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Explicit user testing tends to be costly and time-consuming from a company’s point of view. Therefore, it would be desirable to infer a quantitative usability score directly from implicit feedback, i.e., the interactions of users with a web interface. As a basis for this, we require an adequate usability instrument whose items form a usability score and can be meaningfully correlated with such interactions. Thus, we present INUIT, the first instrument consisting of only seven items that have the right level of abstraction to directly reflect user behavior on the client. It has been designed in a two-step process involving usability guideline reviews and expert interviews. A confirmatory factor analysis shows that our model reasonably well reflects real-world perceptions of usability
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Original publication | Please cite as
Speicher, Maximilian, Andreas Both, and Martin Gaedke (2015). “INUIT: The Interface Usability
Instrument”. In: Design, User Experience, and Usability: Design Discourse. Ed. by Aaron Marcus.
Vol. 9186. LNCS. Springer, pp. 256–268.
@incollection{Speicher-DUXU15,
year = {2015},
booktitle = {Design, User Experience, and Usability: Design Discourse},
volume = {9186},
series = {LNCS},
editor = {Marcus, Aaron},
title = {\textsc{Inuit}: The Interface Usability Instrument},
publisher = {Springer},
author = {Speicher, Maximilian and Both, Andreas and Gaedke, Martin},
pages = {256--268}
}
The final publication is available at link.springer.com.
Inuit: The Interface Usability Instrument
Maximilian Speicher1,? , Andreas Both2, and Martin Gaedke1
1Technische Universität Chemnitz, 09111 Chemnitz, Germany
2R&D, Unister GmbH, 04109 Leipzig, Germany
{maximilian.speicher@s2013|martin.gaedke@informatik}.tu-chemnitz.de,
andreas.both@unister.de
Abstract. Explicit user testing tends to be costly and time-consuming
from a company’s point of view. Therefore, it would be desirable to infer
a quantitative usability score directly from implicit feedback, i.e., the
interactions of users with a web interface. As a basis for this, we require
an adequate usability instrument whose items form a usability score and
can be meaningfully correlated with such interactions. Thus, we present
Inuit, the first instrument consisting of only seven items that have the
right level of abstraction to directly reflect user behavior on the client.
It has been designed in a two-step process involving usability guideline
reviews and expert interviews. A confirmatory factor analysis shows that
our model reasonably well reflects real-world perceptions of usability.
Keywords: Instrument, Metrics, Questionnaire, Usability, Interfaces
1 Introduction
The usability of a website is a crucial factor for ensuring customer satisfaction
and loyalty [23]. However, adequate usability testing is often neglected in today’s
e-commerce industry due to costliness and time consumption. Particularly user
testing happens less frequently because it is “heavily constrained by available
time, money and human resources” [18]. Hence, stakeholders tend to partly
sacrifice usability by requesting cheaper and more efficient methods of conversion
maximization (e.g., in terms of clicks on advertisements), also potentially caused
by the demand for a short time-to-market. To tackle this shortcoming we require
a similarly efficient method that is more effective in measuring usability. A
straightforward approach would be to make use of real users’ interactions with a
web interface to infer knowledge about its usability. Optimally, such knowledge
would be present in terms of a key performance indicator (i.e., a usability score)
for easier communication with stakeholders who are not usability experts.
To be able to realize such a framework (Fig. 1), it is necessary to build
upon an adequate usability instrument for providing a quantitative measure that
combines ratings of the contained items. A corresponding formula for such a
measure could be
usability
=
(
confusion
+
distraction
). As usability is a latent
?
The contents of this paper were developed while Mr. Speicher stayed at Unister
GmbH as an industrial PhD student. An earlier version has been published as [24].
Live
Webpage
(version A)
Live
Webpage
(version B)
UsabilityA = 99
UsabilityB = 42
Usability
Model Developer
Client
Server
Fig. 1. A model providing a quantitative metric of usability [24].
variable, we need to define factors thereof that can be meaningfully inferred from
interactions, e.g., faster and more unstructured cursor movements indicate user
confusion
confusion = 1. Numerous instruments for determining usability have
been developed (e.g., [5, 8, 10, 22]), but none has been specifically designed for
providing a key performance indicator for usability that can be directly inferred
from user interactions.
Thus, we propose Inuit—a new usability instrument for web interfaces
consisting of only seven items that have the right level of abstraction to directly
reflect users’ client-side interactions. The items have been determined in a two-
step process. First, we have reviewed more than 250 usability rules from which we
created a structure of usability based on ISO 9241-11 [14]. Second, we conducted
semi-structured expert interviews with nine experts working in the e-commerce
industry. Based on a user study with 81 participants, results of a confirmatory
factor analysis show that Inuit’s underlying model is a good approximation of
real-world perceptions of usability.
