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Interaction  Design  -­‐  by  the  protocol  

Combining  user-­‐centered  design  methods  for  finding  user  

needs  in  a  time-­‐constrained  environment  

 

Christoffer  Svanberg       Anton  Westman  

  csvan@kth.se   awestm@kth.se  

   

DEGREE  PROJECT  IN  HUMAN-­‐COMPUTER  INTERACTION  AND  EDUCATIONAL  SCIENCE  AT   THE  PROGRAM  OF  MASTER  OF  SCIENCE  IN  ENGINEERING  AND  OF  EDUCATION  (CL)  IN   MATHEMATICS  AND  INFORMATION  TECHNOLOGY  AND  COMPUTER  SCIENCE  (MADA).  

         

Royal  Institute  of  Technology  (KTH)  &  Stockholm  University  (SU)   Stockholm  2015  

 

KTH  School:   School  of  Computer  Science  and  Communication    (CSC)   Employer:     Center  For  Technology  in  Medicine  and  Health  (CTMH)    

 

Examiner  KTH    (CSC):     Jan  Gulliksen

Supervisor  KTH  (CSC):     Vincent  Lewandowski Supervisor  SU:     Tanja  Pelz-­‐Wall   Supervisor  CTMH:     Mikael  Hillmering

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A BSTRACT  

Today  there  are  lots  of  different  health  care  computer  systems  in  use.  However,   according  to  recent  studies  many  of  them  lack  necessary  usability.  Within  Nordic   pediatric  cancer  care,  analogue  treatment  protocols  on  paper  are  currently  used,  as  a   complement  to  the  digital  medical  records  and  prescription  systems.  In  these  

protocols,  doctors  and  nurses  note  information  regarding  the  patient’s  treatment.  

Comments  and  changes  are  noted  in  the  margin,  which  sometimes  leads  to  making   the  protocol  messy  and  difficult  to  grasp.  Since  several  people  are  involved  in  the   handling  of  the  treatment  protocols  it  occasionally  happens  that  the  protocol   disappears  for  periods  of  time.  We  had  two  aims  with  this  project.  The  first  was  to   examine  and  map  requirements  for  a  usable  interactive  treatment  plan  for  acute   lymphoblastic  leukemia,  ALL.  The  second  was  to  investigate  if  our  suggested  

combination  of  methods  would  be  sufficient  to  acquire  these  requirements  in  a  setting   where  the  users,  i.e.  physicians,  were  time-­‐constrained.  

Based  on  large  variety  of  theories  and  methods  from  educational  science  and  research   in  human  computer  interaction,  we  have  conducted  a  qualitative  study,  iterating  a   combination  of  user-­‐centered  design  methods,  with  a  revision  of  the  requirements  as   well  as  the  design  following  each  iteration.  The  requirements  analysis  was  performed   in  close  collaboration  with  the  doctors  at  the  Astrid  Lindgren  Children's  Hospital,   Karolinska  University  Hospital,  Stockholm,  Sweden.  

Our  results  indicate  that  by  using  a  combination  of  methods  from  usability  

engineering  and  participatory  design,  a  well-­‐defined  list  of  requirements  from  the   doctors  could  be  identified  which  might  be  sufficient  to  develop  an  interactive   prototype  for  a  digital  treatment  protocol.  In  addition  we  found  that  our  method   enabled  an  exchange  of  knowledge  between  the  designers  and  the  users.

In  conclusion,  these  combined  methods  were  suitable  for  enhancing  the  software   designer’s  understanding  of  the  user  needs  in  this  time-­‐constrained  environment.

Keywords:

User-­‐centered  design,  usability,  participatory  design,  time-­‐constrained  users,   evaluation  methods,  health  care,  interaction  design,  prototyping,  iterative  design,   human-­‐computer  interaction.

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A BBREVIATIONS /A CRONYMS  

ALB     =   Astrid  Lindgren  Children’s  Hospital  Karolinska  University  Hospital  in   Stockholm  Sweden

ALL     =   Acute  Lymphoblastic  Leukemia AW     =   Anton  Westman

BSA     =   Body  Surface  Area

CIF     =   Clinical  Innovation  Fellowship CS     =   Christoffer  Svanberg

CTMH     =   Center  for  Technology  in  Medicine  and  Health ISO     =   International  Organization  for  Standardization HCI     =   Human  Computer  Interaction

KTH     =   Royal  Institute  of  Technology

NOPHO     =   Nordic  Society  of  Pediatric  Hematology  and  Oncology PDZ     =   Proximal  Development  Zone

Px     =   Prototype  x,  where  x  is  1,  2,  3   SU     =   Stockholm’s  University UCD     =   User  Centered  Design WBC     =   White  Blood  Cell  count  

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A CKNOWLEDGMENTS  

We  would  like  to  thank  our  supervisors  Tanja  Pelz-­‐Wall  (Stockholm’s  University,  SU),   Mikael  Hillmering  (Clinical  Innovation  Fellowship,  CIF,  Center  for  Technology  

Medicine  and  Health,  CTMH)  and  Vincent  Lewandowski  (Royal  Institute  of   Technology,  KTH)  for  their  invaluable  support  throughout  the  project.  

We  would  also  like  to  thank  Johan  Malmros  and  Stefan  Söderhäll,  both  chief   physicians,  and  their  colleagues  at  the  oncology  department  at  Astrid  Lindgren  

Children’s  Hospital,  Karolinska  University  Hospital,  for  their  hospitality  and  their  help   with  all  our  medical  questions.  

A  special  thanks  goes  to  Linda  Svensson  (CTMH),  for  her  energizing  aura  and  her   efforts  in  the  process  of  launching  the  thesis  as  a  real  project.  

Additionally,  we  would  like  to  thank  Conny  Westman  and  Per  Nordberg,  for  their   insights  in  essay  writing  as  well  as  our  girlfriends  Sofia  Rytterlund  and  Sofie  Berglöf,   for  their  unconditional  support  through  the  long  days  and  nights  of  designing,  testing,   evaluating,  analyzing  and  writing.  

Finally,  we  would  like  to  thank  all  our  other  friends  and  family  members  for  

participating  in  the  endless  hallway  tests  and  for  their  support  throughout  the  project.

