Sunday, May 25, 2008

Quality In Interaction

The quality of an interface can be evaluated for two separate purposes:first to improve the design, and second to accept the design.
In this evaluation type, the research perspectives of HF (Human Factors) and CE (Cognitive Ergonomics) have become prevalent. In these disciplines, the research problem is formulated so that a controlled experiment can be conducted in which different interface types represent independent variables. The correlation between certain interfaces and good human performance is recognized, and a conclusion about the quality of the interface is drawn.


Practical Challenges in Evaluation Usability



There are four practical challenges that the current approaches in usability studies face.

Task Analysis


Usability evaluation starts with acquiring knowledge about the domain and context for which the solution is designed. This is done to understand what kind of tasks the application is supposed to support, and what kind of results the tasks are supposed to produce-that is to sya, when the task has been successfully conducted


The task is defined as a goal and the steps leading to achieving it. The end result of the task analysis is a normative description of what users do in order to reach the goal.

While this approach is tempting for interaction design purposes, we see two negative consequences in these types of task analysis.
Problems

  • When task analysis is conducted in a normative way, it takes the current way of carrying out the task using the tools as a starting point. This means that task analysis cannot reach the functionality of the new tool, nor the essence of the new task in which the tool will be used.
  • As the model of the task is sequential, and thus situation-specific, the result of the analysis can only be generalized intuitively. In the end, the evaluators cannot konw how well the evaluation has covered the future user profile of the new tool.


Data Collection Methods


Data collection methods determine what kind of information about the usage activity is available for the researchers.

The typical methods of gathering user-system interaction data include observations, verbal protocols, software logging, eye-tracking and subjective evaluations.%BR%
There are several characteristics of usage activity that cannot be revealed with the above-mentioned methods. For example, the observation method cannot go deepley into why something is happening, because it typically concentrates on describing what is happening in the test situation.

Usability Measures


The usability measures that are used in the test situation are a key issue whenever a usability evaluation is conducted. The selection of measures is connected to task analysis and the selection of data collection methods.

Inferences Concerning the Interface


In a traditional usability evaluation, the outcome of the test is a prescriptive assessment of the system and the output is a a list of usability problem and possibly also a set of correction proposals. The task description created in the begining of the evaluation is used as a reference. This type of assessment of the usability of the interface reveals whether the new tool can replace the existing one, but it doesn not tell how the new tool will shape human activity and create new possibilities for acting.


Systems Usability


The concept of system usability has been developed in empirical studies of work in complex industrial environments.

Theoretical Bases for the Concept


Tools with systems usability are such that they promote the development of good work performance.
There are concepts to define the good work performance: activity, core task and practice.

Functions of a Complex System User Interface

Vygotsky has been made the distinctions between two functions of artifacts- instrumental and psychological tool.
A tool is a basic concept of the activity theory and, a medium is a basic concept of the media theory.
Riickriem distinguishes three functions of the tool medium.

  1. Instrumental function: It relates to the aspects of effectiveness and efficiency.
  2. Psychological function: It refers to the tool's ability to support human use.
  3. Communicative function: It relates to how meaningfull the tool is in the particular work.

We can make use of the definition of the three functions and claim that a tool with high systems usability is able to fullfill all these three functions of a tool in actions within an activity system. The prevalent methods to evaluate usability of an interface concentrate mainly on the first function of the instrumental function.

Activity System
The tools mediate the relationship between the subject and the object, rules and norms of the relationship between subject and community and the division of labor in the relationship between community and object. The relationships include tensions that become overt in various disturbances and problems in the system.



How to Evaluate Systems Usability


The core-task analysis theory and approach has been used in the construction of an evaluation method for validation of complex information and control systems. The method has been labeled the CASU (Contextual Assessment of Systems usability) method. The CASU method is developed for use in the integrated system validation of nuclear power control room modifications.
Integrated system validation is an evaluation using different types of performance-based evaluations to ensure that the design is consistent with performance requirements and acceptably supports safety operation of the plant.



The essence of the CASU method:

  1. The modeling phase-outlines the basis for the evaluation by producing a reference.
  2. The data collection phase, in which the actual simulator run inobserved and the video and the interview data are collected.
  3. The analysis phase. Analysis aims at taking differeng perspectives to the collected data.
  4. THe assessment of the interface. The assessment is made by combining three points of view:process measures, the tools' ability to promote appropriate work practice, and interface quality.