In the following, we give an overview of important background concepts and
related work (Sec. 2). After that, we explain the design of our new usability
instrument (Sec. 3). Sec. 4 presents the set-up and results of the evaluation
of Inuit. In Sec. 5 we discuss results and limitations before giving concluding
remarks.
2 Background and Related Work
Web Interfaces.
Low-level user interactions on the client-side can be tracked
on a per-webpage basis, i.e., for an HTML document delivered by a server and
displayed in a web browser. Such interactions are commonly collected using
Ajax technology and are valid only for the given document. Due to the stateless
nature of HTTP
1
, they are difficult to track and put into context across multiple
webpages. Contrary, user interactions in the context of a whole website (i.e., a
set of interconnected, related webpages) are of a higher-level nature, such as
navigation paths between webpages. They are usually mined from server-side
logs.
1hhttp://www.w3.org/Protocols/i, retrieved June 11, 2014.
Thus, in the remainder of this article, we consider a web interface to be a
single webpage. Particularly, this includes the HTML document’s content and
structure as determined within the
<body>
tag, and the appearance during a
user’s interaction with the webpage as determined by stylesheets and dynamic
scripts that alter the DOM tree2.
Usability.
In [5], Brooke states that “Usability does not exist in any absolute
sense; it can only be defined with reference to particular contexts”. Thus, it is
necessary that we clarify our understanding of usability in the context of our
proposed approach. Orienting at ISO 25010 [13], the internal usability of a web
application is measured in terms of static attributes (not connected to software
execution); external usability relates to the behavior of the web application; and
usability in use is relevant in case the web application involves real users under
certain conditions. Therefore, given the fact that we intend to infer usability
from real users’ interactions, usability in use is the core concept we focus on. In
accordance with this, [12] uses the notions of “do-goals” (e.g., booking a flight)
and “be-goals” (e.g., being special) to distinguish between the pragmatic and
hedonic dimensions of user experience, a concept that has a large intersection with
usability. Particularly, he states that “Pragmatic quality refers to the product’s
perceived ability to support the achievement of ‘do-goals’ [and] calls for a focus
on the product – its utility and usability” [12]. Since a user’s interactions with an
interface are a direct reflection of what they do, for our purpose the pragmatic
dimension of usability is of particular interest.
Based on the above, in the remainder of this article usability refers to the
pragmatic [12] and in-use [13] dimensions of the definition given by ISO 9241-11
[14]. Internal/external usability [13] and the hedonic dimension (“the product’s
perceived ability to support the achievement of ‘be-goals’” [12]) of usability in
use are neglected.
Definition 1.
Usability: The extent to which a web interface can be used by
real users to achieve do-goals with effectiveness, efficiency and satisfaction in a
specified context of use. (adjusted definition by [14])
Instruments for Determining Usability and Related Concepts.
[22] has
investigated metrics for usability, design and performance of a website. His finding
is that the success of a website is a first-order construct and particularly connected
to measures such as download time, navigation, interactivity and responsiveness
(e.g., feedback options). The data used for analysis was collected from 1997
thru 2000, which indicates that the methods for website evaluation might be
out-of-date regarding the radical changes in website appearance and thus also in
the perception of usability. In particular, measures such as the download time
should be less of an issue nowadays (except for slow mobile connections).
[8] describe a usability instrument that is specifically aimed at websites of
small businesses. They evaluated the instrument in the specific case of website
2hhttp://www.w3.org/DOM/i, retrieved June 11, 2014.
navigation and found that navigation impacts ease of use and user return rates,
among others. The used questionnaire (i.e., the instrument) features some factors
of usability that we have identified for Inuit as well. However, it is rather elaborate
and thus potentially not adequate for evaluation of online web interfaces by real
users. Moreover, we do not want to focus on a specific type of website—such as
small businesses—but instead provide a general instrument.
[10] developed a website usability instrument based on the definition given by
ISO 9241-11 [14]. They have chosen five dimensions of usability: effectiveness,
efficiency, level of engagement, error tolerance, and ease of learning. Along with
these comes a total of 17 items to assess the dimensions. A factor analysis
showed no significant difference between their usability instrument and a set
of test data. However, like the above approach [8], the instrument seems to be
specifically focused on e-commerce websites. In particular, they found that, e.g.,
error tolerance is a significant indicator for the intention to perform a transaction
and that efficacy predicts the intention of further visits.
