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Zaphiris Kurniawan 2007

This document is a comprehensive overview of human-computer interaction (HCI) research in web design and evaluation, presenting various methodologies and insights from multiple authors. It is structured into four sections: theoretical foundations, task analysis, design, and evaluation, each containing chapters that explore different aspects of user-centered design and usability. The book aims to serve educators, researchers, and practitioners in the field of HCI and web development, providing a valuable resource for understanding user behavior and improving web usability.

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100% found this document useful (6 votes)
60 views333 pages

Zaphiris Kurniawan 2007

This document is a comprehensive overview of human-computer interaction (HCI) research in web design and evaluation, presenting various methodologies and insights from multiple authors. It is structured into four sections: theoretical foundations, task analysis, design, and evaluation, each containing chapters that explore different aspects of user-centered design and usability. The book aims to serve educators, researchers, and practitioners in the field of HCI and web development, providing a valuable resource for understanding user behavior and improving web usability.

Uploaded by

Tiago Bernardino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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human Computer
Interaction research
in Web design
and evaluation

Panayots Zaphrs, Centre for HCI Desgn, Cty Unversty, UK

Sr Kurnawan, School of Informatcs, The Unversty of Manchester, UK

Idea Group publIshInG


Hershey • London • Melbourne • Singapore


Acquisitions Editor: Michelle Potter


Development Editor: Kristin Roth
Senior Managing Editor: Jennifer Neidig
Managing Editor: Sara Reed
Copy Editor: Holly Powell
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Cover Design: Lisa Tosheff
Printed at: Yurchak Printing Inc.

Published in the United States of America by


Idea Group Publishing (an imprint of Idea Group Inc.)
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Copyright © 2007 by Idea Group Inc. All rights reserved. No part of this book may be
reproduced in any form or by any means, electronic or mechanical, including photocopy-
ing, without written permission from the publisher.

Library of Congress Cataloging-in-Publication Data

eISBN

British Cataloguing in Publication Data


A Cataloguing in Publication record for this book is available from the British Library.

All work contributed to this book is new, previously-unpublished material. The views
expressed in this book are those of the authors, but not necessarily of the publisher.
iii

Human Computer
Interaction Research
in Web Design
and Evaluation
Table of Contents

Preface............................................................................................................................vi

Section I: Introduction and Theoretical Foundations

Chapter I
The Usability Engineering Behind User-Centered Processes for Web Site
Development Lifecycles................................................................................................. 1
Theresa A. O’Connell, Humans & Computers, Inc., USA
Elizabeth D. Murphy, U.S. Census Bureau, USA

Chapter II
How Users View Web Pages: An Exploration of Cognitive and Perceptual
Mechanisms.................................................................................................................. 22
Rebecca A. Grier, Aptima, Inc., USA
Philip Kortum, Rice University, USA
James T. Miller, AT&T Labs, USA
v

Chapter.III
A.Qualitative.Study.in.User’s.Information-Seeking.Behaviors.on.Web.Sites:.
A.User-Centered.Approach.to.Web.Site.Development............................................. 42
Napawan Sawasdichai, King Mongkut’s Institute of Technology,
Ladkrabang, Thailand

Section.II:.Analysis

Chapter.IV
Understanding.the.Nature.of.Task.Analysis.in.Web.Design..................................... 78
Rod Farmer, The University of Melbourne, Australia
Paul Gruba, The University of Melbourne, Australia

Section.III:.Design

Chapter.V
From.Behavior.to.Design:.Answering.the.Questions.of.Who.and.What.to.Build.
Human-Centered.Products.and.Information.Systems........................................... 108
Catherine Forsman, USA

Chapter.VI
Design.Methods.for.Experience.Design................................................................... 130
Marie Jefsioutine, University of Central England - Birmingham, UK
John Knight, University of Central England - Birmingham, UK

Chapter.VII
Innovations.in.Collaborative.Web.Design:.Methods.to.Facilitate.
Team.Learning.During.Design.................................................................................. 148
Madelon Evers, Human Shareware, Kapelstraat, The Netherlands

Chapter.VIII
Information.Architecture.and.Navigation.Design.for.Web.Sites........................... 165
David Benyon, Napier University, Scotland

Chapter.IX
A.Methodology.for.Web.Accessibility.Development.and.Maintenance................ 185
Julio Abascal, University of the Basque Country, Spain
Myriam Arrue, University of the Basque Country, Spain
Markel Vigo, University of the Basque Country, Spain


Section IV: Evaluation

Chapter X
Usability Evaluation.................................................................................................. 209
Zhijun Zhang, UsabilityHome.com, USA

Chapter XI
Walkthroughs in Web Usability: Cognitive, Activity, and Heuristic
Walkthrough............................................................................................................... 229
Hokyoung Ryu, Massey University, New Zealand

Chapter XII
User-Centered Evaluation of Personalized Web Sites:
What’s Unique?.......................................................................................................... 257
Sherman R. Alpert, IBM T. J. Watson Research Center, USA
John G. Vergo, IBM T. J. Watson Research Center, USA

Chapter XIII
Remote Usability Evaluation of Web Interfaces..................................................... 273
Naouel Moha, University of Montreal, Canada
Ashraf Gaffar, Concordia University, Canada
Gabriel Michel, University of Metz, France

Chapter XIV
Modelling Interactive Behavior with a Rational Cognitive Architecture............. 290
David Peebles, University of Huddersfield, UK
Anna L. Cox, University College London, UK

About the Editors....................................................................................................... 310

About the Authors...................................................................................................... 311

Index . ......................................................................................................................... 316


v

preface

OVERVIEW.AND. MOTIVATION
The Web is becoming a medium through which more and more people search for
information, communicate with others, and have fun. The complexity of this collection of
information has attracted the interest of the human-computer interaction (HCI) research
community. Researchers have focused their attention in developing new models and meth-
odologies for describing user behavior on the Web, analyze their needs and expectations,
and thus successfully design user-friendly Web sites.
Usability evaluation for the Web presents an additional interesting complexity. Due
to the variety in design of Web sites and the variety of user goals while browsing the Web,
the task of choosing and properly using the appropriate evaluation method becomes a chal-
lenge. New approaches and methodologies for Web evaluation have been developed — this
book presents some of those.
This book also points out that beyond the technical aspects of Web design we need to
systematically take into account human interaction and activity and the completely renewed
social and cultural environments that Web environments and interfaces are calling for and
that technologies are now capable of delivering.
The book’s objective is to serve university educators and educators in general; uni-
versity administrators; researchers; lecturers of HCI and user-centered design (UCD); Web
system managers; instructional designers; and the general audience with an interest in HCI
and Web design. This book is structured in such a way so that it can act as a core textbook
in HCI and Web development courses.

DESCRIPTION. OF. CHAPTERS


Interaction design should always follow a UCD approach that focuses the design activ-
ity on the user. This user-centered approach is further broken down into three key activities:
analysis, design, and evaluation. Our book is structured into four broad sections. Section I
provides an introduction into HCI in Web design and evaluation and provides the theoretical
v

foundations for it. Section II takes those theoretical foundations further by focusing on task
analysis. The focus of Section III is on the design stage of UCD. Finally, in Section IV we
include chapters that describe evaluation methodologies for the Web.
The book includes 14 chapters from prominent international authors.
The following section presents an overview of each chapter.

