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Lecture 2:
A Brief History
Lecture 1:
Concept of Usability Engineering
- an overview
Usability does not happen by it self. It has to be “engineered” into the product.
Capabilities
Usability is related to Human performance Limits
Consequences
Intuitiveness
Maximum success for first-time users, with
minimum training, explanation or thought
Efficiency
Maximum success for long-term users, with
minimum time, mental load, physical effort
Usability is conceptualised into the product by DESIGN
Usability has three
major components in
Design Appearance Technology
Visual Quality Build Quality
DESIGN
Interaction
Use Quality
Some definitions ………….
Design Stages
Task Information produced
5 Es
Effective to use - Functional
Efficient to use - Efficient
Error free in use - Safe
Easy to use - Friendly
Enjoyable in use - Pleasurable Experience
Programmer
Implementation Developer Interface Designer
IT Engg
Marketer
System specification
Test Prototypes
Analyze data
Refine design
Evaluate design
Design Engineering
UE ={UX + UI + ID + HCI }
Creative Design Computer Science
Cognitive Science
UX = User Experience
UI = User Interface
ID = Interaction design
HCI= Human Computer Interaction
UE = Usability Engineering
• Empirical evaluation:
– By building and testing a prototype.
– Formal usability testing tests a
component of the design under
controlled conditions - actual users.
– Formal usability testing requires a
usability laboratory.
Cost-justifying usability
$1 spent on usability = $10 saved (Nielsen, 1993).
Rs. 50 spent saves Rs 500 worth of trouble shooting due to poor design
Ignoring UE …………….
Frustrated users Mobile / Tablet / Device
Low productivity companies now are heavily
Poor user interface
design is the cause investing in UE as the value
High costs
Support/Help desk costs adder as well as product
Entering data differentiator.
incorrectly
Deleting data
Loss of market share ,
good will They do not consider ‘cost’ as a
Competitors rush in. constraining factor as far as UE
is concerned.
Evolution of HCI and understanding of Users
Hardware
•User as 'cog’ in the system – (1970's) Previous
•User a source of error (80's), approaches
Software •User a social actor (90's) are insufficient
•User as a consumer now (2000’s)
•Efficiency. Once the user has learned the system, a high level of
productivity should be possible.
•Errors. Users should not make many errors using the system, and if
they do, they should be able to easily recover from them. Catastrophic
errors should not occur.
Engineering / Software
should not dictate usability
Around the world Usability Engineering is becoming a
recognised discipline with established practices and standards.
3. Usability
Engineering by
Jakob Nielsen
(1993)Morgan
Kaufman , Academic
Press London.
Assignment
Usability Evaluation
Conduct a quick Usability evaluation of your mobile phone &
Compare it with the evaluation of your friends phone.
Rating out of 10
Total :
NPTEL Course on
Lecture 2:
HCI and Software Engineering
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
What Happens in Software
Engineering
• In other words,
– Each stage depends on the previous stages but not
vice-versa
Interactive System Design
• In other words,
– Each stage depends on the previous stages. It may
also depend on the next stages (feedback).
Requirements
specification
Architectural
design
Detailed
design
Coding and
unit testing
Integration
and testing
Operation and
maintenance
Why This Difference
• Expert users
– Thoroughly familiar with the task and interface
concepts
• Assumptions
– Result of a good design is a satisfied user
– Process of design is a collaboration between
designers and user.
– Design evolves and adapts to users’ changing
concerns, and the process produces a specification
as an important byproduct
– The user and designer are in constant
communication during the entire process
UCD Drawbacks
• Key stages
– Know the user, propose design, evaluate design by
users, refine design
Identify
need
Analyze
data
Propose
design
Implement
and deploy
Evaluate Develop
Prototype
Life Cycle Stage:
Identify Need
• What is wanted – identify users and their need
Lecture 3:
GUI Design & Aesthetics
FUNCTIONAL:
Useable - Easy to operate ; locate what is required & where it is required
on the screen; and do what is expected of it – without need for learning or
training
AESTHETIC:
Pleasing to the eye ; Highest Visual Quality; Identifiable; Distinct ;
Recognizable, Recallable
COMMUNICABLE:
Express what it represents; how it is to be operated; Unambiguous;
Meaningful; Culturally & Contextually compatible
In GUI Design Aesthetics is about
Sensory + Empirical + Taste + Judgment
The Philosophical argument of aesthetics shown below is
incorporated into Interfaces through Graphic designing
Appearance 2
Technology
Visual Quality Appearance Build Quality
Visual Quality
DESIGN
3
Interaction
Use Quality 1
= Total UI Experience
35
Role of Aesthetics –
often misunderstood & underestimated
ELEMENTS
Line, Shape, Space, Color, Form, Texture, Light
PRINCIPLES
Balance, Emphasis, Rhythm, Unity, Contrast,
Movement
Principles of design in Visuals
Design is composed of manipulating the physical
characteristics of size, shape, texture, proportion,
scale, mass and color.
An orderly arrangement of
Composition elements using the principles of
design
Principles of Design
Grammar of the visual language.
Rules for composing with the elements
Contrast
• Differences and Diversities.
• Highlighting similarities
Hue: refers to the names of the primary colours. (red, green and blue).
Value: lightness and darkness of the hue –
Shade: amount of white or black added.
Intensity: the purity or saturation of the colour
Monochromatic : use of one colour where only the value of the colour changes
Analogous colours: colours that are adjacent to each other on the colour wheel,
e.g. yellow and green are analogous.
Limitations of Technology
The Visible spectrum consists of
billions of colours, a computer
monitor can display millions, a high
quality printer is only capable of
producing thousands, and older
computer systems may be limited to
216 cross-platform colours.
The Psychology of Colours
A set of
colours are
carefully
decided upon
by a designer
which form a ‘
theme’ .
Cluster 1
Grid lines
Cluster 2
No colour contrast.
Too many data fields Icon to depict ‘
undistinguishable. security’ has two
Use of same colour humans . Not
(orange) to for two representational &
different tasks. meaningful.
The system is not cluttered with excessive use of icons and buttons.
Tabs are used to separate different functionalities. A simple
rectangle composition arrangement is used to model information.
HCI-Designers besides
being Engineers are
Artists in the sense that
they have to become
sensitive to the visual
language and master
the use of visual
elements in accordance Too much of order. Rhythmic spacing.
Different shapes create
to Principles Not Interesting
interesting lay out.
