This article discusses the usability evaluation of an interactive system, including the interactive system and its users, use cases, usability requirements, evaluation methodology, and findings.
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Running head:USABILITY EVALUATION OF AN INTERACTIVE SYSTEM Usability Evaluation of an Interactive System Name of the Student Name of the University Author’s note:
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1USABILITY EVALUATION OF AN INTERACTIVE SYSTEM Table of Contents Part ONE: The interactive system and its users...............................................................................2 Part TWO: The use cases.................................................................................................................3 Part THREE: The usability requirements........................................................................................5 Part FOUR: The evaluation methodology.......................................................................................7 Part FIVE: The evaluation...............................................................................................................9 Part SIX: The findings of the evaluation.......................................................................................14 Conclusion:....................................................................................................................................15 References:....................................................................................................................................17
2USABILITY EVALUATION OF AN INTERACTIVE SYSTEM Part ONE: The interactive system and its users SkullcandyInc.isanAmericancompanybasedinPark City,Utahthatmarkets headphones, earphones, hands free devices, audio backpacks, MP3 players, and other products. Skullcandy's products are targeted at the outdoor action sports demographic (snowboarders, skateboarders, etc.) and general consumer market. Skullcandy products are sold through retailers, specialty outlets, corporate incentive programs and the company's online store. Skullcandy was founded by Rick Alden in 2003. The first Skullcandy product, the Skullcandy Portable Link, was introduced at the 2003 International Consumer Electronics Show (CES) in Las Vegas, Nevada. The LINK system combines headphones with hands-free cellular technology, allowing users to listen to music from a portable audio device, while making and receiving calls through their cell phone. Skullcandy holds a patent for the wireless version of LINK technology. In 2008, Skullcandy debuted 2XL to the marketplace at all retail stores. In December 2008, Skullcandy products were described as "the world's coolest ear bud," by Fortune magazine. In April 2011, Skullcandy purchased headphones manufacturer Astro Studios (Astro Gaming) for an unknown amount of cash. On January 28, 2011, Skullcandy filed for an initial public offering with the Securities and Exchange Commission. This announcement was met with some criticism from financial press. On June 24, 2016, Incipio, a maker of phone cases, wireless speakers, and other accessories announced plans to acquire Skullcandy for $177 million, however the deal later fell through as Incipio refused to submit a proposed amendment to the merger agreement and Skullcandy terminated the agreement. Skullcandy considered numerous other offers, eventually agreeing to be acquired by Mill Road Capital for $196.9 million at $6.35 per share. The deal was finalized and completed on October 3, 2016, and the company became a private business again.
3USABILITY EVALUATION OF AN INTERACTIVE SYSTEM We currently sell into a broad spectrum of retailers, including those focused on consumer electronics, such as Best Buy, those focused on sporting goods, such as Dick’s Sporting Goods and large retailers, such as Wal-Mart, Target and Fred Meyer. We are selective about the national retail partners that we align with as well as with the product mix we offer to these retailers in order to reinforce our Skullcandy's brand positioning as the original performance lifestyle audio brand, Astro Gaming's brand positioning as the premium leader of gaming headphones that lives at the epicenter of technology, lifestyle and design. Part TWO: The use cases A UML use case diagram is the primary form of system/software requirements for a new software program under developed. Use cases specify the expected behaviour (what), and not the exact method of making it happen (how). Use cases once specified can be denoted both textual and visual representation (such as UML). A key concept of use case modelling is that it helps us design a system from end user's perspective. It is an effective technique for communicating system behaviour in the user's terms by specifying all externally visible system behaviour.
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4USABILITY EVALUATION OF AN INTERACTIVE SYSTEM Figure 1: Online Shopping UML Use Case Diagram Examples (Source: Created by Author) Purpose:Provide top level use cases for a web customer making purchases online. Summary:Web customer actor uses some web site to make purchases online. Top level use cases are View Items, Make Purchase and Client Register. Figure 2: Credit Card Processing System (Source: Created by Author) Purpose:Define major use cases for a credit card processing system (credit card payment gateway).
