copyright 2006 john wiley & sons, inc chapters 6 & 7: affective engineering & evaluation...
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Copyright 2006 John Wiley & Sons, Inc
Chapters 6 & 7: Affective Engineering & Evaluation
HCI: Developing Effective Organizational Information Systems
Dov Te’eni
Jane Carey
Ping Zhang
Copyright 2006 John Wiley & Sons, Inc
Learning Objective
Explain the importance of affect and how it can be engineered.
Copyright 2006 John Wiley & Sons, Inc
Affect includes …
Perceived enjoyment is the extent to which fun can be derived from using the system as such.
Computer anxiety is emotions about the implications of using a computer such as the loss of important data or other important errors.
Copyright 2006 John Wiley & Sons, Inc
Cognition and Affect
Cognition interprets and makes sense of the world.
Affect evaluates and judges, modulating the operating parameters of cognition and providing warning of possible dangers.
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Learning objective
Describe the main elements and mechanisms of affect.
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What is affect?
Affect is a general term for a set of psychological processes and states including emotions, moods, affective impressions and attitudes. The new psychological basis of HCI that balances and
integrates affective and cognitive aspects view is rapidly gaining popularity.
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Affect and Design
Affective qualities beauty, overview, title, shape, structure, texture, menu,
main images, and color (Zhang and Li, 2004). bright, tense, strong, static, deluxe, popular,
adorable, colourful simple, classical, futuristic, mystic, and hopeful (Kim, Lee, and Choi, 2003).
Lavie and Tractinsky (2004) identified two dimensions in users’ perceptions: ‘‘classical aesthetics’’ and ‘‘expressive aesthetics’’. classical aesthetics dimension pertains to
aesthetic notions that emphasize orderly and clear design.
expressive aesthetics dimension is manifested by the designers’ creativity and originality and by the ability to break design conventions.
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A. Classical
Figure 6.3 Affective impressions in homepages. Adapted from (Kim, Lee and Choi, 2003)
B. Futuristic
The relationship between HCI design factors, affective qualities and emotions
Design factors
Diverse media
Graphic/text
Resolution
Speed, Metaphors
Texture, Shape
Color
Affective qualities
Interactivity
Vividness
Beauty
Structure
Affective impressions
Bright Adorable
Tense Colorful
Mystic Hopeful
Core affect
Elated/Happy
Sad/Gloomy
ProbablyDesign factors
Diverse media
Graphic/text
Resolution
Speed, Metaphors
Texture, Shape
Color
Affective qualities
Interactivity
Vividness
Beauty
Structure
Affective impressions
Bright Adorable
Tense Colorful
Mystic Hopeful
Design factors
Diverse media
Graphic/text
Resolution
Speed, Metaphors
Texture, Shape
Color
Affective qualities
Interactivity
Vividness
Beauty
Structure
Affective impressions
Bright Adorable
Tense Colorful
Mystic Hopeful
Core affect
Elated/Happy
Sad/Gloomy
Probably
Figure 6.4 Design impacts emotions – examples design factors, affective qualities, impressions and affect in web-based design. These lists are tentative and partial.
Copyright 2006 John Wiley & Sons, Inc
Effects of emotions on cognition
Table 6.1: Effects of emotions on cognition (adapted from Hudlicka, 2003)
Anxiety and attention: Anxiety limits attention, predisposing attention to source of danger
Affect and memory: Mood biases memory recall (positive mood induces recall of positive information)
Obsessiveness and performance: Obsessiveness delays decision making, reduces recall of recent events, reduces confidence in ability to distinguish between real and imagined events.
Affect and judgment: Negative mood decreases and positive increases perception of self control, anxiety predisposes towards interpretation of ambiguous stimuli as threatening.
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Learning Objective
Explain the Technology Acceptance Model and the perceptions of usefulness, ease of use, and enjoyment.
Copyright 2006 John Wiley & Sons, Inc
Technology Acceptance Model
The Technology Acceptance Model (Davis, 1989) is one of the leading models in IS to explain attitudes towards using a system.
Perceived usefulness
Perceived ease of use
Attitude toward using system
Behavioral intention to use
Actual useExternal variables
Perceived usefulness
Perceived ease of use
Attitude toward using system
Behavioral intention to use
Actual useExternal variables
Figure 6.6: The Technology Acceptance Model (TAM) adapted from Davis 1989 - ‘attitude’ was excluded from the model’s application.