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T ABLE  OF  CONTENT  

INTRODUCTION  ...  1  

BACKGROUND  ...  2  

PROBLEM  DEFINITION  ...  2  

AIM  AND  PURPOSE  ...  2  

RESEARCH  QUESTIONS  ...  3  

DELIMITATIONS  ...  3  

DISTRIBUTION  OF  WORK  ...  3  

THEORY  ...  4  

USER-­‐CENTERED  SYSTEM  DESIGN  ...  4  

User-­‐centered  design  ...  5  

Usability  and  user  experience  ...  6  

Design  principles  ...  9  

Educational  theories  ...  9  

RESEARCH  AND  DESIGN  METHODS  ...  11  

Research  through  design  ...  11  

Participatory  design  ...  12  

Usability  engineering  ...  12  

Prototyping  ...  12  

Paper  prototype  ...  13  

Computer  prototype  ...  13  

Information  gathering  techniques  and  user  evaluation  methods  ...  13  

Qualitative  and  quantitative  methods  ...  14  

Observations  ...  14  

Ethnographic  research  ...  15  

Think-­‐Aloud  ...  15  

Participants  ...  16  

Interviews  ...  17  

A  user-­‐centered  research  through  design  approach  ...  17  

METHODS  AND  IMPLEMENTATION  ...  18  

STUDY  DESIGN  AND  SETTINGS  ...  18  

Ethical  guidelines  ...  18  

Implementation  ...  18  

The  prototype  ...  19  

User  evaluation  ...  19  

Test  leader  ...  19  

Observer  ...  19  

The  interviews  ...  20  

The  iterations  ...  20  

Iteration  0  ...  20  

Iteration  1  ...  20  

Iteration  2  ...  21  

Iteration  3  ...  21  

Validity,  Reliability  and  generalizability  ...  21  

ITERATION  0  -­‐  INTERVIEWS,  OBSERVATIONS  AND  HEURISTIC  EVALUATION  ...  22  

Interviews  ...  22  

Heuristic  evaluation  of  the  paper  protocol  ...  24  

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Proposed  list  of  requirements  ...  25  

ITERATION  1  -­‐  USER  TEST  AND  INTERVIEWS  ...  26  

Main  observations  from  think-­‐aloud  evaluations  ...  26  

Graded  questionnaire  ...  26  

Comparative  and  open-­‐ended  questions  ...  27  

Proposed  list  of  requirements  ...  28  

ITERATION  2  -­‐  USER  TEST  AND  INTERVIEWS  ...  29  

Main  observations  from  think-­‐aloud  evaluations  ...  29  

Graded  questionnaire  ...  29  

Comparative  and  open-­‐ended  questions  ...  29  

Proposed  list  of  requirements  ...  32  

ITERATION  3  -­‐  USER  TEST  AND  INTERVIEWS  ...  33  

Main  observations  from  think-­‐aloud  evaluations  ...  33  

Graded  questionnaire  ...  33  

Comparative  and  open-­‐ended  questions  ...  33  

Final  list  of  requirements  ...  35  

General  requirements  ...  35  

Data  requirements  ...  35  

Functional  requirements  ...  35  

Results  per  test  group  ...  37  

DISCUSSION  ...  38  

LIST  OF  REQUIREMENTS  ...  38  

COMBINING  METHODS  ...  39  

A  SIMPLE  INFORMATION  GATHERING  MODEL  ...  41  

OUR  SUGGESTED  MODEL  ...  43  

The  different  parts  of  the  model  ...  43  

INFLUENTIAL  FACTORS  AND  SUGGESTED  FUTURE  RESEARCH  ...  45  

CONCLUSION  ...  45  

REFERENCES  ...  46  

APPENDIX  ...  50  

APPENDIX  1    NIELSENS  HEURISTICS  ...  50  

APPENDIX  2  -­‐  USER  TASKS  ...  51  

Iteration  1  ...  51  

Iteration  2  ...  52  

Iteration  3  ...  53  

APPENDIX  3    QUESTIONS  ...  54  

Graded  questionnaire  ...  54  

Open  questions  ...  55  

APPENDIX  4    ONE  PAGE  IN  THE  ANALOGUE  TREATMENT  PROTOCOL  ...  56    

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I NTRODUCTION  

Health  care  professionals  spend  a  significant  part  of  their  working  time  in  front  of  the   computer,  administrating  patient  issues,  rather  than  spending  time  with  the  patients   (Forsberg,  2014;  Larkin  &  Kelliher,  2011).  Many  countries,  including  Sweden,  has  in   the  last  decades  invested  in  new  information  technologies,  such  as  digital  medical   records(Bossen,  2006;  Fonville,  Choe,  Oldham,  &  Kientz,  2010;  Larkin  &  Kelliher,   2011;  Lundgren,  Stiernstedt,  &  Olofsson,  2014;  Reuss,  Keller,  Naef,  Hunziker,  &  Furler,   2007;  Tang  &  Carpendale,  2008).  Larkin  and  Kelliher  (2011)  as  well  as,  Lundgren  et   al.  (2014)  and  Reuss  et  al.  (2007)  all  point  out  how  new  systems  often  lack  the   necessary  usability  to  be  helpful  to  the  professionals.  This  also  tends  to  be  the   situation  at  the  Astrid  Lindgren  Children's  Hospital  (ALB),  Karolinska  University   Hospital  in  Stockholm  Sweden.  The  doctors  at  ALB  express  that  the  current  computer   system  is  neither  intuitive  nor  easy  to  use.  Therefore,  the  use  of  analogue  treatment   protocols  on  paper,  used  as  complements  to  the  digital  medical  records  and  

prescription  systems,  is  still  needed  in  order  to  get  a  satisfactory  overview  of  the   medical  situation  of  the  patient.  The  current  system  with  analogue  treatment   protocols  is  incoherent  and  unsafe,  according  to  the  doctors  at  ALB.  Several  

international  studies  report  that  health  care  professionals  often  choose  to  use  paper   documents,  rather  than  the  computer  based  systems,  to  handle  patient  data  and   perform  certain  tasks(Chen,  2010;  Larkin  &  Kelliher,  2011;  Luff,  Heath,  &  Greatbatch,   1992;  Tang  &  Carpendale,  2008).  

