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CaseStudy-7

Course: CS 588, Fall 2011
School: USC
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Communicability Evaluation Using to Compare Interaction Design of Two HTML Tag Editors Overview The focus of this study is on the use of communicability evaluation to analyze the users experience with two instances of the same type of applicationHTML tag editors. Communicability is the distinctive quality of interactive computer-based systems that communicate efciently and effectively to uses their underlying...

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Communicability Evaluation Using to Compare Interaction Design of Two HTML Tag Editors Overview The focus of this study is on the use of communicability evaluation to analyze the users experience with two instances of the same type of applicationHTML tag editors. Communicability is the distinctive quality of interactive computer-based systems that communicate efciently and effectively to uses their underlying design intent and interactive principles. Our purpose here is to show how the results of this particular evaluation method can identify, explain, and inform the redesign of problematic interaction design. We will start by briey describing the method. Then we will present the case study. We will provide links to further material, discussing other situations where communicability evaluation can be used, and to what effects The Communicability Evaluation Method In Semiotic Engineering the user interface is viewed as a communicating agent that can tell users how the designers have tried to meet the users needs and expectations through the functions and features of the interactive artifact they have produced. By doing so, in whichever interface language (from natural language to direct manipulation, from gestures to voice commands, and so on), such interactive systems interfaces represent the designers and allow for computer-mediated designer-to-user communication at interaction time. This is why we say that such interfaces are the designers deputies they speak for the designers. The Communicability Evaluation Method (CEM) is a Semiotic Engineering method to evaluate the quality of such designer-to-user communication. Both static and dynamic signs are important for mutual understanding between users and the designers deputies. In Figure 1, for example, we see a static picture of an interactive sate in SpiderPad, with some indications of the dynamics of interaction. Static signs (e.g. icons on the tool bar) communicate to users (on the behalf of the designer) what the users can do with the system. The icons surrounded by a blue box belong to a graphic Interaction Design: Beyond human-computer interaction Sharp, Rogers and Preece 2007 John Wiley & Sons, Ltd ISBN-13: 978-0-470-01866-8 2 Communicability Evaluation Study 3 1 2 Figure 1 Communicating design through SpiderPads interface language used in numerous editors designed for Windows. Among the things they tell users are the following: (a) Press here to {create,open,save} a le; (b) Press here to {redo,undo} the last thing youve done; (c) Press here to {copy,paste} objects {to,from} the clipboard; etc. Together, these icons tell users things like: With this system you can: create, open, and save le; copy, paste, cut, and search text; {etc}. Because of certain visual patterns, they also communicate that this is a system designed for Windows (and not for Unix, for example). The icons surrounded by a burgundy box are more rarely encountered. In fact, the one to the right is possibly not encountered outside SpiderPad. The icon, for instance, is meant to communicate that if users press that button they will be able to edit the attributes of the icon is meant to communicate that if users press that button {selected,surrounding} tag, whereas the they will be able to edit the body tag. Note that, at rst sight, the meaning of these two instances of designer-to-user communication is less obvious to users, although to English-speaking users the meaning of becomes memorable once the play on words gets across. Dynamic signs (i.e. those that appear in the process of interaction) also convey the designers message to users. In Figure 1 we see the sketch of a short span of interaction. When the user passes the mouse over the button, the system (speaking for the designer) sends the users a message saying that it activates the Check Spelling function. When he/she clicks on that button, another message is sent saying that the users goal was not achieved ( ) because Spell checking is temporarily disabled [and the user should] see www.sixlegs.com for details. As users unfold all such interactive signs while using SpiderPad, they gradually make sense of what SpiderPad means. Test Preparation The result of such sense making, in Semiotic Engineering, is the users interpretation of SpiderPad. CEM is therefore a method to evaluate how well designers communicate their design intent to users. It does so by capturing, categorizing, interpreting, and analyzing communicative breakdowns in test situations. Such communicative breakdowns help evaluators identify, explain, and inform the redesign of problematic interaction design. Steps in Communicability Evaluation CEM is achieved in three main steps: tagging, interpretation, and semiotic proling. Prior to these, there are two subsidiary steps: test preparation and test application. Test Preparation CEM preparation includes the following activities: 1. A thorough study of online and ofine documentation of the application. 2. A thorough inspection of the application. (It is a good idea to talk with the designers about the design intent, if this is possible.) 3. The selection of test scenarios and activities, based on critical design issues identied after reading the documentation, inspecting the application, and talking to the designers. From a Semiotic Engineering perspective, a critical design issue is one where the designer-to-user communication is likely to fail. When design alternatives are being compared, the alternatives themselves constitute critical issues. 