7,429 research outputs found

    Analyzing the interaction between facilitator and participants in two variants of the think-aloud method.

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    This paper focuses on the interaction between test participants and test facilitator in two variants of the think-aloud method. In a first, explorative study, we analyzed think-aloud transcripts from two usability tests: a concurrent think-aloud test and a constructive interaction test. The results of our analysis show that while the participants in both studies never explicitly addressed the facilitator, the think-aloud participants showed more signs of awareness of the facilitator than the participants in the constructive interaction test. This finding may have practical implications for the validity of the two methods

    Usability Textual Data Analysis: A Formulaic Coding Think-Aloud Protocol Method for Usability Evaluation

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    Think-aloud protocols are among the most standard methods for usability evaluation, which help to discover usability problems and to examine improvements because they provide direct information on a user's thinking and cognitive processes; however, it is often difficult to determine how to analyze the data to identify usability problems because there is no formulaic analysis procedure for textual data. Therefore, the analysis is time-consuming, and the quality of the results varies depending on an analyst's skills. In the present study, the author proposes a formulaic analysis think-aloud protocol method that specifies the procedure for analyzing participants' verbal responses during usability tests. The aim of the proposed think-aloud protocol method was to deliver an explicit procedure using step coding (SCAT) and 70 design items for textual data analysis, and then, the method was applied to a case study of usability evaluation to confirm that the method could extract the target system's problems. By using step coding and 70 design items, the process of extracting usability problems from textual data was made explicit, and the problems were extracted analytically. In other words, the proposed method was less ambiguous. Once a formulaic analysis procedure was established, textual data analysis could be performed easily and efficiently. The analysis could be performed without hesitation after data acquisition, and there were fewer omissions. In addition, it is expected that the procedure would be easy to use, even for novice designers

    Design of Web Questionnaires: The Effect of Layout in Rating Scales

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    This article shows that respondents gain meaning from visual cues in a web survey as well as from verbal cues (words).We manipulated the layout of a five point rating scale using verbal, graphical, numerical, and symbolic language. This paper extends the existing literature in four directions: (1) all languages (verbal, graphical, numeric, and symbolic) are individually manipulated on the same rating scale, (2) a heterogeneous sample is used, (3) in which way personal characteristics and a respondent's need to think and evaluate account for variance in survey responding is analyzed, and (4) a web survey is used.Our experiments show differences due to verbal and graphical language but no effects of numeric or symbolic language are found.Respondents with a high need for cognition and a high need to evaluate are affected more by layout than respondents with a low need to think or evaluate.Furthermore, men, the elderly, and the highly educated are the most sensible for layout effects.web survey;questionnaire lay out;context effects;need for cognition;need to evaluate

    Usability of hypertext : factors affecting the construction of meaning

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    One type of hypertext application, information retrieval, has become increasingly popular and accessible due to the explosion of activity occurring on the World Wide Web. These hypertext documents are referred to as web sites. Readers can now access a multitude of web sites and retrieve a wide variety of information. The uniqueness of a hypertext document centers around the concept that text is broken into an array of non-sequential text chunks, or nodes, which are connected through links. The hypertext reading can be considered an interactive experience requiring the reader to effectively navigate the document. The potentially complex link and node structure awaiting hypertext readers can lead them into becoming lost in hyperspace Usable hypertext design will maximize document coherence and minimize readers\u27 cognitive overhead, allowing readers to create an accurate mental model of the hypertext structure. Usability testing is designed to determine how easily the functionality of a particular system can be used, In this case, the system under investigation is New Jersey Institute of Technology\u27s web site. The usability of a hypertext document is affected by design elements which contribute to the content and structure of the hypertext. These design elements include good navigation aids, clear link labels, and consistent page layout

    Principles and Guidelines for Advancement of Touchscreen-Based Non-visual Access to 2D Spatial Information

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    Graphical materials such as graphs and maps are often inaccessible to millions of blind and visually-impaired (BVI) people, which negatively impacts their educational prospects, ability to travel, and vocational opportunities. To address this longstanding issue, a three-phase research program was conducted that builds on and extends previous work establishing touchscreen-based haptic cuing as a viable alternative for conveying digital graphics to BVI users. Although promising, this approach poses unique challenges that can only be addressed by schematizing the underlying graphical information based on perceptual and spatio-cognitive characteristics pertinent to touchscreen-based haptic access. Towards this end, this dissertation empirically identified a set of design parameters and guidelines through a logical progression of seven experiments. Phase I investigated perceptual characteristics related to touchscreen-based graphical access using vibrotactile stimuli, with results establishing three core perceptual guidelines: (1) a minimum line width of 1mm should be maintained for accurate line-detection (Exp-1), (2) a minimum interline gap of 4mm should be used for accurate discrimination of parallel vibrotactile lines (Exp-2), and (3) a minimum angular separation of 4mm should be used for accurate discrimination of oriented vibrotactile lines (Exp-3). Building on these parameters, Phase II studied the core spatio-cognitive characteristics pertinent to touchscreen-based non-visual learning of graphical information, with results leading to the specification of three design guidelines: (1) a minimum width of 4mm should be used for supporting tasks that require tracing of vibrotactile lines and judging their orientation (Exp-4), (2) a minimum width of 4mm should be maintained for accurate line tracing and learning of complex spatial path patterns (Exp-5), and (3) vibrotactile feedback should be used as a guiding cue to support the most accurate line tracing performance (Exp-6). Finally, Phase III demonstrated that schematizing line-based maps based on these design guidelines leads to development of an accurate cognitive map. Results from Experiment-7 provide theoretical evidence in support of learning from vision and touch as leading to the development of functionally equivalent amodal spatial representations in memory. Findings from all seven experiments contribute to new theories of haptic information processing that can guide the development of new touchscreen-based non-visual graphical access solutions

    Gaze Path Stimulation in Retrospective Think-Aloud

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    For a long time, eye tracking has been thought of as a promising method for usability testing. During the last couple of years, eye tracking has finally started to live up to these expectations, at least in terms of its use in usability laboratories. We know that the user’s gaze path can reveal usability issues that would otherwise go unnoticed, but a common understanding of how best to make use of eye movement data has not been reached. Many usability practitioners seem to have intuitively started to use gaze path replays to stimulate recall for retrospective walk through of the usability test. We review the research on thinkaloud protocols in usability testing and the use of eye tracking in the context of usability evaluation. We also report our own experiment in which we compared the standard, concurrent think-aloud method with the gaze path stimulated retrospective think-aloud method. Our results suggest that the gaze path stimulated retrospective think-aloud method produces more verbal data, and that the data are more informative and of better quality as the drawbacks of concurrent think-aloud have been avoided
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