 

Some  reports  imply  that  a  user-­‐centered  design  (UCD)  approach  might  be  preferred   while  designing  health  care  systems(Ammenwerth,  Buchauer,  Bludau,  &  Haux,  2000;  

Bossen,  2006;  Fonville  et  al.,  2010;  Larkin  &  Kelliher,  2011).  Some  researchers,  e.g.  

Thimbleby  (2007a);  (2007b),  state  that  UCD  is  necessary  but  not  sufficient  while   designing  safety  critical  systems.  Several  research  articles  focus  on  the  interaction   between  patients  and  health  care  professionals  and  are  hence  often  based  on  minimal   intrusive  observations  and  interviews.  Studies  with  a  higher  degree  of  user  inclusion,   working  with  e.g.  participatory  design,  have  also  proved  to  be  successful  

(Ammenwerth  et  al.,  2000;  Larkin  &  Kelliher,  2011).

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B

ACKGROUND

 

In  the  process  of  implementing  a  new  system  there  will  often  be  some  sort  of  conflict   about  how  the  system  should  be  implemented.  The  main  issue  is  that  the  designer   often  lacks  sufficient  understanding  of  how  the  users  actually  work  with  the  current   one.  This  might  result  in  a  design,  and  subsequently  an  implementation,  of  something   that  might  not  work  well  with  the  users’  daily  work  or  something  that  is  hard  for   them  to  learn.  This  is  the  case  on  ALB  where  the  main  computer  system  for  handling   patient  and  treatment  data  for  oncology  treatments  have  not  been  tested  on,  nor   evaluated  by,  the  health  care  professionals  working  with  the  system.    

 

P

ROBLEM  DEFINITION

 

At  Astrid  Lindgren  Hospital,  Karolinska  University  Hospital,  children  with  oncologic   diseases  are  diagnosed  and  treated.  ALB  is  one  of  the  pediatric  centers  within  the   collaborative  Nordic  Society  of  Pediatric  Hematology  and  Oncology  (NOPHO).  Here,   some  of  the  medical  treatment  protocols  are  paper  journals.  On  these,  doctors  and   nurses  note  information  regarding  the  patient’s  medical  treatment.  Comments  and   changes  are  noted  in  the  margin,  which,  as  told,  sometimes  make  the  protocol  difficult   to  grasp,  see  appendix  4.  

Since  several  people  are  involved  in  the  handling  of  the  treatment  protocols  it   happens  that  the  protocol  disappears  for  short  periods  of  time.  This  allows  for   misunderstandings  and  is  a  risk  for  the  patient’s  safety.  During  an  observation  on  the   Pediatric  Oncology  department  at  ALB,  a  wish  for  easier  handling  of  journals  and  a   need  for  an  interactive  treatment  protocol  was  identified.  

 

As  a  part  of  our  master  thesis  and  on  behalf  of  our  employer  Clinical  Innovation   Fellowship  (CIF)  at  the  Center  for  Technology  in  Medicine  and  Health  (CTMH)  we’ve   got  the  opportunity  to  develop  an  IT-­‐tool  for  chemotherapy  to  aid  the  health  care   professionals  who  are  treating  children  with  pediatric  cancer.    

Since  we  lack  knowledge  in  the  medical  field  and  the  health  professionals,  i.e.  the   users  of  the  treatment  protocol,  have  none  or  little  knowledge  about  a  design  process   we  needed  to  find  a  method  in  which  all  skills  could  enrich  the  process.  Therefore  we   have  chosen  a  qualitative  user-­‐centered  approach  for  this  study.  

 

A

IM  AND  PURPOSE

 

The  aim  for  this  project  is  to  examine  and  map  the  requirements  for  an  interactive   treatment  plan  for  ALL  treatment  at  ALB.  

The  purpose  of  this  study  is  to  enhance  the  understanding  of  the  pediatricians  at   ALBs’  needs  of  documenting,  systematizing  and  handling  patient  data.  This  is  to  lay   the  foundation  for  the  development  of  a  prototype  for  a  digitalized  treatment  protocol   to  aid  the  health  care  professionals  in  their  daily  work.  

 

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R

ESEARCH  QUESTIONS

 

1.  What  are  the  treating  health  care  professionals’  requirements  concerning  an   improved  usable  interactive  way  of  documenting  and  handling  patient  data?  

 

2.  In  a  time-­‐constrained  population,  such  as  physicians  at  a  university  hospital,  how   can  a  combination  of  methods  from  user-­‐centered  design  (UCD)  be  used  to  enhance   the  software  designer’s  understanding  of  the  users’  real  needs  of  improved  

documentation  and  systemized  patient  data  while  designing  a  safety  critical  computer   system?  

 

D

ELIMITATIONS

 

The  range  of  topics  that  could  be  included  in  this  project  is  huge.  This  thesis  is  part  of   a  joint  education  program  between  the  Stockholm  University  (SU)  and  the  Royal   Institute  of  Technology  (KTH)  with  focus  on  both  computer  and  educational  science.  

Therefore  we  will  focus  more  on  finding  needs  rather  than  on  a  technical   implementation.  

 

D

ISTRIBUTION  OF  WORK

 

This  study  has  been  conducted  by  Christoffer  Svanberg  and  Anton  Westman,  last  year   Master  students  at  SU  and  KTH.  Although  the  report  is  written  cooperatively  the   workload  during  design  and  evaluations  has  been  some  what  divided.  While  AW  has   served  as  a  test  leader  in  the  user  testing  CS  has  had  the  role  of  an  observer  and  as   well  responsible  for  the  follow  up  interviews.  Both  authors  were  present  during  all   test  sessions.  

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T HEORY  

There  is  a  broad  range  of  topics  within  interaction  design  and  educational  science  and   these  topics  are  always  changing.  This  chapter  is  not  aiming  to  provide  a  generic  view  of   either  of  the  fields  but  rather  to  summarize  some  aspects  from  the  fields  of  interaction   design  and  educational  science  that  we  have  found  interesting  for  our  project.  This  in   order  to  provide  a  theoretical  background,  which  will  serve  as  a  framework  for  our   implementation.  

