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Human computer interaction (HCI) evaluacija Petar Jerčić, PhD student Blekinge Institute of Technology, Švedska 30. listopada 2013, FESB

Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

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Page 1: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Human–computer interaction

(HCI) evaluacija

Petar Jerčić, PhD student

Blekinge Institute of Technology, Švedska

30. listopada 2013, FESB

Page 2: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

• Evaluacija HCI sučelja, njezine metode,

prednosti i mane.

• Ljepota interakcije ovakvih sučelja je čovjek

koji komunicira sa „računalom”.

• Problem evaluacije ovakvih sučelja je

„čovjek” koji komunicira s računalom.

Page 3: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Petar Jerčić

• Diplomirao računarstvo na Fakultetu elektrotehnike, strojarstva i brodogradnje (FESB) sveučilišta u Splitu, trenutno doktoriram na Blekinge institutu za tehnologiju (BTH) u Švedskoj.

• Moje istraživanje se fokusira na psihofiziologiju i njene teorije, metode i mjerenja. Točnije, istražujem kako mjeriti i interpretirati emocionalna stanja korisnika, uz korištenje psihofizioloških metoda i opreme.

• U svrhu ostvarivanja ovog cilja, koristimo znanje i razumijevanje temeljnih teorija kognitivne znanosti, neuroznanosti, neuroinžinjeringa i afektivnog računarstva. Navedene teorije pomažu objasniti kognitivne i emocionalne aspekte korisnika kao igrača u interakciji s nekim sustavom, bilo da je riječ o digitalnoj igri, autonomni robotski sustavi ili bilo kojoj drugoj aplikaciji.

Page 4: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Sadržaj

1. HCI uporabno (usability) testiranje

2. HCI metode evaluacija dizajna

3. HCI metode evaluacija korisničkog korištenja sučelja

4. HCI evaluacija implementacije prototipa

5. Eksperiment

– Metode mjerenja

– Metode ispitivanja

6. (Psiho)fiziološke metode ispitivanja

Page 5: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

HCI evaluacija

• Korisničko (user) testiranje

– Akademija kategorizira korisnika ili zadatak

– Unapređenje HCI znanosti

– Formalan i određen zadatak

• Uporabno (usability) testiranje

– Eksperti u industriji uočavaju uporabne probleme

– Neformalan i općenit zadatak

– Specifični uporabni zahtjevi

Page 6: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Auction Game – HCI evaluacija

Page 7: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

HCI uporabno (usability) testiranje

• Testiramo uporabljivost i funkcionalnost

sustava, identificiramo probleme i efekt sučelja

na korisnika

• Laboratorij, teren s korisnicima

• Dizajn i implementacija

• Iterativno kroz sve korake ciklusa dizajna i

implementacije

Page 8: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

HCI metode evaluacija dizajna

• Kognitivna (psihološka) metoda

– Korisnikovo učenje određenog zadatka

– Kognitivni psiholog, znanje stvara točne ciljeve

• Heuristička metoda (funkcionalna)

– Upotrebni ciljevi su ostvareni

– Experti debagiraju dizajn

• Metoda pregledom literature

– Rezultati iz literature podržavaju izbore dizajna

Page 9: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Auction Game - evaluacija dizajna

• People tend to use one of two main, broadly defined, strategies to deal with emotions emerging when facing difficult and stressful tasks (Wallace et al., 2009). These strategies are reappraisal and suppression.

• Development of the Auction Game was followed by a heuristic evaluation (Isbister & Schaffer, 2008) aiming at qualitatively identifying design errors and suggest improvements. A group of expert evaluators reviewed the game using heuristics divided into a set of categories, looking for potential usability and gameplay problems in the prototype.

• Currently, there have been serious games created with the goal of teaching how to better manage financial decisions ... There are a number of serious games in the field of healthcare and well-being using biofeedback (Kato, 2010), they are mostly concerned with hyperactivity disorder, autism, substance abuse (Wang, 2010) and more specific targets as pain, astma, bladder control, medical education on cancer.

• Wallace, J. C., Edwards, B. D., Shull, A., & Finch, D. M. (2009). Examining the consequences in the tendency to suppress and reappraise emotions on task-related job performance. Human Performance, 22(1), 23-43. Routledge.

• Isbister K. and Schaffer N. (2008), Game usability: advancing the player experience, Morgan Kaufmann Pub, 2008.

• Kato, P. M. (2010). Video games in health care: Closing the gap. Review of General Psychology, 14(2), 113-121. • Wang, Q., Sourina, O., & Nguyen, M. K. (2010). EEG-Based “Serious” Games Design for Medical Applications. 2010

International Conference on Cyberworlds, 270-276.