4. The selection of test participants. The number of participants is typically small. CEM is not a quantitative method, but a qualitative one. Results do not depend on the number of tests, but on the depth and extent of semiotic associations that evaluators can established between intended signs (obtained from reading documentation, inspecting the application, and talking to designers) and interpreted signs (obtained from observing) 5. interaction and interviewing participants). 6. Preparing interviews. Knowing the participants is important to help evaluators detect how users are likely to receive the designers communication, how familiar they are with the type of interface language they will have to use in order to communicate with the application, what general expectations they have regarding the use of computer tools to achieve the activities they are about to perform, and so on. 7. Preparing printed material (if there is any). This may include a description of activities, forms and/or questionnaires. 8. Setting up the equipment and the application. Tests must be recorded. Whenever possible, the interaction with the application should be logged with screen capture software. The use of video tape may complement screen capture. The advantage of using both is to be able to see the participants body language, and capture verbalizations most of them produce during the test. The meanings conveyed by body language and verbalizations, synchronized with interactions, 3 4 Communicability Evaluation Study provides additional semiotic evidence of the presence of certain interpretive signs like I dont know what to do now (a blank look, no body movement), or This is getting on my nerves (an angry look, the participant vociferates at the computer). Dont forget to check the quality of screen captures and video tape before tests are runframe rates for screen capture and lighting for video tape may ruin a test. Moreover, since some tests are likely to take some time, it is a good idea to make sure that there is enough disk space, especially for temporary les. It is also desirable to have a clone (or a TV) monitor in a separate place, where an observer can closely follow the participants interaction and prepare questions for a post-test interview (see below). Test Application CEM application includes the following activities: 1. Welcoming and interviewing participants, prior to the interactive session. This includes a warm up conversation, an explanation of the test and its purposes (in generalat times, detailed explanations of purposes may inuence results), and a pre-test interview. 2. Helping users feel comfortable with the equipment and the system (e.g. checking that the physical conditions of the setting are OK, that the participants are relaxed and in a good mood). 3. Checking that all recording equipment is ready to go, and that the tester (evaluator) can take notes during the test. 4. Taking notes during the test. The evaluator should be thoroughly familiar with CEM, and try to detect communicability breakdowns on the y during the test. He should note if there are ambiguous symptoms of how the user has interpreted the designers communication through the interface (e.g. if the participant achieves a task following an unexpected sequence of operations, is it because she does not get the design message or because she deliberately chooses to do something else?). Interviewing the participant after the test, and asking her what she had in mind during interaction helps increase the quality of results. Also, asking what participants thought of the experience, what impressions they got from the application, and so on, provides a wealth of material for semiotic analyses. 5. Checking that recordings are safely stored as soon as the test is over. Screen capture movies may be quite large les, depending on the data compression supported by the screen capture software being used. Tagging Tagging amounts to annotating screen capture movies with communicability evaluation tags. These are stereotypical expressions that the evaluator puts in the participants mouth, like: Whats this?, Where is it?, Where am I?, Help!, etc. Each expression is associated to patterns of breakdown in communication. The full set of tags used in CEM is presented in [Table 1]. Tagging Tag Symptom Remarks Where is it? The user knows what she is trying to do (to communicate) but cannot nd an interface element that will tell the system to do it. She typically browses menus, opens and closes dialog boxes, hides and unhides window elements, looking for that particular element. Searches for interface activation elements usually start by an educated guess of where the element is most likely to be placed. However, after some time there may be no more guesses to make, and the search may turn into a raster scanning of the interactive space. If the user nds the element as a result of an educated guess the breakdown is less serious than if the element is only found after a long scanning of the interface. What now? The user doesnt know what to do next (what to tell the system), and so she wanders around the interactive space searching for an opportunistic clue to restore productive communication with the system. Menus, dialog boxes, and toolbars may be inspected at random, or in sequence. The symptoms associated to Where is it? and What now? may be virtually the same. The difference between the two breakdowns is that in one case the user knows what she is doing, and in the other she doesnt. It is most often impossible to tell, from the screen capture only, if the user knows or doesnt know what she is doing. Therefore, the symptoms associated to Where is it? and Whats this? are usually a topic for disambiguation during the post-test interview. Whats this? The user does not understand an interface sign, and looks for clarication. She may pass the mouse over the element in order to get a tool tip, or examine the behavior of the interface sign (to see how the system responds). Inspecting