Section. I:. Introduction. and. Theoretical. Foundations


Chapter I, The Usability Engineering Behind User-Centered Processes for Web Site
Development Lifecycles, is written by Theresa O’Connell and Elizabeth D. Murphy and
discusses usability engineering and the processes that it encompasses, such as requirements
definition, UCD, and evaluation. The authors define the usability engineer’s (UE) role
throughout a user-centered, Web site development lifecycle and stress that this lifecycle
integrates compatible usability engineering processes into software engineering processes,
drawing examples from research and experience in developing for accessibility.
Chapter II, How Users View Web Pages: An Exploration of Cognitive and Perceptual
Mechanisms, is written by Rebecca A. Grier, Philip Kortum, and James T. Miller. Their
chapter presents the basic cognitive and perceptual attentional mechanisms that affect how
users view Web pages and the methods used to measure this attention. The primary goal of
the chapter is to help the reader gain an understanding of what visual elements on a Web
page draw a user’s attention, how that knowledge can be collected, and how it can be ap-
plied to the design of useful and usable Web sites.
Chapter III, A Qualitative Study in User’s Information-Seeking Behaviors on Web Sites:
A User-Centered Approach to Web Site Development, is written by Napawan Sawasdichai.
This chapter introduces a qualitative study of user’s information-seeking tasks on Web-based
media, by investigating user’s cognitive behaviors when they are searching for particular
information on various kinds of Web sites.

Section. II:.Analysis
Chapter IV, Understanding the Nature of Task Analysis in Web Design, is written by
Rod Farmer and Paul Gruba. This chapter presents an overview of task analysis frameworks
in HCI, which are capable of eliciting, describing, and evaluating human factor require-
ments in Web design. Moreover, the chapter describes existing and emerging paradigms
in task analysis, including several prominent methodologies. The chapter concludes with
the description of a task analysis framework suited to both the cognitive and sociocultural
demands of Web design.

Section. III:. Design


Chapter V, From Behavior to Design: Answering the Question of Who and What to
Build Human-Centered Products and Information Systems, is written by Catherine Fors-
man. In this chapter UCD concepts are explored through case studies illustrating tools and
techniques in the Internet industry for the practice of UCD. It argues that by combining
techniques from participatory design, persona research, and market research, complex
quantitative and qualitative evidence is produced and offers a potentially more substantive
approach to understanding the nature of designing interfaces for the Internet in a variety
of contexts.
Chapter VI, Design Methods for Experience Design, is written by Marie Jefsioutine
and John Knight. The chapter describes an approach to Web design and evaluation where
v

the user experience is central. It outlines the historical context in which experience design
has evolved and describes the experience design framework (EDF). This is based on the
principles of UCD and draws on a variety of research methods and tools to facilitate the
design, development, and evaluation of user experiences.
Chapter VII, Innovations in Collaborative Web Design: Methods to Facilitate Team
Learning During Design, is written by Madelon Evers. In this chapter the link between
multi-disciplinary design and team learning, which the authors argue needs to be supported
in equal measure during Web design projects, is explored. The chapter introduces a new
approach to collaborative Web design, called the design and learning methodology, as a way
to support these two processes. The approach involves many stakeholders, including future
Web site users, in design decision making. It structures stakeholder participation through
multi-disciplinary design teams (MDTs). It uses professional facilitators to guide design
and learning processes.
Chapter VIII, Information Architecture and Navigation Design for Web Sites, is writ-
ten by David Benyon. In this chapter the author explores two key issues of Web site design;
information architecture and the design of navigation support. In order to do this he draws
upon theories of information spaces and theories of navigation in urban spaces. From these
theories a number of practical features of Web sites are described.
Chapter IX, A Methodology for Web Accessibility Development and Maintenance, is
written by Julio Abascal, Myriam Arrue, and Markel Vigo. This chapter introduces the basic
concepts related to Web accessibility and proposes a method for including accessibility in
standard Web engineering methodologies. The key phases, accessibility, evaluation, and
maintenance are described in detail. Finally, a model is proposed for implementing acces-
sibility policy in organizations.

Section. IV:. Evaluation


Chapter X, Usability Evaluation, is written by Zhijun Zhang. This chapter introduces
the different ways of conducting usability evaluation, which is categorized under four meth-
ods: model- or metrics-based, inquiry, inspection, and testing. Under each method, a list
of techniques is described, focusing on when and how each technique should be applied.
The chapter also summarizes various studies that compared the effectiveness of different
usability evaluation techniques.
Chapter XI, Walkthroughs in Web Usability: Cognitive, Activity, and Heuristic Walk-
through, is written by Hokyoung Ryu. Three usability inspection methods — heuristic
walk-through (HW), cognitive walk-through (CW), and activity walk-through (AW) — are
reviewed in this chapter. This chapter then discusses the relative advantages and weaknesses
of all of the techniques, and suggestions for Web evaluation are offered, with a short Web site
example. Based on these analyses, the authors suggest some changes to Web site evaluation
to improve accuracy and reliability of the current walk-through methods.
Chapter XII, User-Centered Evaluation of Personalized Web Sites: What’ s Unique?,
is written by Sherman Alpert and John Vergo. In this paper, based on our experience in us-
ability studies of a personalized e-commerce site, the authors present some of the additional
questions and issues that must be addressed for user-centered evaluations of personalized
Web sites.
Chapter XIII, Remote Usability Evaluation of Web Interfaces, is written by Naouel
Moha, Ashraf Gaffar, and Gabriel Michel. While it is prohibitively expensive to conduct
usability testing on a global range of users, it is technically possible and is more feasible to
x

remotely collect the necessary information about usability problems and to analyze them
the same way we do local tests. In this chapter, the authors present systematic methods and
tools to support remote usability testing and evaluation of Web interfaces.
Chapter XIV, Modeling Interactive Behavior with a Rational Cognitive Architecture,
is written by David Peebles and Anna L. Cox. In this chapter the authors discuss a number
of recent studies that demonstrate the use of rational analysis and cognitive modeling meth-
ods to understand complex interactive behavior involved in three tasks: icon search, graph
reading, and information retrieval on the World Wide Web.
x

acknowledgments

Many thanks go to the publishing team and especially Kristin Roth, Idea Group
Inc. Development Editor, for all the support and encouragement in this process.
Special thanks go to Chee Siang Ang, Andrew Laghos, and Areej Al-Wabil from
City University London for their help. Finally, we would like to warmly thank
all the authors for making this book possible through their very interesting
contributions.

Panayiotis Zaphiris, [email protected]

Sri Kurniawan, [email protected]


x

Section I:

Introduction and
Theoretical Foundations
x
User-Centered Processes for Web Ste Development Lfecycles 

Chapter.I

The.Usability..................
Engineering.Behind.............
User-Centered...........................
Processes.for.Web.Site.........
Development.Lifecycles
Theresa A. O’Connell, Humans & Computers, Inc., USA

Elzabeth D. Murphy, U.S. Census Bureau, USA

ABSTRACT
Usability is integral to software quality. Software developers increasingly acknowledge the
importance of user-centered, Web site development. The value of usability engineering and
the role of the usability engineer (UE) are less understood. A common assumption is that the
UE’s role is only to be a user advocate. To this role, we add the responsibility of addressing
concerns of other stakeholders in Web site design and development. We discuss usability
engineering and the processes that it encompasses, such as project planning, requirements
definition, user-centered design (UCD) and evaluation/testing within the context of traditional
software engineering lifecycles. We define the UE’s role throughout a user-centered, Web site
development lifecycle. This lifecycle integrates compatible usability engineering processes
into software engineering processes, drawing examples from research and experience.