5USABILITY EVALUATION OF AN INTERACTIVE SYSTEM Summary:The merchant submits a credit card transaction request to the credit card payment gateway on behalf of a customer. Bank which issued customer's credit card is actor whichcould approve or rejectthe transaction.If transaction isapproved, funds will be transferred to merchant's bank account. Figure 3: Website Administration (Source: Created by Author) Purpose:Website management or administration UML use case diagrams example. Summary:Website Administrator actor could manage user groups, users, user sessions, and logs. Help Desk staff uses a subset of functions available to the Website Administrator. Part THREE: The usability requirements Keep navigation simple and functional:This one’s an easy one. Think about your own user experience when you visit a website: Are you more likely to purchase if you can easily find whatyou’re lookingfor or if you haveto clickthrough50 options? Complexityhurts
6USABILITY EVALUATION OF AN INTERACTIVE SYSTEM conversions. Excess clicks and menus or unrelenting categorization are annoying to shoppers. Make your menus and navigation options simple and intuitive. For example, if you are running an e-commerce site focused on apparel, it may seem like a fun idea to label your navigation categories with names like “Threads” and “Kicks.” But in doing so, you may lose some of your audience. Nine times out of 10, you’ll retain more potential clients by just being straightforward. Use a linear checkout process:Have you ever purchased from one of those sites where you go to check out and then redirect to suggestions or your cart? Yeah, me neither. That’s because a checkout process should be simple: either go back or forward. That’s it. No redirects, no landing back in a cart or shopping page. Simple and transparent does the trick. Crazy Egg's landing/check out page - with nothing but two text box and one button to click. Use clear error indications at check out:Make error notifications easy for users to understand. Nothing is more frustrating than not being able to make a purchase and not being able to figure out why. If this happens, your potential customer may give you a second shot and try again—but it’s unlikely they’ll try more than three times. That said, make your error messages clear. Relay to your customer in clear, direct language what it is they need to do. Make those messages easy to see by using red, highlighted yellow, or even blinking text to increase the error text’s visibility. Also, place the error message directly above or next to the specific item(s) that requires correction. There’s nothing worse than a blanket error message at the top of the page that leaves someone guessing. Make sure your load time is fast:Patience is a virtue - not so according to recent website usability studies. Did you know that 25 percent of Web users abandon a Web page if it takes more than four seconds to load? It’s true—talk about impatience! Mobile users are slightly more patient (what does that say about mobile carrier performance?). But just barely: They will give a
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7USABILITY EVALUATION OF AN INTERACTIVE SYSTEM page up to 10 seconds to load. And there are no second chances: three of five people won’t return to a site they abandon due to slow load times. Adding further insult to injury, an increase of just one second in your site’s page load time can cause a nearly seven percent decline in your conversion rates. Time is money and consumers are not a patient breed. All it takes is mere seconds to lose a sale. So make sure you’re working with a good, reliable hosting company; your success depends on their performance. Automate your search:Finally—and this one should go without saying—make sure to include a search feature on your site. Some people will come to you knowing exactly what that they want and, if they can’t find it within seconds, are likely to abandon your site. Upgrade your search feature to have auto-complete functionality. This is the functionality Google uses, for example, to finish your sentence before you have typed it. Not only does it make it easier for visitors to find what they are looking for, but it also gives you horizontal sales potential by suggesting things within the arena in which they are already searching. Part FOUR: The evaluation methodology We decided to limit ourselves to our own questionnaire plus those in the published literature that we believed could be adapted to evaluating websites. The questionnaires we used were as follows: 1. SUS (System Usability Scale): This questionnaire, developed at Digital Equipment Corp., consists of ten questions. It was adapted by replacing the word “system” in every question with “website”. Each question is a statement and a rating on a fivepoint scale of “Strongly Disagree” to “Strongly Agree”.