Historically  the  extent  of  user  involvement,  where  the  “user”  is  defined  as  a  person   that  interacts  with  a  product(ISO,  2010),  in  system  engineering  has  been  quite   low(Gulliksen  &  Göransson,  2002).  E.g.  when  the  first  computer  software  were  coded   the  developers  followed  what  now  is  called  the  code-­‐fix-­‐model,  in  which  the  

developers  simply  started  coding  and  then  fixed  the  problems  they  found  in  their   code.  As  software  development  projects  grew  larger  and  more  extensive  this   prompted  the  needs  of  thorough  requirement  analysis,  the  division  of  the  

development  into  phases  and  feedback  between  these  phases  became  more  and  more   important.  With  this  the  importance  of  user  involvement,  in  different  extensions,  has   grown  larger  while  designing  usable  computer  software(Gulliksen  &  Göransson,   2002).  

 

The  “discipline  concerned  with  the  design,  evaluation  and  implementation  of   interactive  computing  systems  for  human  use  and  the  study  of  major  phenomena   surrounding  them”(Larusdottir,  2012)  is  referred  to  as  Human  Computer  Interaction   (HCI).    

There  are  some  people,  e.g.  Preece  and  Nielsen,  who  recurrently  appear  referenced  in   literature  about  HCI,  interaction  design  and  usability.  One  has  to  bear  in  mind  that   many  of  their  text  on  the  subject  was  written  about  20  years  ago  and  that  the  field  of   interaction  design  has  changed  significantly  during  this  time.  Still  they  do  have  some   key  ideas  that,  as  we  see  it,  form  the  foundation  of  the  subject.    

Preece  et  al.  (2007,  p.  17)  defines  interaction  design  as  the  process  of  “designing   interactive  products  to  support  the  way  people  communicate  and  interact  in  their   everyday  and  working  lives”.  

 

 

U

SER

-­‐

CENTERED  SYSTEM  DESIGN

 

Selander  and  Kress  (2010)  state  that  design  not  only  should  be  seen  as  the  forming  of   ideas,  concepts  and  patterns  to  create  a  new  product  but  also  as  the  combining  of   functional  and  aesthetic  aspects.  They  talk  about  interactive  design,  an  approach  to   design  where  the  designer  works  in  cooperation  with  the  intended  user.  According  to   them,  this  approach  is  implicitly  a  critique  of  the  prevailing  order.  

 

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Gulliksen  and  Göransson  (2002,  p.  15)  state  that  it  is  "well  worth  spending  time  on   developing  computer  support  which  are  efficient,  stable,  minimizing  errors,  etc.”.  

They  concretize  this  by  presenting  examples  on  how  money  can  be  saved  by  making   computer  systems  more  usable.  The  amounts  presented  are,  although  roughly  

estimated,  immense.  In  the  CHAOS  report  ("CHAOS  MANIFESTO,")  of  2013,  presented   by  the  Standish  group,  it  is  stated  that  the  success  rate  of  projects  including  IT-­‐

systems  in  2012  was  about  39%.  In  the  report,  success  is  defined  as  when  a  system  is   delivered  on  time,  within  budget  and  with  all  required  features  and  functions.  It  is   stated  that  one  success  factor  in  these  successful  projects  were  the  focusing  of  the  real   user  needs.  Gulliksen  and  Göransson  (2002)  state  that  in  many  cases  not  more  than   one  percent  of  the  development  is  devoted  to  usability  related  work.  

 

C.-­‐M.  Karat  (1993,  p.  89)  write  that  “Eighty  percent  of  software  life  cycle  costs  occur   after  the  product  is  released,  in  the  maintenance  phase.  Of  that  work,  80  %  is  due  to   unmet  or  unseen  user  requirements  only  20  %  of  this  is  due  to  bugs  or  reliability   problems”.  One  can  hence  draw  the  conclusion  that  the  requirement  analysis  is  a   crucial  part  of  the  development  process  and  that  the  users  have  an  important  role  in   the  design.  

 

U

SER

-­‐

CENTERED  DESIGN

 

Rubin  and  Chisnell  (2011,  p.  15)  describe  user-­‐centered  design  (UCD)  as  an  

“evolutionary  process  whereby  the  final  product  is  shaped  over  time”.  Karat,  in  Gulliksen   and  Göransson  (2002,  p.  101),  describes  the  term  as  the  “...label  under  which  to  continue   to  gather  our  knowledge  of  how  to  develop  usable  systems…”.  The  core  of  UCD  is  hence   the  design  of  usable  systems  or  products  with  an  active  involvement  of  the  intended   user.  Rubin  and  Chisnell  (2011)  state  that  trial  and  error,  discovery  and  refinement  are   important  parts  of  an  optimal  design.    

 

ISO  (2010)  9241-­‐210  notes  that  the  term  user-­‐centered  design  often  in  practice  is   used  synonymously  with  human-­‐centered  design  even  though  the  latter  also  includes   stakeholders  other  than  the  users.  The  ISO-­‐definition  of  human-­‐centered  design  is  the  

“approach  to  systems  design  and  development  that  aims  to  make  interactive  systems   more  usable  by  focusing  on  the  use  of  the  system  and  applying  human  

factors/ergonomics  and  usability  knowledge  and  techniques”.  This  report  will   consistently  use  the  term  user-­‐

centered  design  (UCD).  

 

There  are  several  life  cycle  models   for  how  software  design  could  be   conducted.  What  the  more  recent   models  have  in  common  is  the   notion  that  the  development   should  be  iterative.  Preece  et  al.  

(2007)  present  a  simple  model  for   an  iterative  process,  see  figure  1.  

FIGURE  1  -­‐  A  SIMPLE  MODEL  FOR  AN  ITERATIVE  PROCESS  

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Larusdottir  (2012)  present,  in  a  similar  manner,  four  important  activities  that,  

according  to  ISO  (2010)  9241-­‐210,  shall  take  place  during  software  development.  The   activities  should  be  based  on  the  others  and  should  be  iterated  where  appropriate.  

The  four  activities  are:  

 

• Understand  and  specify  the  context  of  use  

• Specify  the  user  requirements,  

• Produce  design  solutions  to  meet  these  requirements,  

• Evaluate  the  designs  against  requirements.  