AttrakDiff
3
measures the hedonic and pragmatic user experience [12] of an
e-commerce product based on a dedicated instrument. UEQ
4
follows a similar
approach based on an instrument containing 26 bipolar items. In contrast to
Inuit, both of these are oriented towards measuring the user experience of
a software product as a whole. More similar to our instrument is the System
Usability Scale (SUS) [5], which measures the usability of arbitrary interfaces
by posing ten questions based on a 5-point Likert scale. The answers are then
summed up and normalized to a score between 0 and 100.
There are also numerous instruments in the form of usability checklists, which
can be used in terms of spreadsheets that automatically calculate usability scores
(e.g., [11, 27]). However, such checklists usually contain huge amounts of items
that are also very abstract in parts. They are therefore aimed at supporting
inspections by experts (cf. [19]) rather than having them answered by users.
The ISO definition of usability [14] states that satisfaction is a major aspect
of usability. [1] present a revalidation of the well-studied End-User Computing
Satisfaction Instrument (EUCS), which is an instrument for this particular
aspect. While certain items of EUCS clearly intersect with those of usability
instruments—e.g., in the dimension “Ease of Use”—it is clearly pointed out that
EUCS specifically measures satisfaction rather than usability.
Another aspect that is closely related to usability but not mentioned in the
ISO definition is the aesthetic appearance of a web interface. [15] present an
instrument for the concept and state that aesthetics cannot be neglected in the
context of effective interaction design. The instrument is clearly focused on very
subjective aspects of design and layout and shows less intersections with existing
usability instruments than EUCS.
3hhttp://attrakdiff.de/i, retrieved July 29, 2014.
4hhttp://www.ueq-online.org/i, retrieved July 29, 2014.
3Inuit: The In terface Usability Instrument
The aim of Inuit is to provide a usability instrument that is adequate for
the novel concept of Usability-based Split Testing [25]. Particularly, it must be
possible to meaningfully infer ratings of its contained items from client-side user
interactions (e.g., unstructured cursor movements
confusion = 1). Also, the
instrument must be consistent with Definition 1 above. All of this poses the
following requirements:
(R1)
The instrument’s number of items is kept to a minimum, so that real users
asked for explicit usability judgments through a corresponding questionnaire
are not deterred. This helps with collecting high-quality training data.
(R2)
The contained items have the right level of abstraction, so that they can
be meaningfully mapped to client-side user interactions. For example, “ease
of use” is a higher-level concept that can be split into several sub-concepts
while “all links should have blue color” is clearly too specific. Contrary, an
item like “user confusion” can be mapped to interactions such as unstructured
cursor movements.
(R3) The contained items can be applied to a web interface as defined earlier.
Regarding these requirements, existing instruments lack meeting one or more
thereof. Instruments such as those described by [5], [8], [10] and [22] feature items
with a wrong level of abstraction (R2) or that cannot be applied to standalone
web interfaces (R3). Similar problems arise with questionnaires like AttrakDiff
and UEQ (R2, R3). Finally, usability checklists (e.g., [11, 27]) usually contain
huge amounts of items and therefore violate R1.
To meet the above requirements, the items contained in Inuit have been
determined in a two-step process. First, we have carried out a review of popular
and well-known usability guidelines that contained over 250 rules for good usability
in the form of heuristics and checklists. After we eliminated all rules not consistent
with the requirements above, a set of underlying factors of usability has been
extracted. That is, we grouped together rules that were different expressions of
the same (higher-level) factor. From these underlying factors, we have derived a
structure of usability based on ISO 9241-11 [14]. Second, we asked experts for
driving factors of web interface usability from their point of view and revised our
usability structure accordingly.
3.1 Guideline Reviews
As the first step of determining the items of Inuit, we have reviewed a set of
six well-known resources concerned with usability [7, 9, 17, 20, 26, 27]. They were
chosen based on the commonly accepted expertise of their authors and contain
guidelines by A List Apart
5
and Bruce Tognazzini (author of the first Apple
Human Interface Guidelines), among others. The investigated heuristics and
checklists contained a total of over 250 rules for good usability. In accordance
with requirements R2 and R3 above, we eliminated all rules that:
5hhttp://alistapart.com/i, retrieved June 11, 2014.
Table 1. Set of items derived from usability guideline reviews
Usability factor # related rules
Aesthetic appearance 8
Amount of distraction 6
Information density 6
Informativeness 6
Reachability of desired contenta4
Readability 5
Understandability 6
aWith respect to Fitt’s Law, i.e., “The time to acquire a target
is a function of the distance to and size of the target” [26].
were too abstract, such as “Flexibility and efficiency of use” [20];
were too specific, such as “Blue Is The Best Color For Links” [7];
would not make sense when applied to a web interface in terms of a single
webpage, e.g., “Because many of our browser-based products exist in a stateless
environment, we have the responsibility to track state as needed” [26].