8USABILITY EVALUATION OF AN INTERACTIVE SYSTEM 2. QUIS (Questionnaire for User Interface Satisfaction): The original questionnaire, developed at the University of Maryland, was composed of 27 questions. We dropped three that did not seem to be appropriate to websites (e.g., “Remembering names and use of commands”). The term “system” was replaced by “website”, and the term “screen” was generally replaced by “web page”. Each question is a rating on a ten-point scale with appropriate anchors at each end (e.g., “Overall Reaction to the Website: Terrible … Wonderful”). 3. CSUQ (Computer System Usability Questionnaire): This questionnaire, developed at IBM, is composed of 19 questions. The term “system” or “computer system” was A Comparison of Questionnaires for Assessing Website Usability UPA 2004 Presentation. Page 2 replaced by “website”. Each question is a statement and a rating on a seven-point scale of “Strongly Disagree” to “Strongly Agree”. 4. Words (adapted from Microsoft’s Product Reaction Cards): This questionnaire is based on the 118 words used by Microsoft on their Product Reaction Cards [1]. (We are grateful to Joey Benedek and Trish Miner of Microsoft for providing the complete list.) Each word was presented with a check-box and the user was asked to choose the words that best describe their interaction with the website. They were free to choose as many or as few words as they wished. 5. Our Questionnaire: This is one that we have been using for several years in usability tests of websites. It is composed of nine statements (e.g., “This website is visually appealing”) to which the user responds on a seven-point scale from “Strongly Disagree” to “Strongly Agree”. The points of the scale are numbered -3, -2, -1, 0, 1, 2, 3. Thus, there is an obvious neutral point at 0. Note that other tools designed as commercial services for evaluating website usability were not included in this study. Some of these tools use their own proprietary questionnaires and some allow for the construction of your own.
9USABILITY EVALUATION OF AN INTERACTIVE SYSTEM The entire study was conducted online via our company’s Intranet. A total of 123 of our employees participated in the study. Each participant was randomly assigned to one of the five questionnaire conditions. Each was asked to perform two tasks on each of two wellknown personal financial information sites: finance.Yahoo.com and Kiplinger.com. (In the rest of this paper they will simply be referred to as Site 1 and Site 2. No relationship between the site numbers and site names should be assumed.) The two tasks were as follows: 1. Find the highest price in the past year for a share of. (Note that a different company was used in each task.) 2. Find the mutual fund with the highest 3-year return. The order of presentation of the two sites was randomized so that approximately half of the participants received Site 1 first and half received Site 2 first. After completing (or at least attempting) the two tasks on a site, the user was presented with the questionnaire for their randomly selected condition. Thus, each user completed the same questionnaire for the two sites. (Technically, “questionnaires” was a between-subjects variable and “sites” was a within-subjects variable.) Part FIVE: The evaluation Despite the importance of good usability in e-commerce websites, few studies were found in the literature that evaluated the usability of such sites. Those that were found employed usability methods that involved either users or evaluators in the process of identifying usability problems. This section reviews these studies. The usability of e-commerce websites and was aimed at investigating those factors that affect the usability of such websites. The researchers asked sixteen users to complete tasks on four e-commerce websites (two of these sites sold clothing and two sold products) and report what they liked and disliked, as well as what would
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10USABILITY EVALUATION OF AN INTERACTIVE SYSTEM encourage or discourage them from purchasing a product on each site. Major design problems encountered by users while interacting with the sites were identified and, based on them, the researchers provided suggestions for improving the usability of e-commerce sites. Importance in identifying actual users’ interaction with sites and despite the fact that it is the most efficient technique to evaluate the usability of such sites. However, they employed observation as a user testing method followed by a post-test questionnaire. The results proved the success of the user testing method in identifying various usability problems on the three sites based on the observations and users’ preferences; these results were used to establish guidelines for improving usability. Investigate the usability of four electronic supermarkets. The heuristic guidelines that were used included the ten heuristics developed by Nielsen (mentioned in Section 3.4.1) in addition to three new heuristics: support for and extending the user’s current skills, pleasurable and respectful interaction with the user, and protection of personal information. Criteria were developed for each heuristic to facilitate a detailed evaluation of the sites. A checklist was also developed from the set of criteria to obtain quantitative results regarding the seriousness of each interface’s usability problem. The results demonstrated the usefulness of the heuristic evaluation method regarding its ability to identify a large number of usability problems (weaknesses) and a large number of good design features (strengths) of the sites. They developed a comprehensive set of e-commerce design guidelines that were used as heuristics by web experts to evaluate the usability of e-commerce sites. Several usability problems were identified by experts and users by means of employing heuristic evaluation and the user testing method (using post-test questionnaires) on the selected South African e- commerce sites which proved the success of these methods in identifying a comprehensive set of
