Human Computer
Interaction
UI & UX Evaluation: The
DaRT Project
The Art of Science and the Science of Art: A
Scientific Evaluation of Human-Centered
Design
Alexander J. Singleton
May 7, 2017
The Art of Science and the Science of Art: A Scientific Approach to UX Design 8
Appendix 11
User Experience Evaluation 11
User Experience Scenario Tests 12
User-Experience Scoring 13
Works Cited 14
A Cognitive Walkthrough for Human-Centered
Design
This study is chartered to measure the usability of a vehicle maintenance application called
DaRT specifically designed to efficiently but effectively deliver an optimized user-experience
for electronic vehicle maintenance management. The hybrid-approach is a summative
evaluation derived from a myriad of testing-methodologies substantiated by graduate-research
in the field cross-examining various user-types subjected to multiple base-case scenarios
created to identify and benchmark consistencies promoting ideal human-centered design and
any inconsistencies that might otherwise preclude a less than ideal user-experience for
electronic management of vehicle maintenance. The model is defined by 6 qualitative-attributes
of measure and 14 mathematical-constraints conclusively determining the overall quality of
design.
According to the documentation, the goal of DaRT is to establish a working relationship based
on trust between the customer and the auto-repair shop...accomplished by making repair
information and transparent and to present the car owners with all of the necessary data
upfront. The product is appealing for those who are unable to manage their maintenance
history electronically by providing an application platform for market-intelligence and
knowledge-sharing to promote transparency for the consumer in the automotive service
industry.
According to the International standard ISO 941 part 11 usability is the 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.1 The following factors will be examined for
qualitative assessment of the application:2 3
1.1.1. Design
1.1.1.1. Aesthetic and Minimalist Design
1.1.2. Efficiency
1.1.2.1. Consistency and Standards
1.1.3. Flexibility
1.1.3.1. Flexibility and Efficiency of Use
1.1.4. Effectiveness
1.1.4.1. Match between Lab and Real World
1.1.5. Attitude
1.1.5.1. User Control and Freedom
1.1.6. Learnability
1.1.6.1. Error Prevention & Visibility of System Status
1.1.6.2. Help Users Recognize, Diagnose and Recover from Errors
1.1.6.3. Recognition Rather than Recall
In order to achieve the aforementioned, the selected users are required to register,
presumably authenticate, then sign-in to a personal account (please see section 4.1 for
a comprehensive examination of the DaRT user-story). Recorded observations will
1
"The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
2
he Evaluation of Interactive Systems." (n.d.): n. pag. Web.
T
3
The Design Usability Goals were derived from the models examined by Shackel, B. (1966). Ergonomics
and Design. The Design Method, 49-57. doi:10.1007/978-1-4899-6331-4_7 and "The Evaluation of
Interactive Systems." (n.d.): n. pag. Web.
4
"The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
reveal any consistencies promoting ideal human-centered design and any
inconsistencies discovered that may otherwise preclude a less than ideal
user-experience while examined under the following qualities rated by a binary score
denoted by 1 or 0 (1 = achieved | 0 = Not Achieved):
Did the subject complete the assigned task without assistance? If not, how much help was
required in order to achieve the assigned task.8
5
Shackel, B. (1966). Ergonomics and Design. The Design Method, 49-57.
doi:10.1007/978-1-4899-6331-4_7
6
The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
7
Shackel, B. (1966). Ergonomics and Design. The Design Method, 49-57.
doi:10.1007/978-1-4899-6331-4_7
8
The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
Flexibility9 = 1 | User Control and Freedom
According to Don Normans Design of Everyday Things, the best solution to the problem of
designing for everyone is flexibility.10 If the test-user expressed trouble, could they
independently resolve the matter without guided-assistance?11
In all three scenarios examined, the test-subjects can easily navigate back to the original
landing-page or home-screen to re-orient and re-approach a task if need be.
All three scenarios are architectured and sequenced according to conventional design
standards and logic. All icons are logical and predictably signify the anticipated action
for timely completion of tasks and all user-story scenarios.
Recording of facial expressions and/or verbal comments and or questions- including tone
captured via screencast. The user will be required to perform the experiment via remote
screen-share for review upon completion of the assigned experiment.15
9
Shackel, B. (1966). Ergonomics and Design. The Design Method, 49-57.
doi:10.1007/978-1-4899-6331-4_7
10
The Design of Everyday Things Revised and Expanded Edition. New York: Basic , 2013. Print.
11
The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
12
Shackel, B. (1966). Ergonomics and Design. The Design Method, 49-57.
doi:10.1007/978-1-4899-6331-4_7
13
The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
14
Shackel, B. (1966). Ergonomics and Design. The Design Method, 49-57.
doi:10.1007/978-1-4899-6331-4_7
15
The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
worth reiterating for error prevention. In all three scenarios, the test-subjects can easily
navigate back to the original landing-page or home-screen and re-orient for alternative
approaches for a given user-story scenario.
If a mistake is observed or reported, kindly request their attempt before providing additional
guidance- in any case note.17
The conventional use and placement of navigation signifiers afford the user with a
degree of familiarity to explore the unknown routes within the app and the comfort to
easily back-track to the landing-page if there was any sense of confusion or frustration.
