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Use-Related Computer Failures: Heuristic Evaluation
and its application in Modern Aviation
by Hugh Jackson and Ben Tristem
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Contents
-
Abstract
-
Introduction
-
Challenges and Goals of HCI
-
Usability Inspection
- spotting the problems
-
Usability Testing
-
Heuristic Evaluation
-
The Heuristics
-
Alternating between
Heuristic Evaluation and Usability Testing
-
Is it possible to measure
good design?
-
Measurement Criteria
-
Aircraft Design Methods
-
Disorientation Issues
-
Role of Heuristic Design
-
Consideration of Risk
-
Some Case Studies
-
Poor Instrumentation?
-
Reasonable Human Error?
-
Conclusion
-
Enhanced Heuristics
- Extending Heuristic Evaluation
Appendix 1 - Definitions
Appendix 2 - The Evolution of Usability Engineering
in Organizations
Appendix 3 - References
Abstract
In this report we will be looking at the theory behind the development
and design process of computer systems and the application it has with
respect to aircraft. We will look at the concept of HCI and a specific
form of design testing called heuristic evaluation. This will also be applied
to the development of aircraft.
Introduction
Computers should be designed for the needs and capabilities of the end
user. Users should not have to think about the intricacies of how to use
a computer, they should simply be able to efficiently and effectively use
the system without distractions from the user interface.
Thus the field of Human Computer Interaction (HCI) was developed - a
discipline concerned with the design, evaluation, and implementation of
interactive computing systems for human use and with the study of major
phenomena surrounding them.
Challenges and Goals of HCI
The main problem involved with systems design is how to keep abreast of
all the changes in technology. It is important for developers to ensure
that their designs offer good HCI as well as harnessing the potential functionality
of any new technology. However, it is crucial that increased functionality
should not be used as an excuse for poor design.
The whole point of HCI is to develop or improve the safety, utility,
effectiveness, efficiency, and usability of computer systems. This can
be achieved by understanding the factors that determine how people operate
computer technology. Ultimately we should be trying to make radical changes
to the system, not the people. People should not have to adapt to use a
computer, rather the computer should adapt to the user's behaviour.
The aim is to develop tools to help designers ensure that computer systems
are suitable for the human activities that they are being used for and
which ensure that efficient, effective and safe interaction is achieved.
Is it possible
to measure good design?
It is important for designers to try to quantify their design implementations.
This, however, is not an easy task. In theory, testing should be done at
every stage of development so that the design requirements can be adhered
to and any usability faults can be spotted early on. Ideally, quantifiable
empirical methods that judge a system's design would enable us to build
more usable computers. Usability metrics are one way of doing this.
Dix et al [19] did not consider them totally dependable, however - "The
problem with usability metrics is that they rely on measurements of very
specific user actions in very specific situations. When the designer knows
what the actions and situations will be, then she/he can set goals for
measured observations." In other words it is sometimes easy for designers
to concentrate on the metrics and not get the design right. The metrics,
therefore, must cover a large number of measurement criteria.
Measurement Criteria
Whiteside et al [14] developed a set of criteria that they considered capable
of measuring the design quality with some accuracy:
time to complete a task
percent of task completed
percent of task completed per unit time
ratio of successes to failures
time spent in errors
percent or numbers of errors
percent or number of competitors better than it
number of commands used
frequency of help and documentation use
percent of favourable/unfavourable user comments
number of repetitions of failed commands
number of runs of successes and of failures
number of times interface misleads the user
number of good and bad features recalled by user
number of available commands not invoked
number of regressive behaviours
number of users preferring your system
number of times users need to work around a problem
number of times the user is disrupted from a work task
number of times user loses control of the system
number of times user expresses frustration or satisfaction.
Such measurements could be carried out during a usability test.
Usability
Inspection - spotting the problems
Usability inspection is the generic name for a set of methods that are
all based on having evaluators inspect a user interface trying to find
usability problems in the design. There are various inspection methods,
but two in particular are of interest to us.