Graphic Design Case Study 3
A case study of a
Visual balance, Hierarchy
website’s visual quality
The principles of
Cognitive Science –
Gestalt laws govern
aesthetics.
Aesthetics
Ordered Grid -
Rows and Columns
Good composition –
Position with respect to area
Visual Balance –
Symmetry / Asymmetry
Low visual noise –
No clutter or crowding The U I -interface of a product is not a canvas for
Color & Graphics – art nor a surface for advertising.
Simple plain light reflective /absorbing colors
with no fancy labels.
• Aesthetics is a specilised
discipline.
• It has as much science &
technology in it as much as Art.
• It is qualitative as well as
quantitative judgment.
From any computer or mobile screen pick one GUI which you do
not like & one more GUI which you like.
Sketch as many alternatives as you can visualise for the two icons that
depict activity progress happening in the background .
You can also ask them to point out one visual element from your design
that if changed will improve your design.
?
NPTEL Course on
Lecture 4:
Prototyping
– Task design
– Screen layout
– A cardboard mock-up
• Purpose
– Brainstorm competing designs
Once a stroller is
selected by the customer,
its tag is scanned with a
hand-held scanner. The
details of the stroller is
displayed on the
interface if the scanning
is successful. Also, the
option buttons become
active after a successful
scan.
Low Fidelity Prototypes:
Storyboarding
– More engaging for end users as the user can get better
feeling of the system
Wall
This is what the user sees: a
Hello world screen, a microphone and the
“computer” in front of a
opaque wall.
Computer
The Wizard of Oz Technique
This is what happens behind the wall. A typist (the wizard) listen to the
utterance of the user, types it, which is then displayed on the user’s screen.
The user thinks the computer is doing everything, since the existence of
the wizard is unknown to him.
Hello
world
Hello world
Computer
The Wizard of Oz Technique
Lecture 1:
Introduction
– Highly iterative
Objective
• The iterative life cycle is time consuming and
also requires money (for coding and testing)
Lecture 2:
Keystroke Level Model - I
– Mental operator
Lecture 3:
Keystroke Level Model - II
Description Operator
Move hand to mouse H
Point mouse to the location of the erroneous character P
Place cursor at the pointed location with mouse click BB
Building KLM for the Task
Description Operator
Return to keyboard H
Press the “Del” key K
Building KLM for the Task
Description Operator
Press the correct K
character key
Building KLM for the Task
Lecture 4:
(CMN)GOMS
Lecture 5:
Individual Models of Human Factors - I
20 mm
Current
hand
position 10 mm
ID - Example
Here D = 20 mm, W = 10 mm
Thus, ID = log2(20/10+1)
= log2(2+1)
= log23 = 1.57 bits
Throughput
The 6 tasks
Throughput = 2.57 bits/s
with varying
difficulty
levels
Throughput – Design Implication
Lecture 6:
Individual Models of Human Factors - II
TP = ID/MT
• In the example,
– The “light on” is the stimulus
– We are interested to know the operator’s
“reaction time” in the presence of the stimulus
– The operator has to decide among the 10 buttons
(these buttons represent the set of choices)
• The Hick-Hyman law can be used to predict
the reaction times in such situations
The Law
• Therefore,
T= k ∑ p log
i =1
i 2 (1 / pi )
– Thus, T = k log210
= 0.66 ms (assuming a = 0, b = 0.2)
NPTEL Course on
Lecture 7:
A Case Study on Model-Based Design - I
– Calculate H(P)
Cross-Entropy Based Similarity
Measure
• Take random samples of texts from the corpus
and determine the unigram character distribution
of the sample text, which is M
Lecture 8:
A Case Study on Model-Based Design -
II
RT= a + b log 2 N
– Compare
Using the FD Model
• Otherwise
– Perform design space exploration – search for a
good design in the design space using algorithm
• k is a coefficient
• T is “temperature”
• Initial design: a “good” layout stretched
over a “large” space
Metropolis Algorithm
An example VK
layout, called the
Metropolis layout, is
shown, which was
designed using the
Metropolis algorithm
Some VK Layouts with
Performance
• QWERTY
– 28 WPM (novice)
– 45.7 WPM (expert)
Some VK Layouts with
Performance
• QWERTY
– 28 WPM (novice)
– 45.7 WPM (expert)
• FITALY
– 36 WPM (novice)
– 58.8 WPM (expert)
Some VK Layouts with
Performance
• QWERTY
– 28 WPM (novice)
– 45.7 WPM (expert)
• FITALY
– 36 WPM (novice)
– 58.8 WPM (expert)
• OPTI II
– 38 WPM (novice)
– 62 WPM (expert)
Some VK Layouts with
Performance
• Performance of the
ATOMIK layout
– 41.2 WPM (novice)
– 67.2 WPM (expert)
Some VK Layouts with
Performance
Guidelines in HCI
Lecture 1:
Eight Golden Rules of User Interface
Design stated by Ben Shneiderman.
The terms
‘Guidelines’ and
‘principles’ rather
than precise’ laws
& rules’ are used in
Design.
Ben Shneiderman
formulated eight
such guidelines
that can be used in
Interface designing.
Introduction
* Bend Shneiderman founded the HCI Lab at the University of Maryland , USA.
He is known for Nassi-Shnerderman diagrams used in the field of Software
Engineering.
• There is ample empirical evidence published in HCI literature
which collaborates and consolidates the applicability of the
eight guide lines.
Continued……..
Consistency can be achieved through graphical elements
such as fonts, colour, shape, position being consistently
same in all menus & screens, across, categories for a
particular software.
For example: If the ON button is on the right in the first screen and
moves towards middle in the second screen then positional
inconsistency is said to have occurred - however small the
displacement is.
ON
x
GUI designers use a simple technique to maintain consistency of control
elements in successive screen.
Consistency….. continued
Ex: A message at the end of a sequence of events gives a feed back &
closure of sending a SMS.
Continued…….
Example 2: Un closed dialogue
Press ON button
Look at the green lamp.
If green glows press next push button - yellow lamp will glow
Push 3rd button and continue till green lamp stops glowing.
End of task……………..Notice the yellow lamp
feed back dialogue
An Example of a closed dialogue: above being not
closed ?
Press ON button What happens to
. yellow lamp ? Did it
Look at the green lamp.
stop glowing? or why
If green glows press 2nd push button it continues glowing
. and yellow lamp will glow. when the task is over ?
