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Lecture 1.3: Evaluating Designs (12:15)

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    In many ways, the most creative, challenging, and under-appreciated aspect of interaction design
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    is evaluating designs with people.
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    The insights that you’ll get from testing designs with people
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    can help you get new ideas, make changes, decide wisely, and fix bugs.
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    One reason I think design is such an interesting field is its relationship to truth and objectivity.
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    I find design so incredibly fascinating because we can say more in response to a question like:
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    “How can we measure success?” than “It’s just personal preference” or “Whatever feels right.”
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    At the same time, the answers are more complex and more open-ended, more subjective,
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    and require more wisdom than just a number like 7 or 3.
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    One of the things that we’re going to learn in this class
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    is the different kinds of knowledge that you can get out of different kinds of methods.
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    Why evaluate designs with people? Why learn about how people use interactive systems?
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    I think one major reason for this is that it can be difficult to tell how good a user interface is
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    until you’ve tried it out with actual users, and that’s because clients and designers and developers,
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    they may know too much about the domain and the user interface,
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    or have acquired blinders through designing and building the user interface.
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    At the same time they may not know enough about the user’s actual tasks.
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    And while experience and theory can help, it can still be hard to predict what real users will actually do.
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    You might want to know, “Can people figure out how to use it?”
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    or “Do they swear or giggle when using this interface?”
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    “How does this design compare to that design?”
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    and, “If we changed the interface, how does that change people’s behaviour?”
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    “What new practices might emerge?” “How do things change over time?”
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    These are all great questions to ask about an interface, and each will come from different methods.
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    The value of having a broad toolbox of different methods can be especially valuable in emerging areas
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    like mobile and social software where people’s use practices can be particularly context-dependent
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    and also evolves significantly over time in response to how other people use software
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    through network effects and things like that.
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    To give you a flavour of this, I’d like to quickly run through some common types of empiracal research in HCI.
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    The examples I’ll show are mostly published work of one sort or another,
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    because that’s the easiest stuff to share.
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    If you have good examples from current systems out in the world, post them to the forum!
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    I keep an archive of user interface examples,
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    and I and the other students would love to see what you can come up with.
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    One way to learn about the user experience of a design
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    is to bring people into your lab or office and have them try it out.
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    We often call these usability studies.
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    This “watch someone use my interface” approach is a common one in HCI.
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    This basic strategy for traditional user-centred design is to iteratively bring people
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    into your lab or office until you run out of time. And then release.
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    And, if you had deep pockets, these rooms had a one-way glass mirror,
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    and the development team was on the other side.
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    In a leaner environment, this may be just bring in people into your dorm room office.
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    You’ll learn a huge amount by doing this.
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    Every single time that I or a student, friend, or colleague
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    has watched somebody use a new interactive system,
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    we learn something, [as,] as designers we get blinders to systems’ quirks, bugs, and false assumptions.
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    However, there are some major shortcomings to this approach.
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    In particular, the setting probably isn’t very ecologically valid.
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    In the real world, people may have different tasks, goals, motivations, and physical settings
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    than your office or lab.
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    This can be especially true for user interfaces that you think people might use on the go,
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    like at a bus stop or while waiting in line.
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    Second, there can be a “please me” experimental bias,
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    where when you bring somebody in to try out a user interface,
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    they know that they’re trying out the technology that you developed
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    and so they may work harder or be nicer
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    than they would if they had to use it without the constraints of a lab setup
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    with the person who developed it watching right over them.
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    Third, in its most basic form where you’re just trying out just one user interface, there is no comparison point.
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    So while you can track when people laugh, or swear, or smile with joy,
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    you won’t know whether they would’ve laugh more, or sworn less, or smiled more
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    if you’d had a different user interface.
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    And finally it requires bringing people to your physical location.
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    This is often a whole lot easier than a lot of people think.
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    It can be a psychological burden, even if nothing else.
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    A very different way of getting feedback from people is to use a survey.
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    Here is an example of a survey that I got recently from San Francisco
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    asking about different street light designs.
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    Surveys are great because you can quickly get feedback from a large number of responses.
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    And it’s relatively easy to compare multiple alternatives.
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    You can also automatically tally the results.
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    You don’t even need to build anything; you can just show screen shots or mock-ups.
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    One of the things that I’ve learned the hard way, though,
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    is the difference between what people say they’re going to do and what they actually do.
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    Ask people how often they exercise and you’ll probably get a much more optimistic answer
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    than how often they really do exercise.
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    The same holds for the street light example here.
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    Try to imagine what a number of different street light designs might be
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    is really different than actually observing them on the street
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    and having them become part of normal everyday life.
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    Still, it can be valuable to get feedback.
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    Another type of responder strategy is focus groups.
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    In a focus group, you’ll gather together a small group of people to discuss a design or idea.
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    The fact that focus groups involve a group of people is a double-edged sword.
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    On one hand, you can get people to tease out of their colleagues things that they might not have thought
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    to say on their own; on the other hand, for a variety of psychological reasons, people may be inclined
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    to say polite things or generate answers completely on the spot
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    that are totally uncorrelated with what they believe or what they would actually do.
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    Focus groups can be a particularly problematic method when you are looking at trying to gather data
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    about taboo topics or about cultural biases.
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    With those caveats — right now we’re just making a laundry list, and —
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    I think that focus groups, like almost any other method, can play an important role in your toolbelt.