The elimination process left a total of 32 remaining rules, from which we
extracted the driving factors of usability. Starting from ISO 9241-11 [14] and
Definition 1, one can roughly state that the concept of usability features the three
dimensions effectiveness, efficiency and satisfaction. Our goal was to find those
factors that are one level of abstraction below these main dimensions and manifest
themselves in multiple more specific usability rules. Thus, we investigated which
of the remaining rules were different expressions of the same underlying principle
and extracted the intended factors from these. To give just one example, “The
site avoids advertisements, especially pop-ups” [27] and “Attention-attracting
features [...] are used sparingly and only where relevant” [27] are expressions
of the same underlying principle distraction, which is a driving factor of web
interface usability. Moreover, distraction is to a high degree disjoint from other
factors of usability at the same level of abstraction, e.g., it is different from the
factor confusion. To complete the given example, distraction can be situated as
follows regarding its relative level of abstraction (higher level of abstraction to
the right): presence of advertisements distraction efficiency usability.
From the remaining rules, we extracted the underlying factors of usability as
shown in Table 1 (more than one related factor per rule was possible). Originally,
the factor “reachability” was named “accessibility”. To prevent confusion with
what is commonly understood by accessibility
6
, the factor was renamed lateron.
What we understand by “reachability” is how difficult it is for the user to find their
desired content within a web interface w.r.t. the temporal and spatial distance
from the initial viewport.
Using the seven factors from Table 1, we could describe all of the relevant
usability rules extracted from the reviewed guidelines. Subsequently, based on the
6hhttp://www.w3.org/TR/WCAG20/i, retrieved June 12, 2014.
Usability
Effectiveness Efficiency
Satisfaction
Aesthetics
Informativeness
Understandability
Distraction
ReadabilityReachability
Information Density Confusion
Fig. 2.
Structure of usability derived from the guideline reviews. Struck through factors
were removed, factors in dashed boxes were added after the expert interviews.
definition given by ISO 9241-11 [14] and own experience with usability evaluations,
we constructed a structure of usability as shown in Figure 2.
3.2 Expert Interviews
As the second step of determining the items of Inuit, we conducted semi-
structured interviews with nine experts working in the e-commerce industry. The
experts were particularly concerned with front-end design and/or usability testing.
First, we presented them with the definition of usability given by ISO 9241-11
[14] (Fig. 3, bottom left). Based on this, we asked them to name—from their
point of view—driving factors of web interface usability with the intended level of
abstraction from requirement R2 in mind. That is, showing positive and negative
examples on the web, they should indicate factors that potentially directly affect
patterns of user interaction. All statements were recorded accordingly (Fig. 3,
bottom right).
Second, we presented the experts with a pen and a sheet of paper showing
the above structure of usability (Fig. 2) and asked them to modify it in such a
way that it reflected their perception of usability (Fig. 3, top middle).
After the interview, the experts were asked to answer additional demographic
questions (Fig. 3, top right). On average, they stated that they are knowledgeable
(m=3) in front-end design, interaction design and usability/UX (4-point scale,
1=no knowledge, 4=expert). Moreover, they indicated passing knowledge (m=2)
in web engineering. Two experts said they have a research background, three
indicated a practitioner background and four stated that they cannot exactly tell
or have both. The average age of the interviewees was 30.44 years (
σ
=2.96; 2
female).
Based on the interview transcripts, we mapped the usability factors identified
by the experts to the seven factors shown in Table 1. The experts mentioned
all of these factors multiple times, but a total of 38 statements remained that
did not fit into the existing set. Rather, all of these remaining statements were
expressions of an additional underlying concept mental overload or user confusion.
Fig. 3. Set-up of the expert interviews.
During the second part of the interview, the experts made the following general
statements:
Aesthetic appearance goes hand in hand with both effectiveness and efficiency.
Thus, it cannot be considered separate from these. Rather, the item “aesthetics”
should be a sub-factor of both effectiveness and efficiency.
An additional factor “ease of use” / “mental overload” / “user confusion”
should be added as a sub-factor of efficiency since this concept is not fully
reflected by the existing items.
“Fun” should be added as a sub-factor of effectiveness or a separate higher-level
factor “emotional attachment”.
Apart from this, the experts generally agreed with the structure of usability
that was given as a starting point (Fig. 2).
3.3 Items of Inuit
Based on the findings from the interviews and careful review of existing research [1,
15], we revised the structure of usability given in Figure 2. That is, we added user
confusion as a sub-factor of efficiency. Also, following requirement R2, we cleaned
up the construct by not considering any potential factors that are higher-level
latent variables themselves (i.e., satisfaction, aesthetics, emotional attachment,
fun) and cannot be directly mapped to user interactions in a meaningful way.
