Component-based usability testing: Difference between revisions

Content deleted Content added
No edit summary
No edit summary
Line 7:
 
==Theory==
CBUT is based on both software architectural views such as [[Model–View–Controller]] (MVC), [[Presentation-Abstraction-Control]] (PAC), ICON and CNUCE agent models that split up the software in parts, and [[cognitive psychology]] views where a person’s mental process is split up in smaller mental processes. Both software architecture and cognitive architecture use the principle of hierarchical layering, in which low level processes are more elementary and for humans often more physical in nature, such as the coordination movement of muscle groups. Processes that operate on higher level layers are more abstract and focus on a person’s main goal, such as writing an application letter to get a job. The Layered Protocol Theory<ref name="Farrel1999">Farrell, P.S.E., Hollands, J.G., Taylor, M.M., Gamble, H.D., (1999). Perceptual control and layered protocols in interface design: I. Fundamental concepts. International Journal of Human-Computer Studies 50 (6), 489-520. [http://dx.doi.org/doi:10.1006/ijhc.1998.0259 online] </ref> (LPT), which is a special version of [[Perceptual Control Theory]] (PCT), brings these views together by suggesting that users interact with a system across several layers by sending messages. Users interact with components on high layers by sending messages, such as pressing keys, to components operating on lower layers, which on their turn relay a series of these messages into a single high level message, such as ‘DELETE *.*’, to a component on a higher layer. Components operating on higher layers, communicate back to the user by sending messages to components operating on lower level layers. Whereas this layered-interaction model explains how the interaction is established, control loops explain the purpose of the interaction. LPT sees the purpose of the users’ behaviour as the users’ attempt to control their perception, in this case the state of the component they perceive. This means that users will only act if they perceive the component to be in an undesirable state. For example, if a person have an empty glass but want a full glass of water, he or she will act (e.g. walk to the tap, turning the tap on to fill the glass). The action of filling the glass will continue until the person perceives the glass as full. As interaction with components takes places on several layers, interacting with a single device can include several control loops. The amount of effort put into operating a control loop is seen as an indicator for the usability of an interaction component.
 
==Testing==
Line 14:
 
==Usability Questionnaire==
Whereas holistic oriented usability questionnaires such as [[System Usability Scale]] (SUS) examine the usability of system on several dimensions such as defined ISO 9241 Part 11 standard effectiveness, efficiency and satisfaction, a Component-Based Usability Questionnaire (CBUQ) <ref name="Brinkman2009"> Brinkman, W.-P., Haakma, R., & Bouwhuis, D.G. (2009), Theoretical foundation and validity of a component-based usability questionnaire, ''Behaviour and Information Technology'', 2, no. 28, pp. 121 - 137. [http://mmi.tudelft.nl/~willem-paul/WP_Papers_online_versie/The_theoretical_foundation_and_Validity_of_a_component_based_usability_questionnaire_preliminary_version.pdf preliminary version] [http://mmi.tudelft.nl/~willem-paul/mp3player/Intro.htm MP3 example study] [http://dx.doi.org/DOI:10.1080/01449290701306510 online]</ref>
is a questionnaire which can be used to evaluate the usability of individual interaction components, such as the volume control or the play control of a MP3 player. To evaluate an interaction component, the six Perceived Ease-Of-Use (PEOU) statements are taken with a reference to the interaction component, instead of to the entire system, for example: Learning to operate the Volume Control would be easy for me. Users are asked to rate these statements on a seven point Likert Scale. The average rating on these six statements is regarded as the user’s usability rating of the interaction component. Based on lab studies with difficult to use interaction components and easy to use interaction components, a break-even point of 5.29 on seven point Likert scale has been determined. Using a One-sample t-test it is possible to examine whether users’ rating of an interaction component deviates from this break-even point. Interaction components that receive rating below this break-even point can be regarded as more comparable to the set of difficult to use interaction components, whereas ratings above this break-even point would be more comparable to the set if easy to use interaction components.