Page 10: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

HCI metode evaluacija korisničkog

korištenja sučelja

• Laboratorijsko istraživanje

– Kontrolirani okoliš i dostupna oprema

– Gubi se kontekst i socijalna interakcija korisnika

• Terensko istraživanje

– Prirodni okoliš i kontekst

– Nema kontrole nad „varijablama”

Page 11: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Auction game - korištenja sučelja

Laboratorij

Teren

Page 12: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

HCI evaluacija implementacije

prototipa

• Korisničko (user) testiranje i uporabno

(usability) testiranje

• Kontrolirano istraživanje određenog aspekta

ponašanja interakcije

– Korisnika, odnosno prototipa

• Eksperiment

– Pravi (true) eksperiment

– Kvazi (quasi) eksperiment

Page 13: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Eksperiment (1)

• Subjekti

– Studenti

– Korisnici

• Variable

– Ovisne

– Neovisne

• Hipoteza

• Eksperimentalni dizajn

Page 14: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Eksperiment (2)

• Reliability – da li su rezultati ponovljivi

• Validity – mjerimo li točno varijable koje smo naumili

• Biases – mogu li nam koja pristranost u rezultatu dovesti do krivog zaključka

• Scope – koji okvir smo postavili jer ne možemo mjeriti baš sve

• Ecological validity – utječe li okoliš na korisnika čineći rezultat pristranim

Page 15: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Auction Game - Playtesting Evaluation

• A total of six students volunteered to participate in the Playtesting Evaluation. They were all students of Blekinge Institute of Technology aged between 20 and 32 years old with four of them being male and two female. They reported varying gaming experience.

• Before the game, the students were fitted with the Movisens ecgMove HR sensor and given a tutorial session. In order to objectively determine which game elements the players were paying attention to, the game was played through the Tobii T60 eyetracker logging data on different Areas of Interest (AOI) and recording the whole gaming session on video. The purpose was to be able to tell how important different visual objects (AOIs) on screen are to a player.

• At the end of each game, each participant was given: an Emotion Regulation Questionnaire (Gross et al. ,2003) in order to identify suppression and reappraisal tendencies of individuals; a modified System Usability Scale (Nacke, 2010; Brooke, 1996) questionnaire measuring game usability.

• Gross, J. J., & John, O. P. (2003). Individual differences in two emotion regulation processes: Implications for affect, relationships, and well-being. Journal of personality and social psychology, 85(2), 348-362. APA AMERICAN PSYCHOLOGICAL ASSOCIATION.

• Nacke, L., Schild, J., & Niesenhaus, J. (2010). Gameplay experience testing with playability and usability surveys–An experimental pilot study. PLAYABILITY AND PLAYER EXPERIENCE.

• Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability evaluation in industry, 189–194.

Page 16: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Eksperiment – metode mjerenja

• Think aloud – Jednostavno ali ometa zadatak, subjektivno

• Kooperativna evaluacija – Izvršitelj također postavlja pitanja, subjektivno

• Analiza protokola – Pohrana ogromnih količina audio/video/log podataka,

obrada dugotrajna

• Automatska analiza – Nakon zadatka korak po korak, nije sviježe sjećanje

• Post-zadatak walkthrough – Komentar korisnikovih akcija kroz eksperiment

Page 17: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Auction Game - Playtesting results

• Total number rounds played, 661 rounds, were divided into 5 groups according to the arousal level while decision was made (Group 1: 1[relaxed], Group 2: 2 … Group 5: 5[highly aroused]).

• There was a statistically significant difference at the p<.05 level in profit made each round for the five arousal groups [F(4, 656)=3.566, p<.01]. The effect size, calculated using eta squared was .02. Post-hoc comparison using Turkey HSD test indicated that the mean score for Group 1 (M=.6328, SD=2.95) was significantly different from Group 5 (M=-1.369, SD=3.3). Other groups did not differ significantly.

• Same has been conducted for the time needed to reach a decision in seconds and there was a statistically significant difference the p<.05 level [F(4, 656)=5.753, p<.001] between Group 5 (M=1.55, SD=.45) and rest of the groups. The effect size, calculated using eta squared was .03.

• This gives strong evidence supporting a good design of the Auction Game to present a hard challenge and punishment to a player in an undesirable high arousal emotional state.

Page 18: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Eksperiment – Metode ispitivanja

• Intervju

– Otkriva kontekst iza puke interakcije, dubinu i

neočekivane probleme

– Subjektivno i teško za kvantitativnu analizu

• Upitnik/anketa

– Lako za analizu

– Nije fleksibilno i bez neočekivane duboke analize

Page 19: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Auction Game – metode ispitivanja

• The game was successfully played up to a hard 8th level by two participants, both of which are high reappraisers, while one had low and the other normal suppression tendencies. They both evaluated the game as manageable and in the interview session reported that they were practicing emotion regulation techniques themselves without being instructed at all. This provides evidence for a good game design of the Auction Game.

Page 20: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

(Psiho)fiziološke metode ispitivanja

• Kvantitativni i mjerljivi subjektivni simptomi

• Pogled i zjenica (eye-tracking)

– Težina zadatka i pažnja, te kompleksnost sučelja

• Srce – heart rate (HR)

• Znoj – Galvanic Skin Response (GSR)

• Lice – Electromyography (EMG)

• Mozak – Electroencephalography (EMG)

– Afektivne/emocionalne promjene korisnika

Page 21: Human computer interaction (HCI) evaluacijamarjan.fesb.hr/~mcagalj/HCI/Lectures/HCI_FESB.pdf · •Heuristička metoda (funkcionalna) –Upotrebni ciljevi su ostvareni –Experti

Dizajn i evaluacija afektivnih ozbiljnih

igara u svrhu regulacije emocija

... nastavlja se