the meaning of interface elements may come in association with other breakdowns, or not. For instance, the user may be engaged in productive interaction (no breakdowns) and suddenly take a side path to ask the system what a particular element means. Alternatively, the user may ask the system for clarications while (continued ) Table 1 Communicability Evaluation Tags 5 6 Communicability Evaluation Study Tag Symptom Remarks trying to resolve a breakdown. For example, the inspection of menus, dialog boxes, and other interface elements while trying to nd the answer to Where is it? or What now? may involve one or more Whats this? Oops! The user makes an instant mistake in interaction, and immediately corrects herself. A typical symptom of Oops! is to undo the faulty operation triggered by miscommunication. The correction of certain operations is easily done, by means of the undo function. Other operations cannot be undone. In the latter case, the user may have to plan how to restore the state of the system prior to the miscommunication. This may be a short path, or end up into a major breakdown, from which the user will recover, or not. (See tags I give up. and Looks ne to me.) Where am I? The user is telling things to the system that would be appropriate in another context of communication. This may result from a misinterpretation of the current interactive context. Symptoms may include trying to select objects that are not active in the current context, or trying to interact with signs that are output only, for example. There are usually remarkable similarities between the current context of interaction (where the users communication is ineffective) and another context of interaction (where the same communication would be effective). Users of applications with preview functions and WYSIWIG object editing style are often confused, and try to edit objects while previewing how they will be printed. I cant do it this way. While trying to achieve a goal or sub-goal, the user engages in a several-step sequence of operations, but suddenly realizes that this is not the right thing to do. So, she abandons that sequence, and takes another path. The difference between Oops! and I cant do it this way. is the range of equivocal actions communicated to the system. Oops! characterizes a single action, which is instantly revoked. I cant do it this way. involves a longer sequence of Table 1 (continued) Tagging Tag Symptom Remarks actions, which are abandoned for another path. Why it? doesnt What pened? hap- The user insists on repeating a certain operation that does not produce the expected effects. The user is aware that these effects are not produced, and that others are produced instead. But insists on doing the same thing time and again, because she doesnt understand why the interaction is not right. The repetition of the operation may be in sequence, or separated by one or more different operations. The typical reason for a Why doesnt it? is that the user strongly believes that what she is doing should cause the desired effects. So, she insists on the same kind of action, trying to nd out if a particular change of parameters or context is possible or needed to make the action work. The user fails to understand the systems response to what she told it to do. The typical symptom of what happened? is the repetitive activation of an operation whose effect is absent, or not perceived. Repetitive actions can be tagged with Why doesnt it? or What happened? The difference between the two is that in the rst case the user can see the effects caused by what she is telling the system, whereas in the latter she cant. Occasionally, the user may anticipate that the effects will not be what she expects, and not fully activate the function. Nevertheless she will start the same communication over again (like activate the same dialogue box, open the same sub-menu, etc), and abandon it before its full achievement. Occasionally, What happened? may be associated to a single activation of a function, followed by another action that clearly indicates that the user failed to get the systems response message. For example, the system may have given indication that the users goal was achieved, or cannot (continued ) Table 1 (continued) 7 8 Communicability Evaluation Study Tag Symptom Remarks be achieved for some overriding reason, or else that it can be achieved if some particular path is followed. Because she did not get this message, her follow-up action may be totally inconsistent with the systems communication. Looks ne to me. The user believes she has achieved her goal, although she hasnt. The typical symptom is when the user declares she has successfully nished a task, when she hasnt, really. Looks ne to me is used to qualify the users attitude towards the nal state of a task or sub-task. It is important to have evidence that the user is indeed satised with the results, and not simply abandoning the task shortly before nishing it. I give up. The user believes that she cant achieve her goal, and interrupts the interaction (communication) with the system. Like Looks ne to me, I give up is used to indicate the failure in achieving a proposed task. However, the users attitude in one case is the opposite of the other. I give up Indicates the users conscious frustration and recognition that she could not tell the system to do what she wanted (possibly because she could not make sense of what the system was telling her in the rst place). I can do otherwise. Because she cant see or understand that the system is telling her what she can or must say to achieve a particular goal, the user communicates her intention by means of unexpected signs. This may include achieving a goal because of the (side) effects of interaction meant for other purposes. However, it most often corresponds to a suboptimal way of communica- It is crucially important that the user not be aware of better solutions communicated by the system. Typically, there are some previous breakdowns in usersystem communication when I can do otherwise nally