Details of the grounded analysis


* Literature Involvement
* Theoretical Sampling
* Interviewing Procedure
* Coding procedure and style
* Tools Reporting Style
* validation


Characterizations of UCD (User Centered Design)


ISO 13407


ISO 13407 starts by defining that "Human-centered design is an approach to interactive system development that focuses specifically on making systems usable." The objective of the standard is to provide "guidance on human-centered design activities throughout the life cycle of computer-based interactive systems." The standard describes uer-centered design from four different aspects:

  • Rationale for UCD: describes the benefits that usable systems provide.
  • Planning UCD: identifies four general principles (User involvement, Allocation of function, Iteration, Multi-diciplinary design)
  • Principles of UCD: provides guidance in fitting user-centered design activities into the overall system-development process.
  • Activities of UCD: is the description of user-centered design activities.

    The description of principles and activities are analyzed from two different viewpoints:
  • Presentation: is analyzed to understand how to describe the principles.activities.
  • Contents: are analyzed to find places for refinments in the UCD substance.


The KESSU 2.2 Model


Activities description differ more or less from the ones of ISO 13407 depending on the activity.
The differences are the revisied set of activities, and visually illustrated outcomes.


Remote Usability Evaluation


The relevant dimensions we have identified for analyzing the different methods for assessing remote usability evaluation are:

  • The type of interaction between the user and the evaluator
    * Remote Observation
    * Remote Questionnaires
    * Critical Incidents Reported by the User
    * Automatic Data Collection
  • The platform used for the interaction
    * Desktop applications
    * Vocal applications
    * Mobile
  • The techniques used for collecting information about the users and their behavior
    * Servicer side logging
    * Proxy-based logging
    * Client side logging
    * Eye-trackers
    * Webcam/audio recorders or microphones
    * Sensors
  • The type of application considered in terms of implementation environment (Web, java-based, .NET, etc.)
  • The type of the evaluation results
    * Task-related information
    * Qualitative information
    * Presentation-related data
    * Quantitative cognitive-physiological information

Saturday, May 03, 2008

웨스티의 베짱



산책하다 콜리종인 래시를 만났다. 원래 대형견이 까불되는 작은 개를 봐줘야되는데, 완전 거꾸로였다.
래시가 장난스럽게 놀자고 멍멍거리고, 폴은 저렇게 엎드려있다가 어슬렁거렸다. 나이도 래시가 더 많았는데. ㅋ
웨스티는 작은 몸에 들어 있는 큰 개라는 말이 있는데, 폴은 정말 자기가 대형견인 줄 아는것 같다. ^^;

Monday, April 21, 2008

당신의 몸짓은 개에게 무엇을 말하는가? - 패트리사 맥코넬


스탠리 코렌의 개와 대화하는 법이란 책이 저자의 사고방식까지 100% 공감이 간다면, 이 책은 70~80%정도이다. 하지만 내용은 아주 획기적이고 신선한 것들이 많다.

개를 관찰하는 관점이 아니라 인간이 무의식중에 하는 말이나 행동이 얼마나 개를 혼란스럽게 만드는지를 지적하는 새로운 접근을 시도했기 때문이다. 재미도 있었다.

그 외에 제일 크게 돋보이는 내용은, 개보다 우위에 서야 개를 잘 훈련시킬 수 있다는 통념을 깨는 동물행동학적 근거를 확실히 제시하고 있다. 늑대와 개들이 서열에 따라 어떤 행동을 하는가를 근거로, 우위에 서기 위해 개를 거칠게 다루거나, 줄을 무작정 당기는 것 행동에 어떤 문제가 있는지 자세히 설명하고 있다. 실제로 가장 우위에 있는 늑대나 개는 더 너그럽고 싸움을 덜 한다.



