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在很多方面來說,『與他人一起評估設計』這點
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是在互動設計中最有創意,最具挑戰性,卻也是時常不被重視的一環
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測試人們與你的設計互動,可以讓你得到洞察心得
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得到新的想法,變更設計,明智的決策,以及修正錯誤
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我認為設計是如此有趣的領域的一個原因,是它的真實與客觀的關係。
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我發現設計如此令人著迷,因為我們在回答問題時說:
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「我們怎麼測量會成功?」這樣的問題
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而不只是「這是個人喜好」或「就是跟著感覺走」
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同時,這個答案是複雜、開放、主觀的
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需要「不只是知道使用7或3這樣的數字」的智慧
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在這堂課中,我們要學的其中一件事情
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就是用各種不同的方法來得到各種不同的知識
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為何要與別人一起評估設計?為什麼要了解人們是如何使用互動系統的?
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我想主要原因之一是「『一個使用者介面有多好』用說的難說服別人」
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除非你實際找個使用者來測試,
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因為客戶,設計師和工程師通常在使用者介面這個領域已經了解得太多
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或者在參與設計和建造使用者介面時,已經產生盲點了
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同時,他們可能不夠了解使用者真正想做什麼
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雖然經驗及理論可以提供協助,仍然很難預測使用者真實會做的行為
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可能想知道:「人們看的出來這玩意兒怎麼用嗎?」
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「使用這介面時,使用者是會大罵髒話還是ㄎㄎ笑呢?」「這個設計如何和另一個設計比較呢?」
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「如果我改動這個介面,這個變更是如何影響人們的行為呢?」
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「會出現哪些新的設計?」「設計如何隨時間演進呢?」
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這些都是很棒的關於介面的問題,而且要使用不同的方法來得到答案
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不同方法擁有用途很廣的工具箱的價值,
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類似行動通訊和社交軟體的領域裡特別寶貴的,在那裡人們使用習慣,特別是前後的差異而且,
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也從人們如何使用軟體上網之類的事也會隨時間有明顯演進。
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也隨時間明顯演進,其它其它的人們如何使用軟體的回響
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為了讓大家稍微了解一下, 我想快速的講幾個HCI研究裡實際的類型
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我提供的例子幾乎是常見的,
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因為這最容易分享,
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如果你有相關的例子,歡迎貼在論壇
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我保持使用者介面案例收集,
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並且我和其它的學生將期待看見你可以帶來什麼。
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一個值得學的方法,是一個設計的使用者經驗
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把人帶進你的實驗室或辦公室,試用看看
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我們通常稱之為「易用性研究(usability studies)」
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這「看著別人使用我設計的介面」是一個在HCI領域中常見的方法
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這種傳統的以使用者為中心設計基本的策略是
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反覆帶人們進入實驗室或辦公室除非時間到。才會放出來。
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而且,若你預算充足,準備一間單向鏡的房間
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而讓開發小組在鏡子的另一面
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在一個精簡的環境,這可能只是帶人進來你宿舍辦公室。
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透過這個過程,你會學習到很多很多。
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每一次,我還是一個學生,朋友,或同事
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看著受測者使用一個新的互動系統
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我們發現,設計師的盲點,引起系統的怪行為、錯誤、錯誤的假設
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然而,這種方法有一些重大的缺點。
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特別是,實驗屬性不是如此貼近真實世界
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在現實世界中,人們可能有不同的任務,目標,動機,物理特性
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相對於你單純的辦公室或實驗室
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你猜想人在使用這樣的使用者介面時,更複雜的情況
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比如在一個公車站牌排隊等候的情況
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第二,有"Please me"(刻意,不自然)的實驗偏見,
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就在當你帶了人來測試你的介面
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他們知道他們是來測試你開發的科技
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並且所以他們可能努力測試或特別用心的測試
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比起他們一直沒有被實驗室的條件限制
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和那些看著他們受測的人一起待著
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第三,最基本的形式在於你只想用一個使用者介面,沒有比較的對象。
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所以,當你追縱人的開心或生氣或喜悅的微笑
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你不知道他們是否可以更開心或更不生氣或更多微笑
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如果你從來沒有使用過不同的使用者介面
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最後,需要將人帶到實際的地方
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這通常比人們想得要來得輕鬆很多很多
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它可以是心理負擔,即使沒有別的
It can be a psychological burden, even if nothing else.
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從人們獲得回饋的一個非常不同方式,是做一項調查
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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?”