11USABILITY EVALUATION OF AN INTERACTIVE SYSTEM usability problems. Then, significant usability problems were identified by considering the positive correlation between the problems identified by each method. The authors indicated that these addressed design issues that should be taken into consideration when designing any ecommerce site in South Africa. Evaluation procedure:All user testing sessions followed the same procedure. Data were gathered using screen capture software (Camtasia) with five questionnaires and observations of the users working through the tasks. The user session began with the researcher welcoming the user and reading the test script that explained the objectives of the study, the number of websites that would be evaluated, number of questionnaires that needed to be filled out, and the user’s right to withdraw from the session at any time. It was also explained to the user that that he/she would be observed and his/herscreen would be recorded using screen capturesoftware (Camtasia) during the session. The user was then asked to read and sign the consent form. After signing the consent form, a pre-test questionnaire was given to the user to fill out in order to obtain information regarding his/her background and experience. Using a familiarisation task at the beginning of the usability tests so that the user would get used to the tested site before the session started. After the exploration, the user was given the tasks for a particular website from the three tested sites. The time for each task was determined beforehand and checked throughout the pilot study. As the user worked on each task, the observer noted the sequence of pages, the time taken to complete each task, and any comments made by the user. After completing the tasks for the tested website, the user was given the posttest questionnaire to fill out in order to get his/her feedback. Then the user took a break before beginning to test the second website. A similar procedure was followed by the user while testing the second and third sites. After completing the post-test questionnaire for the third website, the
12USABILITY EVALUATION OF AN INTERACTIVE SYSTEM user was asked to explore each website for a maximum of five minutes and to remember his/her experience of evaluating each website. Then, he/she was given the postevaluation questionnaire to fill out in order to get his/her feedback about the usability of three tested websites. At the end, the user was thanked and given the 10 JD. For each session, the order of the three websites that were evaluated was changed so that each website was tested fairly by all the users since, while testing the first website, the user might be slow and unfamiliar with the testing tasks. Heuristic evaluation:In order to evaluate the studied e-commerce websites, a set of comprehensiveheuristics,specifictoe-commercewebsites,wasdevelopedbasedonan extensive review of the literature. The developed heuristics were organised into five major categories: architecture and navigation, content, accessibility and customer service, design, and purchasing process. A heuristic checklist was also developed (see Appendix 12) based on the developed heuristic guidelines. The checklist aimed to produce quantitative data on the conformance rating
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13USABILITY EVALUATION OF AN INTERACTIVE SYSTEM of each studied website to each heuristic. It includes statements that were derived from the developed heuristics’ explanations. Before conducting the pilot study, both the heuristic guidelines and the heuristic checklist were translated into Arabic. They were then sent to two checkers. The technical checker checked the accuracy of the translations of the different heuristic terms and the grammar checker checked the grammatical accuracy of the translated materials. A pilot study was undertaken to assess the clarity and suitability of the developed heuristic guidelines and checklist using one research student who had knowledge of usability and design issues. He was selected for convenience as it was difficult for the researcher to gain access to actual experts. An English copy of the heuristic guidelines and checklist was used. The pilot study identified ambiguity and repetition in some statements of the heuristic checklist. Results from the pilot study were taken into consideration and changes were made to both the heuristic guidelines and the heuristic checklist. Regardingtheexperienceofevaluatorswhoaresupposedtoperformheuristic evaluations, research has found that usability specialists (i.e. people who have experience in user interface and evaluation issues) were better at finding usability problems than people without such usability experience; double specialists, who have experience in both usability and in the interface being investigated perform even better as they have both usability and domain expertise. In order to determine the number of evaluators for the heuristic evaluation, research has found that this number depends on the experience of those evaluators. If the evaluators are usability specialists then employing three to five will result in the identification of between 74% and 87% of usability problems. If the evaluators are double specialists then it is sufficient to use between two and three evaluators in order to identify between 81% and 90% of the problems. Finally, if the evaluators are novices, that is, they do not have usability expertise, then using five
14USABILITY EVALUATION OF AN INTERACTIVE SYSTEM evaluators results in finding 51% of the problems while 14 evaluators are necessary to find more than 75% of the problems. Each of the five web experts evaluated the three e-commerce websites in three different sessions. The heuristic sessions followed a similar procedure. The web experts in each session were asked to visit the website twice. At the beginning of each session, the web expert was asked to explore the studied website for 15 minutes and then to try buying anything from this site. After the exploration, the heuristic guidelines were given to him/her to be used as guidelines while evaluating each website. The web expert was asked to read each category and subcategory of the heuristic and its explanation, and to write down his/her comments concerning whether the website complied or not to each heuristic principle and to give any additional comments. After evaluating the website, using the heuristic guidelines, a heuristics checklist was given to the web expert to rate the website based on the degree of conformance to each statement in the heuristic guidelines. The ratings were based on a seven point rating scale. The final method used was web analytics and for this Google Analytics software was utilised. Prior to installing this software on the companies’ websites, a familiarisation process was followed. A Google Analytics account was set up and the investigator created a fully functioning e-commerce website that could be used to test the analytics software. The scripts that were required to enable Google Analytics to collect data were added to this test e-commerce site and the investigator assessed the site. During this process, the investigator acquired detailed knowledge of Google Analytics and its setup.