happens. However, although less usual, this tag may be the rst to appear in an interactive session. The evaluator should clarify the users presuppositions about how the Table 1 (continued) Tagging Tag Symptom Remarks tion (e.g. taking longer paths or adopting a solution that is faulty in some respects, in spite of the systems communication of better solution alternatives through the interface). Thanks, but no, thanks. system works during the posttest interview. Although the user has understood the systems communication about which design solutions should or are expected to be preferred to others, she deliberately chooses to communicate her intent with unexpected signs. As with other tags, Thanks, but no, thanks is associated to the same kinds of symptoms as another tag, namely I can do otherwise. The difference lies in the users attitude. Hence the importance of post-test interviews. Although the user understands the system communication in this case, it is nevertheless a case of communicative breakdown because the designers deputy discourse will always communicate a particular design intent by means of signs that the user considers less adequate for the context than the ones she chooses to use. Help! The user explicitly asks for help, either the systems, or somebody elses (e.g. the evaluators). Accessing online help, searching online or ofine documentation, talking to others, online or ofine, about the problem, all constitute symptoms of this kind of communicative breakdown. Table 1 (continued) Help! is a kind of metalevel tag, in that it projects the user into explicit communication about communication with the system (or metacommunication, technically). This is not necessarily a serious breakdownin fact, the evaluator may realize that this is not a breakdown instance at all. It may well be a sign of the users curiosity about the system, which ultimately amounts to successful interaction, rather than unsuccessful one. The difference between one case and the other should be claried during the post-test interview. 9 10 Communicability Evaluation Study Interpretation Interpretation, as the name suggests, amounts to answering the following question: What meanings does the evaluator assign to the tagged movies? The answer to this question will tell how successful the designers communication is. Success is associated to the absence (or insignicant amount) of communicative breakdowns. The evaluator should pay attention to such factors as: 1. How often, and in which particular context, each type of tag has appeared (per participant, per task, overall)? 2. Are there tagging patterns (similar sequences of tags) that can be identied (across tasks for the same participant, across participants for the same task, overall)? 3. Can tag types or sequences be regularly associated to problems in establishing communicative goals or sub-goals? 4. If (as is desirable) the evaluator has used additional evaluation methods (e.g. heuristic evaluation or a cognitive walkthrough), is there a correspondence between the locus of tag occurrence and that of problems indicated by the other methods? Answers to the questions above will help the evaluator interpret the meaning of tagged movies and decide if there are communicability problems with the application under evaluation. If there are, the evaluator will be able to tell what problems, and why. The explanation is referred to one or more of the following categories of breakdown in communication: The user cannot express what he/she means. The user chooses the wrong way to express what he/she means. The user cannot interpret what the system expresses. The user chooses the wrong interpretation for what the system expresses. The user cannot even formulate a communicative intent. All of the above turn around the essence of communication: expressing content and intent, by using signs at hand. These signs may spring from a variety of origins, like: sign systems deeply ingrained in the culture (or sub-culture) of all interlocutors involved in communication; sign systems from a culture (or sub-culture) that not all interlocutors share; sign collections (not necessarily systems) associated to the context of communication; and even signs incidentally invented or transformed (as is the case in metaphoric communication, for example) by interlocutors. Semiotic Proling Semiotic Proling The semiotic proling step should help the evaluator identify, explain, and inform the redesign of problematic interaction design. This is achieved though a reconstruction of the designer-to-user global communication message. The content of the message can be summarized as this (the rst person I in the message is the designer, or a spokesperson for the design team): Here is my understanding of who you are, what Ive learned you want or need to do, in which preferred ways, and why. This is the system that I have therefore designed for you, and this is the way you can or should use it in order to fulll a range of purposes that fall within this vision. Tagged interactions, and their corresponding interpretations, will allow the evaluator to nd evidence to answer the following questions: 1. Who do the designers think are the users of the product of their design? (i.e. Who are the apparent receivers of the designers communication?) 2. What do they think are these users wants and needs? (i.e. How is communication tailored to privilege certain wants and needs, and not others?) 3. Which do they think are these users preferences with respect to their wants and needs, and why? (i.e. How and why is the users communication with the system facilitated in certain contexts, and not others? Are there communicative choices available?) 