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission
of Idea Group Inc. is prohibited.
 O’Connell & Murphy

INTRODUCTION
People use the Web in a variety of ways. Their interaction with the Web can be self-
motivated or externally motivated; their proficiency novice or expert; their needs and expec-
tations simple or complex. To engineer a successful and satisfactory user experience with
a Web site, we need to understand issues such as why people go to a Web site; what they
expect and intend to accomplish at the site; and everything impacting on their experience.
A Web site is the result of a set of processes, usually iterative, beginning with concep-
tualization, planning and requirements definition, then going on to design, version produc-
tion, and testing/evaluation, before culminating in the site launch. For usability engineering
to be fully integrated into Web site development, its practices must be fully integrated into
software development lifecycles (Addelston & O’Connell, 2004, 2005). Lifecycles are struc-
tured frameworks for software development activities. For example, Figure 1 incorporates
elements that iterative lifecycles typically include. In practice, the sequence and frequency
of activities can vary. Research and experience show that including usability in software
engineering lifecycles is critical (Mayhew, 1992).
Developing a Web site is a team effort. Each team member has roles and responsi-
bilities. The roles of the usability engineer (UE) are integral to these processes and to the
team implementing them, primarily because the UE promotes a user-centered perspective.
Software engineering of a Web site addresses a variety of purposes: building a new site;
upgrading, refurbishing, maintaining or introducing new information or functionality to an
existing site; and replacing a legacy site. These purposes track to the goals of the Web site
providers. Software engineering is not inherently user centered. It becomes user centered
by incorporating usability engineering. User-centered processes for Web site development
are compatible and simultaneous with software engineering lifecycle processes.
Building usability into a Web site requires user-centered processes. Such processes
require defined roles and activities, which, in turn, depend on common definitions of con-

Figure 1. A generic, variable sequence, iterative Web site development lifecycle illustrates
points where usability engineering is most beneficial

Product
Conceptualzaton

Launch & Engneerng Project


Ste Mantenance Plannng
Software

Usablty

Evaluaton/ Users Requrements


Testng Defnton

Engneerng
Verson Desgn
Producton

Note: With the exception of version production, each of the activities in the outer ovals includes both usability
engineering and software engineering processes. In practice, the sequence and frequency of activities can vary.

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of
Idea Group Inc. is prohibited.
User-Centered Processes for Web Ste Development Lfecycles 

cepts, inputs, outputs, and tools. From the start, team members must share an understanding
of users’ attributes and needs. This understanding underpins the collaboration necessary to
incorporate user-centered processes into Web site development.
Guided by Figure 1, this chapter addresses the following topics:

• Usability
• Users
• User interface
• Usability engineering
• Software engineering
• Integrating usability engineering into software engineering lifecycles
• Lifecycle activities

The chapter ends with a summary and references.

USABILITy
People outside the field of usability engineering sometimes consider usability to be
obvious, but vague and unstructured — something common sense can recognize and ac-
complish. Sometimes they are surprised to learn that the field has its own definitions and
established processes. Although those people are happy to define usability as “I know it
when I see it,” for UEs, a strict definition underlies our focus on users’ needs and our goal
of meeting those needs through usability engineering processes. This chapter discusses us-
ers’ needs in the context of human-computer interaction (HCI), specifically as users interact
with Web sites.
The International Organization for Standardization (ISO) defines usability through the
attributes of users’ interactions with software products in specific contexts of use: efficiency,
effectiveness, and user satisfaction. We “boil these attributes down” to two outcomes: (1)
user success and (2) user satisfaction (1998). The ISO definition implies that usable software
must be accessible.
Throughout this chapter, we draw illustrations from our work in a specialized branch
of usability called accessibility. Accessibility enables people with disabilities to experience
success and satisfaction with software to a degree comparable to that enjoyed by people
without disabilities. Although some authors treat accessibility as distinct from usability, we
consider it to be a subdomain of usability in which the users are people with physical and/or
cognitive disabilities (Hix & O’Connell, 2005).

USERS
In the context of this chapter, users are people who interact with Web sites. In the sense
in which we use the term, users are also known as end users, the people who visit Web sites
and interact with their contents. The term user excludes people employed in a Web site
project, for example, the UEs. It excludes the site’s providers and others who have any stake
in the Web site. People close to the project can be too technical or too expert in a domain to
represent a user who does not have the same training, goals or background. Those close to

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission
of Idea Group Inc. is prohibited.
 O’Connell & Murphy

the project run a high risk of unintentionally clouding their view of users’ needs with their
own commitment to achieving the project’s goals.
Many variables are inherent to users (Bias & Karat, 2005). Some are intrinsic, for
example, age; gender; experience with technology; intellectual or aesthetic preferences;
interaction styles; and the presence or absence of physical or cognitive disabilities. Other
variables, such as employer goals and working environment are extrinsic, but affect the user
experience. Many user attributes can decline with age, for example, memory and perception
of color contrast (O'Connell, in press).
Each user brings a cluster of capabilities and limitations to any interaction with a Web
site. These are the well-documented human capabilities and limitations in perception, manual
dexterity, memory, problem solving, and decision making (e.g., Baddeley, 1990; Brown &
Deffenbacher, 1979; Mayer, 1992). For example, the limitations of working memory are
well known: seven plus or minus two “chunks” (sets of items), with the size of a chunk
varying depending on the user’s experience (Miller, 1956). Research has found that working
memory can be futher limited by environmental characteristics, for example, noise, fatigue,
perceived time pressure, and other sources of stress (Bradley, 1990). Correctly applying such
research findings to Web site design is the UE’s responsibility.
Some user attributes are physical. The term user includes people with disabilities as
well as people without disabilities. Users with physical disabilities require a Web site that
accommodates those disabilities. For example, a user with low manual dexterity may be a
skilled problem solver, but have difficulty clicking on small screen elements with a mouse.
As content density increases on Web pages, the need for small controls rises. Consider a
page with a long list of expandable or contractible menu options. By offering the expanded
state as the default, the site accommodates users with low manual dexterity, relieving them of
the need to click on the tiny controls. Tradeoffs are inevitable. The user who cannot expand
or contract the list must contend with content density. Accommodating users’ capabilities
and limitations is rarely simple. Sometimes we must accommodate several factors at once.
The user with the manual dexterity disability may also have a visual disability brought
about by age.
The World Wide Web Consortium (W3C) considers the needs of users with a wide variety
of disabilities, the W3C gives guidelines and success criteria for assessing accessibility (W3C,
2004). For users with special needs, an accessible Web site provides perceivable content;
operable content components; understandable content and controls; and content compatibility
with other technologies ( Caldwell, Chisholm, Slatin, & Vanderheiden, 2005).
Publishing a Web site makes it available to the world, but it is not possible to design
for the world. Certainly, there are generic commonalities across Web sites. Any Web site
can have hyperlinks, controls, and information architecture. But, any Web site will also
have unique features to meet the needs of its targeted audience. Designers need to know the
characteristics of the site’s targeted audience to promote their success and satisfaction at the
site. They must also project future user characteristics. For example, the intended audience
needs to include users with disabilities, even if none of the current users has a disability.
Today’s able user may have a disability tomorrow. Age brings disabilities (O’Connell, in
press). New employees may have disabilities.
A Web site goal is to enable its users to experience success and satisfaction by accom-
modating each user attribute of the set of targeted users as well as the unique constellation
of attributes defining each individual user. However, the “average” user is a myth. Designers

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Idea Group Inc. is prohibited.
User-Centered Processes for Web Ste Development Lfecycles 

need to understand the range of each attribute within a group of users and to recognize that
users will fall at all points along the range (e.g., low to high spatial ability).
To help us accommodate these ranges while still focusing on targeted users, we group
users into classes, rather than design for them as individuals. We define user classes by people’s
participation in a set of user attributes. For example, for a theater-ticket vending site, the
senior citizen user class will include the attributes, aged 65 or over and partial memory loss.
The first attribute qualifies these users for a discount; the second tells UEs that the interface
needs to remind users of the time of the show. Other user classes for this site would include
adults, children, and members of theater clubs, each class having its own attributes.

User.Participation.in.Web.Site.Design
It is essential to include users in the process of Web site design because users will do
what they will, not necessarily what the designers or developers want or expect them to do.
User behavior can be anticipated up to a point, but not predicted in exact detail. Not being
intimately familiar with the design of a site, users will try to do what seems logical to them,
even though their logic may conflict with the designer’s or developer’s logic. According
to Shneiderman (1998), users do not make errors of intention because they are doing what
seems logical to them in the context of the task they are trying to complete. Users do not
try to get lost, but they do get lost.
User involvement in design extends our understanding of human behavior within the
context of the site and its stakeholders’ goals. In some projects, users participate in focus
groups and interviews or respond to surveys. They join in conceptualization and design
discussions. Observing users interact with a Web site provides the most valuable new in-
sight, taking UEs to a level of understanding not otherwise possible. These observations are
combined and analyzed to develop profiles of the range of expected interactions. Observ-
ing users interacting with the site identifies unanticipated needs and behaviors. Analyzing
observational data produces requirements exceeding what programming logic, technical
expertise, and the best of intentions can identify.
Some software engineering processes eliminate user participation but purport to ac-
commodate a user orientation. These include assigning a user surrogate and processing
user information channeled through a nonuser, such as the user’s manager. In contrast, us-
ability engineering relies on close interaction with real users at the strategic points where
their input is most crucial. It documents input from the users who actually participated in
lifecycle activities.
Knowledge gained from usability engineering cannot be gained by other means. This
is not to say that users drive design. Users are not designers. It is a key role of the UE to
translate the understanding of users and their needs into design recommendations. It is a key
role of designers and developers to incorporate usability recommendations into interactive
interfaces that promote users’ success and satisfaction.

