Methods that need
no users present.
Inspection methods use knowledge codified in heuristics, or models that predict users' performance. An expert role-plays the users the product was designed for and identifies potential usability problems using a set of guidelines.
LEARNING OUTCOMES
- Describe the key concepts associated with inspection methods.
- Explain how to carry out a heuristic evaluation.
- Explain how to carry out cognitive and pluralistic walkthroughs.
- Turn design guidelines and golden rules into heuristics.
- Describe A/B testing and its ethical dilemmas.
Experts instead of users
Inspection methods typically involve an expert role-playing the users for whom the product is designed, and identifying any potential usability problems by using a set of guidelines. Users are not required to be present.
- Experts use their knowledge of users and technology to review software usability.
- Expert critiques can be formal or informal.
- They can be used at any stage of a design, and can complement user testing.
- Heuristic evaluation is a review guided by a set of heuristics.
- Walkthroughs involve stepping through a pre-planned scenario, noting potential problems.
Inspections can be used to evaluate requirements, mockups, functional prototypes, or systems. That breadth is the reason they can be used at any stage - there is nothing they need that only a finished product provides.
Nielsen's method, and the revised heuristics
A usability inspection method developed by Jakob Nielsen in the early 1990s, derived empirically from an analysis of 249 usability problems. The heuristics have since been revised for current technology by Nielsen and others - for mobile devices, wearables, virtual worlds and more.
| # | Revised heuristic (2014) | The one-line requirement |
|---|---|---|
| 1 | Visibility of system status | The system should always keep users informed about what is going on. |
| 2 | Match between system and real world | Follow real-world conventions, making information appear in natural and logical order. |
| 3 | User control and freedom | Support undo and redo. |
| 4 | Consistency and standards | Follow platform conventions. |
| 5 | Error prevention | Present users with a confirmation option before they commit to the action. |
| 6 | Recognition rather than recall | Minimize memory load by making objects, actions and options visible. |
| 7 | Flexibility and efficiency of use | Cater to both inexperienced and experienced users. |
| 8 | Aesthetic and minimalist design | Avoid information that is irrelevant. |
| 9 | Help users recognize, diagnose and recover from errors | Error messages should precisely indicate the problem. |
| 10 | Help and documentation | It may be necessary to provide help and documentation. |
- Briefing sessionTell the experts what to do.
- Evaluation period of 1-2 hoursEach expert works separately. One pass to get a feel for the product; a second pass to focus on specific features.
- Debriefing sessionExperts work together to prioritize the problems.
Budd (2007): heuristics for websites
A narrower set focused on key criteria: clarity; minimize unnecessary complexity and cognitive load; provide users with context; and promote a positive and pleasurable user experience.
Turning guidelines into heuristics (Granollers, 2018)
Ask questions such as: "Does the application include a visible title page, section or site? Does the user always know where they are located? Does the user always know what the system or application is doing? Are the links clearly defined? Can all actions be visualized directly (i.e., no other actions are required)?" Design guidelines and golden rules can be converted into heuristics this way.
| Advantages | Problems |
|---|---|
| Few ethical and practical issues to consider, because users are not involved. | It can be difficult and expensive to find experts. |
| Can be used at any stage and complements user testing. | It requires knowledge and experience to apply heuristics. |
| The best experts have knowledge of the application domain and the users. | Trained usability experts are sometimes hard to find and can be expensive. |
| You should use multiple experts and aggregate their results. |
The deck's chart on evaluators versus problems found is the reason for the last row: one expert finds only a fraction of the problems, so multiple experts must be used and their results aggregated. That, plus the fact that user testing and heuristic evaluation may reveal different usability problems, is why inspections complement rather than replace testing.
The three stages are brief → alone → together. Experts work separately during evaluation so they do not anchor on each other, and together at debriefing so the problems get prioritised. Getting that alone/together split the wrong way round is the classic mistake.
Focused on ease of learning
A cognitive walkthrough focuses on ease of learning. The designer presents an aspect of the design and usage scenarios; the expert is told the assumptions about the user population, the context of use and the task details.
- The designer presents the design and scenariosAlong with the assumptions about users, context and tasks.
- One or more experts walk through the design prototype with the scenarioStep by step, in role.
- Experts are guided by 3 questionsAsked at every step.
- Experts note problems as they work throughThe output is the list of noted problems.