1. Strive for Consistency Care not load the cognitive short term memory of
2. Cater to Universal Usability
3. Offer Informative feedback the user by expecting user to remember several
4. Design Dialogs to yield closure
5. Prevent Errors
sequences , actions and their consequences at a
6. Permit easy reversal of actions time. Means loading their short term memory
7. Support internal locus of control
8. Reduce short term memory while interacting.
load
*G.A. Miller; The Magical number seven, plus or minus two: some limits on our capacity to
process information. Psychplogical review, 63(2):81-97, 1956.
Each of these Shneiderman’s rules were examined with the examples
Present your findings in terms of number of violations per rule for the
chosen software.
References:
Lecture 2:
Norman’s seven principles
Donald Norman is a
Researcher, Psychologists &
Designer well known for his
book titled: The Psychology of
Later he formulated a model to
Everyday things. understand & integrate a user into the
Interface design cycle.
•Task Level
•Goal Level
•Semantic level
•Syntax level
•Lexical level
•Physical Level
The User models his/her knowledge in/of the world into his / mental
realm by the process of cognation.
The user’s knowledge model is not necessarily the same as the
knowledge model of the world.
= Visual :
Mapping: the link between what you want to do and what is perceived possible.
Continued…
Discussions on Normans seven principles. 3 of 7. Continued from previous slide….
Example of ‘Visual’:
Windows 8 Interface.
Discussions on Normans seven principles. 4 of 7.
DESIGNER USER
Conceptual model User’s mental model
SYSTEM
Designed model
Designed model
The User’s Mental Model is the model of a system’s working that a user
creates when learning and using a computer. It is not technically accurate.
It may also be not stable over time. User’s mental models keep changing &
evolving as learning continues.
In a way Mental Models are models people have of themselves, others and
environment. It is their inner understanding.
Continued…..
Discussions on Normans seven principles. 4 of 7.
DESIGNER USER
Conceptual model User’s mental model
Starting
SYSTEM point for
Designed model all solution
A good device / system will emerge when the starting point of the design
process is the user- his/her mental model’ (in turn derived through user
research- task analysis, walk –through, Contextual inquiry etc) being the basis
of the system image and its conceptual model.
The Conceptualised solution the Designer had in his/her mind is called the
design model .
The User model (what the user develops in the self to explain the operation of
the system) and the system image (the system’s appearance, operation way it
responds is usually a blend of the users mental model and conceptual model all
rolled into one. (unless the user happens to be an expert)
Ideally, the design model and user model have to be as close as possible for
the systems acceptance. The designer must ensure that the system image is
consistent with and operates according to the proper conceptual model.
Discussions on Normans seven principles. 5 of 7.
This is about how to ensure that the user knows what to do next when
there are more than one possibility or more than one given option.
Physical constraints :
Based on shape , size, area (example mouse over area demarcation)
Continued….
Discussions on Normans seven principles. 5 of 7.
Ex: Always start from Right & stop on Left lower end in a word
document.
Lecture 3:
Norman’s Model of Interaction
However often one notices that designers often use the word
‘INTERACTION’ rather carelessly .
Untrained Designers often tend to confuse ‘Interaction’ with ‘ Reaction’.
In HCI - the feed back loop model of interaction treats a person as closely
coupled with a dynamic system.
In HCI - Interaction is simply stated as two way communication between
USER SYSTEM
(computer /device /object/ cyberspace)
It should however be noted that due to the human complex cognitive system ,
representing interaction between a person and a dynamic system as a simple
feedback loop can only be a good first approximation.
Definitions of some Terms of Interaction
INPUT
SYSTEM
USER
OUT PUT
Norman proposed that actions are performed by the users in cycle such as
Given a need a user sets about achieving the goal of fulfilling the
needs.
EXECUTION EVALUATION
GOALS
Evaluation of Interpretation
Intention to Act
SYSTEM
Understanding Normans Model with Example:
The System image Model is the visible physical part of the computing
system / device.
The Conceptual Model.
The User model (what the user develops in the self to explain the
operation of the system) and the system image (the system’s
appearance, operation way it responds) is usually a blend of the
users mental model and conceptual model all rolled into one.
Interaction Model and device /system Design
A good device / system will emerge when the starting point of the
design process is the user- his/her mental model’ ( in turn
derived through user research- task analysis , walk thoughts
Contextual inquiry etc) being the basis of the system image and
its conceptual model
EVALUATION
EXECUTION
SYSTEM
User
Ideal Mapping= Physical system reacts as
user expects
• Three–dimensional interfaces
• Gestural Interfaces
• Vice operated commands
• Thought (mind) operated commands (Evolving rapidly at Laboratory level)
Conclusions
Interaction models are conceptualisations of the process of
Interaction between
the user and the system.
Lecture 4:
Nielsen's Ten Heuristics
__________________________________________________________________
Usability Engineering
Usability Engineering involves
User Research; Design Research
and Validation of Design through
Construction & User Testing.
In some institutions it is taught as
an independent discipline while in
others it is part of HCI discipline.
Introduction
Heuristics means “rules of thumb”.
Being in control implies that one can choose to stop interacting an time
rather than be forced or trapped by the interface into inaction.
Feeling in the user that he/she is in control at all times must be created.
If the user attempts to gain control and if a message like 404 error occurs
the systems is unfriendly & unhelpful !
Elaboration : This again is to assist the user learn and understand the
dialogue between the user and the machine or understand - where what went
wrong - or aid recall during memory-lapses due to long usage time gaps.
Adequate ‘Help’ support system when the user wants and at the point where
the user wants it - is a good principle of Interface design.
Suggest corrections.
NPTEL Course on
Lecture 5:
How to Conduct a Heuristic Evaluation
Nielsen's ten points aid as a check list for the heuristic evaluator
to audit a interface/application/product.
Only after all evaluations have been completed are the evaluators
allowed to exchange & discuss and have their findings aggregated.
This procedure is important in order to ensure independent and
unbiased evaluations from each evaluator.
Examples of how Heuristics analysis is conducted are presented in the next slides
Case Study 1 GOOGLE MAPS in Goggle Earth
Evaluator: 1 nos. Expert user
Heuristics Used: Nielsen’s Ten Heuristics
It's not just a bunch of maps, it includes multiple layers: roads, terrain,
satellite, street view, traffic etc. It also integrates user ratings and
pictures with locations and businesses in the area.
“However the performance speed and refresh rate depends on the hardware
configuration of this computer in use. Google is very CPU intensive and RAM
dependent.
