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The pluralistic walkthrough (also called a participatory design review, user-centered walkthrough, storyboarding , table-topping, or group walkthrough) is a usability inspection method used to identify usability issues in a piece of software or website in an effort to create a maximally usable human-computer interface. The method centers on recruiting a group of users, developers and usability professionals to step through a task scenario, discussing usability issues associated with dialog elements involved in the scenario steps. The group of experts used is asked to assume the role of typical users in the testing.
The method is prized for its ability to be utilized at the earliest design stages, enabling the resolution of usability issues quickly and early in the design process. The method also allows for the detection of a greater number of usability problems to be found at one time due to the interaction of multiple types of participants.
This type of usability inspection method has the additional objective of increasing developers’ sensitivity to users’ concerns about the product design.[ citation needed ]
A walk-through team must be assembled prior to the pluralistic walk-through. Three types of participants are included in the walk-through:
The following materials are needed to conduct a pluralistic walkthrough:
Participants are given written instructions and rules at the beginning of the walkthrough session. The rules indicate to all participants (users, designers, usability engineers) to:
Pluralistic walkthroughs are group activities that require the following steps be followed:
Throughout this process, usability problems are identified and classified for future action. The presence of the various types of participants in the group allows for a potential synergy to develop that often leads to creative and collaborative solutions. This allows for a focus on user-centered perspective while also considering the engineering constraints of practical system design.
Other types of usability assessment methods include: Cognitive Walkthroughs, Interviews, Focus Groups, Remote Testing and Think Aloud Protocol. Pluralistic walkthroughs share some of the same characteristics with these other methods, especially cognitive walkthroughs, but there are some defining characteristics (Nielsen, 1994)[ full citation needed ]:
There are several benefits that make the pluralistic usability walkthrough a valuable tool.
There are several limitations to the pluralistic usability walkthrough that affect its usage.
Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is more concerned with the design intuitiveness of the product and tested with users who have no prior exposure to it. Such testing is paramount to the success of an end product as a fully functioning application that creates confusion amongst its users will not last for long. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users.
Usability engineering is a professional discipline that focuses on improving the usability of interactive systems. It draws on theories from computer science and psychology to define problems that occur during the use of such a system. Usability Engineering involves the testing of designs at various stages of the development process, with users or with usability experts. The history of usability engineering in this context dates back to the 1980s. In 1988, authors John Whiteside and John Bennett—of Digital Equipment Corporation and IBM, respectively—published material on the subject, isolating the early setting of goals, iterative evaluation, and prototyping as key activities. The usability expert Jakob Nielsen is a leader in the field of usability engineering. In his 1993 book Usability Engineering, Nielsen describes methods to use throughout a product development process—so designers can ensure they take into account the most important barriers to learnability, efficiency, memorability, error-free use, and subjective satisfaction before implementing the product. Nielsen’s work describes how to perform usability tests and how to use usability heuristics in the usability engineering lifecycle. Ensuring good usability via this process prevents problems in product adoption after release. Rather than focusing on finding solutions for usability problems—which is the focus of a UX or interaction designer—a usability engineer mainly concentrates on the research phase. In this sense, it is not strictly a design role, and many usability engineers have a background in computer science because of this. Despite this point, its connection to the design trade is absolutely crucial, not least as it delivers the framework by which designers can work so as to be sure that their products will connect properly with their target usership.
A focus group is a group interview involving a small number of demographically predefined participants. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are used in market research to better understand people's reactions to products or services or participants' perceptions of shared experiences. The discussions can be guided or open. In market research, focus groups can explore a group's response to a new product or service. As a program evaluation tool, they can elicit lessons learned and recommendations for performance improvement. The idea is for the researcher to understand participants' reactions. If group members are representative of a larger population, those reactions may be expected to reflect the views of that larger population. Thus, focus groups constitute a research or evaluation method that researchers organize to collect qualitative data through interactive and directed discussions.
A think-aloudprotocol is a method used to gather data in usability testing in product design and development, in psychology and a range of social sciences.
In human–computer interaction, paper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs – in this case, especially for designing and testing user interfaces. It is throwaway prototyping and involves creating rough, even hand-sketched, drawings of an interface to use as prototypes, or models, of a design. While paper prototyping seems simple, this method of usability testing can provide useful feedback to aid the design of easier-to-use products. This is supported by many usability professionals.
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.
The Delphi method or Delphi technique is a structured communication technique or method, originally developed as a systematic, interactive forecasting method that relies on a panel of experts. Delphi has been widely used for business forecasting and has certain advantages over another structured forecasting approach, prediction markets.
