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Introducing Evaluation

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Introducing Evaluation

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Introducing Evaluation

  1. Evaluation: the process of systematically collecting data that informs us about what it is like for a particular user or group of users to use a product for a particular task in a certain type of environment.

  2. Key Questions: knowing what to evaluate, why it is important, and when to evaluate are key skills for interaction designers.

    • What: whether children enjoy interacting with it, are better evaluated in natural settings
      • Why: Evaluation is needed to check that users can use the product and like it.
        • When:
          • Evaluations done during design to check that the product continues to meet users' needs are know as formative evaluations.
          • Evaluations that are done to assess the success of a finished product, such as those to satisfy a sponsoring agency or to check that a standard is being upheld, are know as summative evaluation.
        • Evaluation Techniques:
      • The range of features to be evaluated is very broad.
        • As well as usability, user experience goals can be extremely important for a product's success
  3. HutchWorld case study

    • Testing
      • To get answers, the team interviewed potential users from all the stake- holder groups- patients, caregivers, family, friends, clinicians,
        • The team ran two main sets of user tests. The first set of tests was informally run onsite at the Fred Hutchinson Center in the hospital setting. After the team redesigned the software and then ran formal usability tests in the usability labs at Microsoft.
      • Learned
        • Usability issues. First, the user community was relatively small, and there were never enough participants in the chat room for successful communication- a concept known as critical mass
          • The team also observed that the users used the computers to play games and to search the web for cancer sites approved by Hutch clinicians.
        • The redesign
          • Based on this trial, the team redesigned the software to support more asynchronous communication and to include a variety of communication, information, and entertainment areas.
            • Other features were incorporated too, including email, a bulletin board, a text-chat, a web page creation tool.
          • Usability tests
            • After redesigning the software, the team then ran usability tests in the Microsoft usability labs. Seven participants (four male and three female)
              • The team observed what happened when it was used in this natural setting
            • To the Future
              • Future studies were planned to evaluate the effects of the computers and the soft- ware in the Fred Hutchinson Center
                • The team will evaluate the user data (performance and observation) and surveys collected in the study to investigate key questions, including:
                  • Questions
                    • How does the computer and software impact the social wellbeing of patients and their caregivers?
                      • What type of computer-based communication best supports this patient community?
                  • Conclusions
                    • There is always more to learn about the efficacy of a design and how much users enjoy using a product, especially when designing innovative products
                      • Practical Issues
                        • what to do when there are not many users how to observe users in their natural location (i.e., field studies) without dis- turbing them
                          • having appropriate equipment available dealing with short schedules and low budgets
                            • not disturbing users or causing them duress or doing anything unethical
                              • collecting"useful" data and being able to analyze it selecting techniques that match the evaluators' expertise
    • App Characteristics
      • A synchronous chat environment was selected because the team thought that this would be more realistic and personal than an asynchronous environment.
        • They also decided to include 3D photographic avatars so that users could enjoy having an identifiable online presence and could easily recognize each other.
  4. ARANZA ESTRADA A01176250

    • Preece, Jennifer. (2002). Interaction Design. United States of America: John Wiley & Sons Inc.

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Mapa Mental sobre Introducing Evaluation, creado por Ara Estrada el 19/10/2017.
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