If the system is slow due to hardware mismatch this fact that the hardware is not
optimum - is not however made visible to the user. “
2. Match between System and Real World
Navigating by panning
and zooming often leads
to being lost . Users often
want to know which
direction they need to pan.
If a user enters an
address that is not in the
maps database, Google
maps will suggest
alternatives to help the
user figure out the
correct address they are
looking for.
3….. 10
NPTEL Course on
Lecture 6:
Contextual inquiry
Users may not want to be seen as stupid and hence may exhibit
extra smartness (mislead). It is well known that when observed
humans do things different from the way when alone.
Methods
In short the method involves:
•Going to the user’s environment
•Observe real work in natural conditions
• Seek clarifications and confirmations through questions.
•Conceive the field observed data into a model.
• Flow Model
• Sequence Model
• Cultural Model
• Artifact Model
• Physical Model
Descriptions follow in next slides
Descriptions of the Models
•Flow Model
Flow model represents the
coordination, communication,
interaction, roles, and responsibilities
of the people in a certain work
practice.
It is based on the logic of flow of This model is mainly use to depict the
information between different entities logic behind the flow of information
making up the system within the
context. Critical
communicati
Task
a on link
Team Lead1 Team Lead 2
is missing
Task Task
b d
Under
Draw the Select
Select a Select the sketch tool
rectangle Extrude
plane sketch tool select line
shape tool
tool
Lecture 7:
Cognitive Walkthrough
Ref: Yourdon .E Structured Walkthroughs (4th edition) Englewood cliffs .NJ Yourdon Press.
CWT Questions: (Wharton et al 1994)
Question
Can the users understand & This will yield what the user is thinking once a task
reach the goal –the very is assigned. Most of the time users do not think or
purpose of the assigned act the way as the interface designer expects or
task ? wants them to
Will users be able to locate Often it is very difficult for the user to find the
the buttons / GUI elements control/element to start . This is even more
for the action they are confusing to the user when there are several or
supposed to perform given multiple possibilities to start the sequence - on the
the task ? GUI.
Does the interface provide Often even if the users are able to locate the right
understandable feed back at GUI control /element can they tell with high degree
every action in the task of confidence that this is the right control for the
sequence ? action they want to perform and that they will
indeed reach the goal. Intermittent feed back
assures users that they are indeed proceeding in
the right direction. Feed back can be in the form of
sound or labels or motion or change in status.
Over view of the actual Walkthrough Processes
Pre-preparation:
Reverse cycle
• The difficulties are mutually discussed with the user. Why a user
acted in particular way and did not act in ways that was expected is
explored.
Make a recording of observations in a Recording Sheet .
Description Did the Did the user Did the user Did the user Did the Comments
of step. user try notice that confidently understand user /
to the correct know that the the Complete Alternative
achieve action choice being feedback the Task suggestion
the end choices are made by after every With s/ solutions
goal or available. him/her is action satisfactio /
did he Yes – the right one n discussion
give up PARTLY-No ? Yes points.
At the YN PARTLY
start No
itself.
A1. YES PARTLY YES YES YES
Activate call
interface.
A2. Press #2 YES YES YES NO PARTLY Was not
( Command paying
attention
to cancel call to sound
forwarding) feed back
as it was
not
expected.
Analysis & Inference Evaluators Rating Sheet
Action in System mismatch question Potential % Mismatch
Sequence Problem & to ideal
Design situation
solution (qualitative
estimation)
Is it clear to the user that system Low clarity of
has taken input sound. Ambient
Noise. Increase 30%
volume
Can the user resume control for YES
A1. Activate the next action
call interface. Are the systems response visible &
interpretable No
Is the end of the system action YES
clear
A2. Press #2 Is it clear to the user that system PARTLY 50%
has taken input
(Command to
cancel call Can the user resume control for NO
the next action
forwarding)
Are the systems response visible & PARTLY
interpretable
Is the end of the system action NO
clear
Summarize the findings:
Conduct a Walkthrough for a new product being designed to train Computer servicing technicians.
Users: College dropouts ( education upto Plus 2 + - 1)
Context: Undergoing training for routine computer maintenance Job : Running Virus Scans in a
Computer service centre.
Level of expertise : Novice. Users knowledge of computers includes starting a computer accessing
files and folders , opening and closing files.
Task:
Schedule a virus scan of System Files for a given
time and date.
List of Actions: As given bellow in sequence.
1. Select target Scan from Virus scan Software
files on computer
2. Select & Open MY Computer
3. Select Windows Folder
4. Select OK
5. Select Schedule
6. Select Enable
7. Determine Time for Scan
8. Set Weekly as Schedule
9. Select Tuesday
10. Select OK to complete task
11. Check if Scan is Scheduled as per settings
NPTEL Course on
Lecture 1:
Introduction to Empirical Research - I
– User studies
Research Question
• Weak question
– Is the new technique better than multi-tap?
• Better
– Is the new technique faster than multi-tap?
• Better still
– Is the new technique faster than multi-tap within one
hour of use?
Testable Research Question
• Even better
– If error rates are kept under 2%, is the new technique
faster than multi-tap within one hour of use?
Narrow Broad
Breadth of Question
Internal validity
External validity
Internal and External Validity
• Nominal Crude
• Ordinal
• Interval
• Ratio Sophisticated
Lecture 2:
Introduction to Empirical Research - II
– User studies
Themes of Empirical Research
• Terms to know
– Participant
– Dependent variable
– Control variable
Terminology
• Terms to know
– Random variable
– Confounding variable
P1 A B C D
P2 B D A C
P3 D C B A
P4 C A D B
Expressing Experiment Design
Lecture 3:
Analysis of Empirical Data
= 43.74
• In the example,
– Which is 3.89
Lecture 4:
Empirical Research Case Study
• Four steps…
1. Observe and describe a phenomenon
2. Formulate an hypothesis to explain it
3. Use the hypothesis to predict or describe
Other
interactions
other phenomena
4. Perform experiment to test hypothesis
• Apparatus
– Describe hardware and software, etc.