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    Our third category of techniques is to get feedback from experts.
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    For example, in this class we’re going to do a bunch of peer critique for your weekly project assignments.
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    In addition to having users try your interface,
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    it can be important to eat your own dog food and use the tools that you built yourself.
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    When you are getting feedback from experts, it can often be helpful to have some kind of structured format,
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    much like the rubrics you’ll see in your project assignments.
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    And, for getting feedback on user interfaces, one common approach to this structured feedback
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    is called heuristic evaluation, and you’ll learn how to do that in this class;
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    it’s pioneered by Jacob Nielson.
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    Our next genre is comparative experiments:
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    taking two or more distinct options and comparing their performance to each other.
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    These comparisons can take place in lots of different ways:
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    They can be in the lab; they can be in the field; they can be online.
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    These experiments can be more-or-less controlled,
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    and they can take place over shorter or longer durations.
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    What you’re trying to learn here is which option is the more effective,
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    and, more often, what are the active ingredients,
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    what are the variables that matter in creating the user experience that you seek.
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    Here’s an example: My former PhD student Joel Brandt, and his colleague at Adobe,
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    ran a number of studies comparing help interfaces for programmers.
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    In particular they compared a more traditional search-style user interface for finding programming help
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    with a search interface that integrated programming help directly into your environment.
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    By running these comparisons they were able to see how programmers’ behaviour differed
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    based on the changing help user interface.
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    Comparative experiments have an advantage over surveys
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    in that you get to see the actual behaviour as opposed to self report,
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    and they can be better than usability studies because you’re comparing multiple alternatives.
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    This enables you to see what works better or worse, or at least what works different.
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    I find that comparative feedback is also often much more actionable.
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    However, if you are running controlled experiments online,
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    you don’t get to see much about the person on the other side of the screen.
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    And if you are inviting people into your office or lab,
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    the behaviour you’re measuring might not be very realistic.
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    If realistic longitudinal behaviour is what you’re after, participant observation may be the approach for you.
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    This approach is just what it sounds like: observing what people actually do in their actual work environment.
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    And this more long-term evaluation can be important for uncovering things
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    that you might not see in shorter term, more controlled scenarios.
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    For example, my colleagues Bob Sutton and Andrew Hargadon studied brainstorming.
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    The prior literature on brainstorming had focused mostly on questions like
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    “Do people come up with more ideas?”
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    What Bob and Andrew realized by going into the field
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    was that brainstorming served a number of other functions also,
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    like, for example, brainstorming provides a way for members of the design team
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    to demonstrate their creativity to their peers;
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    it allows them to pass along knowledge that then can be reused in other projects;
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    and it creates a fun, exciting environment that people like to work in and that clients like to participate in.
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    In a real ecosystem, all of these things are important,
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    in addition to just having the ideas that people come up with.
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    Nearly all experiments seek to build a theory on some level — I don’t mean anything fancy by this,
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    just that we take some things to be more relevant, and other things less relevant.
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    We might, for example, assume
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    that the ordering of search results may play an important role in what people click on,
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    but that the batting average of the Detroit Tigers doesn’t,
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    unless, of course, somebody’s searching for baseball.
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    If you have a theory that sufficiently, formal mathematically that you may make predictions,
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    then you can compare alternative interfaces using that model, without having to bring people in.
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    And we’ll go over that in this class a little bit, with respect to input models.
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    This makes it possible to try out a number of alternatives really fast.
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    Consequently, when people use simulations,
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    it’s often in conjunction with something like Monte Carlo optimization.
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    One example of this can be found in the ShapeWriter system,
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    where Shuman Zhai and colleagues figured out how to build a keyboard
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    where people could enter an entire word in a single stroke.
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    They were able to do this with the benefit of formal models and optimization-based approaches.
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    Simulation has mostly been used for input techniques
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    because people’s motor performance is probably the most well-quantified area of HCI.
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    And, while we won’t get much to it in this intro course,
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    simulation can also be used for higher-level cognitive tasks;
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    for example, Pete Pirolli and colleagues at PARC
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    had built impressive models of people’s web-searching behaviour.
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    These models enable them to estimate, for example, which links somebody is most likely to click on
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    by looking at the relevant link texts.
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    That’s our whirlwind tour of a number of empirical methods that this class will introduce.
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    You’ll want to pick the right method for the right task, and here’s some issues to consider:
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    If you did it again, would you get the same thing?
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    Another is generalizability and realism — Does this hold for people other than 18-year-old
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    upper-middle-class students who are doing this for course credit or a gift certificate?
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    Is this behaviour also what you’d see in the real world, or only in a more stilted lab environment?
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    Comparisons are important, because they can tell you
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    how the user experience would change with different interface choices,
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    as opposed to just a “people liked it” study.
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    It’s also important to think about how to achieve how these insights efficiently,
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    and not chew up a lot of resources, especially when your goal is practical.
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    My experience as a designer, researcher, teacher, consultant, advisor and mentor has taught me
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    that evaluating designs with people is both easier and more valuable than many people expect,
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    and there’s an incredible lightbulb moment that happens
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    when you actually get designs in front of people and see how they use them.
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    So, to sum up this video, I’d like to ask what could be the most important question:
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    “What do you want to learn?”
Title:
Lecture 1.3: Evaluating Designs (12:15)
Video Language:
English

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