 

 

U

SABILITY  AND  USER  EXPERIENCE

 

The  term  usability  is  a  well-­‐used  term  in  the  field  of  HCI.  There  are  several  definitions   of  the  term  depending  on  which  field  of  HCI  it  is  used  in.    

Preece  et  al.  (2007,  pp.  443-­‐444)  uses  six  goals  to  define  usability.  These  are,  without   regard  to  the  order:  

 

• Effectiveness  

• Efficiency  

• Safety  

• Utility  

• Learnability  

• Memorability    

Nielsen  (2012)  defines  usability  as  a  quality  attribute  defined  by  five,  quite  similar,   quality  components:  

 

• Learnability  

• Efficiency  

• Memorability  

• Errors  

• Satisfaction    

Preece  and  Nielsen’s  definitions  are  equal  in  the  sense  of  learnability,  memorability   and  efficiency  and  they  share  the  notion  of  the  importance  of  safety  or  few  errors.  They   do,  however,  differ  in  the  sense  of  the  effectiveness,  utility  and  satisfaction.  

The  goal,  or  quality  component,  learnability  concerns  how  easy  a  first  time  user  can   use  a  new  system  for  accomplishing  basic  tasks.  Memorability  is  about  how  easy  it  is   for  a  user  to  remember  how  to  use  a  system  and  reestablish  proficiency  after  being   away  from  the  system  for  some  time.  The  efficiency  deals  with  the  question  of  how   quickly  the  user  can  perform  her  tasks  once  the  system  is  learned.  Regarding  the   safety  goal  and  error  component  Preece  and  Nielsen  have  similar,  but  not  quite  equal,   definitions.    

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Preece’s  (2007)  safety  goal   addresses  the  systems  ability  for  

“protecting  the  user  from   dangerous  conditions  and   undesirable  situations”.  Both  in   the  sense  of  the  real  danger  of   carrying  out  unwanted  actions   unintentionally  and  in  the  sense   of  the  perceived  fears  users   might  have  to  the  consequences   of  such  action.  Nielsen’s  error   quality  component  refers  to  the   error  rate.  From  here  the   definitions  start  to  differ.  While   Nielsen’s  definition  includes  the   satisfaction  component,  which  

addresses  how  pleasant  the  user  finds  the  use  of  the  system,  Preece  instead  includes   this  in  the  subjective  user  experience  goals,  see  figure  2.  

ISO  (2010)  9241-­‐210  define  user  experience  as:

person’s   perceptions   and   responses   resulting   from   the   use   and/or   anticipated   use   of   a   product,   system   or   service.  

 

There  are  also  three  notes  in  the  ISO  standard  to  explain  user  experience  further.

NOTE   1   User   experience   includes   all   the   users'   emotions,  beliefs,  preferences,  perceptions,  physical  and   psychological   responses,   behaviors   and   accomp-­‐

lishments  that  occur  before,  during  and  after  use.

NOTE   2   User   experience   is   a   consequence   of   brand   image,  presentation,  functionality,  system  performance,   interactive   behavior   and   assistive   capabilities   of   the   interactive   system,   the   user's   internal   and   physical   state   resulting   from   prior   experiences,   attitudes,   skills   and  personality,  and  the  context  of  use.

NOTE   3   Usability,   when   interpreted   from   the   perspective  of  the  users'  personal  goals,  can  include  the   kind   of   perceptual   and   emotional   aspects   typically   associated   with   user   experience.   Usability   criteria   can   be  used  to  assess  aspects  of  user  experience.

 

FIGURE  2  -­‐  PREECE'S  USABILITY  AND  USER  EXPERIENCE  GOALS    (Preece  et  al.,  2007)

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Nielsen  (2012),  on  the  other  hand,  has  excluded  the  utility  from  the  usability   definition.  Both  authors  refer  to  the  utility  as  the  functionality  of  the  system.  

Nielsen  means  that  the  utility  is  a  quality  attribute  as  important  as  usability  and  that   the  combination  of  the  two  is  what  he  refers  to  as  usefulness,  see  figure  3.

   

   

What  these  two  definitions  have  in  common  is  the  notion  that  a  computer  system  or  a   product,  which  is  hard  to  use,  hard  to  learn  how  to  use  or  which  have  large  security   issues,  is  not  usable.    

 

According  to  the  ISO  (1998)  9241-­‐11  standard  usability  is  defined  as:  

 

The  extent  to  which  a  product  can  be  used  by  specified   users   to   achieve   specified   goals   with   effectiveness,   efficiency  and  satisfaction  in  a  specified  context  of  use    

effectiveness  is  defined  as  

the  accuracy  and  completeness  with  which  users   achieve  specified  goals  

efficiency  as  

the  resources  expended  in  relation  to  the  accuracy   and  completeness  with  which  users  achieve  goals    

and  satisfaction  as    

the   freedom   from   discomfort,   and   positive   attitudes   towards  the  use  of  the  product.  

 

Further  the  context  of  use  is  defined  as:  

Users,   tasks,   equipment   (hardware,   software   and   materials),  and  the  physical  and  social  environments  in   which  a  product  is  used.  

 

FIGURE  3  –  NIELSEN’S  ACCEPTABILITY   (Nielsen, 1993)

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Gulliksen  and  Göransson  (2002)  prefer  the  ISO  definition  since  they  find  that  it  is   concrete  and  that  it  allows  for  measurability,  which  in  turn  allows  for  comparison  of   the  usability  of  products.  This  definition  of  usability  includes  both  the  traditionally   measurable  aspects  of  effectiveness  and  efficiency  and  the  subjective  satisfaction.  

Gulliksen  and  Göransson  also  claim  that  the  ISO-­‐standard  include  the  functionality.  As   we  see  it,  the  ISO-­‐definition  hence  can  be  seen  as  a  combination  of  the  two  definitions   mentioned  above.  

We  have  chosen  to  include  all  three  of  the  usability  definitions  since  this  thesis  partly   is  an  educational  work  and  that  we  find  that  the  previous  two  definitions  emphasize   the  importance  of  learnability  and  memorability  in  a  way  the  ISO-­‐standard  does  not.    

 

D

ESIGN  PRINCIPLES

 

Design  principles  can  be  used  to  conceptualize  usability  and  to  aid  the  designer  while   designing  a  usable  system.  There  are  several  different  guidelines  to  user  interface   design.  Mostly  used  is  probably  Jakob  Nielsen’s  (1995)  heuristics  -­‐  10  broad  rules  of   thumb.  These  can  be  found  in  appendix  1.  