Users’.Mental.Models
Along with their capabilities and limitations, users bring with them their previous
experience of computers and Web sites. We assume they have built mental models, that is,
psychological representations of the ways in which computers and Web sites work (Carroll,
1990; Johnson-Laird, 1983; Van Der Veer & Del Carmen Puerta Melguizo, 2003).

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of Idea Group Inc. is prohibited.
 O’Connell & Murphy

Highly experienced users can have mental models of different categories of Web sites,
for example, sites for entertainment, information gathering, and e-commerce. According
to the user’s mental model, an entertainment site should use bright colors and animation,
whereas an information site should use subdued colors and minimal animation, for example,
only to demonstrate an integral concept. Abstracting and representing users’ mental models
is another job for the UE. Tools for doing this include cognitive task analysis (e.g., Crandall,
Kline, & Hoffman, 2006).
User expectations for Web sites are based on their experience with the Internet. They
have expectations for the behavior of controls, for example, the back and forward button,
Tab key, and Enter key. They have expectations for hyperlinks, for example, a link once
activated will change its color. Some expect to be told whether clicking on a link will take
them outside the site. Sometimes, users worry about whether they will be able to get back
to where they are if they click on a link because they have been unable to form a definite
mental model for link behavior. This uncertainty can arise when they have experienced links
behaving inconsistently across sites.

USER. INTERFACE
In one sense, a user interface (UI) is software that people use to interact with technology.
For UEs it is a matter of layers. Above the underlying technology is the important look-and-
feel layer (Garrett, 2002). Feel refers to more than the point and click paradigm; it also refers
to what users hear, for example, a sound associated with an alarm. The UI includes both
the user’s actual and expected mode of interaction with a Web site, for example, keyboard,
mouse, or speech. Whether the designers intend it or not, because of mental models the UI
includes implied functionality based on similarities to familiar software. In the broadest
sense, the UI is the virtual place where the user’s mental model, meets the designers’ system
model (Bolt, 1984). Aligning these models is a goal of usability engineering (Norman &
Draper, 1986).

USABILITy. ENgINEERINg
Usability engineering is a set of defined, user-centered processes, grounded in research
and experience-based principles. The purpose of usability engineering in Web development
is to raise the potential for users’ success and satisfaction and, thereby, to support Web site
providers’ goals. The UE must understand the complex set of variables residing in any
user group and apply this understanding to promote users’ success and satisfaction. This
understanding is what makes usability engineering critical to achieving Web site usability.
Because people’s styles of interacting with technology change as technology progresses,
usability engineering is a continually evolving field informed by applied research in human
interaction with technology.
The UE applies expertise not usually found in other software development team mem-
bers to make an essential contribution to the quality of a Web site. As noted by Bias and
Karat, “good usability is not standard for most Web sites…” (2005, p. 2). When usability
engineering is not part of Web site development, the team faces a high risk that, at the least,
the site will not promote users’ success and satisfaction; at worst, it will inhibit users’ success

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User-Centered Processes for Web Ste Development Lfecycles 

and satisfaction and thereby prevent achievement of the site providers’ goals. This outcome
would be a disservice to the providers and other stakeholders.
Usability engineering is practiced by UEs who typically have training and experience
in a variety of disciplines. In the case of Web work, relevant experience is in fields such as
psychology, HCI, testing protocols, and design. The UEs’ work is distinguished by its ori-
entation toward the user, but usability engineering is more than user advocacy. For example,
in addition to understanding users’ mental models and expectations, the UE must also be
well versed in technology, standards, and laws. To create feasible design approaches, the UE
must understand organizational and project goals. To integrate usability into the lifecycle,
the UE must be able to communicate with users, stakeholders, and other members of the
Web site development team.
A Web site has several objectives. While delivering information and functionality, it
also bears the responsibilities of putting the site providers’ best foot forward and achieving
their business goals. A Web site’s usability influences users’ impressions of the site provid-
ers’ integrity and trustworthiness. UEs are qualified to coordinate the factors necessary to
meet the needs of both users and site providers. As we show later, the means to this end is
to incorporate usability throughout a software development lifecycle.

Usability.Engineering.Principles
Usability engineering is a multi-disciplinary field. With roots in human factors, it also
draws on disciplines such as software engineering, linguistics, biology, cognitive psychol-
ogy, technology, and graphic design. These fields’ diverse contributions are documented in
usability principles, a set of research and experience-based, widely accepted guidelines for
achieving usability (e.g., Koyani et al., 2003; Mayhew, 1992; Shneiderman & Plaisant, 2004).
UEs continually update usability principles in response to new research and technologies.
Usability principles empower design strategies to meet users’ needs and expectations, while
avoiding unnecessary, inappropriate features.that burden schedules and budgets.
Most usability principles trace to human capabilities and limitations. A user with color
deficiencies can detect changes in brightness or shape but cannot distinguish between certain
colors. Therefore one usability principle tells us never to rely on color to convey meaning.
An important usability principle requires taking steps to assure users always feel in control.
Progress bars and hourglasses give users a sense of where they are in a process, contribut-
ing to their sense of control. Another principle obliges UEs to direct users through design,
for example, leading them through a Web-based form, by following their expectations, for
example, whether the family name should precede or follow the last name.

Stakeholders
Everyone who has any interest in a Web site is a stakeholder, whether they are com-
pany officers, the marketing team, or the system administrators in charge of maintaining
the site. Site providers are the stakeholders who finance the Web site and set the business
goals. They stipulate the purpose of the site from the business point of view. They allocate
resources and set policy.
Although some consider UEs to be principally user advocates, UEs have another equally
important job. That is to address the concerns of stakeholders during software development.
It is the UE’s responsibility to make sure that the design, while promoting users’ success
and satisfaction, also promotes the aims of the Web site’s stakeholders.

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Sometimes stakeholders have misconceptions about the worth of usability engineering


or how it integrates with software engineering. Recognizing and addressing this fact is an
essential task for UEs; they must remedy these misconceptions or expect little chance of suc-
cessfully integrating usability engineering in a Web development project (Hix & O’Connell,
2005). For example, it is not uncommon for stakeholders to mistakenly consider usability
engineering an expensive add-on that puts users’ needs above all others. To counter this
misconception, the UE will give examples of usability as a cost-effective and cost-justifi-
able, integral contributor to achieving the site providers’ goals while instilling usability (e.g.,
Mayhew & Tremaine, 2005; Web Accessibility Initiative, n.d.). Another means to overcoming
stakeholder misconceptions is to bring them in to watch early usability evaluation sessions
where they see users encountering usability problems. When they return for later sessions
after changes have been made to the UI, stakeholders observe users experiencing the benefits
of designing for usability.

SOFTWARE. ENgINEERINg.
Software engineering is the “application of a systematic, disciplined, quantifiable ap-
proach to the development, operation, and maintenance of software” (IEEE, 1990, p. 70). A
software engineer plays two roles, computer scientist and project manager. On a large Web
project, software engineers typically oversee both the technical and management aspects
of development. They accomplish this by following lifecycles that stipulate, for example,
a project’s phases, methods, activities, inputs, outputs, milestones, documentation, and risk
mitigation strategies.
The software engineering view of usability has not always coincided with the UE’s
definition or outlook. Historically, software engineering’s attention to usability was largely
confined to summative testing activities (Hix & Hartson, 1993), validation at project’s end
that people can use a Web site. Now, software engineers more often consider usability a
valuable part of Web site development lifecycles.