4. What system have they consequently designed for these users, and how can or should they use it? (i.e. How consistently do the design principles match the designers communication about the users they expect to be talking to?) 5. What is the designers global design vision? (i.e. How is the technology made available through the system expected to be received, and to transform the users lives in a positive way?) If tagging and interpretation provide evidence of communicative problems, questions 15 will lead the evaluator sense making, and help identify the reasons for such problems. All signs involved in communication and miscommunication constitute a trace of the users interpretation and/or intent while with interacting the system. One of the advantages of CEM is that such traces can inform a redesign of the application. For example, a high frequency of Where is it? tags may be associated to some patterns of searchsuppose that users have difculty to nd where some conguration tool is, and that most users start looking for it in the Tools menu. They do not nd it there, because the designers decided that the conguration tool should be grouped with the options of some other menu (e.g. View). The tagged movies are telling evaluators that the users understanding of that 11 12 Communicability Evaluation Study particular conguration activity is related to their understanding of what tools can be used for (and not what view is all about). The comparison between the design intent, as witnessed by the creators of the application, and the design interpretation, as witnessed by the interactive sessions with users, is guided by tagging and interpretation. And the conclusion of the comparison (plus explanations and suggestions) is achieved in the semiotic proling. As a result, CEM is a ne characterization of the quality of the user-system communication, in view of the purpose of design. Good communicability means that designers have got their message across very well. Users may, however, repurpose the application, and happily use the technology in some unanticipated way. This is an interesting situation (not unusual for extensive parts of the technology, if not for the technology as a whole), which other evaluation methods dont pay much attention to. If users got the designers message, alright, but decided to use the technology in some other way (Thanks, but no, thanks.), communicability was good. However, if the users did not get the designers message right, and imagined some other interpretation for the technology that nevertheless allows them to use it for their purposes (I can do otherwise.), there is a communicability problem with the application. The problem may be serious if a usability problem is caused by the misunderstandingfor example, if users do what they want to do but spend much more time and effort than they would if they had got the designers message right. This situation shows the explanatory power of CEMit is not a predictive explanation, but a descriptive one. The Case Study Because of the explanations provided above, we will only briey describe the essence of CEM steps in this study. Arachnophilia and SpiderPad The study involved the use of two HTML tag editors: Arachnophilia 3.9 and SpiderPad 1.5.3. Both editors can be downloaded from the Web. Arachnophilia [http://www.arachnoid.com/arachnophilia/] allows users to: Create HTML pages using a suite of powerful tools. Upload your Web site to your Internet service provider using Arachnophilias built-in FTP service. Fully customize Arachnophilias menus, toolbars and keyboard commands. Arachnophilia lets you create or remove any commands, toolbars, or menus you want to. Beautify, and analyze the structure of, your Web pages, so they will be more likely to be error-free and work correctly with more browsers. Create working environments for many kinds of programming tasks using Arachnophilias fully customizable menus and toolbars. The Case Study SpiderPad [http://www.sixlegs.com/] allows users to: Create/edit HTML code Create templates which will prompt you for information when used Edit/Correct tag attributes Customize the interface (and application) for greater efciency and comfort Use graphic tools to design tables, frames and forms Purpose of the Evaluation The practical purpose of the evaluation was to compare how users interpreted the designers message in one case and the other. Although both editors have been designed to help users create and edit HTML pages, the peculiarities of design are quite different. So, the idea was to investigate how well these peculiarities were communicated to users. Participants Ten participants with varying levels of expertise in HTML were selected. None of them had had any previous contact with either editor. Participants were split up into two groups: one worked rst with Arachnophilia, and then with SpiderPad. The other followed the reverse order. After 5 minutes of exploration with each editor, they were asked to: (1) create a nested list of items, with particular numbering and bullet types; (2) change the background color of an existing HTML page; (3a) create a 2x2 table with border and title (caption); and (3b) edit the table by merging the two cells in the rst row. They were allowed a maximum of 4 minutes to perform each task. The Physical Setup Tests were carried out in a lab situation. Participants used a personal computer. The session was logged with Lotus ScreenCam, and videotaped. An observer took notes and carried out pre- and post-test interviews. An example of the Participants Activities In the rst task, users were asked to create a white page, with two lists: a numbered list with 2 items, and an indented bulleted list of 3 items (all items are words in Portuguese): 1. arroz 2. frutas abacaxi uva banana 13 14 Communicability Evaluation Study Two examples of the test records The following is a description of movies Task 1A Arachnophilia and Task 1A SpiderPad. (If needed, download CODEC le for playback with Windows Media Player.) Users interaction with Arachnophilia: The user rst creates a new page (File > New le > HTML le). He sets the background and text colors as white and black, respectively. Next, he locates the TITLE tag and types in the title of the web page. He opens the Struct and Styles toolbars, possibly looking for a list wizard. For the numbered list, instead of using specic HTML tags, he types in the numbers, dots, and items. For the bulleted