15USABILITY EVALUATION OF AN INTERACTIVE SYSTEM Part SIX: The findings of the evaluation The findings of this study could be explained by two issues: the first is the limited number of evaluators (only two) and the second is the fact that retail sites accounted for only 40 of the 200 sites that were investigated. This could explain why security was not considered important when this feature was found to be one of the most important features of e-commerce websites for users in earlier studies. The empirical findings of these comparative methodological studies highlighted which methods were more effective in identifying usability problems with regard to a number of criteria: the number of usability problems, the type of usability problems, and the cost of employing each method. This section reviews findings in terms of the identified criteria. This section outlines the findings of these studies with regard to the number of unique and common usability problems and the number of major and minor usability problems identified by employing these usability methods. The authors of the previous study clarified and stressed the limitations of their findings regarding the large number of problems (serious and minor) identified by heuristic evaluation in comparison with user testing in another study. Heuristic evaluation is likely to find significantly higher percentages of major usability problems than minor ones as the probability of finding major problems is higher than finding those that are minor. However, because interfaces will have a larger number of minor problems than major ones, the minor problems will represent the highest proportion of problems found by any heuristic evaluation. This section presents the findings obtained from the analysis of the different user testing methods. It presents an overview of the users in terms of their characteristics, and their perceptions and experience of online shopping. This is followed by a presentation of the findings
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16USABILITY EVALUATION OF AN INTERACTIVE SYSTEM from the performance data and observations; the quantitative and qualitative analysis of the post- test (satisfaction) questionnaires; and the post-evaluation questionnaires. Conclusion: This chapter discusses the conclusions that have been drawn from conducting this research. First of all, the chapter illustrates how the aims and objectives of this research have been achieved. The chapter then presents the limitations of this research and finally, it offers recommendations for future work. The aim of this research was to develop a methodological framework which would comprehensively and effectively investigate usability problem areas of e-commerce websites in Jordan. The development this framework was an attempt to raise awareness of usability and usability evaluation methods in this developing country in order to gain the benefits of e-commerce. This aim was achieved by meeting the four specific objectives of this research. This section summarises how the objectives of this research have been achieved. Objective One: To use three different approaches to evaluate a selection of e-commerce websites from three different perspectives: evaluators, users and software tools. This objective was met by selecting appropriate methods, selecting three ecommerce companies, designing the research tools, and collecting data using the methods. First of all, the literature was investigated to find out what would be the most appropriate approaches that could be used to obtain a comprehensive evaluation of the usability of e-commerce websites from the three desired perspectives. In order to evaluate the usability of the selected three e-commerce sites, the research tools were designed and the evaluators (web experts) and the users were recruited to take part in the evaluation. The specific script that was required to be installed on the sites was also prepared. Objective Two: To identify the main usability problem areas and opportunities for improving the performance of the selected sites. This objective was a follow up to the previous one (Objective
17USABILITY EVALUATION OF AN INTERACTIVE SYSTEM 1); the data collected through the usability methods were analysed. Each usability method employed on each e-commerce website was analysed separately and therefore, the main areas of usability problem, obtained from each method on each site, were identified.
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22USABILITY EVALUATION OF AN INTERACTIVE SYSTEM based experiments. In2017 Federated Conference on Computer Science and Information Systems (FedCSIS)(pp. 1019-1030). IEEE.