 

E

DUCATIONAL  THEORIES

 

According  to  Vygotskij  (2007/1934)a  learning  process  is  promoted  by  finding  a   persons  current  understanding  and  start  from  there.  Vygotskij  calls  this  point  of   understanding  and  the  levels  above  it  the  proximal  development  zone  (PDZ).  The   starting  point  of  all  learning  should  begin  at  the  currently  achieved  knowledge  level.  

According  to  Vygotskij  all  communication  implies  generalization.  Words  are   abstractions,  which  symbolize  some  kind  of  meaning  we  want  to  communicate.  A   word  is  so  much  more  than  a  just  description  of  a  phenomenon.  It  rather  represents  a   class  of  phenomena.  

 

Säljö  (2010)  state  that  all  actions  are  situated  in  social  contexts  and  that  the  contexts   define  which  interpretations,  actions  and  reactions  that  are  adequate.  This  is  also   stated  by  Illeris  (2007)  who  claim  that  the  learning  situation  is  part  of  the  learning.

 

When  discussing  the  interaction  between  didactics  and  design  Tore  West,  in  Rostvall   (2008),  lifts  the  importance  of  using  symbols  that  are  known  to  the  user.  He  uses  the   buttons  on  a  washing  machine  as  an  example.  Even  though  he  has  used  his  fair  share   of  washing  machines  and  has  never  really  had  any  problems  using  them,  he  found   himself  in  a  situation  where  the  machine  was  not  understandable.  West  draws   parallels  to  Peirce’s  icon  category  in  which  the  icon  resembles  what  it  represents.  

Peirce  has  two  more  categories,  which  are  index  and  symbols.  The  index  refers  to   what  it  represents,  like  smoke  indicate  fire.  The  symbol  category  do  not  need  to  have   a  universal  connection  to  the  thing  it  refer  to  but  rather  more  or  less  systematic   conventions.  West  argues  that  every  expression,  in  order  to  be  understood,  need  to   get  its  meaning  from  a  surrounding  system  of  symbols.  

 

Dewey  writes  about  the  importance  to  learn  from  what  you  already  know  and  by   working  with  the  things  you  are  trying  to  learn.  This  approach,  by  some  of  his   followers  referred  to  as  Learning  by  doing,  is  well  known  in  pedagogics  (Hartman  &  

Lundberg,  2004).  This  is  also  confirmed  by  recent  design  research  on  how  to   implement  a  new  computer  system  in  a  medical  environment(Larkin  &  Kelliher,  

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2011).  Dewey  states  the  learning  process  and  the  goal  with  the  learning  are  the  same   things  (Hartman  &  Lundberg,  2004).  This  goes  hand  in  hand  with  Selander  and   Kress’s  (2010)  view  that  learning  itself  cannot  be  seen,  just  the  signs  of  it.  

   

Dewey  explains  that  learning  which  is  not  based  on  previous  knowledge  might  result   in  a  lack  of  feeling  of  real  life  connection.  To  exemplify  this  he  describes  the  visit  to  a   school  in  a  town  near  the  Mississippi  river  where  the  teachers  told  him  that  the  kids   had  been  astounded  when  they  found  out  that  the  river  in  their  books  had  anything  to   do  with  the  one  outside  their  windows.  

 

 

 

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R

ESEARCH  AND  DESIGN  METHODS

 

During  this  project  a  research  through  design  approach,  with  parts  from  usability   engineering  and  participatory  design,  has  been  used.  This  chapter  aim  to  present  the  set   of  different  methods  used  to  gather  information  on  how,  when  and  by  whom,  the  

treatment  protocols  are  used.    

R

ESEARCH  THROUGH  DESIGN

 

There  is  no  agreed  upon  standard  of  definition  for  research  through  design  (Gaver,   2012).  Some  researchers  (Zimmerman,  Evenson,  &  Forlizzi,  2007;  Zimmerman  &  

Forlizzi,  2008;  Zimmerman,  Stolterman,  &  Forlizzi,  2010)  see  this  as  a  problem  and   try  to  define  guidelines.  Zimmerman  and  Forlizzi  (2008,  p.  5)  for  instance  states  that   there  are  two  approaches  of  research  through  design.  The  first  is  philosophical  which   means  that  

 

researchers   begin   with   a   specific   philosophical   stance   that  they  wish  to  either  investigate  or  embody  through  a   process  of  making.  

 

The  other  approach  is  called  grounded.  By  taking  this  approach  the    

design   researchers   focus   on   real   world   problems   by   making  things  that  force  both  a  concrete  framing  of  the   problem  and  an  articulation  of  a  specific,  preferred  state   that  is  the  intended  outcome  of  situating  the  solution  in   a  context  of  use.  

 

Zimmerman  et  al.  (2007,  p.  8)  also  suggests  a  definition  for  research  through  design   by  comparing  it  to  research  for  commercial  purposes.  He  states  two  differences.  The   first  is  the  intent  of  the  research:  

 

In  this  way  design  researchers  focus  on  making  the  right   things,   while   design   practitioners   focus   on   making   commercially  successful  things.  

 

Secondly  the  artifacts  produced  should  “demonstrate  significant  invention”  and  be  a  

“novel  integrations  of  theory,  technology,  user  need,  and  context”  and  not  

modifications  on  what  can  already  be  found  commercially  or  in  research  literature   (Zimmerman  et  al.,  2007,  p.  8).  

 

Gaver  (2012)  on  the  other  hand  thinks  that  just  as  there  is  no  right  design  there  should   not  be  too  many  rules  set  up  for  research  through  design.  In  short  one  can  say  that  if   you  use  design  to  do  research  you  are  doing  research  through  design.  