The User Study
• Experiment design
– You decided to have a 4 x 4 repeated measures design
– There are two independent variables (factors) with four
levels each
• Feedback modality (with the levels A, C, S, V)
• The participants were asked to enter blocks of text at a time
and four such blocks were there for each participant. So,
“block” is a factor with four levels 1, 2, 3, 4
The User Study
• Experiment design
– You have identified dependent variables (measures)
• Speed of text entry (in “words per minutes”)
• Accuracy of text entry (in “percentage of characters in error”)
• Key selection activity (in “keystrokes per character”)
• Also… responses to “broad” questions
– Order of conditions
• Feedback modality order differed for each participant (using a
Latin square method)
The User Study
Speed (wpm)
Feedback Mode
Block Audio Only Click+Visual Speech+Visual Visual Only mean
1 6.36 6.68 6.56 6.55 6.54
2 6.66 7.37 6.88 7.02 6.98
3 7.02 7.56 7.09 6.90 7.14
4 7.00 7.55 7.14 7.12 7.20
mean 6.76 7.29 6.92 6.90 6.97
8.00
7.50
Entry Speed (wpm)
7.00
Lecture 1:
Basics of Hierarchical Task Analysis (HTA)
Requirements analysis
"A hierarchy is an
Techniques for analysis organization of elements that,
according to prerequisite
• Task decomposition relationships, describes the
path of experiences a learner
(split tasks into subtasks in sequence) must take to achieve any
single behavior that appears
• Knowledge-based techniques higher in the hierarchy .
(what users need to know) (Seels & Glasgow, 1990, p. 94)".
• Interviews INTENTION
& CONTEXT
• Questionnaires
What happens What happens
TASK
before? next?
What subtasks
follow?
Modeling user data for HTA : Tools
• Affinity Diagrams: Similar
data or similar actions are
grouped together into
categories till a pattern
emerges in the form of a
diagram.
• Stick notes or cards are used
to scribble labels. These are
grouped and regrouped till a Group 1
pattern that shows affinity of
different groupings becomes
evident.
The diagram is called as DFD- short for Data Flow Diagram and is a standard
form of depiction used in Information Systems Design in Systems
Engineering.
e
Data Flow Diagram
Purchase Order
Manager for checking stock
and placing orders.
External Entities
1 Stock Clerk
Stock List Stock
P.O. Order Stock List M2
Stock File
d
Processes Data Stores
Supplier Purchase Order
Delivery
2 Stock Clerk
Receive Orders M1 Purchase Order
Stock Cabinet
*
e
Matched Orders
Manager
Data Flow in the above (part) diagram depicts a Manager calling for Stock list
from the stock clerk who gets it from the database M2. Purchase order is
placed and filed in Database M1. Clerk 2 receives stock from supplier and acts
further (dotted line).
Modeling user data for HTA : Tools
Order Object
Book On
Sequence Diagrams : Line
Sequence diagrams are procedural
analysis diagrams. While flow S1
diagrams track work through a Locate Function
system, a sequence diagram uses preferred
shop On-
TIME to track actions & decisions.
Line
S2
Sequence diagrams are critical Locate
because they give the OBJECTS, specific Attribute
FUNCTIONS & ATTRIBUTES of a book
system which in turn are used to
S3 Object & Function
derive the UI information Architecture.
Add Book S4 Order
to shopping Book On
cart Line
TABLES are also, sometimes, used to indicate sequences
There are more than one
HTA Structure Chart Notation notations found in
literature. This is one of
them.
HTA Diagram for making a Phone Call
0 Task name
Call a friend Task goal/output
Task steps (Sub Tasks)
Action 0 Task frequency
1 then 2 Task flexibility
Task dependencies
Physical and mental demands
1 2
Task output
Locate Call
number in
phone list Action 1
3 when connected
3.2 at end of Task
3 3.2
Talk End
Call
Case Study of a Task Analysis for a
web based ticket booking system
for a culture festival on the
campus named ‘Alcheringa’.
Background
Alcheringa is the cultural festival of IIT Guwahati, organized
and hosted by students, inviting participation from colleges all
over India. The festival is the biggest of its kind in North East
India. It is conducted over 3 days.
Issues leading up to a need for a Computer based seat
reserving system for performances in Alcheringa
User is assured
of a seat of
choice on first
come first served
basis for a
particular event
Lecture 2:
Engineering Task Models and CTT
– Hierarchical structure
– Graphical syntax
Lecture 3:
CTT Example
>> [>
Make call Switch off
Switch on
CTT – A Case Study
[>
>>
>>
>> [>
[>
select number >> >>
[]
>> [>
select number >>
open list Find name Select name display number recall number enter number
NPTEL Course on
Lecture 1:
Introduction
select line'
Double click
select end
point
line Point 2 finish
STN – Pros and Cons
• Pros
– Intuitive
– Easy to understand
• Cons
– Good for simple systems
– Quickly becomes messy as the number of states/arcs
grow
How to Model Complex Dialogs
Main Exit
menu
Select paint
option
How to Model Complex Dialogs
click on ‘bold’
NO bold
bold
click on ‘italic’
NO italic
italic
click on ‘underline’
NO underline
underline
How to Model Complex Dialogs
click click
on on
‘italic’ ‘italic’
NO ‘bold’ bold
style only
‘underline’ ‘underline’
‘italic’ ‘italic’
underline ‘bold’ bold
only underline
‘italic’ ‘italic’
italic ‘bold’ bold
only italic
‘underline’ ‘underline’
bold
italic ‘bold’ italic
u’line underline
How to Model Complex Dialogs
Lecture 2:
StateCharts
Super state
Ancestor state of A
to E
Sub states
Super State Advantage
same meaning
Concurrency
S
2
Timing Constraints
If event a does not happen while the system is in the left state
for 20 ms, a timeout will take place.