Usability Testing
During a usability test, a test user (or sometimes a pair of users) is
asked to use the system to perform a set of tasks. Instead of separate
tasks, the tasks are embedded in an appropriate scenario. This is where
the user is given a scenario (for example, "You see a job advertised in
the paper and you want to write an e-mail to the company to apply for it.")
which they must carry out. Scenarios make test sessions more natural and
help subjects to concentrate on the current task. Subjects are encouraged
to think aloud while performing tasks.
A usability test can be performed during the development of a product,
revealing problems which may lead to re-design of some features. It can
also be used as a comparison test: usability of a product is compared against
competitors' products. Depending on the nature of the test and on the variety
of users, 2-8 test users are usually enough. [5]
Heuristic Evaluation
Heuristic evaluation is a systematic inspection of a user interface design
for usability. The goal of heuristic evaluation is to find the usability
problems in a user interface design so that they can be attended to as
part of an iterative design process. Evaluation is performed by user interface
specialists (evaluators), who analyse the visible part of the user interface
applying checklists of general heuristics, and their knowledge of common
usability principles and problems.
Heuristic evaluation can be done in the early phases of design, because
it can be based on paper mock-ups and prototypes as well as on working
software. It cannot replace usability tests with real users, but it is
a fairly quick and inexpensive method, by which the most significant usability
problems can be found. Some of the problems revealed in heuristic evaluation
might never turn up during short usability tests. There may also be problems
discovered in usability tests, which would have been hard to find by heuristic
evaluators. The latter can be partly explained by realizing that instead
of really using the system the evaluators are often able to only look at
screen mock-ups.
Evaluation is most effective when it is run by a researcher, who is
specialized in both usability and the application domain. If it is impossible
to find any, a good alternative is to have a non-domain expert, who is
a usability specialist. Some results can be achieved even by having a system
designer who is a non-usability-specialist doing the analysis.
The output from using the heuristic evaluation method is a list of usability
problems in the interface, with references to those usability principles
that were violated by the design in the opinion of the evaluator. It is
not sufficient for evaluators to simply say that they do not like something;
they should explain why they do not like it with reference to the heuristics
or to other usability results. The evaluators should try to be as specific
as possible and should list each usability problem separately.
No matter how experienced an evaluator is, a single evaluator can find
only some of the usability problems in the user interface of the system.
According to Nielsen [6], single evaluators find only approximately 35
% of the problems, three evaluators 60 % and five 75 %. Different evaluators
find different problems.
The Heuristics
These guidelines were originally developed by Nielson and Molich [1, 2]
then updated by Nielson [3, 4] after carrying out a study into a database
of 249 usability problems. He considered them to be capable of explaining
nearly all usability problems encountered in HCI.
-
Visibility of system status - The system should always keep users
informed about what is going on, through appropriate feedback within reasonable
time.
-
Match between system and the real world - The system should speak
the users' language, with words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow real-world conventions, making
information appear in a natural and logical order.
-
User control and freedom - Users often choose system functions by
mistake and will need a clearly marked "emergency exit" to leave the unwanted
state without having to go through an extended dialogue. Support undo and
redo.
-
Consistency and standards - Users should not have to wonder whether
different words, situations, or actions mean the same thing. Follow platform
conventions.
-
Error prevention - Even better than good error messages is a careful
design which prevents a problem from occurring in the first place.
-
Recognition rather than recall - Make objects, actions, and options
visible. The user should not have to remember information from one part
of the dialogue to another. Instructions for use of the system should be
visible or easily retrievable whenever appropriate.
-
Flexibility and efficiency of use - Accelerators (shortcuts) --
unseen by the novice user -- may often speed up the interaction for the
expert user such that the system can cater to both inexperienced and experienced
users. Allow users to tailor frequent actions.
-
Aesthetic and minimalist design - Dialogues should not contain information
which is irrelevant or rarely needed. Every extra unit of information in
a dialogue competes with the relevant units of information and diminishes
their relative visibility.