 

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P

ARTICIPATORY  DESIGN

 

One  way  to  really  utilize  the  users’  skill  set,  knowledge  and  reactions  to  the  design  is   by  including  the  users  in  the  decision  making  as  a  part  of  the  design  team.  Gulliksen   and  Göransson  (2002,  p.  123)  describe  this  as  the  most  extreme  form  of  user   involvement  as  it  relies  more  “on  cooperation  than  formal  descriptions”.  In  this   approach  of  UCD,  which  originates  from  Scandinavia  during  the  1960s,  focus  is  put  on   the  users’  routines  as  well  as  the  use  of  “low  level  mock-­‐ups  instead  of  formal  

specifications”  allowing  the  users  to  experiment  with  prototypes  in  a  natural  

environment  (Gulliksen  &  Göransson,  2002,  p.  124).  Simulating  the  work  situation  has   proved  to  be  a  way  for  the  designers  to  better  understand  the  actual  work  of  the   user(Preece  et  al.,  2007).    Rubin  and  Chisnell  (2011,  p.  17)  do  however  express  that   there  might  be  a  danger  that  the  user  gets  “too  close  to  the  design  team”  and  might  

“withhold  important  concerns  and  criticism”.  

 

U

SABILITY  ENGINEERING

 

Usability  engineering  is  an  approach  to  interaction  design  in  which  formal  and   verifiable  usability  criteria  are  specified  in  advance  and  used  to  assess  a  product.  

Gulliksen  and  Göransson  (2002,  p.  122)  state  that  this  method  might  put  “too  much   focus  on  analysis  and  evaluation  and  being  insufficient  when  it  comes  to  more   pragmatic  design  solutions”.  As  the  name  implies  this  approach  focuses  more  on  the   engineering  rather  than  on  user  participations.  Users  are  involved  while  performing   the  empirical  evaluations.  Heuristic  evaluations,  in  which  a  product  is  assessed   against  design  principles,  are  widely  used  for  analytic  evaluations  since  they  are  cost   efficient,  easy  to  use  and  easy  to  communicate.    

 

P

ROTOTYPING

 

There  are  several  reasons  to  build  prototypes  prior  to  creating  the  real  software.  Two   main  reasons  are  that  it  is  much  cheaper  to  build  and  it  is  much  easier  to  change  a   prototype  than  to  build  or  make  changes  in  a  full  system.  

Selander  and  Kress  (2010)  mention  that  knowledge  can  be  represented  not  only  by   models  and  verbal  descriptions  but  also  by  actions  and  interactions  with  other  people   or  objects.  A  representation  does  not  truly  correspond  with  the  truth  but  rather   recognizes  distinctive  features  in  specific  contexts.  Different  people  can  hence  have   different  representations  of  the  same  thing.  Some  aspects  might  be  taken  for  granted   in  one  representation  while  they  are  more  described  in  another.  Some  aspects  can  be   more  prominent  and  others  more  hidden.  Selander  and  Kress  state  that  learning  can   be  seen  as  the  difference  in  an  individual's  representations  at  different  times.  

 

In  order  to  give  the  user  a  perception  of  “the  real  thing”  a  simulation  can  be  used.  In   simulations  prominent  features  are  chosen  to  give  a  meaningful  representation  of  the   world.  These  features,  which  are  clearly  related  to  each  other,  has  then  been  given  a,   for  the  context,  clear  form.  All  this  in  order  to  enable  interaction  with  artifacts  or   people  in  the  simulated  situation.    

 

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A  simulation  differs  from  a  description  in  the  way  that,  in  a  simulation,  several  senses   are  used,  which  gives  a  “tactile  experience”  of  another  kind  than  from  a  scientific   description  (Selander  &  Kress,  2010,  p.  38).  Selander  and  Kress  state  that  both  

simulations  and  descriptions  can  be  used  as  representations  but  that  the  consequences,   for  the  one  using  the  representations,  differs.  

 

PAPER  PROTOTYPE  

A  fast  and  inexpensive  way  of  presenting  a  design  idea  to  yourself  and  others  is  in  the   form  of  a  paper  prototype,  either  as  a  single  sketch  or  as  a  combination  of  sketches  or   models.  This  can  in  turn  lead  to  new  ideas  (Nielsen,  2003).  Paper  prototypes  are  used   for  the  low  cost,  ease  of  use,  possibly  early  implementation  in  the  design  and  swift   modifications  and  can,  as  Löwgren  and  Stolterman  (2007)  puts  it,  lead  to  a  divergence   of  ideas.  During  software  design  these  can  be  used  to  cater  critical  information  about   the  users’  expectations  of  functionality  and  design,  before  starting  writing  the  code.  

Thus,  the  use  of  sketches  is  not  only  for  the  designer  but  also  a  simple  way  to  include   the  user  in  the  design  process.  The  use  of  paper,  or  other  low-­‐level  media,  helps  

focusing  on  the  different  functions  of  the  interface  rather  trivial  or  future  features,  such   as  colors  or  the  exact  placement  of  objects.  The  users  will  be  focused  on  finding  out   whether  the  system  can  do  what  is  required  and  that  the  functions  are  easy  to  find.    

 

COMPUTER  PROTOTYPE  

When  a  good  understanding,  through  the  use  of  paper  prototypes,  has  been  achieved  it  is   possible  to  move  on  to  high-­‐fidelity  prototypes.  One  reason  to  use  computer  prototypes   is  to  let  the  user  experience  a  sense  of  the  real  system.  Starting  up  with  a  computer   prototype  in  an  early  stage  of  the  project  may  cause  problems,  concerning  time  and   work,  having  to  recode  every  idea  the  user  expresses.  An  over  developed  prototype   might  also  result  in  a  misconception  that  the  design  process  has  progressed  further  than   it  actually  has,  which  can  lead  to  stagnation  in  the  creative  process.  