list, he browses the toolbar buttons, possibly looking for a list wizard. He shows the Struct toolbar and opens the List Wizard dialog box, hesitates hovering between the Create and Hide buttons, and nally dismisses the dialog box by clicking on the X close button located at the top-right corner of the box. He then clicks on the LI button on the Struct toolbar, and the application inserts an <LI> tag on the document window. He then types the rst item of the bulleted list, followed by carriage return. He types the remaining items without the <LI> tag. He hovers over a few toolbar buttons, and returns to the LI button. He moves the cursor to the beginning of the second list item, and clicks on LI. The application then inserts the second <LI> tag. The user then moves to the beginning of the third list item, and clicks on LI again, to insert the third <LI> tag. He starts to browse the Struct toolbar buttons again, possibly looking for a way to indent the whole list. He shows the Graphics toolbar, shows and hides the Forms toolbar. He goes back to the LI button, hesitates over it but presses the neighboring Bot button, which inserts an application-specic tag. He deletes the tag, hesitates a little bit, moves the window, scrolls the document up and down, and declares that he has completed the task. However, the user didnt succeed in creating the intended web page, because the resulting bulleted list was not indented with relation to the rst. When reviewing the interaction movie, the evaluators tagged it, i.e. identied moments of interaction breakdown with communicability tags. We now repeat the narration, indicating in boldface the tags that the evaluators assigned to segments of the movie, formatted in underlined text. The user rst creates a new page (File > New le > HTML le). He sets the background and text colors as white and black, respectively. Next, he locates the TITLE tag and types in the title of the web page. He opens the Struct and Styles toolbars, possibly looking for a list wizard. [WHERE IS IT?] For the numbered list, instead of using specic HTML tags, he types in the numbers, dots, and items. [I CAN DO OTHERWISE] For the bulleted list, he browses the toolbar buttons, [WHATS THIS?] again possibly looking for a list wizard. [WHERE IS IT?] He shows the Font toolbar but opens the List Wizard dialog box, from the Struct toolbar. He hesitates hovering between the Create and Hide buttons, [WHATS THIS?] Users interaction with SpiderPad: possibly looking for a way to dismiss the dialog box. [WHERE IS IT?] Finally, he dismisses the dialog box by clicking on the X close button located at the top-right corner of the box. [I CANT DO IT THIS WAY] He then clicks on the LI button on the Struct toolbar, and the application inserts an <LI> tag on the document window. He then types the rst item of the bulleted list, followed by carriage return. He types the remaining items without the <LI> tag. He hovers over a few toolbar buttons, and returns to the LI button. He moves the cursor to the beginning of the second list item, and clicks on LI. The application then inserts the second <LI> tag. The user then moves to the beginning of the third list item, and clicks on LI again, to insert the third <LI> tag. He starts to browse the Struct toolbar buttons again, [WHATS THIS?] possibly looking for a way to indent the whole list. He shows the Graphics toolbar, shows and hides the Forms toolbar. [WHERE IS IT?] He goes back to the LI button, inserts a fourth <LI> tag but immediately erases it. [OOPS!] He then presses the neighboring Bot button, which inserts an application-specic tag, and again immediately deletes it. [OOPS!] He hesitates a little bit, moves the window, scrolls the document up and down, and declares that he has completed the task, without even attempting to preview the generated page. [LOOKS FINE TO ME.] Users interaction with SpiderPad: The application starts with a blank document. The user selects the HTML tag from the Structure toolbar menu, and then the BODY tag. The application inserts both tags in the same line. The user moves the cursor in between the tags and presses the Enter key to move the BODY tag one line down. The user opens the Lists, Heading and Structure menu, looking for the le header. From the Structure menu, the user selects the TITLE tag. The application inserts both opening and closing tags. The user types in Teste and places the cursor after the BODY tag. He opens the Font, Heading, List and Structure toolbar menus. Then the user passes the mouse over several toolbar buttons, and opens the Insert pull-down menu. He hovers over the Modify pull-down menu, but immediately returns to the Insert menu and selects the Body Tag item. The application presents the Modify Body dialog box. The user changes the background color to white. The application inserts the BGCOLOR attribute within the BODY tag. The user types in the closing </BODY> tag. He looks for some way of inserting a list in the Tags menu, and chooses the Unordered list menu item (which is the wrong type of list). The application inserts both opening and closing UL tags. He types in the two items, goes back to the Tags menu, hesitates for a very little while and then chooses the Ordered list menu item. The application inserts both opening and closing OL tags. Realizing the rst choice was wrong, the user erases the opening UL tag, and cuts the two items, pasting them inside the newly inserted OL tags. Next, he erases the extra UL closing tag. He moves the cursor after the rst item, selects the List item menu item in the Tags menu and types the rst item of the second list. He repeats these actions for the two remaining items. He cuts the closing OL tags and 15 16 Communicability Evaluation Study pastes it between the two lists. Finally, he types in a closing </LI> tag after the last item of the second list, and declares that he has completed the task, without even attempting to preview the generated page. In the following we repeat the above narration, indicating in boldface the tags that the evaluators assigned to