INTEgRATINg. USABILITy.................................
ENgINEERINg. INTO. SOFTWARE......................
ENgINEERINg. LIFECyCLES.
Software engineering lifecycles are hospitable to usability engineering. Commonalities
between software engineering and usability engineering facilitate this compatibility. The two
professions share tools such as use cases, although they sometimes employ them differently.
They have the common goal of delivering quality Web sites, on time and on budget, to satis-
fied users, customers, and other stakeholders. They share terminology, but sometimes with
different meanings or connotations. For example, in software engineering, the word interface
primarily means a connection between two components of a software system, whereas, to a
UE, interface first and foremost denotes the human-computer interface.
Software engineering and usability engineering processes can occur in parallel because
their activities and outputs are compatible. Sometimes these processes are rigid, but the
constraints of developing Web sites in real time against tight schedules and tighter budgets

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User-Centered Processes for Web Ste Development Lfecycles 

drive a trend toward adaptability. This trend emphasizes the need for a UE. In this fast-paced
environment, users on the development team can be few and their involvement infrequent.
In such a case, a UE draws on knowledge of the field, for example, usability principles and
knowledge of users, to aid in the development of usable Web sites.

LIFECyCLE.ACTIVITIES
Usability engineering has corresponding activities for most software engineering ac-
tivities. Not all lifecycles incorporate the same activities. Activity sequence and frequency
can vary. Some activities can be simultaneous. Each activity has goals, inputs, processes,
and products.
In Figure 1, we present a high-level view of a user-centered software engineering
lifecycle. We use a generic lifecycle where all activities are connected to each other, feed-
ing output into subsequent activities. The sequence of activities is adaptable. Within each
activity, usability engineering and software engineering processes occur simultaneously.
Table 1 sets out some activities and processes of software development lifecycles. In
addition to usability in general, the goal or objective of these activities and processes is to
provide accessibility for people with disabilities. This table is not comprehensive, but it
demonstrates how some usability engineering processes can be integrated into a software
development lifecycle.
Although we maintain the importance of usability engineering throughout Web site
development (e.g., Murphy, Marquis, Nichols, Kennedy, & Mingay, 2001), our discussion
zooms in on the most critical iterative process areas. These core activities are project plan-
ning, requirements definition, design, and evaluation/testing. Although these are a subset
of all possible software engineering activities, we designate these activities as core because
they represent the “make it or break it” points in a typical software engineering lifecycle
where usability engineering must be addressed. However, none of these activities stands
alone. So, we place them within the context of other typical iterative lifecycle activities such
as product conceptualization and version production.

Project.Planning.
A Web site project starts as an idea. This can be a new idea encapsulating the site
providers’ vision. More often, at the end of a lifecycle, a team returns to product concep-
tualization when they evaluate an existing site and begin to plan future versions. In either
case, the team needs a blueprint for the steps between the original concept and the insertion
of the final product into the workplace. This blueprint is called the project plan.
Formal software engineering lifecycles start with project planning. Successful project
planning depends on a clear understanding by all team members of the site providers’ vision
as well as an appreciation of the concerns of other stakeholders. Usability engineering and
user involvement must be addressed from the start in the plan’s schedule and budget. If not,
they are excluded early, with little chance of later inclusion. This is true whether develop-
ment focuses on a new site or an existing site.
Project planning aims to ensure on-time, on-budget delivery of a Web site that meets
its providers’ organizational goals and fulfills requirements. Usability engineering adds the
goals of users’ success and satisfaction. Another primary goal is to gain site provider and
team acceptance of usability engineering (Hix & O’Connell, 2005). Input to project plan-

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0 O’Connell & Murphy

Table 1. Usability engineering activities and processes during a software development


lifecycle (Partially based on Addelston & O’Connell, 2005; Mayhew, 1992)

Software.&.Usability.
Engineering Examples.of.Usability.Engineering.Processes
Lifecycle.Activities
Product.Conceptualization Literature review, for example, to check latest research results
Expert review of competition or legacy Web site
Brainstorming
Collection and analysis of users’ feedback on legacy Web site
Project.Planning Overview planning, for example, project summary with requirements
Project organization planning, for example, identifying and assigning
resources, roles, and responsibilities
Usability risk management planning
Technical process planning, for example, accessibility processes, equipment,
and tools
Test planning
Incorporating UE responsibilities into plan
Requirements Definition Interviews
Focus groups
User profiling
User class definition
Translating users’ needs into requirements
Behavioral and cognitive task analysis
Persona development
Setting usability goals for evaluation/testing
Post-release user surveys
Analyzing usage statistics
Contextual user observations
Design User-centered design
Interaction design (e.g., use cases)
Participatory design
Style guide writing
Story boarding
Card sorting
Version.Production Instantiating design in Web-authoring tools
Evaluation/Testing.(Across. User interface evaluation with user participation (measurement of users’
versions) success and satisfaction)
Expert review
Automated testing with accessibility tools
Launch.&.Site.Maintenance No usability engineering processes

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ning includes output from product conceptualization such as market analyses and everything
learned while maintaining a legacy site.
Typical processes involved in project planning are setting schedules; identifying and
allocating resources; and stipulating activities, inputs, outputs, and milestones. Usually, plan-
ning is the responsibility of software engineers and managers. However, the UE contributes
to planning by identifying the points where usability engineering is necessary and identifying
the inputs and outputs needed to proceed from one step to the next. For example, the UE
will point out the need to design and produce an accessible version with alt tags (alterna-
tive text). An alt tag is HTML code associating words with Web site graphics to describe
their content. Alt tags must be present before evaluation with a screen reader, an assistive
device that reads aloud the contents of Web pages, including alt tags. Screen reader users
include people with little or no eyesight. Assistive hardware, such as a screen magnifier, or
software devices, such as screen readers, help people with visual disabilities interact with
technology. The UE also alerts the team to the need to schedule users with visual disabilities
to participate as evaluators.
The product of these processes is a project plan that integrates usability engineering
activities with other scheduled project activities and defines all players’ roles, responsibilities,
milestones, inputs, and outputs. The unique goals of usability engineering during planning
are that the Web site’s design will consider the user and be hospitable to user-centered pro-
cesses, and that the project will fund, schedule, and provide usability engineering. If these
goals are to be achieved, the plan must require usability engineering.

Requirements Definition
From the software engineering perspective, requirements definition is a set of processes
that identify and document a Web site’s goals in terms of how the site will fulfill its providers’
vision by delivering information and/or functionality. It focuses on user needs assessment.
Usability engineering also looks at the site from the users’ perspectives as well to verify that
the users’ needs and expectations are being met. It addresses user requirements.
Web sites have functional, system performance, and usability requirements. Functional
requirements define what a Web site is supposed to do. For example, a functional requirement
for an e-commerce site that sells printers stipulates that the site must display photos of the
printers. System performance is a measure of how well the Web site does what it is supposed
to do. In our example, a system performance requirement stipulates that the site will deliver
a specified photo over a 56K modem in less than two seconds. Usability requirements are
sometimes called non-functional requirements. This term is misleading, however, because
it diminishes the importance of usability.
Usability is a measure of users’ success and satisfaction with their experience at the
site. But usability must also address the goals of the site’s providers. For example, the pro-
viders of an e-commerce site benefit from having customers revisit their site frequently. To
achieve this goal, usability requirements stipulate that a user be able to purchase a product,
making no more than one error, and give a satisfaction rating of seven on a scale where
nine is the maximum positive rating. Users’ success and satisfaction benefit both the users
and the site’s providers.
Some interface requirements are yes/no, for example, the Web site will provide anchor
links on every page at its top two levels. Others are quantified, for example, users will be