 

I

NFORMATION  GATHERING  TECHNIQUES  AND  USER  EVALUATION  METHODS

 

 

TABLE  1  -­‐  DIFFERENT  METHODS  FOR  INFORMATION  GATHERING.  (HOLME  &  SOLVANG,  1991,  P.  85)  

Situation   Non-­‐verbal  acts   Verbal  acts  

(Speech)   Verbal  acts   (Writing)   Informal  context   Participatory  

observation   Conversation,  

informants   Letters,  articles,   biographies   Informal  and  

structured  context    

Observation  with  

fixed  categories   Text  analysis  with  

fixed  categories   Formal  and  

unstructured   context    

Systematic  

observation   Interview  with   open-­‐ended   questions  

Survey  with  open-­‐

ended  questions  

Formal  and  

structured  context   Controlled  

experiment   Interview  with   closed-­‐ended   questions  

Survey  with  closed-­‐

ended  questions  

 

 

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Holme  and  Solvang  (1991)  list  some  methods  for  information  gathering  and  in  which   kind  of  situation  they  can  be  used,  see  table  1.  They  have  the  opinion  that,  when   considering  different  methods,  there  is  no  “number  one  method”  but  rather  that  a  mix   of  the  available  methods  might  be  preferred.  If  the  different  methods  give  the  same   result  this  implies  that  the  result  is  not  due  to  the  method  but  rather  that  the   information  collected  is  valid.  If  different  methods  don’t  give  similar  results  this   implies  that  the  result  needs  to  be  reinterpreted  or  that  methods  need  to  be  refined.    

 

Gulliksen  and  Göransson  (2002)  also  promote  the  use  of  a  combination  of  methods,   since  different  evaluation  methods  allow  for  finding  different  usability  issues,  and  in   turn  facilitate  the  evaluations  of  a  system’s  usability.  

 

Q

UALITATIVE  AND  QUANTITATIVE  METHODS

 

Generally  social  science  divides  methodological  approaches  into  qualitative  and   quantitative  methods.  What  distinguishes  qualitative  and  quantitative  methods  are   basically  the  ways  of  gathering  data  and  how  the  outcomes  are  presented.  Qualitative   methods  benefit  from  proximity  to  the  information  source  and  focus  more  on  getting   a  deep  understanding  of  the  problem  and  its  context  rather  than  evaluating  for   general  validity.  Quantitative  methods  are  characterized  by  using  pre-­‐determined   quantifiable  categories  in  order  to  conduct  formalized  analysis,  thereby  risking  to   loose  valuable  information  that  a  deep  inquiry  might  have  resulted  in  (Holme  &  

Solvang,  1991).    

 

McCall  and  Simmons,  in  Holme  and  Solvang  (1991,  p.  69),  state  that  “qualitative   method  can  be  seen  as  a  collective  term  for  an  approach  that  in  larger  or  smaller   extent  combine  the  following  five  techniques:  direct  observation,  participatory   observation,  informant  and  respondent  interviews  and  analysis  of  sources”.  

 

OBSERVATIONS  

According  to  Preece  et  al.  (2007),  observations  are  useful  during  the  whole  

development  process.  Observations  can  be  used  both  early  in  the  design  to  help  the   designers  understand  the  users’  needs  and  later  in  the  design  to  see  if  the  product,  or   current  prototype,  meets  these  needs.  

 

Sjøberg  (2005,  p.  388)  states  that  “without  observations  no  scientific  thoughts  can  be   evaluated,  no  old  ideas  can  be  discarded  and  no  new  ideas  can  emerge”.  The  results   from  an  observation  depend  on  the  mindset  of  the  observer  concerning  theories,   experience,  concepts  and  intentions  but  also  on  the  full  context  surrounding  the   observation.  This  notion  is  supported  by  Madsen  (1994)  who  state  that  an  

educational  leader  must  be  aware  of  having  taken  things  for  granted  that  really  aren’t   given.  

 

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There  are  first-­‐  and  second  order  observations.  In  first  order  observations  the   observer  has  this  as  his  or  her  primary  task,  with  a  full  focus  on  the  observation.  

Second  order  observation  occurs  when  the  observer  has  another  primary  task,  e.g.  

leading  a  test  session.  In  a  first  order  observation  the  test  leader  and  the  observer  are   two  different  people  (Bjørndal,  2009).  

 

Another  thing  that  needs  to  be  considered  when  doing  observations  is  the  observer's   memory  capacity  and  the  fact  that  the  mind  might  add  or  lose  information.  Thus,  it  is   important  to  order  and  start  analyzing  the  collected  data  as  soon  as  possible.  

Remembering  all  the  things  that  happen  might  be  a  problem  when  doing  

observations.  One  way  to  overcome  this  is  by  taking  notes  directly  as  things  happen.  A   problem  with  this  approach  is  that  the  observer  might  miss  things  as  he  is  writing.  

This  problem  can  be  avoided  by  using  some  kind  of  recording  device,  video  or  audio,   preferably  in  combination  with  e.g.  the  think-­‐aloud  technique  mentioned  below   (Bjørndal,  2009).  

 

ETHNOGRAPHIC  RESEARCH  

To  be  able  to  make  design  decisions  throughout  the  development  cycle,  without   always  having  to  consult  the  users,  it  is  important  to  know  who  the  users  are,  what   their  goals  with  the  product  or  the  enhancement  are  and  in  what  context  they  are   going  to  accomplish  these  goals.  In  order  to  understand  this  a  qualitative,  

ethnographic,  research  can  be  performed  in  which  one  observe  the  user  as  they  carry   out  their  normal  activities(Rubin  &  Chisnell,  2011).  Preece  et  al.  (2007)  describes  that   the  users  might  be  so  familiar  with  their  surroundings  and  daily  tasks  that  they  might   forget  to  remark  them  during  interviews.  Observing  the  user  in  her  context  of  work   might  also  reveal  information  of  what  really  happens  rather  than  how  it  is  supposed   to  be  according  to  formal  descriptions.    

 

THINK-­‐ALOUD  

A  well-­‐used  method  for  evaluation  is  the  think-­‐aloud  method.  As  the  name  suggests  it   requires  the  users  to  say  out  loud  what  they  are  thinking  and  doing  and  also  explain   why.  Nielsen  (2012)  defines  it  as  follows  

 

In  a  thinking  aloud  test,  you  ask  test  participants  to  use   the  system  while  continuously  thinking  out  loud  —  that   is,   simply   verbalizing   their   thoughts   as   they   move   through  the  user  interface.  

 

The  think-­‐aloud  method  is,  even  though  it  might  feel  quite  unnatural  for  the  user,  an   easy  way  of  achieving  plenty  of  information.  The  cost  is  low  due  to  the  easiness  to   learn  and  use.  It’s  in  fact,  according  to  Nielsen,  even  hard  to  fail.  It  is  important,   however,  to  be  careful  not  to  put  words  or  ideas  in  the  test  user  mouth  while  trying  to   extract  information.  

 

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