The three questions
1. Will the correct action be sufficiently evident to the user? 2. Will the user notice that the correct action is available? 3. Will the user associate and interpret the response from the action correctly?
Pluralistic walkthrough
A variation on the cognitive walkthrough theme, performed by a carefully managed team. The panel of experts begins by working separately, then there is a managed discussion leading to agreed decisions. The approach lends itself well to participatory design.
The three questions map onto the gulfs: questions 1 and 2 are the gulf of execution (can they see what to do, and see that it is available?), question 3 is the gulf of evaluation (can they read what happened?). Two out, one back.
Walkthroughs are focused, so they are suitable for evaluating small parts of a product. Do not propose one to evaluate an entire system.
A large-scale experiment
A/B testing offers another way to evaluate a website or an application running on a mobile device, and is often used for evaluating design changes in social media applications.
- It is a large-scale experiment.
- It compares how two groups of users perform on two versions of a design.
- It can involve thousands of users.
- It may create ethical dilemmas if users don't know they are part of the test.
- Care is needed to ensure that other issues are not affecting users' behaviour.
A/B testing appeared in Lecture 5 as an online method for informing the choice between alternatives, where setting appropriate metrics and choosing user group sets was called nontrivial. Here it returns as a form of large-scale experiment - the same technique seen from the evaluation side rather than the design-choice side.
The dilemma is consent. Every other method in this course obtains informed consent, which tells participants why the study is happening, what they will do and what their rights are. A/B test participants typically know none of that, which is exactly why the deck flags it.
What this deck wants you to walk away with
Five statements, all directly examinable.
- Inspections can be used to evaluate requirements, mockups, functional prototypes, or systems.
- User testing and heuristic evaluation may reveal different usability problems.
- Design guidelines can be used to develop heuristics.
- Walkthroughs are focused, so they are suitable for evaluating small parts of a product.
- A/B testing is a form of large-scale experiment.
After the heuristic-evaluation activity the slides ask two questions worth having an answer for: do the heuristics help you focus on a website more intently than you would without them, and - if the activity was done on a smartphone - were all the heuristics relevant and useful? The expected observation is that heuristics act as a structured attention device, and that some general heuristics fit small-screen contexts poorly, which is precisely why the set has been revised for mobile devices, wearables and virtual worlds.
Mistakes students usually make
Each claim below is the wrong answer; the line beneath it is the correction, in the wording this course marks against.
Shortest correct answers
The night-before table: every term in this lecture with the smallest answer that still earns the mark.
| Concept | Shortest correct answer |
|---|---|
| Inspection methods | An expert role-plays the users and identifies potential usability problems using a set of guidelines; no users present. |
| What inspections evaluate | Requirements, mockups, functional prototypes, or systems - at any stage. |
| Heuristic evaluation | A usability inspection developed by Nielsen in the early 1990s, derived empirically from an analysis of 249 usability problems. |
| Three stages | Briefing session; 1-2 hour evaluation with experts working separately (one pass for feel, one for features); debriefing to prioritize problems together. |
| Advantages | Few ethical and practical issues because users are not involved; usable at any stage; complements user testing. |
| Problems | Experts are difficult and expensive to find; applying heuristics requires knowledge and experience; multiple experts must be used and results aggregated. |
| Budd (2007) web heuristics | Clarity; minimize unnecessary complexity and cognitive load; provide users with context; promote a positive and pleasurable user experience. |
| Cognitive walkthrough | An inspection focused on ease of learning, stepping through a design prototype with a usage scenario. |
| The 3 questions | Will the correct action be sufficiently evident? Will the user notice it is available? Will the user associate and interpret the response correctly? |
| Pluralistic walkthrough | A managed team variation: experts begin separately, then a managed discussion leads to agreed decisions; suits participatory design. |
| Walkthrough scope | Focused, so suitable for evaluating small parts of a product. |
| A/B testing | A large-scale experiment comparing how two groups perform on two versions of a design; can involve thousands of users. |
| A/B ethics | May create dilemmas if users do not know they are part of the test. |
Exam-style application
Write your own answer first, then open the model answer. These are the longer-form questions this material generates.
Plan a heuristic evaluation of a mobile banking app, specifying the process, the heuristics and the staffing.
Run a cognitive walkthrough, in writing, over a single step: a user must change their delivery address before checkout.
A product manager wants to skip user testing because two experts already ran a heuristic evaluation. Respond.
Check yourself
6 questions. Every option is explained after submitting, including why the wrong ones are wrong.