-
Help users recognize, diagnose, and recover from errors - Error
messages should be expressed in plain language (no codes), precisely indicate
the problem, and constructively suggest a solution.
-
Help and documentation - Even though it is better if the system
can be used without documentation, it may be necessary to provide help
and documentation. Any such information should be easy to search, focused
on the user's task, list concrete steps to be carried out, and not be too
large.
Alternating
between Heuristic Evaluation and Usability Testing
There are two major reasons for alternating between heuristic evaluation
and user testing. Firstly, a heuristic evaluation pass can eliminate a
number of usability problems without the need to "waste users," who sometimes
can be difficult to find and schedule in large numbers. Secondly, these
two categories of usability assessment methods have been shown to find
fairly distinct sets of usability problems; therefore, they supplement
each other rather than lead to repetitive findings [7, 8, 9].
Aircraft Design Methods
Disorientation Issues
A pilot's priority is to fly the aircraft at all times. When looking
inside the cockpit at a Multi Function Display even for a few seconds,
it is very easy to become disorientated. A continuous but gentle rolling
or pitching action can be impossible to feel without visual cues. There
is a real danger that when the pilot next looks up, the aircraft will be
in an uncompromising (perhaps inverted) position!
Incorporated into the new European joint fighter aircraft (EF2000),
is a system where a small digital indicator can be seen even when looking
inside the cockpit:
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Seen here is one of the three multi function displays (currently displaying
fuel information). At the bottom right of the display, we can see a blue
and orange artificial horizon. This allows the pilot to maintain his current
attitude (i.e. level of bank and pitch).
The buttons around the outside of the display allow selection of various
display modes, and are lit to indicate current selection. Along the top
of the display, in white, is information concerning current speed, direction
and altitude. |
Role of Heuristic Design
Considered below are seven of Nielson's heuristics with respect to the
Eurofighter MFD design:
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Visibility of system status - We are looking at a screen showing
fuel remaining, with colour coding for emphasis. The computer also continuously
calculates the fuel required to reach two pre-set destinations at the current
speed and altitude. This is an example of taking unnecessary workload away
from the pilot, allowing him/her to read off the information needed without
the need for complex mental translation.
-
Match between system and real world - The artificial horizon is
a prime example of this heuristic. It reproduces a simplification of what
the real world would look like were the pilot to raise his head. By supplying
this information on the digital screen, the pilot is continuously kept
aware of the plane's movements.
User control and freedom - The buttons surrounding the display
allow the pilot to immediately change the information being displayed.
Operations such as activating and deactivating radar are also provided
through this simple interface. Both control and freedom are being exhibited
here.
-
Consistency and standards -Whatever is being shown in the main body
of the display, the white flight information and the artificial horizon
remain, and are in the same place. This is important as this information
if refered to often In a pressure situation. No time should be wasted in
wondering where to look for the required information. Hence, this design
heuristic is also well implemented in EF2000.
-
Error prevention - There is no time to ask a pilot if he's sure
that he really wants a selection such as 'release flares' (an anti missile
decoy that must be released within fractions of a second of a supersonic
missile hitting your aircraft!) There is quite a lot of reliance put on
pilot integrity in this context. Error prevention is not explicitly provided
during operation but is concentrated on during pilot training. However,
most non-safety critical operations are immediately reversible. Weapon
systems, of course, do implement physical error prevention techniques
(switch covers etc.) as well as requiring at least two positive steps in
the correct order before dispatch.
-
Recognition rather than recall - Human memory recall cannot be forced
when being expected to retrieve a number, word, operation etc. Under threat,
whether it be imminent death or merely missing a deadline, it is important
the current situation is recognized and appropriate instinctive
action taken. This is not really a feature of our interface, but again
more of pilot training. However, it is important that the HCI design provides
information in a recognizable format, as we will see later on in the case
study of the crashed Boeing 737.