Example: Coke Machine Version
1.0
• Suppose you have a coke vending machine:
– When turned on, the machine waits for money
– When Rs. 5/- coin is deposited, the machine waits for
another Rs. 5/- coin
– When the second coin is deposited, the machine waits
for a selection
– When the user presses “COKE,” a coke is dispensed
Example:
Coke Machine Version 1.0
• Suppose you have a coke vending machine:
– When the user takes the bottle, the machine waits
again
– When the user presses either “SPRITE” or “DIET
COKE,” a Sprite or a diet Coke is dispensed
– When the user takes the bottle, the machine waits
again
take
dispense
bottle
coke
Select coke
Insert Insert Select diet coke
coin coin
idle 5/- 5/- dispense
diet coke
Select sprite
take dispense
bottle sprite
take
bottle
Coke Machine, Version 2.0
clear bottle
take stuck
bottle dispense bottle
coke
Select
Insert coin Insert coin coke Select diet coke
take dispense
bottle sprite
take
bottle
Coke Machine, Version 3.0
• If the bottle check finds a Diet Coke was inserted, the coke
machine will signal Diet_OK and return to ready
collecting dispensing
button
take bottle
StateChart Construction:
Bottle Dispenser
collecting dispensing
idle Select coke
dispense
coke
Insert coin
Lecture 3:
Petri Nets
by a circle place
• Transitions are
represented by
squares/rectangles (name) transition
occupied
occupied
fired
occupied
Remarks
g1 g2 The other
One light
light
(r=red,
r1 go1 x go2 r2 (r=red,
g=green,
g=green,
o=orange)
o=orange)
o1 o2
or1 or2
Notes
Lecture 4:
Use of Formalism
0 1
On[OFF ] = (1 0) = (0 1) = [OFF ]
0 1
0 1
Off [OFF ] = (0 1) = (0 1) = [OFF ]
0 1
Lecture 1:
Introduction
– Problem solving
– Skill
– Error
– Non-production systems
Cognitive Architectures (CA)
– Emotion
• Recently some promising works are being done
CA - Issues
Lecture 2:
Model Human Processor - I
Arms, wrists,
fingers, etc.
MHP
Wants
subject to
be “I” Presses
“Y” Presses
BKSP
“V“ is
John is pressed by
sitting in Wants mistake
Presses
front of subject to be
Drops LEFT and
system “YOU”
idea of then DEL
“YOU”,
goes for
Wants “HE”
subject to
be “HE”
A Little on PSP
F1 – v5
S1 F2 – v3
F1 – v1
F2 – v2
S0
F1 – v1
F2 – v1
S2
F1 – v1
F2 – v2
A Little on PSP
Lecture 3:
Model Human Processor - II
• Discrimination principle
– Difficulty of retrieval determined by candidates that
exist in memory relative to retrieval cues
Long-Term Memory
• Implements “cognition”
• Operation called cognitive/production/decision
cycles - A pattern matching process
– IF side tests for a particular pattern in declarative
memory
• Uncertainty principle
Decision time increases with the uncertainty about the
judgment to be made, requires more cognitive cycles
−α
Tn = T 1 * n
Here, Tn is the task completion time at the n-th trial, T1
is the task completion time in the first attempt and α is
learning constant (usually taken as 0.4)
Motor System
Working Memory
Visual Auditory
Store Store
Lecture 1:
Object Oriented Programming
- an Introduction
The inputs & assistance to this module by Mr.Yogesh Deshpande, PhD scholar at HCI-
UE- Lab, IITG, (2010 – 2013) is acknowledged with thanks
Overview
• Procedural Programming Paradigm - PPP
• Object-Oriented Programming Paradigm - OPP
• Objects
•State and Behavior
• Software Objects - Fields and Methods
• Data Encapsulation
• Public Interface
• Object-based application
• Benefits of object-based application development
• Classes
• Definition
• Blueprint of similar object
• Instantiating objects from class - example
• Object-Oriented Principles
•Encapsulation
•Inheritance and Interfaces
•Polymorphism
• Packages and API
Procedural Programming Paradigm (PPP)
• In this paradigm (functional paradigm) the programming unit is a function.
• Program is divided into self-contained and maintainable parts called
‘modules’ (e.g. A,B,C,D).
• A module contains procedures - self-contained code that carries out a single
task (e.g. X,Y,Z).
• A function (e.g. P, Q) is a self-contained code returning value to the calling
procedure (e.g. Y).
• In PPP all computations are done by applying functions.
• Procedural paradigm separates data of program from instructions that
manipulate the data.
Application Module C Procedure Y
Function P Function Q
Application is divided into 4 modules Module C carries out 3 tasks (X,Y,Z) Procedure Y calls function P and Q
Real-world objects share two characteristics: They all have state and behavior
DOG BICYCLE
State ? State ?
Behavior ?
Behavior ?
Software Object
Window Object
Change_width()
Change_hei
ght()
Height as real = Change_locati
32.15 on()
Width as real =
10.15
Color as string =
“Red”
Location as point =
15,25
Maximize() Minimize()
Objects - Public Interface
Other objects can change the state of an object by using
only those methods that are exposed to the outer world
through a public interface. This help in data security.
Public Public
getX() getY()
Private
Setx(real) Average()
Sety(real) X,Y,Z, public
Setz(real) Avg getZ()
Public
Getx() SetZ()
Gety() Public
Getz() Public SetX()
SetY()
Interface IA
Object A
Object-based application
Power
Circuit
Turn
Interface On/OFF
IPowerCircuit
Receiver
Tuner Tuning
Interface
IAmplifier
IF
Amplifier
Audio
Amplifier + -
Interface
IAudio Volume+ Volume-
Electronic Components Connectors / Interfaces User Interface
Benefits of object-based application development
• Modularity:
Source code for an object can be maintained independently in a class. Once
created, an object can be easily passed around inside the system.
E.g. ClassMaths, Class string , ClassWindow etc
• Information-hiding:
By interacting only with an object's methods, the details of its internal
implementation remain hidden from the outside world. E.g. Interface IMaths ,
Interface IString Interface IWindow
• Code re-use:
If an object already exists (perhaps written by another software developer), you
can use that object in your program. This allows specialists to
implement/test/debug complex, task-specific objects, which you can then trust
to run in your own code.
e.g. Standard Classes available packages which can reused using their
interfaces.
• Pluggability and debugging ease: If a particular object turns out to be
problematic, you can simply remove it from your application and plug in a different
object as its replacement. This is analogous to fixing mechanical problems in the
real world. If a bolt breaks, you replace it, not the entire machine.
Class
Collection of objects that share common attributes and
behavior (methods)
Airplanes
Flowers
Animals
Vehicles
Animals
Stationary
Humans
Birds
Class - Structure
Attributes Attributes
Behavior Behavior
Class - Blueprint of similar object
Factory of cycles of same make and model with same features and same
components . Built from same blueprint. This blueprint is called a
Class. In object-oriented
Class Cycle terms, we say that your
Used to create all other cycles cycle is an instance of
the class of objects
known as cycles
A class is the
blueprint from which
individual objects are
created.
A class is a logical
construct, an object has
physical reality.
Class Definition – Example
Classes are passive and which do not Objects
Cycle1
communicate but are used to create
&
(instantiate) objects which interact. Cycle2
• Encapsulation is the mechanism that binds together the code and the data
it manipulates, and keeps both safe from outside interference and misuse
Private Area
No Entry
X
Private Data
Private Functions
Public Area
Public Functions
Object-Oriented Principle – Inheritance
Inheritance is the process by which one object acquires the properties of another object.