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 O’Connell & Murphy

able to navigate, with only one click, from a product description page to a page where they
can order the product.
Some requirements are standards-driven. Standards can be defined by the site provider,
for example, an in-house standard for displaying the company logo. Standards can come
from groups such as the ISO, which, for example, gives standards for representing names
of languages in its ISO 639 (ISO, 2002).
Sometimes requirements are legally mandated. Take the case of “special needs”, a
term that refers to the needs of users with disabilities. The UI of a U.S. federal government
site must comply with Section 508 of the Rehabilitation Act of 1973 as amended in 1998.
These requirements aim to provide users who have special needs a quality of information
accessibility comparable to that of users without disabilities.
The primary goal of requirements definition for the UE is setting usability requirements,
the Web site’s obligations to address users’ needs. In usability engineering, users’ needs and
Web site requirements are often the same thing.
Ideally, filling requirements will meet users’ needs. However, a Web site can fulfill all
functional and system performance requirements, yet still not be usable. In the end, it is the
users’ experiences of a Web site that determine whether the site has achieved the site provid-
ers’ vision. So, usability engineering promotes a perspective that incorporates the product
concept, but expands it with an understanding of targeted users and their needs. Usability
engineering brings an understanding of factors that may otherwise not come into the mix,
for example, users’ mental models in the context of their capabilities and limitations.
Usability engineering processes during requirements definition start by considering
users and their needs within the context of the Web site’s intended purposes. Inputs to this
process are the providers’ goals for the site as well as existing information about targeted
users and their needs. As other team members set performance and system function require-
ments, UEs learn whether proposed content will meet not only providers’ goals, but also
users’ needs. If the provider’s goal is to inform users about weather conditions, are users
people who need to know only tomorrow’s temperature and precipitation forecast, or do
they include fishermen interested in tides as well? If the project involves an existing site,
UEs address what worked and what did not work for its current users. This understanding
empowers UEs to leverage the fact that each user’s experience of the site is a reflection of
that user’s needs and expectations.
Requirements definition brings the UE face-to-face with targeted users during interviews,
focus groups, and observations in their workplaces, that is, any place where people interact
with the Web. The UE develops surveys and studies existing documentation such as usage
statistics for a legacy site. However, existing documentation often omits the users’ real-world
practices. Therefore, close interaction with users is key. However, the Web introduces the
requirement of designing for a wider range of users than a project can usually involve. This
factor dictates that the UE rely also on usability principles and knowledge of human capa-
bilities and limitations within the context of Web use. The UE consults resources, such as
Web sites on Web usage statistics, to keep abreast of changing interaction behaviors (e.g.,
Internet World Stats Market Research, 2005; Refsnes Data, 2005). Such resources inform
production conceptualization as well as requirements definition.
The UE aims for user-informed requirements, but not necessarily user-driven require-
ments. Although users’ input is integral and respected, the UE must also draw on knowl-
edge of usability engineering to inform recommendations for requirements. For example,
when information must be stressed, users may have a preference for many colors and other

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emphasis techniques on the same display. The UE knows that a user-driven requirement
for large blocks of text in upper case, presented in a large variety of strongly contrasting
colors will result in adverse effects on user performance (e.g., Koyani et al., 2003). The
usability-engineered requirement will specify what portion of the text to emphasize and
how to emphasize it in a way that promotes users’ success. For example, the requirement
will stipulate initial capitals and no more than three or four compatible colors that can be
distinguished by most users with visual color deficiencies.
Once the UE has collected data on users, data analysis occurs. The first step is to define
user profiles, descriptions of the Web site’s target population. User profiles record user at-
tributes such as computer literacy; experience in the subject matter and functionality of the
site; physical and cognitive capabilities and limitations; special needs; education; mental
models; interaction styles; goals at the site; and tasks — all important factors that impact on
user interaction with the site. In another process, user class analysis (also called user group
analysis), the UE allocates user profiles into groups according to shared attributes, thereby
defining user types, such as patients or policy holders.
In behavioral and cognitive task analysis (also called process analysis), the UE de-
velops descriptions of users’ goals and the tasks they perform to accomplish those goals.
These definitions are developed within the context of the site providers’ intended purposes
for the site. During this key requirements definition activity, the UE studies existing docu-
ments and observes users to learn the steps and sequences that they take to accomplish
goals. Behavioral analysis documents observable tasks such as receiving information and
inputting to the computer. Cognitive task analysis documents users’ mental transformations
and decisions. Doing mental arithmetic is an example of a mental transformation. Do users
have to keep a running total in mind of their bill on an e-commerce site or does the Web site
do it for them? When comparing products as the basis for decision making, is the product
information displayed in a way that facilitates comparison, or does the user have to navigate
between pages to find comparative data?
Task analyses include steps and work flows. They describe the users’ experience from
beginning to end. For example, when users must fill out a form on a secure Web site, the
UE documents the experience by identifying the initial steps users need to go through, such
as receiving an information package in the mail, locating the URL for the site, locating the
user’s unique identifying number for login, all long before the user navigates to the form
(Gordon & Gill, 1997; Hackos & Redish, 1998; Kirwan & Ainsworth, 1992; Redish &
Wixon, 2003; Schraagen, Chipman, & Shalin, 2000; Vicente, 1999).
During requirements analyses, the UE can develop personas, imaginary representa-
tives of highly specified classes of users (e.g., Head, 2003; Pruitt & Grudin, 2003). Personas
reflect what has been learned about users during requirements analysis. They are detailed
descriptions of typical users, often given names and illustrated with commercial photographs.
Personas become almost real to the team, serving as reminders of typical users’ needs.
The UE tracks the findings of these processes to the site’s intended content to assure
that it is presented in a manner that empowers users to achieve their goals at the site. For
example, during user class definition, the UE specifies groups of people with disabilities,
associating needed assistive devices with the user group. The UE introduces requirements
for the site to present content in a way that makes it accessible via these devices.
In translating user needs into requirements, the UE draws on a variety of sources.
The site’s goals are viewed through the lens of users’ needs. For example, consider a case
where one of the site’s goals is to enhance the organization’s image by showing its chief

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technology officer talking about a new technical approach. Considering users with hearing
impairments and users with low bandwidths that rule out multimedia, the UE introduces
two usability requirements: (1) captions and (2) a text version of the presentation. Meeting
these requirements benefits the organization by spreading the message to some who would
not otherwise be able to receive it. Thus, the UE addresses the needs of both the users and
the organization that provides the Web site.
Usability requirements become goals for later usability evaluation. Setting specific,
measurable usability goals with the client provides a quantitative basis for assessing the
design against users’ needs (Whiteside, Bennett, & Holtzblatt, 1990).
Although requirements definition produces helpful artifacts such as user profiles, user
classes, user task descriptions, and personas, the most important products of requirements
definition are the usability requirements that specify the site’s look and feel. Usability require-
ments become a checklist for everything that must be accomplished to promote successful
and satisfactory users’ experiences at the site.
A project benefits from understanding users, the motives behind their actions, and the
rationales behind their opinions about the site. When no requirements reflect users and their
needs, a project is at high risk of developing an inappropriate site — a site that does not
meet its intended users’ needs and expectations. It risks wasting time and resources meeting
inappropriate goals. It risks negative impacts on schedule and budget because of the need
to retrofit, that is, redesign and recode the UI to correct usability problems.
Although requirements are established at the beginning of a project, they are iteratively
reviewed and updated as more is learned about users and the ways that the Web site’s look,
feel, functioning, and performance impact users' success and satisfaction.

Design..
Incorporating users’ input from requirements definition, the UE participates in devel-
oping the site’s information architecture. Information architecture is like a road map; it sets
out the paths that users follow to their destinations on a Web site. It is at the heart of design.
Impacting more than site navigation, the information architecture impacts a page’s content
and layout. The UE’s role is to assure that the information architecture facilitates navigation
and makes finding information natural for users.
Important UCD processes, collectively called interaction design, consider the ways that
real users attempt to accomplish goals at a Web site. UEs base interaction design on all that
they have learned about the users, for example, their age-based capabilities, mental models,
and expectations within the context of the goals of the site’s providers. Usability principles
provide UEs with rules of thumb that inform UCD decisions. Consider a site intended for
senior citizens who expect a prominent link to articles about leisure activities for seniors.
The UE considers usability principles on legibility for older users with decreased visual
acuity. These principles recommend a large font and a strong contrast between the font and
background colors (e.g., Czaja & Lee, 2003).