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Flexibility and efficiency of use - The flight of an aircraft is
rarely a pre-determined set of events, especially in the rich environment
of air combat. Indeed, it it were fully deterministic then HCI would not
be necessary at all as no pilot would be needed to adapt to changing situations!
The importance of efficiency of use almost goes without saying in a real-time,
safety-critical system. Flexibility must be provided by allowing a given
course of action to be aborted and by providing a large range of available
facilities. The Multi Function Displays in the Eurofighter have no sub-modes,
allowing implicit, rapid and efficient changes of mode.
In conclusion, the Eurofighter closely obeys Nielson's design heuristics.
This encouragingly supports their validity as they were not used in the
design of this aircraft's HCI. One can see how useful a technique heuristic
evaluation can be.
Consideration of Risk
Recent incidents and accidents involving highly automated commercial transport
aircraft have raised concerns about the overall safety effects of advanced
autopilots, flight path management systems and other cockpit automation.
While several recent studies have attempted to address some of these automation
issues, until now no one has systematically identified all issues that
exist about cockpit automation. The US Federal Aviation Administration
has funded a team comprised of Oregon State University, Research Integrations,
Inc., and Honeywell, Inc. to look into this further.
It might be useful to summarize the current state of affairs. There
have been three major accidents involving Airbus aircraft in the last year:
an A320 ran off the end of the runway in Warsaw in September 1993, killing
two people and injuring many more; the crew of an Aeroflot Airbus A310
lost control during cruise flight, which led to the death of everyone on
board; and a China airlines A300 crashed recently tail-first (!) on landing
at Nagoya, killing almost all on board.
The A300 and A310 aircraft have 'conventional' control, that is, physical
control of the aircraft is transmitted by mechanical or hydraulic means
to most of the flight control surfaces. The normal flight control of the
Airbus A320, A321, A330 and A340 aircraft, in contrast, is achieved by
computer, to which the pilots' side stick movements are one set of inputs.
This is commonly known as 'fly-by-wire'. Fly-by-wire aircraft have been
in regular use by the military for over 20 years, but the A320 is the first
commercial 'fly-by-wire' airliner, introduced in the early 90's. Pilots
have extremely limited direct physical control of A320/21/30/40 aircraft
should the flight control computers be unavailable, a situation which is
anticipated not to occur during the lifetime of the fleet.
The first flight of the Boeing 777 took place on Sunday 12 June, 1994.
The B777 is Boeing's first 'fly-by-wire' commercial transport. The B777
is a significantly different design from the A320, and it would be very
surprising if there were to be any accidents attributable to features common
to A320/21/30/40 and B777 aircraft which are not also common features of
conventional aircraft such as the B737.
Airbus claims its design philosophy is evolutionary, that is, the systems
are not designed from scratch, but introduced gradually into the company's
designs after success in previous designs. Nevertheless, there are steps,
such as that to 'fly-by-wire' in the A320, which should be considered more
significant than others. See the article by J.P. Potocki de Montalk [20].
A useful and readable reference for those interested in A320 accidents
is Peter Mellor's paper 'CAD: Computer-Aided Disaster!' which contains
a description of the design of the A320 Electrical Flight Control System,
and detailed commentary on all A320 accidents to date. A version of this
will appear in High Integrity Systems journal.
Apart from the flight control on A320/321/330/440s and B777s, there
are potentially risky computer-based systems on almost all modern transport
aircraft, of which maybe the most important are the autopilot/Flight-Director
and the FADEC (Full-Authority Digital Engine
Control). All commercial aircraft have autopilots of various degrees
of sophistication (and most have Flight Directors, which provide passive
guidance rather than active control), and these may be suspect in certain
incidents (e.g. the Collins autopilots on B757 and B767 aircraft). Many
modern aircraft also have FADEC, which has occasionally come under investigation,
but so far there have been no occasions on which they have been considered
primary cause of accidents or incidents.