A bad user-experience occurs when expectations do not necessarily reflect the expected
outcome of an attempted action. Reiterating the observations noted for Attitude, DaRT
is indeed a prototype and understandably requires additional development.
All user-story stages of tasks and subtasks provided sufficient notification and easily
identifiable optionality for alternative actions. If the user experienced a different outcome
than was initially anticipated before initiating a given action, the situation was easily
understood and available for backtracking- very impressive.
16
Shackel, B. (1966). Ergonomics and Design. The Design Method, 49-57.
doi:10.1007/978-1-4899-6331-4_7
17
The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
18
The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
19
The Evaluation of Interactive Systems." (n.d.): n. pag. Web.
The Art of Science and the Science of Art: A
Scientific Approach to UX Design
The 14 constraints below define a multiple linear-regression yielding a value defining the overall
quality of user-interface design.
1. Balance: the distribution of optical weight in a picture; optical weight refers to the
perception that some objects appear heavier than others: larger objects appear heavier,
whereas small objects are lighter.20
a. Score = 1 | DaRT tastefully exhibits balance in multiple areas- from the landing
page to the icons contained within the landing-page/home-screen of the
application.
3. Symmetry: the extent to which the screen is symmetrical in three directions: vertical,
horizontal, diagonal.22
20
Evaluating Interface Esthetics.
21
go, D. C., Teo, L. S., & Byrne, J. G. (2002)
N
22
go, D. C., Teo, L. S., & Byrne, J. G. (2002)
N
23
go, D. C., Teo, L. S., & Byrne, J. G. (2002)
N
a. Score = 1 | The DaRT application elegantly arranges objects in a layout that
facilitates movement through the information displayed; there are no surprises
encountered throughout the logical flow of each user-story.
5. Cohesion: a measure of how cohesive the screen according to aspect ratios, which
refers to the relationship of width.24
a. Score = 1 | The applications exhibits similar aspect ratios of all visual fields
displayed for each user-story.
8. Density: the extent to which the screen is covered with objects. Density is achieved by
restricting screen density levels to an optimal percentage.27
24
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
25
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
26
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
27
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
28
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
a. Score = 1 | There is a consistent header displaying the signifiers to navigate all
throughout each user-story of the DaRT app.
10. Economy: is the care and discreet use of display elements to get the message across
as simply as possible. Economy is achieved by using as few sizes as possible.29
11. Homogeneity: a measure of how evenly the objects are distributed among the
quadrants.30
12. Rhythm: is the extent to which the objects are systematically ordered and arranged,
referring to regular patterns of changes in the elements; this order with variation helps to
make the appearance exciting through variation of arrangement, dimension, number and
form of the elements. The extent to which rhythm is introduced into a group of elements
depends on the complexity (number and dissimilarity of the elements.31
13. Order & 14. Complexity: the measure of order is written as an aggregate of the above
measures for a layout. The opposite pole on the continuum is complexity. The scale
created may also be considered a scale of complexity, with extreme complexity at one
end and minimal complexity (order).32
a. Score = 1 | The aforementioned units of measure dictate the scoring for the
subject measure, which means, in this case, the application was appropriately
ordered.
29
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
30
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
31
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
32
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002)
Appendix
1. Observe
a. Create goal via user-story.
b. Itemize tasks required in order to create user-story goal.
c. Establish Task-Time-Target Benchmark (T^3)
2. Orient
a. Observe and record elapsed time required for user to attempt completing task.
b. Regardless of success or failure, record time, and then ascertain user-feedback
for each task mark 1 for Not Frustrated mark 0 Frustrated.
c. Record and compile user data from test-session into spreadsheet to calculated
average recording times and total Frustration Column
3. Decide
a. Compare study findings to T3:
b. Is the goal-benchmark practical?
c. Should tasks be revised?
User Time
Performance Rating (Seconds)
Design 1 150 Scenario 1
Effectiveness 1 180 Scenario 2
Flexibility 1 200 Scenario 3
Efficiency 1 153 Scenario 1
Attitude 1 176 Scenario 2
Learnability 1 190 Scenario 3
Score 100.00%
Metric Score
Balance 1
Equilibrium 1
Symmetry 0
Sequence 1
Cohesion 1
Proportion 1
Simplicity 1
Density 1
Regularity 1
Economy 1
Homogeneity 0
Rhythm 1
Order &
Complexity 1
Score 84.62%
Works Cited
Eason, K. D. (1984). Towards the experimental study of usability. Behaviour & Information
Technology, 3(2), 133-143. doi:10.1080/01449298408901744
Frank, S., Pothireddy, L., Singer, W., & Zhao, R. (n.d.). The DaRT Project.
Hollingsed, T., & Novick, D. G. (2007). Usability inspection methods after 15 years of research and
practice. Proceedings of the 25th annual ACM international conference on Design of communication
- SIGDOC '07. doi:10.1145/1297144.1297200
Ngo, D. C., Teo, L. S., & Byrne, J. G. (2002). Evaluating Interface Esthetics. Knowledge and
Information Systems, 4(1), 46-79. doi:10.1007/s10115-002-8193-6
Norman, D. A. (2013). The Design of Everyday Things. New York: Basic Books.