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Heuristics are "rules of thumb" derived from experiences that are used to solve problems efficiently. The rules are no guarantee to get an optimal or even a good solution but in the most cases heuristics work good and especially fast. | Heuristics are "rules of thumb" derived from experiences that are used to solve problems efficiently. The rules are no guarantee to get an optimal or even a good solution but in the most cases heuristics work good and especially fast. | ||
You can counter-check your interfaces using the heuristics. In a proper "heuristic evaluation" you have some (max. 5) people who have some | You can counter-check your interfaces using the heuristics. In a proper "heuristic evaluation" you have some (max. 5) people who have some experience in Interaction Design checking your interface against a list of heuristic principles. | ||
A frequently used list for design principles are the [http://www.useit.com/papers/heuristic/heuristic_list.html heuristics by Jacob Nielsen]: | A frequently used list for design principles are the [http://www.useit.com/papers/heuristic/heuristic_list.html heuristics by Jacob Nielsen]: | ||
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After we developed ideas it is again time to check with reality! This is known as prototyping and testing. | After we developed ideas it is again time to check with reality! This is known as prototyping and testing. | ||
First you look what you need to test, like ''"does or Web-Page navigation work?", "Do people find the preference dialogue?", "do people get along with a totally direct Manipulation approach or are we better of implementing it point-and-click?"'' | First you look what you need to test, like ''"does or Web-Page navigation work?", "Do people find the preference dialogue?", "do people get along with a totally direct Manipulation approach or are we better of implementing it point-and-click?"'' | ||
For answering your questions you will need to build a prototype. (You can and should test finished products too, but I assume you design) Prototyping is creating a "model" of your software that enables you to try out certain things. Think of building a model aircraft: It will be sufficient to show if an engineers idea will be work in general | For answering your questions you will need to build a prototype. (You can and should test finished products too, but I assume you design) Prototyping is creating a "model" of your software that enables you to try out certain things. Think of building a model aircraft: It will be sufficient to show if an engineers idea will be work in general. | ||
Prototypes are easy to make (especially compared to the final product) and don't waste resources if an idea does not work. Ideas that don't work get sorted out and you can try something new. Because it does not hurt to be wrong you can be creative and find new ways of doing things. | Prototypes are easy to make (especially compared to the final product) and don't waste resources if an idea does not work. Ideas that don't work get sorted out and you can try something new. Because it does not hurt to be wrong you can be creative and find new ways of doing things. | ||
There are several techniques to create a prototype. You will read about paper prototypes and coded prototypes. Paper prototypes can be made by everybody who can use a pen and scissors. The system responses are simulated by you as you will change the prototype manually. Coded prototypes need to be programmed and are therefore more difficult to make. They can simulate some more things in hi-fidelity and you can test them remotely via screensharing as you don't have to be with your tester as you don't have to change anything manually. | |||
Users will test the prototype and carry out some typical tasks. You will observe the process and take notes. Others can and should observe as well. In this case you can concentrate better on facilitating the test and make it a good experience for the user. | |||
===getting people=== | ===getting people=== | ||
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===Build a Paper-Prototype=== | ===Build a Paper-Prototype=== | ||
Now as you know what you are going to test you can build your prototype. It needs to simulate the situations that can occur when the participants do the task you gave them. So at least you need to cover the possibilities to resolve the task and some sideways that don't lead to the task's solution. Otherwise the Participant will try to interact and your prototype will not be up to responding and "crashes". | Now as you know what you are going to test you can build your prototype. It needs to simulate the situations that can occur when the participants do the task you gave them. So at least you need to cover the possibilities to resolve the task and some sideways that don't lead to the task's solution. Otherwise the Participant will try to interact and your prototype will not be up to responding and "crashes". | ||
====The role of the "computer"==== | ====The role of the "computer"==== | ||
If you test with paper prototypes it will be useful to get an additional person before you start: besides of doing the actual testing, somebody needs to be the "computer" and change the prototype according to the users interactions. | If you test with paper prototypes it will be useful to get an additional person before you start: besides of doing the actual testing, somebody needs to be the "computer" and change the prototype according to the users interactions. | ||
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You want to know what participants think while testing your product - so you should ask them to "think aloud": during the testing process they shall tell what is in their mind at the moment. This will sound like this ''"I think this menu entry will import the images... so I click... well... I know that..."'' To get the people talking you should ask them a few simple questions like if they have already experience with similar products and things like this. | You want to know what participants think while testing your product - so you should ask them to "think aloud": during the testing process they shall tell what is in their mind at the moment. This will sound like this ''"I think this menu entry will import the images... so I click... well... I know that..."'' To get the people talking you should ask them a few simple questions like if they have already experience with similar products and things like this. | ||
If you work in a company you should prepare a form for the users containing the briefing in a written form that tells them about their rights and should be signed by the user. As well it could be possible that you need a non disclosure agreement. | |||
After this introduction the test can start. Tell the participants the task, or better, hand them a paper with the task and the context scenario. | After this introduction the test can start. Tell the participants the task, or better, hand them a paper with the task and the context scenario. |