By use of inheritance, an object need only define all of its characteristics that make it
unique within its class, it can inherit its general attributes from its parent. This will be
clear from the following example
Mountain bikes, road bikes, and Object-oriented
tandem bikes all share the programming allows
characteristics of bicycles classes to inherit commonly
(current speed, current pedal used state and behavior
cadence, current gear). from other classes.
Creating subclass - at beginning of class use the extends keyword, followed by name of the
class to inherit from:
Interface IPrinter
Implementation_1
+5V
Implementation_2 CPU
Class as implementation of interface
• A bicycle's behavior, if specified as an interface, might appear as follows
e.g. Class Soiree implements IKitchen
Class Bicycle implements IBicycle
{
int cadence = 0;
int speed = 0;
int gear = 1; IBicycle
void changeCadence(int newValue)
{ cadence = newValue; }
Interface IBicycle
{
void changeGear(int newValue) void changeCadence(int
{ gear = newValue; } newValue);
}
To implement interface, the name of your class would change (to a particular brand of bicycle, for
example, such as ACMEBicycle), and you'd use the implements keyword in the class declaration
Interfaces define an application • An interface makes a class formal
about the behavior it promises to provide.
Implements IC
Server Object Client Object
Implements ID C Implements IE
Uses IC
Uses ID
D
Object-Oriented Principle – Polymorphism
Polymorphism (from Greek, meaning ‘many forms’) is a feature that
allows same interface
(method name) to be used for a multiple class of actions depending on
context.
Examples shows same
name of method i.e.
ANIMAL
sound() but different
sound() implementations in CAT
and DOG
CAT DOG
sound() sound()
{ {
meow bark
} }
Packages and API
• A package is a namespace that organizes a set of related classes and interfaces
like a folder
• Software written in the Java programming language can be composed of hundreds or
thousands of reusable classes, it makes sense to keep things organized by placing
related classes and interfaces into packages.
• Java Platform provides Class library which has huge number of classes organized in
packages which is also called API. There are literally thousands of classes to
choose from. This allows you, the
Application Programming Interface (API) programmer, to focus on the design of your
(Standard nuts and bolts) particular application, rather than the
infrastructure required to make it work.
Class Library as collection of packages
Java.awt
Application_1
Java.util
Java APIs
Java.swing Application_2
Java.rmi
Java.sql
Application_3
Java.security
References
Books
• The Object-Oriented Thought Process by Matt Weisfeld, Publisher: Addison-Wesley
Professional
• Head First Object-Oriented Analysis & Design by Gary Pollice, David West, Brett D
McLaughlin , Publisher: Shroff O Reilly
• Experiencing Object Oriented Concepts: For Beginners by John E. Mathew
Ueful Links
http://scg.unibe.ch/archive/osg/Nier89aSurveyOfOOConcepts.pdf
http://www.codeproject.com/Articles/15874/Understanding-Object-Oriented-Concepts
http://www.slideshare.net/bgjeecourse/objectoriented-concepts-5576132
http://www.youtube.com/watch?v=3bMsY5a7cBo
NPTEL Course on
Lecture 2:
Object Oriented Modeling of
User Interface Design
Mental
Models
Manipulation Request
User Interface Application
Feedback Response
User
1..*
Task
Analysis
Objects
Interactions Views
Tasks
Methodology - Discovery Phase
Check
Balance
Pay Bill
Online
Check
User Transactions
Object Analysis Model
• The sequence of operations documented for each USE CASE are
analyzed to identified key objects in the application domain resulting
into an object model.
• Key objects are called analysis objects and the diagram showing
relationships between these objects is called object diagram.
activates 0..*
User Transaction
pays 10..*
transacts affects
with owns
Payment Withdrawal Deposit
transacts Creditor
with
Task (Operation) Analysis
• The sequence of tasks (user interactions and system feedback ) are specified
for each USE CASE which is called scenario.
• Scenario specifies detailed interaction with interface elements and feedback received.
• Operation or scenarios are analyzed to identify interaction tasks.
• Examples
Scenario 1 : USE CASE (Operation ) Check Balance
1. Select account
2. View balance
Scenario 2 : USE CASE (Operation ) Pay Bill Online
1. Select account
2. Update bill
3. Put bill for payment
Scenario 3 : USE CASE (Operation ) Check Transactions
1. Select account
2. View transactions
Task List
• Select account
• View balance
• View transactions
• Update bill
• Put bill for payment
Behavioral Structure Specification - dialogues transitions
• State transition diagram shows relationship between dialogues (windows) of an interface
• Every dialogue is considered as a state of the system.
• Events (user actions ) that trigger transition from one dialogue to another are specified
• A do statement within dialogue specifies task number from the scenario .
• Conditions for transition from one dialogue to another are written in square [] brackets
• Operation during transition are written after trigger a preceded with slash /.
Account Selection
Select Bill
do : 1 [ bills > 0 ]
Transactions
do : 3
Interface Components Specification
• Specifies UI components required to carry out task within each dialogue
• Types of UI components input ( push button , slider ) , output ( label , image)
• Show below is dialogue : Bank Terminal having instances of 3 components
Bank Terminal Dialogue
C2 :
Balance
C3 : Bill
BT BT AS AS
user system
:balance :application control :text-list :dialogue control
<create>
Selectable---- strings <select>
get_balance(account no)
• Objects shown as rectangles at top, object interaction shown by arrows and messages
• Tail of the arrow shows the invoking object and time axis runs from top to bottom
Converting UI Specification Into Language Specific Design
• Each application consists of three types of objects
• Domain or model objects represent the real world (also called entity objects)
• Model objects are controlled by controller objects and are unaware of view
objects.
• View objects are on boundary of system interacting with end user.
• View objects only knows hoe to present feedback and accept user inputs.
They do not take decisions or process information.