Copyright 2006 John Wiley & Sons, Inc
Learning Objectives
Explain attitudes and their place in HCI, including satisfaction and computer anxiety.
Explain the concept of flow.
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Attitudes Attitude represents a summary evaluation
of an object. An attitude towards an object, such as a
computer system, “represents a summary evaluation of a psychological object captured in such attribute dimensions as good-bad, harmful-beneficial, pleasant-unpleasant and likable-dislikeable” (Ajzen, 2001, p. 27).
Attitudes are influenced by cognition (beliefs about the object) as well as affect (emotions towards the object) and result in a tendency to behave in a certain way towards the object (i.e., an intention to act).
Attitudes towards computers are influenced by individual characteristics such as personality and background.
Table 6.2 Attitudes of Interest
Computer self-efficacy (CSE)
People’s belief about their capabilities to use computers in diverse situations (if high, positive evals of system)
Flow Holistic sensation that people feel when they act with total involvement
Perceived usefulness
People’s belief that using the system will enhance their performance
Perceived ease of use
People’s belief that using a particular system would be free of effort
Computer anxiety Anxiety about the implications of using a computer such as the loss of important data or other important mistakes
Perceived enjoyment
The extent to which fun can be derived from using the system as such.
Satisfaction The fulfillment of positive expectations of using a computer
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Flow and Playfulness
Flow represents the user's perception of the medium as playful and engaging.
Characterized by Csikzentmihalyi (1975) theory of engagement with something noted in intense interactive experiences characterized by time dilatation,
hyperfocusing, sense of control over environment, shutting out of stimuli
intrinsic experience measurable - Trevino and Webster (1992)
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Design and Flow
HCI design should be untaken with the above dimensions of flow in mind.
Interfaces should afford users with a perceived sense of control.
The interface must also disappear into the background in order to give the user the perceived sense of interaction focus.
Copyright 2006 John Wiley & Sons, Inc
Satisfaction
Satisfaction is a positive affect resulting from the evaluation of the use of the computer system. users have certain expectations, they then
confirm (or disconfirm) these expectations and, as a result, form a feeling of satisfaction (Bhattacherjee, 2001).
Copyright 2006 John Wiley & Sons, Inc
Chapter 7 - Evaluation
HCI: Developing Effective Organizational Information Systems
Dov Te’eniJane CareyPing Zhang
Copyright 2006 John Wiley & Sons, Inc
Learning Objectives
Explain what evaluation is and why it is important.
Understand the different types of HCI concerns and their rationales.
Understand the relationships of HCI concerns with various evaluations.
Understand usability, usability engineering, and universal usability.
Copyright 2006 John Wiley & Sons, Inc
Learning Objectives
Understand different evaluation methods and techniques.
Select appropriate evaluation methods for a particular evaluation need.
Carry out effective and efficient evaluations. Critique reports of studies done by others. Understand the reasons for setting up
industry standards.
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EvaluationMetrics
Dialogue Design
Metaphor Design
Analysis
Design
HC
I Principle
s & G
uidelines
Implementation
FormativeEvaluation
SummativeEvaluationCoding
User Needs TestRequirements Determination
Project Selection Project PlanningProject Selection& Planning
Alternative Selection
Media Design
Presentation Design
FormativeEvaluation
FormativeEvaluation
Interface Specification
Task Analysis
User Analysis
Context Analysis
Evaluation
the determination of the significance, worth, condition, or value by careful appraisal and study.
What to evaluate?
HCI Concern
Description Sample Measure Items
Physical System fits our physical strengths and limitations and does not cause harm to our health
LegibleAudibleSafe to use
Cognitive System fits our cognitive strengths and limitations and functions as the cognitive extension of our brain
Fewer errors and easy recoveryEasy to useEasy to remember how to useEasy to learn
Affective System satisfies our aesthetic and affective needs and is attractive for its own sake
Aesthetically pleasing EngagingTrustworthySatisfyingEnjoyableEntertaining and/or Fun
Usefulness Using the system would provide rewarding consequences
Support individual’s tasksCan do some tasks that would not be possible without the systemExtend one’s capability Rewarding
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When to evaluate
Formative Evaluation: conducted during the development of a product in order to form or influence design decisions.
Summative Evaluation: conducted after the product is finished to ensure that it posses certain quality, meets certain standards or satisfies certain requirements set by the sponsors or other agencies.