Particularly, removing satisfaction as a dimension of usability is in accordance
with [16], thus altering Definition 1 as originally given in Sec. 2. Taking the
Table 2. Inuit the Interface Usability Instrument
Usability factor Dimension Question
Informativeness Effectiveness Did you find the content you were looking for?
Understandability Effectiveness Could you easily understand the provided content?
Confusion Efficiency Were you confused while using the webpage?
Distraction Efficiency Were you distracted by elements of the webpage?
Readability Efficiency Did typography and layout add to readability?
Information Density Efficiency Was there too much information presented on
too little space?
Reachability Efficiency Was your desired content easily and quickly
reachable (concerning time and distance)?
resulting factors, we subsequently formulated corresponding questions to form
the intended usability instrument as given in Table 2.
The overall usability metric of Inuit can now be formed either by directly
summing up all items or by equally weighting the dimensions effectiveness and
efficiency.
4 Evaluation
To evaluate the new usability instrument, we have conducted a confirmatory
factor analysis [2, 6] with a model in which all of the seven items directly load on
the latent variable usability.
Method.
The data for evaluation were obtained in a user study with 81 par-
ticipants recruited via Twitter, Facebook and company-internal mailing lists.
Each participant was randomly presented with one of four online news articles
about the Higgs boson [3] (CERN, CNN, Yahoo! News, Scientific American) and
asked to find a particular piece of information within the content of the web
interface
7
. Two of the articles did not contain the desired information (Yahoo!
News, Scientific American). Having found the piece of information or being
absolutely sure the article does not contain it, the participant had to indicate
they finished the task. Subsequently, they were presented with a questionnaire
containing the items from Table 2 and some demographic questions. As a first
simple approach, the Inuit questions could only be answered with “yes” or “no”
(i.e., the overall usability score has a value between 0 and 7) rather than providing
a Likert scale or similar. We believe this is reasonable since it reduces the user’s
perceived amount of work, which might increase the willingness to give answers
in a real-world setting. It was possible to take part a maximum of four times in
the study, being presented a different article each time.
7
We intended to choose a topic an average user would most probably not be familiar
with to ensure equality among the participants.
usability
informativeness reachability
distraction
understandability
confusion readability
information
density
d2
d1
d3
d4
d5
d6
d7
0.28
0.27
0.19
0.32
0.60
0.49
0.33
0.31
0.31
0.43
0.56
-0.77
-0.70
0.57
-0.56
0.55
Fig. 4.
Model with standardized estimates (correlations
, squared multiple
correlations, regression weights).
To make the evaluated model more realistic, we introduced covariances be-
tween the residual errors of informativeness and information density as well as
between the residual errors of informativeness and reachability. This is a valid
approach [2, 6] and in this case theoretically grounded since users who cannot
find their desired content due to a high information density or bad reachability
will probably (incorrectly) indicate a bad informativeness and vice versa.
Results.
Of the 81 non-unique study participants, 66 were male (15 female) at
an average age of 28.43 (
σ
=2.37). Only two of them indicated that they were
familiar with the news website the presented article was taken from.
Using IBM SPSS Amos 20 [2], we performed the confirmatory factor analysis
as described above. Our results (Fig. 4) suggest that the model used is a reasonably
good fit to the data set, with
χ2
=15.817 (df=12, p=0.2), a comparative fit index
(CFI) of 0.971 and a root mean square error of approximation (RMSEA)
8
of
0.063.
Demo.
For the complete set-up of the study and reproducing the confirmatory
factor analysis, please visit hhttp://vsr.informatik.tu-chemnitz.de/demo/inuiti.
5 Discussion & Conclusions
We have introduced Inuit—a novel usability instrument consisting of only seven
items that has been specifically designed for meaningful correlation of its items
8
According to [2], an RMSEA value of 0.08 or less is “a reasonable error of approxi-
mation”. For detailed descriptions of the measures of fit and their shortcomings, the
interested reader may refer to [2].
with client-side user interactions. A corresponding CFA has been carried out
based on a user study with 81 test subjects. It indicates that our instrument can
reasonably well describe real-world perceptions of usability. As such, it paves the
way for providing models that make it possible to infer a web interface’s usability
score from user interactions alone. In fact, Inuit has already been applied in an
industrial case study [25] during which we were able to directly relate interactions
to usability factors, e.g., less confusion is indicated by a lower scrolling distance
from top (Pearson’s
r
= -0.44) and better reachability is indicated by fewer changes
in scrolling direction (-0.31).