Human factors are very important. A task force has recently been convened
to study incidents of controlled flight into terrain', in which the continued
safe flight of the aircraft is impeded by a storm cloud [21]. In these
accidents the physical performance of the aeroplane is generally not a
factor, but they may nevertheless be computer-related, since guidance and
air traffic control relies on computers to various degrees. Dr Michael
Bagshaw is head of aviation medical services at British Airways.
He wonders, "Are we perhaps reaching the limit to pilots' mental processing
capacity?"
Some Case Studies
Poor Instrumentation?
A British Midlands Airways Boeing 737 crashed on the M1, one kilometre
short of the runway at East Midlands Airport on Jan 8 1989.
During it's climb from Heathrow, flight G-OBME experienced engine trouble
(with symptoms of vibration and cabin smoke!) Finding nothing abnormal
about the indications of either engine, the crew made an assumption (involving
the air conditioning system) that it was the right engine and shut it down.
The symptoms of the engine trouble reduced, and they believed they had
made the correct decision. In fact, the right engine was fine, it was the
left engine that was severely malfunctioning!! A matter of seconds prior
to landing, the left engine caught fire and failed. The aircraft made a
crash landing - killing about one third of the passengers on board!
It was clear from the Flight Data Recorder that the engine indications
for the faulty engines were seriously abnormal for at least 3 minutes.
Even though the crew were checking these intently, they failed to assimilate
the correct information in the pressure of the situation. A digital Electronic
Instrument System was in use for the engine readings. Whether or not the
crew would have noticed such abnormal readings on conventional electromechanical
instruments is a matter for conjecture, but undoubtedly it would have been
more recognisable. While the introduction of the Electronic Instrument
System represented progress in terms of reliability and maintenance costs,
the investigators believed it could be a retrograde step in information
presentation.
The most obvious difference between conventional electromechanical engine
instruments and the EIS is that full-radius mechanical pointers have been
replaced by short, light emitting diode pointers moving around the outside
of their scales. Much less conspicuous than mechanical pointers, they are
less able to give the comparative information provided by the strong visual
cue of parallel mechanical needles! Furthermore, the EIS had been introduced
to this aircraft without thorough evaluation of its efficiency in passing
information. Neither pilot had operated a simulator equipped with these
instruments before they flew the real plane!? This lack of user testing
prior to application in such a safety critical system is unacceptable and
steps are being taken to prevent such occurrences in the future.
Reasonable Human Error?
An aircraft, for which we do not have details, crashed into the ground
whilst landing in nil visibility.
An aircraft fitted with an automated landing system was performing a
standard automatic night approach through cloud when it struck the ground,
killing all on board. The pilots noticed that the altitude readings were
abnormal for the stage of approach but decided to trust the computer that
had so many times landed them safely in the past!
The automatic landing system requires that the descent is specified
by entering either the slope of descent (in degrees), or the rate of descent
(in 1000's of feet per minute) A single instrument is used to set and display
this value, whether it be slope or rate, and can be seen below in simplified
form:
 |
If the position of the marking arrow on the right hand side is not
registered correctly, then a decent slope of three degrees could be mistaken,
for a 3000 foot per minute decent. In this incident, the wrong selection
had been inadvertently made, directly causing the crash. |
Is it reasonable to conclude that the sole cause of the accident was human
error? The official investigation concludes that the mistake made represented
a reasonable level of human error. The design of the Human Computer Interface
was ultimately blamed. This is an excellent example of the modern theory
of compressing different information onto universal displays going fatally
wrong! We must except that human error will occur, and instead take
steps in the design and usability testing stages to reduce risk generated
by this error!
Conclusion
Enhanced Heuristics
- Extending Heuristic Evaluation
Muller et al [12] extended Nielson's heuristics because they were unhappy
with 2 things.
Firstly they could not see how a system could be properly evaluated
if users were not included in the inspection because users are likely to
know more than the developers or the human factors workers about usability
since it relates to their own work. They therefore recognised users as
work domain experts, and included them in the panel of experts they asked
to serve as inspectors.