segments of the movie, formatted in underlined text. The application starts with a blank document. The user selects the HTML tag from the Structure toolbar menu, and then the BODY tag. The application inserts both tags in the same line. The user moves the cursor in between the tags and presses the Enter key to move the BODY tag one line down. The user opens the Lists, Heading and Structure menu, looking for the le header. [WHERE IS IT?] From the Structure menu, the user selects the TITLE tag. The application inserts both opening and closing tags. The user types in Teste and places the cursor after the BODY tag. He opens the Font, Heading, List and Structure toolbar menus. Then the user passes the mouse over several toolbar buttons, and opens the Insert pull-down menu. He hovers over the Modify pull-down menu, but immediately returns to the Insert menu and selects the Body Tag item. [WHERE IS IT?] The application presents the Modify Body dialog box. The user changes the background color to white. The application inserts the BGCOLOR attribute within the BODY tag. The user types in the closing tag. [I CAN DO OTHERWISE.] He looks for some way of inserting a list in the Tags menu, and chooses the Unordered list menu item (which is the wrong type of list). [WHERE IS IT?] The application inserts both opening and closing UL tags. He types in the two items, goes back to the Tags menu, hesitates for a very little while and then chooses the Ordered list menu item. The application inserts both opening and closing OL tags. Realizing the rst choice was wrong, the user erases the opening UL tag, and cuts the two items, pasting them inside the newly inserted OL tags. Next, he erases the extra UL closing tag. He moves the cursor after the rst item, selects the List item menu item in the Tags menu and types the rst item of the second list. He repeats these actions for the two remaining items. He cuts the closing OL tags and pastes it between the two lists. Finally, he types in a closing <LI> tag after the last item of the second list, and declares that he has completed the task, without even attempting to preview the generated page. [LOOKS FINE TO ME.] Pre-Test & Post-Test Interviews The pre-test interview asked participants about: 1. What kinds of tools did they use to create HTML pages? 2. How did they do it? 3. What tools did they use to modify existing pages? Users interaction with SpiderPad: 4. 5. 6. 7. How many HTML pages had they already created? What level of expertise in HTML did they think they had? What was their favorite text editor? What operating system did they use (for web publishing and related activities)? In addition to disambiguating portions of the observed interaction, in the post-test interview the evaluator asked participants about: 1. 2. 3. 4. 5. 6. 7. What were the perceived differences between Arachnophilia and SpiderPad? Which of the two editors did they prefer and why? What kind of user did they think the HTML editors were designed for? Why? Which frequent tasks did each editor support best? Why? Did they think they were targeted users of Arachnophilia and/or SpiderPad? Why? In which of the two editors is it easier to create a table? Why? In which of the two editors is it easier to modify a table? Why? Observers Annotations Here are two examples of useful annotations made by the observer during the interactive sessions. Participant X is typing the HTML tags directly; only uses the editors tag tools if he is not sure of which tag he should use (+ attributes, etc). [Notice the observed reason for the participants not using some of the editors tag tools. This reason is inferred from various observed signs: the participants typing speed, body posture, facial expression, etc.] Because Participant Y has used Arachnophilia rst, he is confused with SpiderPads blank pageis there additional code hiding somewhere? See how he opens the edited page code in Notepad (!) in order to see if there is something else there. [Notice the observers instant interpretation of what is going on in this participants mind. This interpretation is supported by the whole context of the text, in which the observer is fully immersed.] Tabulation and Interpretation Here are examples of tabulations and interpretations produced during CEM. In Figure 2 we see a portion of the tabulations of tags x participant x task. Notice how participants differ in their communicative experience. Whereas some have difculty in nding the appropriate way to express themselves (Where is it?) in both editors (see participant 1m), others seem to have no difculty with one of them (see participant 1g with SpiderPad). Also, in some cases, some kinds of communicative breakdown seem to decrease over time (see Oops! for participant 1ms progressive tasks with Arachnophilia), whereas others dont (see Oops! for participant 1cs progressive tasks with SpiderPad). 17 18 Communicability Evaluation Study Figure 2 A snapshot of a complete tag/participant/task tabulation The interpretation of tagged movies, tabulations, observations and interviews, allowed the evaluator to draw interesting conclusions about the editors. There are basically two main factors to explore in comparing the editors: First, both Arachnophilia and SpiderPad caused considerable problems of navigation for the participants (a high frequency of Where is it?). It was also difcult, in both editors, to assign meanings to many interface symbols. But the frequency of meaning-assigning problems with SpiderPad was higher than with Arachnophilia. This is a curious result, given that most participants explicitly said, in the post-test interview, that SpiderPad was easier than Arachnophilia. However, the frequency of communicative breakdowns directly associated to (sub)task failures (I give up and Looks ne to me) was slightly better in SpiderPad (31 hits) than in Arachnophilia (36 hits). Second, Arachnophilia was somewhat more conversational than SpiderPad, in that it had a smaller number of hits (97) than SpiderPad (108) for tags like Where is it?, Oops!, Whats this?, What