A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles. These evaluation methods are now widely taught and practiced in the new media sector, where user interfaces are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing.
Brainstorming is a creativity technique in which a group of people interact to suggest ideas spontaneously in response to a prompt. Stress is typically placed on the volume and variety of ideas, including ideas that may seem outlandish or "off-the-wall". Ideas are noted down during the activity, but not assessed or critiqued until later. The absence of criticism and assessment is intended to avoid inhibiting participants in their idea production. The term was popularized by advertising executive Alex Faickney Osborn in the classic work Applied Imagination (1953).
ISO 9241 is a multi-part standard from the International Organization for Standardization (ISO) covering ergonomics of human-system interaction and related, human-centered design processes. It is managed by the ISO Technical Committee 159. It was originally titled Ergonomic requirements for office work with visual display terminals (VDTs). From 2006 onwards, the standards were retitled to the more generic Ergonomics of Human System Interaction.
User-centered design (UCD) or user-driven development (UDD) is a framework of process in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design experiences, and what each user's learning curve may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers satisfaction to the user. User-centered design applies cognitive science principles to create intuitive, efficient products by understanding users' mental processes, behaviors, and needs.
In systems engineering, information systems and software engineering, the systems development life cycle (SDLC), also referred to as the application development life cycle, is a process for planning, creating, testing, and deploying an information system. The SDLC concept applies to a range of hardware and software configurations, as a system can be composed of hardware only, software only, or a combination of both. There are usually six stages in this cycle: requirement analysis, design, development and testing, implementation, documentation, and evaluation.
A usability lab is a place where usability testing is done. It is an environment where users are studied interacting with a system for the sake of evaluating the system's usability.
The cognitive walkthrough method is a usability inspection method used to identify usability issues in interactive systems, focusing on how easy it is for new users to accomplish tasks with the system. A cognitive walkthrough is task-specific, whereas heuristic evaluation takes a holistic view to catch problems not caught by this and other usability inspection methods. The method is rooted in the notion that users typically prefer to learn a system by using it to accomplish tasks, rather than, for example, studying a manual. The method is prized for its ability to generate results quickly with low cost, especially when compared to usability testing, as well as the ability to apply the method early in the design phases before coding even begins.
A website wireframe, also known as a page schematic or screen blueprint, is a visual guide that represents the skeletal framework of a website. The term wireframe is taken from other fields that use a skeletal framework to represent 3 dimensional shape and volume. Wireframes are created for the purpose of arranging elements to best accomplish a particular purpose. The purpose is usually driven by a business objective and a creative idea. The wireframe depicts the page layout or arrangement of the website's content, including interface elements and navigational systems, and how they work together. The wireframe usually lacks typographic style, color, or graphics, since the main focus lies in functionality, behavior, and priority of content. In other words, it focuses on what a screen does, not what it looks like. Wireframes can be pencil drawings or sketches on a whiteboard, or they can be produced by means of a broad array of free or commercial software applications. Wireframes are generally created by business analysts, user experience designers, developers, visual designers, and by those with expertise in interaction design, information architecture and user research.
In computing, a scenario is a narrative of foreseeable interactions of user roles and the technical system, which usually includes computer hardware and software.
User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicate to the user what's important. UI design refers to graphical user interfaces and other forms of interface design. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals.
Mobile app development is the act or process by which a mobile app is developed for one or more mobile devices, which can include personal digital assistants (PDA), enterprise digital assistants (EDA), or mobile phones. Such software applications are specifically designed to run on mobile devices, taking numerous hardware constraints into consideration. Common constraints include CPU architecture and speeds, available memory (RAM), limited data storage capacities, and considerable variation in displays and input methods. These applications can be pre-installed on phones during manufacturing or delivered as web applications, using server-side or client-side processing to provide an "application-like" experience within a web browser.
Usability inspection is the name for a set of methods where an evaluator inspects a user interface. This is in contrast to usability testing where the usability of the interface is evaluated by testing it on real users. Usability inspections can generally be used early in the development process by evaluating prototypes or specifications for the system that can't be tested on users. Usability inspection methods are generally considered to be less costly to implement than testing on users.
Collaborative information seeking (CIS) is a field of research that involves studying situations, motivations, and methods for people working in collaborative groups for information seeking projects, as well as building systems for supporting such activities. Such projects often involve information searching or information retrieval (IR), information gathering, and information sharing. Beyond that, CIS can extend to collaborative information synthesis and collaborative sense-making.