"욕구불만은 공격성을 도출시킨다."
귀엽다는 이유만으로 때와 장소를 불구하고 개가 요구해 오는 것을 항상 들어준다면, 그 개는 곧 참을성 없는 개가 될 것이고, 이것은 곧 당신 스스로를 문제에 빠지게 만들것이다.
반대로 먹을것을 늘 부족하게 주거나, 산책을 안시켜주거나 해도 같은 결과를 얻을 수 밖에 없다.
얼마나 많은 산책과 운동이 필요한가의 차이는 있겠지만, 모든 개는 반드시 산책과 운동이 필요하다.
집안에만 갖혀있게되면 아무리 성격이나 건강을 좋게 타고난 사람이라도 분명 이상행동을 하게 될 것이다.



또 개에게 최선의 환경을 제공하거나 할 수 없는 상황인데도, 의리상 개를 데리고 있는 것은 오히려 잘못된 것이고, 더 좋은 곳으로 보내는 것이 좋을 수도 있다는 얘기도 나오는데, 이건 개고기라는 것 자체가 없고, 국민들 대다수가 개를 반려동물로 인정하는데 거리낌하나 없고 개의 복지를 생각하는 저자가 살고 있는 미국같은 나라에나 해당하는 말이다.

우리나라같은 곳에서는 더 나은 환경과 더 나은 주인을 보장한다는건 거의 불가능하기때문에,저자가 말한 내용을 가지고 개를 딴데 보내는 것을 정당화시킬 수 없다. 일단 개고기가 될 가능성이 커진다. 그리고 다들 개를 위한다고 말은 해도, 결국은 자신이 귀찮고 힘들어서 보낸다. 특이한 케이스가 있을 수 있으니 99%라고 하겠다. 이민, 아파트로 이사, 결혼, 출산 등이 반려견을 딴데로 보내는 당연한? 이유가 될 수 있는 나라라면, 저자가 말한 취지에서 영 벗어나니 말이다.

그리고, 이런 일들이 일어나는 근본 문제는 개고기에서 비롯된다는걸 잊으면 안된다. 가족도 될 수 있고 고기도 될 수 있다는 황당한 묵인이 통하는 사회에서는 언제든지 벌어질 수 있는 사건들이다. 개를 가족으로 생각하는 사람들이 개를 키우다 어디론가 보내거나 버리거나 하는 것이 아니다. 개는 고기가 될 수 도 있다고 생각하는 사람들이 개를 키울때 일어나는 일들이다. 아니라고 박박 우길지 몰라도, 반려동물이 고기도 되는 이런 이상한 이중잣대가 통하는 사회 속에서 영향을 전혀 받지 않았다고 못할것이다. 적어도 자신의 행동에 대한 사회적 비난이 크지 않다는 것을 또는 전혀 없다는 걸 알기 때문에 할 수 있었던 행동이기 때문이다.

Saturday, April 12, 2008

인상 깊은 글

“Nobody can fully understand the meaning of love unless he’s owned by a dog.”

-Gene Hill-

Thursday, April 03, 2008

멍멍페스티벌






4/5

토요일
10:30 - 11:00
개회식

11:00 - 12:30
전국어질리티경기대회 & 프리스비시범

12:30 - 13:00
점심시간

13:00 - 15:00
재미있는게임 (4가지)

15:00 - 16:30
OX게임, 디스켓터게임

16:30 -
시상식

4/6

일요일
10:00 - 13:00
전국 프리스비 경기대회 예선

13:00 - 13:30
점심시간

13:30 - 14:30
애견마라톤

14:30 - 16:00
재미있는게임 (4가지)

16:00 - 16:30
전국 프리스비 경기대회 결승

16:30 -
시상식

Wednesday, March 26, 2008

인간과 동물


Tuesday, March 18, 2008

Awake


극장에서 보긴 돈아깝지만, 집에서 가볍게 재밌게 보긴 좋은 영화다. 미남 미녀 주인공들도 나오고, 마취중 각성이라는 흥미있는 소재를 다루어서 그런지, 전체적으로 지루하지는 않았지만, 그렇다고, 손에 땀을 쥐는 왕흥미진진한 영화도 아니고, 영화 주인공인 헤이든 크리스텐슨이나, 반전의 중심인 제시카 알바가 뛰어난 연기를 펼친것도 아니다.

마취중 각성을 누구나 겪을 수 있다는 자체가 공포로 다가오는 덕분에, 영화는 많은 득을 보지 않았을까 생각된다.