User-Centered Design
Best practices in usability engineering include UCD, a set of usability engineering
processes that focus on understanding users, their goals, their strengths and limitations, their
work processes — all user attributes that impact how users will interact with a Web site.

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The goal of UCD is to achieve users’ success and satisfaction by incorporating the users’
perspective into design.
The UE’s multi-disciplinary background adds value to interface design. For example,
understanding technology is a prerequisite for designing an accessible Web site. Publishing
a Web site is simple nowadays. Adding unneeded features is tempting, just because it is so
easy to do. The UE knows how to manage the impact of features, such as animations, on
users with disabilities. It is a simple matter to give an information site a bright red back-
ground with flashing blue bold titles. The UE understands the biological impacts of such an
approach, the potential for the eye to become fatigued because it is unable to focus (Travis,
1991). The UE also knows that animations increase download time and, that therefore, on
an informational site, animations can reduce users’ satisfaction.
The UE brings to UCD an understanding of disciplines such as psychology and se-
miotics, the science of signs and symbols. When incorporating icons into a UI design, for
example, it is important to use standard icons to mean what they usually mean and to test any
new designs for user comprehension. If a standard icon is used to mean something different
from what the users expect, it is likely to cause confusion. Many users will have no idea
how to interpret an ambiguous icon in the context of their tasks. With effort, users can learn
arbitrary meanings for icons, but they easily forget arbitrary meanings. Icons need text labels
to clearly indicate the actions that will occur when they are activated (Horton, 1994).
The UE applies usability principles to participatory design, a UCD process in which
users comment on design concepts and perhaps generate their own sketches. Users offer
opinions on mock-ups or prototypes. A prototype Web site is like a preview of coming at-
tractions at the cinema. It includes a sampling, but not all of the features and functions of
the planned site. Sometimes it is an experiment to investigate UI concepts.
A typical participatory design process is card sorting, where users sort terms that are
going to be used in the Web site into groups which they name. The UE combines results
from all participants through a statistical technique. Applying usability principles, the UE
then derives a meaningful organization of topics for the Web site to inform the information
architecture.
We distinguish between user-centered design and inappropriate user-driven design
where users’ input translates directly into design directives. Although user-driven design
has the admirable quality of being user-focused, it excludes the input of a UE. In turning
users’ requests into design decisions without looking at them in light of usability principles,
practitioners of user-driven design run a high risk of producing Web sites that, in the end, do
not meet users’ needs. Another pitfall of user-driven design is requirements creep that extends
schedules and strains budgets as users add inappropriate features and functions that, at worse,
will have a negative impact on their experience at the site (Andre & Wickens, 1995).
Ideally, a team of designers, developers, and UEs document UCD decisions in a style
guide to promote consistent design. For example, a style guide specifies conventions for
screen layout; size, spacing, and location rules for screen elements; and fonts, icons, and color
palettes. The style guide evolves, continually updated to record new design decisions.
Design is rarely a one-time effort. Design versions are iteratively evaluated and revised
throughout the lifecycle. In many lifecycles, design and version production are interspersed
or even simultaneous. In these situations, the UE performs design consultations and evalu-
ates iterative products, informing design decisions with knowledge of users and usability
principles. UCD results in a plan for the ways that users will interact with the Web site.

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The principal product of design is not necessarily a ready-to-publish Web site. It can be a
prototype.
Traditionally, during design, the UE has been a user advocate who consults on deci-
sions involving the UI. In this fast-paced age, UEs are more and more involved in design
creation and version production, using Web site creation tools.
Although design iterations occur throughout the lifecycle, once part of the site is
implemented, programmers are naturally reluctant to make changes. Engineering usability
up front reduces the need to request changes after programming. This is why UEs and pro-
grammers need to work closely together during UC design.
The principal benefit of having a UE in the loop is that design is more likely to speak
to users’ needs. Results include increased productivity, shorter learning times, longer and
repeated visits, increased profits, and decreased costs (e.g., Bias & Mayhew, 2005; Kalin,
1999; Mayhew 1999).

Use Cases
A use case is a formal description of ways a product can be used. It consists of a state-
ment of goals with a description of the users and the processes the designers expect them
to perform to achieve those goals. Sometimes, a use case is expressed in a sketch. Use
cases first come into play in task analysis activities during requirements definition. They
are referred to during design.
Use cases provide an example of how a UE can prevent a well-intentioned practice
from misrepresenting users. Use cases are the product of a process analysis technique to
develop a simple, high-level statement of users’ goals and processes. Use cases are common
to the tool kits of both software engineers and usability engineers.
Basing Web design on use cases has strengths and weaknesses. For each module of a
system, common processes are written up with the prerequisites for each process, the steps
to take for the users and the system, and the changes that will be true after the process is
completed. Use cases help to ensure that frequent processes are supported by the system,
that they are relatively straightforward, and that the system architecture reflects the process
structure.
Use cases, however, do not account for all possible user interactions at the Web site.
Use cases tend to stress behavioral tasks, but do not capture cognitive tasks. Use cases do
not leave room for users’ unexpected actions at the Web site. Users will naturally do what
seems apparent to them, based on the cues given by the UI. A use case does not necessarily
represent a natural action for users in the context of the moment. Use cases can put users in
the position of having to provide unexpected input to the computer — input that the computer
needs but that users do not necessarily know they are supposed to provide.
Use cases make assumptions about the users, for example, that they understand the
internal logic of the system the way developers do. Consider novice users who try to use
the back button only to discover it does not work because a second browser instance has
launched unannounced and without taking focus. The use case depicts users navigating
between browser instances, but does not accommodate their expectation to use the back
button or the fact that they do not know about the second browser.
The limitations of use cases demonstrate the need for usability engineering. If design
relies on use cases but omits a use case for a certain goal/process set, the site will lack im-
portant functionality or information. Conversely, use cases not derived from understanding
users can result in unnecessary features or information. The UE adds value to use cases by

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User-Centered Processes for Web Ste Development Lfecycles 

making user-centered recommendations that would not be in the picture otherwise. The UE
adds the human dimension to an otherwise limited view of the user as the provider of input
to the computer and the recipient of output from the computer. The UE knows that factors
such as the user's thoguht processes and physical abilities are key to system success.
As with any other tool, use cases must evolve as a project progresses. During updates,
the UE introduces the user perspective, incorporating what has been learned since the last
iteration about how users will interact with the site. Without a UE, the project risks misap-
plying use cases. For example, avoiding a one-to-one relationship between use case and
screen, the UE assures that screens accommodate users’ decision-making strategies and
work flows, not someone else’s model of discrete interactions.