Yet, we are aware of the fact that Inuit has several limitations. First, complex
concepts like satisfaction and aesthetics have been removed from our set of items
to keep the instrument simple according to the posed requirements. Particularly,
Inuit can only measure the specific type of usability described in Sec. 2, which
is a rather pragmatic interpretation of the concept leaving out potential hedonic
qualities (cf. [12]). Second, usability itself is a difficult-to-grasp concept that
cannot be forced into a structure consisting of yes/no questions in its entirety.
Therefore, the mapping between our model of usability and the real world should
be investigated with additional scales comprising more than two points (e.g., a
Likert scale). Third, for the CFA performed we have chosen a set-up in which all
factors directly load on the latent variable usability. Yet, it would be desirable
to also explore set-ups in which, e.g., the factors load on the two dimensions
effectiveness and efficiency, which then again load on the latent variable with
equal weight. This could unveil models that even better describe real-world
perceptions of usability than the one described above.
In accordance with the above, future work includes the investigation of Inuit
based on different scales as well as CFAs with different set-ups. In fact, the
instrument has already been applied in a separate user study [25] based on a
three-point scale. The gathered data will be prepared to further investigate Inuit
as intended and to confirm the good results of our CFA described in Sec. 4.
Acknowledgments
We thank our interviewees and all
participants of the Unister Friday PhD Symposia. This work
has been supported by the ESF and the Free State of Saxony.
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... In 2014, I submitted a research paper about a concept called Usability-based Split Testing 1 to a web engineering conference [10]. My evaluation involved a questionnaire that asked for ratings of different factors of usability based on a novel usability instrument specifically developed for web interfaces [11]. This instrument comprises the items informativeness, understandability, confusion, distraction, readability, information density and reachability, which have been identified as factors of usability in a confirmatory factor analysis [11]. ...
... My evaluation involved a questionnaire that asked for ratings of different factors of usability based on a novel usability instrument specifically developed for web interfaces [11]. This instrument comprises the items informativeness, understandability, confusion, distraction, readability, information density and reachability, which have been identified as factors of usability in a confirmatory factor analysis [11]. So obviously, I use the word "usability" in that paper a lot; however, without having thought of its exact connotation in the context of my research before. ...
... Moreover, I had already made use of the definition given in ISO 9241-11 [1] for developing the usability questionnaire (cf. [11]) used in my evaluation: ...
Technical Report
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According to Brooke* "Usability does not exist in any absolute sense; it can only be defined with reference to particular contexts." That is, one cannot speak of usability without specifying what that particular usability is characterized by. Driven by the feedback of a reviewer at an international conference, I explore in which way one can precisely specify the kind of usability they are investigating in a given setting. Finally, I come up with a formalism that defines usability as a quintuple comprising the elements level of usability metrics, product, users, goals and context of use. Providing concrete values for these elements then constitutes the investigated type of usability. The use of this formalism is demonstrated in two case studies. * J. Brooke. SUS: A "quick and dirty" usability scale. In P. W. Jordan, B. Thomas, B. A. Weerdmeester, and A. L. McClelland, editors, Usability Evaluation in Industry. Taylor and Francis, 1996.
... 10 Effectiveness relates to the "accuracy and completeness with which users achieve specific goals" 19 and includes, for example, the informativeness and understandability of the system. 22 Efficiency relates to "resources used in relation to the results achieved" 19 and includes, for instance, readability and reachability of the system. 22 To improve the effectiveness and efficiency of an eHealth system, usability evaluations are implemented. ...
... 22 Efficiency relates to "resources used in relation to the results achieved" 19 and includes, for instance, readability and reachability of the system. 22 To improve the effectiveness and efficiency of an eHealth system, usability evaluations are implemented. ...
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Background Electronic health (eHealth) usability evaluations of rapidly developed eHealth systems are difficult to accomplish because traditional usability evaluation methods require substantial time in preparation and implementation. This illustrates the growing need for fast, flexible, and cost-effective methods to evaluate the usability of eHealth systems. To address this demand, the present study systematically identified and expert-validated rapidly deployable eHealth usability evaluation methods. Objective Identification and prioritization of eHealth usability evaluation methods suitable for agile, easily applicable, and useful eHealth usability evaluations. Methods The study design comprised a systematic iterative approach in which expert knowledge was contrasted with findings from literature. Forty-three eHealth usability evaluation methods were systematically identified and assessed regarding their ease of applicability and usefulness through semi-structured expert interviews with 10 European usability experts and systematic literature research. The most appropriate eHealth usability evaluation methods were selected stepwise based on the experts' judgements of their ease of applicability and usefulness. Results Of these 43 eHealth usability evaluation methods identified as suitable for agile, easily applicable, and useful eHealth usability evaluations, 10 were recommended by the experts based on their usefulness for rapid eHealth usability evaluations. The three most frequently recommended eHealth usability evaluation methods were Remote User Testing, Expert Review, and Rapid Iterative Test and Evaluation Method. Eleven usability evaluation methods, such as Retrospective Testing, were not recommended for use in rapid eHealth usability evaluations. Conclusion We conducted a systematic review and expert-validation to identify rapidly deployable eHealth usability evaluation methods. The comprehensive and evidence-based prioritization of eHealth usability evaluation methods supports faster usability evaluations, and so contributes to the ease-of-use of emerging eHealth systems.