Secondly, they considered Nielson's theory to be incomplete. To quote
"Floyd [13] analyzed two complementary approaches to software engineering
that she called product-oriented and process-oriented. The product-oriented
paradigm is focused on the computer artifact itself. Questions of adequacy,
testing, validation, and so on are posed and answered within the context
of a requirements/design/implementation software development process. By
contrast, the process-oriented paradigm is focused on the human work process
(or human life process) that the computer artifact is intended to support.
Questions of adequacy, testing, validation, and so on are posed and answered
within the broader context of the users' work or life setting. Floyd asserted
that both paradigms were important, and that the problem in much software
engineering was to get them in the proper balance."
They therefore developed an extended version of heuristic evaluation
which they called participatory heuristic evaluation. They thought
the original form of heuristic evaluation was too weighted toward the product-oriented
paradigm. Their extensions were to be more balanced between product orientation
and process orientation.
They updated Nielson's heuristics as follows:
-
User control and freedom - Users should be free to select and sequence
tasks (when appropriate), rather than having the system do this for them.
Users often choose system functions by mistake and will need a clearly
marked "emergency exit" to leave the unwanted state without having to go
through an extended dialogue. Users should make their own decisions (with
clear information) regarding the costs of exiting current work. The system
should support undo and redo.
-
Help users recognize, diagnose, and recover from errors - Error
messages should precisely indicate the problem and constructively suggest
a solution. They should be expressed in plain language (no codes).
-
Flexibility and efficiency of use - Accelerators-unseen by the novice
user-may often speed up the interaction for the expert user such that the
system can cater to both inexperienced and experienced users. Allow users
to tailor frequent actions. Provide alternative means of access and operation
for users who differ from the "average" user (e.g., in physical or cognitive
ability, culture, language, etc.).
They also added 4 further heuristics:
-
Skills - The system should support, extend, supplement, or enhance
the user's skills, background knowledge, and expertise -- not replace them.
-
Pleasurable and respectful interaction with the user - The user's
interactions with the system should enhance the quality of her or his work-life.
The user should be treated with respect. The design should reflect the
user's professional role, personal identity, or intention. The design should
be aesthetically pleasing -- with artistic as well as functional value.
-
Quality work - The system should support the user in delivering
quality work to her or his clients (if appropriate). Attributes of quality
work include timeliness, accuracy, and appropriate levels of completeness.
-
Privacy - The system should help the user to protect personal or
private information -- belonging to the user or to her/his clients.
Their evaluation revealed 247 usability problems, resulting in 89 recommendations
to the development team, of which the team accepted 87 percent and implemented
72 percent. Each problem or recommendation was scored by the human factors
member of the team as being related to one or more of the 13 heuristics.
One or more of the heuristics from the original set accounted uniquely
for 33 percent of problems and 31 percent of recommendations, without any
contributions from the new heuristics. By contrast, one or more of the
new heuristicsstudy accounted uniquely for 15 percent of problems and 10
percent of recommendations, without any contributions from Nielson's set.
52 percent of the problems and 59 percent of the recommendations appeared
to be based on common contributions from both of the sets of heuristics
-- that is, they appeared to be based on at least one heuristic from the
original set and at least one heuristic from the new heuristics. Hence
their results show that the new heuristics made a significant difference.
Ultimately, we should recognize the inherent limitation of usability
engineering (the design of systems using usability inspection methods),
that is, it provides a means of satisfying specifications and not necessarily
usability. If developers have usability issues at heart, as they should
in aircraft, then this will not be a problem, but this might not always
be the case.
Appendix 1 - Definitions
User Interface: An input language for the user, an output language for
the machine, and a protocol for any interaction
Usability: The effectiveness, efficiency and satisfaction with which
specified users can achieve specified goals in particular environments.
[11]
Effectiveness: The accuracy and completeness with which specified users
can achieve specified goals in particular environments. [11]
Efficiency: The resources expended in relation to the accuracy and completeness
of goals achieved. [11]
Satisfaction: The comfort and acceptability of the work system to its
users and other people affected by its use.