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When to evaluate
Use and Impact Evaluation: conducted during the actual use of the product by real users in real context.
Longitudinal Evaluation: involving the repeated observation or examination of a set of subjects over time with respect to one or more evaluation variables.
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Issues in Evaluation
Evaluation Plan Stage of design (early, middle, late) Novelty of product (well defined versus exploratory) Number of expected users Criticality of the interface (e.g., life-critical medical
system versus museum-exhibit support) Costs of product and finances allocated for test Time available Experience of the design and evaluation team
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Usability and Usability Engineering
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
Collect data and analyze throughout design and development process qualitative & quantitative reliability – same results over and over
Cronbach alpha > .7 0r .8 validity – testing what it is supposed to test
content experts
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Usability Engineering Methods
Field strategies
(Settings under conditions as natural as possible)
Respondent strategies
(Settings are muted or made moot)
Field studies
Ethnography and interaction analysis
Contextual inquiry
Judgment studies
Usability inspection methods (e.g. heuristic evaluation)
Field experiments
Beta testing of products
Studies of technological change
Sample surveys
Questionnaires Interviews
Experimental strategies
(Settings concocted for research purposes)
Theoretical strategies
(No observation of behavior required)
Experimental stimulations
Usability testing
Usability engineering
Formal theory
Design theory (e.g. Norman’s 7 stages)
Behavioral theory (e.g. color vision)
Laboratory ExperimentsControlled Experiments
Computer SimulationHuman Information Processing Theory
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Heuristics
Heuristics: higher level design principles when used in practice to guide designs. Heuristics are also called rules-of-thumb. experts applying heuristics lots of them out there
see handout Usability Heuristics
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Cognitive Walkthrough
The following steps are involved in cognitive walkthroughs: designer and expert evaluators walk through the
app, pretending they are typical users (according to documented characteristics)
walk through identified key tasks identify problems make fixes
may also use Guidelines for this
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Inspection with Conceptual Frameworks such as the TSSL model Another structured analytical evaluation method is to
use conceptual frameworks as bases for evaluation and inspection. One such framework is the TSSL model we have introduced earlier in the book.
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TSSL Levels
The task level pertains to the information requirements that have to be met (goals).
The semantic level pertains to the set of objects and operations through which the computer becomes meaningful to the user (implementation-independent words – objects and actions - what can be done). Relates user world to software world.
The syntactic level dictates the rules of combining the semantic objects and operations into correct instructions (rules of how to use objects and actions correctly – grammar – how to do something).
The lexical level describes the way specific computer devices are used to implement the syntactic level, e.g., move a mouse pointer to the document label and click twice to open it (specific way to do something on specific system).
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Task
Change password simple mental model:
Username
New Password (perhaps twice)
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Preferences Dialog Box – good?
Title Area
Tree menu
Task level – need user name, new pw
Semantics of the task – menus, navigate tree on left, menu sections (headings)
Syntactic – preferences dialog box org’d well – readstop to bottom, left to right, consistent fonts, right side changes with left choice, orienting title at top – walk through task
Lexical Components – tree menu (with labels), optionbox, text boxes, commandbuttons, check boxes, drop-down lists
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Preferences Dialog Box – bad?
Tabbed Drop-Down Menu
Additional Tabs Navigators
Task level – need user name and new pw
Semantics of the task – tabs, menus (drop-down), etc.
Syntactic – have to search through tabs (a lot) to find Restrictions(?), then pick Password Restrictions, Change Password, OKnavigate right to left looking through tabs and then on dialog box.
Lexical Components – tabs and tab drop-down menus, optionbox, text boxes, commandbuttons, check boxes, drop-down lists
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Empirical Methods
Surveys and Questionnaires Used to collect information from a large group of
respondents. Interviews (including focus groups)
Used to collect information from a small key set of respondents.
Experiments Used to determine the best design features from many
options. Field studies
Results are more generalizable since they occur in real settings.
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Norman Ch 3 - 4
What factors allow humans to function even though we have limited memory capacity? knowledge in the world great precision of behavior not required natural constraints of world cultural constraints
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Norman Ch 3 - 4
What are some examples of good affordances? bad affordances?
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Norman Ch 3 - 4
knowing what to do is a function of what? constraints (logical, cultural, semantic,
physical) – limits the number of possibilities