... In the design phase, automated usability tests [8,30,46] can play an important role in making the design process more user-centered and efficient at the same time. The fact that the context of use, i.e. the driving situation, is inherently contained in field data is another key advantage. ...
Conference Paper
We are interested in the role of field user interaction data in the development of In-Vehicle Information Systems (IVISs), the potentials practitioners see in analyzing this data, the concerns they share, and how this compares to companies with digital products. We conducted interviews with 14 UX professionals, 8 from automotive and 6 from digital companies, and analyzed the results by emergent thematic coding. Our key findings indicate that implicit feedback through field user interaction data is currently not evident in the automotive UX development process. Most decisions regarding the design of IVISs are made based on personal preferences and the intuitions of stakeholders. However, the interviewees also indicated that user interaction data has the potential to lower the influence of guesswork and assumptions in the UX design process and can help to make the UX development lifecycle more evidence-based and user-centered. CCS CONCEPTS • General and reference → Surveys and overviews; • Human-centered computing → HCI design and evaluation methods; Empirical studies in HCI. KEYWORDS interview study, user experience, in-vehicle information systems ACM Reference Format:
... In the design phase, automated usability tests [8,30,46] can play an important role in making the design process more user-centered and efficient at the same time. The fact that the context of use, i.e. the driving situation, is inherently contained in field data is another key advantage. ...
Preprint
We are interested in the role of field user interaction data in the development of IVIS, the potentials practitioners see in analyzing this data, the concerns they share, and how this compares to companies with digital products. We conducted interviews with 14 UX professionals, 8 from automotive and 6 from digital companies, and analyzed the results by emergent thematic coding. Our key findings indicate that implicit feedback through field user interaction data is currently not evident in the automotive UX development process. Most decisions regarding the design of IVIS are made based on personal preferences and the intuitions of stakeholders. However, the interviewees also indicated that user interaction data has the potential to lower the influence of guesswork and assumptions in the UX design process and can help to make the UX development lifecycle more evidence-based and user-centered.
... However, previous studies have overlooked this approach in investigating the usability of BIM library interfaces. Factors affecting the usability of an interface include informativeness, reachability of desired content, density, readability, and comprehensibility of the information (Speicher et al., 2015), and credibility of the website (Holliman & Rowley, 2014). Some usability problems are primarily system issues arising when information or functionality is missing, inadequate, misplaced, unnecessary, or misaligned (Tarkkanen et al., 2015). ...
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Building Information Modelling (BIM) objects represent buildingproducts in design, simulation, and procurement processes. This paper explores how BIM objects could be created and exchanged to enable the diffusion of innovative products with enhanced sustainability performance. Two BIM library platforms were examined by taking a new approach that integrates the concepts of sustainable value, diffusion of innovations, information, software usability, and platform ecosystems. The findings show that the diffusion of sustainable products can be inhibited due to problems with the mechanisms for creating and exchanging BIM objects, quality of BIM objects, the usability of BIM library platforms, and participation on the platforms. This study deepens understanding of the problems by focusing on ventilation products in Sweden. Identified shortcomings in the current practices of BIM platform owners and participants would be reduced by effective platform strategies, certification schemes for BIM objects, and BIM object creation processes integrated with product lifecycle management.
... Earlier versions of parts of this chapter have been published asSpeicher et al. (2013b) andSpeicher et al. (2015b). ...
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Over the past 25 years, search engines have become the entry point of the WWW. Therefore, search engine results pages (SERPs) are among the most important interfaces on the web. Since the kinds of available information as well as the needs of users and search engines are constantly evolving, it is crucial to continuously evaluate and optimize the usability of SERPs. Yet, established approaches are either not effective or perceived as costly and time-consuming by companies and therefore not thoroughly applied. Moreover, existing methods for predicting search result relevance, which are mostly based on clicks, are not tailored to the evolving kinds of SERPs. For instance, they fail if queries are answered directly on a SERP and no results need to be clicked. Applying Human-Centered Design principles, we propose a solution to the above in terms of a holistic approach: The Search Interaction Optimization toolkit. It provides novel concepts and automatic methods that make use of implicit user feedback for efficient and effective evaluation and optimization of usability as well as, in particular, search result relevance. The toolkit comprises six components and has been evaluated based on comprehensive user studies involving real-world search engines. The evaluations have shown that our approach is able to effectively detect shortcomings in usability and to significantly improve the usability of SERPs.