Functionality: The capabilities of the system
System: The entire environment i.e. both human operator and computer
Usability Metric: A measure of usability which indicates the complexity,
understandability, testability, description and intricacy of design
Appendix 2
The Evolution of Usability Engineering in Organizations[10]
-
Usability does not matter. The main focus is to wring every
last bit of performance from the iron. This is the attitude leading to
the world-famous error message,"beep."
-
Usability is important, but good interfaces can surely be designed
by the regular development staff as part of their general system
design. This attitude is symbolized by the famous statement made by King
Frederik VI of Denmark on February 26, 1835: "We alone know what serves
the true welfare and benefit of the State and People." At this stage, no
attempt is made at user testing or at acquiring staff with usability expertise.
-
The desire to have the interface blessed by the magic wand of
a usability engineer. Developers recognize that they may not know everything
about usability, so they call in a usability specialist to look over their
design and comment on it. The involvement of the usability specialist is
often too late to do much good in the project, and the usability specialist
often has to provide advice on the interface without the benefit of access
to real users.
-
GUI panic strikes, causing a sudden desire to learn about
user interface issues. Currently, many companies are in this stage as they
are moving from character-based user interfaces to graphical user interfaces
and realize the need to bring in usability specialists to advise on graphical
user interfaces from the start. Some usability specialists resent this
attitude and maintain that it is more important to provide an appropriate
interface for the task than to blindly go with a graphical interface without
prior task analysis. Even so, GUI panic is an opportunity for usability
specialists to get involved in interface design at an earlier stage than
the traditional last-minute blessing of a design that cannot be changed
much.
-
Discount usability engineering sporadically used.
Typically, some projects use a few discount usability methods (like user
testing or heuristic evaluation), though the methods are often used too
late in the development lifecycle to do maximum good. Projects that do
use usability methods often differ from others in having managers who have
experienced the benefit of usability methods on earlier projects. Thus,
usability acts as a kind of virus, infecting progressively more projects
as more people experience its benefits.
-
Discount usability engineering systematically used.
At some point in time, most projects involve some simple usability methods,
and some projects even use usability methods in the early stages of system
development. Scenarios and cheap prototyping techniques seem to be very
effective weapons for guerrilla HCI in this stage.
-
Usability group and/or usability lab founded. Many companies
decide to expand to a deluxe usability approach after having experienced
the benefits of discount usability engineering. Currently, the building
of usability laboratories [Nielsen 1994a] is quite popular as is the formation
of dedicated groups of usability specialists.
-
Usability permeates lifecycle. The final stage is rarely
reached since even companies with usability groups and usability labs normally
do not have enough usability resources to employ all the methods one could
wish for at all the stages of the development lifecycle. However, there
are some, often important, projects that have usability plans defined as
part of their early project planning and where usability methods are used
throughout the development lifecycle.
Appendix 3 - References
[1] Molich, R., and Nielsen, J. (1990). Improving a human-computer dialogue,
Communications of the ACM 33, 3 (March), 338-348.
[2] Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user
interfaces, Proc. ACM CHI'90 Conf. (Seattle, WA, 1-5 April), 249-256.
[3] Nielsen, J. (1994a). Enhancing the explanatory power of usability
heuristics. Proc. ACM CHI'94 Conf. (Boston, MA, April 24-28), 152-158.
[4] Nielsen, J. (1994b). Heuristic evaluation. In Nielsen, J., and Mack,
R.L. (Eds.), Usability
Inspection Methods. John Wiley & Sons, New York, NY.
[5] The Usability
Research Group at Helsinki University of Technology
[6] Nielsen, J. (1992c). Finding usability problems through heuristic
evaluation. Proc. ACM CHI'92 (Monterey, CA, 3-7 May), 373-380.
[7] Desurvire, H. W., Kondziela, J. M., and Atwood, M. E. 1992. What
is gained and lost when using evaluation methods other than empirical testing.
In People and Computers VII, edited by Monk, A., Diaper, D., and Harrison,
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