happened? and Why doesnt it?. This observation is in line with the kind of discourse we nd in each editors help contents. SpiderPads help is terse and impersonal (e.g. the designer gives the following instruction for adding a row/column to a table: To add a row or column, select a cell and click the appropriate button. Rows are added above the row of the selected cell, and columns are added to the left of the selected cell.). Arachnophilias help style, however, is quite the opposite. The designer directly addresses the users and explicitly stands as the rst person in Users interaction with SpiderPad: discourse (we even know the designers name), as evidenced by phrases like I cant know what your background is or how much you know about computers, so you may choose. . . (help content for topic How to make your own page). Moreover, in Arachnophilia help is organized in a tutorial way, whereas in SpiderPad it is organized in a functional way. The Semiotic Prole of Arachnophilia & SpiderPad The answers to the 5 questions for the semiotic proling stage allow us to see clearly some of the main differences between Arachnophilia and SpiderPad. 1. Who do the designers think are the users of the product of their design? (i.e. Who are the apparent receivers of the designers communication?) CEM suggests that Arachnophilias designer is talking to HTML learnerspeople who dont know HTML, but are eager to learn. SpiderPads designer, however, is talking to HTML coderspeople who know enough about HTML, and would be glad to have a tool to accelerate their coding. 2. What do they think are these users wants and needs? (i.e. how is communication tailored to privilege certain wants and needs, and not others?) Arachnophilias designer provides tips and explanations throughout interaction, adopting a verbose style that is typically used for novices. SpiderPads designer provides functions that build larger portions of HTML coding. 3. Which do they think are these users preferences with respect to their wants and needs, and why? (i.e. how and why is the users communication with the system facilitated in certain contexts, and not others? Are there communicative choices available?) Through long dialogs, and extensive use of comments in the generated HTML code, Arachnophilias designer places a high value on the users ability (and desire) to learn by doing. SpiderPads design puts the user in control, and behaves in a reactive way, assuming that the user knows what he is doing. 4. What system have they consequently designed for these users, and how can or should they use it? (i.e. how consistently do the design principles match the designers communication about the users they expect to be talking to?) Arachnophilia is a tutorial tool for HTML coding, whereas SpiderPad is a toolbox itself. Both applications provide powerful customization and extension facilities (i.e. template creation, macro-programming, etc.). However, the gap in Arachnophilia is much larger than in SpiderPad. The tutorial tone in Arachnophilia breaks down when advanced programming features are introduced. In SpiderPad, however, advanced programming is totally in line with the expert user prole that the designer addresses in all communications (especially through online help content). 19 20 Communicability Evaluation Study 5. What is the designers global design vision? (i.e. How is the technology made available through the system expected to be received, and to transform the users lives in a positive way?) Arachnophilia is clearly expected to offer users a positive learning experience, whereas SpiderPad is designed to facilitate the coding effort. The challenge for Arachnophilia is to grow with the learner. The design is so densely populated with signs whose communicative intent is to teach, that advanced users may have a negative reaction to the technology. In fact, some of the participants in this evaluation explicitly said that they didnt like Arachnophilia because it treated them as beginners. Of course, conversely, SpiderPad doesnt help beginners at all. This is an important result of CEM, since a function-by-function comparison between both editors shows that they have a lot in common, and that Arachnophilia can even support some very advanced coding tasks that SpiderPad cannot. But because the communication is so clearly addressed to different interlocutors, the functionality may never get to be used. Bibliography Semiotic Engineering de SOUZA, C. S. (2005) The semiotic engineering of human-computer interaction. Cambridge, MA. The MIT Press Introduction to CEM PRATES, R. O.; de SOUZA, C. S; BARBOSA, S. D. J. (2000) A Method for Evaluating the Communicability of User Interfaces. ACM interactions, Jan-Feb 2000. pp 3138. Observing the Users Learning Curve PRATES, R. O.; BARBOSA, S. D. J.; de SOUZA, C. S. A Case Study for Evaluating Interface Design through Communicability. Proceedings of the ACM Conference on Designing Interactive Systems, DIS2000. Agosto de 2000. pp. 308316. Operational, Tactical and Strategic Communicability Breakdowns (JBCS, 2000) de SOUZA, C. S.; PRATES, R. O.; CAREY, T. Missing and declining affordances: Are these appropriate concepts?. Journal of the Brazilian Computer Society, SBC. Porto Alegre, RS, v. 7, n. 1, p. 2634, 2000. Users interaction with SpiderPad: Communicability Evaluation with different technologies (Prates, 2001; Prates, 2004) de SOUZA, C. S.; PRATES, R. O.; de ASSIS, P. S. (2001) Categorizing communicability evaluation breakdowns in groupware applications. 2nd South African Conference on Human-Computer Interaction (CHI-SA 2001),1012 of September, 2001. PRATES, R. O.; LEITAO, C. F.; FIGUEIREDO, R. M. V. Desaos de Avaliacao de Interfaces de Ambientes EducacionaisUm Estudo de Caso. In: VI Simp sio sobre Fatores Humanos o em Sistemas Computacionais, IHC2004. 2004, Curitiba. Anais do VI Simp sio sobre Fatores Humanos o em Sistemas Computacionais. Porto Alegre : Sociedade Brasileira de Computacao, 2004. p. 185188. SERG Website: http://www.serg.inf.puc-rio.br 21
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