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The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading and emerging voices in the field.
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This research Investigates how Task Analysis allows user to accomplish their task and obtain the information they require in an efficient and effective manner. Usability is the major factor for the use of any product or system and can be enhanced through many ways. Usability can be defined as necessity for web. If a website does not fulfill the needs of the user or it is difficult for a user to use, the user will leave the page. The research deals with the enhancement of user experience by task analysis. In this research issues related to usability of SME’s (Small and Medium Enterprise) websites would be highlighted and enlighten how Task Analysis would be helpful to remove the shortcomings or flaws of existing websites. This research will use survey method and card sorting technique along task analysis for redesigning. The proposed design would be according to the user’s need and easy for user to fulfill its goal.
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This research Investigated how Task Analysis allows user to accomplish their task and obtain the information they require in an efficient and effective manner. In this modern era Usability has become major factor for the use of any product or system can be enhanced through many ways. Usability of websites is the major issue user finds difficulties to find its desired stuff or information the website. Usability can be defined as necessity for web. If a website does not fulfil the needs of the user or it is difficult for a user to use, the user will leave the page. The research deals with the enhancement of user experience by task analysis. It would be helpful to remove the shortcomings or flaws of existing websites. Fig 1 highlight the framework of this research. Fig 1: Framework This research will use survey method and card sorting technique along task analysis for redesigning. The proposed design would be according to the user's need and easy for user to fulfil its goal.
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Usability is a crucial quality aspect of web applications, as it guarantees customer satisfaction and loyalty. Yet, effective approaches to usability evaluation are only applied at very slow iteration cycles in today's industry. In contrast, conversion-based split testing seems more attractive to e-commerce companies due to its more efficient and easy-to-deploy nature. We introduce Usability-based Split Testing as an alternative to the above approaches for ensuring web interface quality, along with a corresponding tool called WaPPU. By design, our novel method yields better effectiveness than using conversions at higher efficiency than traditional evaluation methods. To achieve this, we build upon the concept of split testing but leverage user interactions for deriving quantitative metrics of usability. From these interactions, we can also learn models for predicting usability in the absence of explicit user feedback. We have applied our approach in a split test of a real-world search engine interface. Results show that we are able to effectively detect even subtle differences in usability. Moreover, WaPPU can learn usability models of reasonable prediction quality, from which we also derived interaction-based heuristics that can be instantly applied to search engine results pages.
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Current approaches to web interface evaluation are tedious or do not provide sufficient information. Thus, we propose a new metric-based method building on interaction data and usability models. This would enable internet companies to evaluate interfaces at faster iteration cycles but poses new requirements to usability instruments. As a first step, we present INUIT—an instrument aiming at this specific purpose. A confirmatory factor analysis showed that INUIT can reasonably well describe real-world perceptions of usability while being compatible with the desired metric-based approach.
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While traditional usability testing methods can be both time consuming and expensive, tools for automated usability evaluation tend to oversimplify the problem by limiting themselves to supporting only certain evaluation criteria, settings, tasks and scenarios. We present CrowdStudy, a general web toolkit that combines support for automated usability testing with crowdsourcing to facilitate large-scale online user testing. CrowdStudy is based on existing crowdsourcing techniques for recruiting workers and guiding them through complex tasks, but implements mechanisms specifically designed for usability studies, allowing testers to control user sampling and conduct evaluations for particular contexts of use. Our toolkit provides support for context-aware data collection and analysis based on an extensible set of metrics, as well as tools for managing, reviewing and analysing any collected data. The paper demonstrates several useful features of CrowdStudy for two different scenarios, and discusses the benefits and tradeoffs of using crowdsourced evaluation.
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User Experience (UX) is not just "old wine in new bottles". It is a truly extended and distinct perspective on the quality of interactive technology: away from products and problems to humans and the drivers of positive experience. This paper will present my particular perspective on UX and will discuss its implications for the field of Human-Computer Interaction.
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The importance of Web site usability is apparent. Previous studies have found that a usable Web site creates a positive attitude toward online stores, increases stickiness and revisit rates, and eventually stimulates online purchases. A usable Web site also provides benefits to e-business by reducing website development, support, and maintenance costs. The ISO 9241-11 standard for usability has been one of the standards for defining usability in several areas, particularly that of Web sites. This study builds on Quesenbery's reformulation of the ISO 9241-11 standards for Web site usability by developing an instrument to measure its dimensions. The results of the study found an appropriate instrument for Web site usability that showed some nomological validity, although raising questions about its comprehensiveness as a measure of all important dimensions of usability.