• The controller objects receive the request from view objects which makes
application specific decision through model objects. This is called MVC
architecture as shown below
action results
feedback requests
Domain
User Business
Specific
Interface Logic
Entities
manipulation
interpreted action
actions requests
Account_selection_view
Bank_terminal_view
dialogue : widget
dialogue : widget
show_dialogue()
show_dialogue() hide_diologe()
hide_diologe()
show_account_no() Account
show_balance()
Model
Bank_terminal_controller Account_selection_controller
initialize_view() initialize_view()
get_account_balance() get_info()
Example of modeling
GUIs for an Internet Book
Shopping Interface are shown
in subsequent slides
GUI Modeling Case Study
Step 1: Describing use cases
Step 2: Describing activity diagrams
Step 3: Generating class diagrams
Step 4: Generating the GUI components
Articles
• http://pdf.aminer.org/001/074/374/object_oriented_specification_of_user_interfaces.pdf
• http://www.icsi.berkeley.edu/pubs/techreports/TR-92-046.pdf
Lecture 1:
Case Study 1- Multi-Key press Hindi Text
Input Method on a Mobile Phone
This case study is based on the project work carried out by Diya Gangopadhya &
Ityam Vasal of IITG under the supervision of Dr. Pradeep Yammiyavr.
5. Analysis of the test results to find out the reasons for the usability gap
The multi key press method obviously will have high human costs besides
being error prone
The multi-key stroke method
• Features:
– Each key mapped to groups of 5-9 characters
– Vowels and corresponding Matras mapped on same keys
– Partial consonants not mapped on to separate keys. Disambiguation
key has been used
m + [star key] = M
Usability Evaluation
To find the input rate, error rate and error recovery rate of Hindi
text entry and compare it with the predicted rate for expert text
speed (ideal or maximum possible text entry speed) an
experiment was planned and conducted.
* This is a Hindi statement written using English alphabets– mai plwet se ghar aa raha hun to
Match the keys on the mobile key pad.
Observation table
Group 1. – Mappings explained
S.No Number of Number of Time loss in Total time Success or Total time/ total number of
errors recoveries error (in sec) taken failure character clicks on keypad
(in sec) = 26
3 4 1 450 -- Failure --
Group1 Group2
300 900
800
250
700
Time taken (in sec)
500
150 Series1 Series1
400
100 300
200
50
100
0 0
1 2 3 4 5 6 1 2 3 4
User numbers User Numbers
Predictive Model for Expert Text Entry Rate
– analysing & comparing with observed results.
Using Fitts law as a basis - in a paper - M. Miika Silfverberg, I. Scott MacKenzie
and Panu Korhonen has suggested an equation
a •Predicting
= 176 ms text entry speed on
mobile phones” by Miika
For MT (repeat) the distance to be covered (A) is 0. b = 64 ms/bit
Silfverberg, I. Scott MacKenzie
Hence MT(repeat) = a = 176 ms and Panu Korhonen
Possible Reasons:
1. More number of keystrokes per key than the user can keep track
of – Result, high error rate
2. The need to remember the sequence of letters in the alphabet
[cramming Varnamala]
3. Difficulty in understanding the mapping of the disambiguation
key for partial consonants
4. Mapping of vowels and matras on the same keys – leading to
confusion
The huge gap between the predicted ideal rate and the observed rates
(from the tables) can be attributed to the following factors:
• The major issue here is the low accuracy of handwriting recognition for
Hindi.
• A test was conducted to compare the writing ease and speed in the
specified template with natural handwriting.
Inference & Recommendation
Proposed Template
Lecture 2:
GUI design for a mobile phone based
Matrimonial application.
The contribution by Vikas Vaishnav & Mukesh Chaudhary of UE Lab- IITG to this case
study is acknowledged.
Content
1. Introduction
2. Objective
3. Design Process Followed
- Requirement Gathering
- Problem Identification
- Requirement Specification
- Concept Generation
- Synthesis
- Prototype Development
4.Documentation
5.Conclusion
Background
• In order to get married, it is necessary to find a suitable partner.
Distribution of Marriages
15 to 18 %
Arranged Marriages
Love Marriages
82 to 85 %
Design Methodology followed
System Design Life Cycle
Phase 1 (Analysis)
Input - Requirement Gathering
Output - Problem Identification
Phase 2 (Design)
Input - Requirement Specification
Output - Concept Models
Phase 3 (Implementation)
Input - Synthesis
Output - Application Product
Data Collection
1. Survey Conducted
2. Personal Interviews
3. Study of the current existing web based systems
F1 : Family1
R1: Relative / Friend.
C1 C2: Bride /Groom
Horoscopes matching
by local temple priest
Rejection giving a
neutral reason if
unsatisfied
•Authenticity
•Sentimental relationship
•Communication system
Concept Models
User focused need Diagram
Document flow diagrams
Data Flow Diagrams (context)
Sequence Diagram
To Identify
1.Needs and roles of the
actors.
UML Conventions
Document Flow Diagrams
To identify
1.All the documents
involved in the system
2.Flow of the documents
Context diagram of the system
To Identify
1.Processes in the system
2.Databases in the System
3.Connection of entities to these processes
4.Information flow
Sequence Diagram
Took a scenario in
which F1 is the
primary user and
he/she is performing
the selected task
Tree diagram for the solution
Wire Frames. Small mobile screen
Wire Frames
Final Low fidelity Prototype
Lecture 3:
Employment Information System for unorganised
construction workers on a Mobile Phone.
The contribution by Mr.Prassana Kate who worked as scholar & Technical Research
assistant on this project at UE lab- IITG is acknowledged.
This case study is a compilation of papers published, thesis report, prototypes and
Usability testing research work carried out at the UE labs, IIT Guwahati.
Back ground
• Migrant construction workers in urban centers are dependent on
construction work that gets generated on daily wage basis.
• Middleman & contractors are the main sources of information on
job availability.
Initial wireframes of
three concepts
are shown here.
The wire frames are evaluated
against Usability parameters.
Only one of the three concepts will
be chosen to develop further.
Concept 1 has been rated higher in
this heuristic analysis conducted
by a team of GUI designers who
act as ‘ experts’.
Subjects who
were Laborers
could not
understand the
meaning of
these 4 icons out
of the 12
One of the Wireframes themes that
was selected in the previous slide
was fully digitalised & loaded on to
a phone interface using available
icons from the net.
In this Usability test, recognition &
recall of icons as well as their
representation was ascertained in
a qualitative testing session with 4
construction workers.
Electrical
Concrete
mixing
General
labor
Graphics: Photoshop
Phone : NOKIA
The application is programed
into a Mobile & tested with
construction laborers.
During qualitative testing
data was also collected to
find if education, age,
previous mobile
experience
has positive bias towards
acceptance of the new
application.
In-depth testing which has not been carried out , will be required to
validate the success of the new application for the construction worker.
However some inferences are shown in the next slide.
Inferences from initial Testing
IITG