong answer, not certain of anything
  • Factors contributing to our uncertainty
  • small number of test users (n 6)
  • results are very variable (standard deviation
    32)
  • std. dev. measures dispersal from the mean

41
Analyzing the Numbers (cont.)
  • This is what statistics are for
  • Crank through the procedures and you find
  • 95 certain that typical value is between 5 55
  • Usability test data is quite variable
  • need lots to get good estimates of typical values
  • 4 times as many tests will only narrow range by
    2x

42
Followup Work
  • Hierarchical Markup Menu study

43
Followup Work
  • Results of use of marking menus over an extended
    period of time
  • two person extended study
  • participants became much faster using gestures
    without viewing the menus

44
Followup Work
  • Results of use of marking menus over an extended
    period of time
  • participants temporarily returned to novice
    mode when they had been away from the system for
    a while

45
Summary
  • Formal studies can reveal detailed information
    but take extensive time/effort
  • Human participants entail special requirements
  • Experiment design involves
  • Factors, levels, participants, tasks, hypotheses
  • Important to consider which factors are likely to
    have real effects on the results, and isolate
    these
  • Analysis
  • Often need to involve a statistician to do it
    right
  • Need to determine statistical significance
  • Important to make plots and explore the data

46
References
  • Kurtenbach, Sellen, and Buxton, Some
    Articulartory and Cognitive Aspects of Marking
    Menus, Graphics Interface 94,
    http//reality.sgi.com/gordo_tor/papers
  • Kurtenbach and Buxton, User Learning and
    Performance with Marking Menus, Graphics
    Interface 94, http//reality.sgi.com/gordo_tor/pa
    pers
  • Jain, The art of computer systems performance
    analysis, Wiley, 1991
  • http//www.statsoft.com/textbook/stanman.html
  • Gonick and Smith, The Cartoon Guide to
    Statistics, HarperPerennial, 1993
  • Dix et al. textbook
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