Evaluation/Testing.
Verification and validation (V&V) are software engineering terms for testing. Verifica-
tion is iterative testing against requirements. Validation is the final testing against require-
ments at the end of the lifecycle. Usability evaluation is a set of V&V processes that occurs
in conjunction with other V&V activities and is an integral component of an overall V&V
approach. In addition to checking for conformance to usability requirements, usability evalu-
ation has the added goal of assessing a wide range of users’ experiences at the site. The UE
keeps the door open for new requirements based on the way real users interact with the site.
New requirements become input to the next cycle. At project’s end, they become input for
new product conceptualization.
Key user-centered, usability evaluation processes entail observing users interacting
with a Web site. Activities for formal user observation include writing a test plan; identifying
participant users; working with site providers to set usability goals for each user group and
task; defining tasks; writing statements of goals that never tell users how to achieve those
goals; preparing a user satisfaction survey; preparing ancillary materials such as consent
forms; carrying out the observations; analyzing data, and writing a report (Lazar, Murphy,
& O’Connell, 2004). These formal processes entail structuring evaluation activities to reflect
the tasks identified during requirements definition.
Evaluation draws on the products of all earlier activities. For example, usability goals are
based on input from task analysis (Whiteside et al., 1990). Designers also identify features or
functions about which they have usability concerns. The UE makes sure that these concerns
are addressed in the scenarios to generate information needed to inform UCD decisions.
During a usability evaluation session, users work with scenarios, sometimes behind
one-way glass. On the other side of the glass, UEs often employ click-capture software;
record numbers and types of user errors; document latency periods when users pause for a
significant period of time trying to figure out what to do next; and record critical incidents
where users must stop work because of difficulties with the Web site. Ideally, the providers,
developers, and stakeholders observe users as they try to accomplish tasks at the site. Ob-
serving users interacting with the site can show them the need for changes. Nothing speaks
louder about the quality of a Web site than the experiences of its users.
Using a method called think aloud, the UE encourages users to talk about their ex-
pectations and reactions while they work with the Web site. The output is metric data on
users’ success accompanied by anecdotal data, the users’ own comments on what they were
doing and why and what they think of the site. UEs are specially trained to put users at ease
during observations and to facilitate the users’ evaluation experience, without telling users
how to accomplish their tasks.
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 O’Connell & Murphy

After usability observations, users often complete satisfaction surveys on their experi-
ence with the Web site. In an effort to foster reliability, the UE only collects and processes
feedback on those elements of the site that the user has experienced. These surveys typically
collect ratings on a numerical scale to produce metric data. They also offer opportunities
for users to elaborate on their experiences.
The UE never relies solely on satisfaction data, but uses it to inform analysis of perfor-
mance data collected during user interactions with the Web site. Users often report higher
levels of satisfaction than would be expected from their observed performance. This is one
reason why UEs interview users about their experience at the end of the session. Another
reason is to give users opportunities to bring up points that no one else has anticipated. It is
common for developers and other stakeholders to talk with users at this point, too.
Formal usability observations can take place wherever users interact with the Web site.
With increasing personal computer sales and the proliferation of mobile devices, people are
viewing the same sites from different locations: a conventional office, a crowded cyber café,
or a subway train. Each location impacts the user experience differently. A conventional
office can have lights that glare on the screen, ringing phones, and frequent interruptions
from colleagues. The cyber café can have background noise and poor lighting. The subway
can cause breaks in connectivity and the need to view only small chunks of information on
a small mobile phone screen. Because of this, when possible, UEs try to hold observations
in environments where the site will be used. Otherwise, when possible, they simulate the
work environment within the evaluation environment to produce more valid findings.
It is unusual to hold formal usability observations at every development iteration.
Indeed, some projects find even one or two rounds of user observations to be cost prohibi-
tive. However, other simple, less expensive processes incorporate users’ perspectives. In an
expert review, one or more UEs independently assess an interface against their understand-
ing of users; usability principles; and applicable laws and standards. If more than one UE
has performed the expert review, the UEs then meet to discuss and prioritize their findings
before discussing them with the rest of the team. Another kind of expert review employs
automated accessibility tools, for example, InSight/InFocus (SSB Technologies, 2004). Such
tools inspect the Web site code for the UI for conformance with accessibility regulations.
They identify violations and recommend remedies.
A lifecycle typically includes several V&V iterations. The product of usability evalua-
tion is a set of recommendations to improve the potential for users’ success and satisfaction
with the UI. The principal benefit is an understanding of how users interact with the site
(Dumas & Redish, 1999). A unique benefit of usability engineering is the coordination of
these recommendations with other stakeholder, organizational, and project goals.
Without a UE, the team risks relying on processes that appear to be usability evaluation,
but actually fall short of delivering user-centered products. Examples of pseudo-usability
engineering include having stakeholders other than real users provide feedback on interact-
ing with the Web site. Another example is simply asking users to say what they like and
dislike. The Web is rife with misinformation about usability engineering. Someone other
than a UE trying to engineer usability based on such misinformation can arrive at invalid
recommendations that fail to improve the user experience and, at worst, can degrade it.
Nothing takes the place of actual success and satisfaction data collected from representative
users and interpreted by trained usability engineers.

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User-Centered Processes for Web Ste Development Lfecycles 

SUMMARy
We maintain that usability engineering is rigorous, process-based, and addresses needs
of stakeholders, such as site providers, as well as users. We have set out a typical software
engineering process and discussed key usability engineering contributions. We have demon-
strated simultaneous, complementary activities whose products benefit later activities without
adversely affecting schedules. We have shown what would be lacking without usability
engineering and how the potential of users’ success and satisfaction increases with usability
engineering. We stress that usability engineering is the means to providing successful and
satisfactory experiences for Web site users while fulfilling the goals of the site’s providers.
The UE’s contribution is integral to Web site development.

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ENDNOTE
1
This material is released to inform interested parties of ongoing research and to en-
courage discussion of work in progress. The views expressed are those of the authors
and not necessarily those of the U.S. Census Bureau.

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of Idea Group Inc. is prohibited.
22 Grier, Kortum, & Miller

Chapter II

How Users
View Web Pages:
An Exploration of Cognitive
and Perceptual Mechanisms

Rebecca A. Grier, Aptima, Inc., USA

Philip Kortum, Rice University, USA

James T. Miller, AT&T Labs, USA

Abstract
This chapter presents the basic cognitive and perceptual attentional mechanisms that affect
how users view Web pages and the methods used to measure this attention. It describes the
groundbreaking work of Faraday (2000), who proposed a visual scanning model of Web
pages based on salient visual elements, and summarizes data from eye-tracking techniques
that reveal the strengths and weaknesses of the Faraday model. The primary goal of the
chapter is to help the reader gain an understanding of what visual elements on a Web page
draw a user’s attention, how that knowledge can be collected, and how it can be applied to
the design of useful and usable Web sites.

DEFINING AN EFFECTIVE WEB PAGE


An effective Web page design meets the goals of both the site owner and the site user.
One of the key requirements for ensuring that a user can accomplish the tasks intended by
the site owner is an understanding of how users attend to Web pages and designing pages

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How Users Vew Web Pages 

in accordance with this understanding. Designing Web pages that help the user focus on the
page elements believed to be critical by the Web site owner is the subject of this chapter.
Fundamentally, this process rests on guiding the user’s attention to the page elements that
are critical for the Web site owner and critical for task completion.
Until Faraday (2000) wrote his theory of how users attend to Web pages, no systematic
evaluation of the attentional elements of Web pages had been performed. A greater under-
standing of these elements might help clarify some of the important underlying principles
of Web page design. Faraday’s (2000) theory identified a number of salient visual elements
(SVEs) that could be found on a Web page and provided a description of how those elements
are scanned by a user. In this chapter we discuss Faraday’s model and other variables that
might have an impact on user’s attention. This discussion of Faraday’s model is followed
by a presentation of the results of a rigorous test of the model (see Grier, 2004 for details)
using data from extensive eye-tracking experiments. Findings from these studies have been
incorporated into a new theory of the factors that control users’ attention on Web pages.
Design implications of this theory of attention for the development and evaluation of Web
pages are provided. We begin the chapter with a basic discussion of attention and common
attention measurement techniques in order to help the reader frame the issues that are relevant
to visual attention and Web design.

ATTENTION. BASICS
Attention is the result of cognitive processes that guide the user’s focus in a controlled
fashion. One cognitive model of attention, the spotlight model, uses an analogy of a beam
of light to represent attention. The illumination of the center of the beam is strongest and
represents the focus of attention. The spotlight (and attention) weakens the farther it is from
the center. Once an object has been processed, the attentional spotlight can be shifted from
one object to another (Posner, 1978; Styles, 1997). Eye movements can be viewed as an
index of attention analogous to the spotlight metaphor and facilitate measuring attentional
shifts from one location to another. Attention in the presence of eye movements has been
labeled overt attention (Hoffman, 1998; Kramer & McCarley, 2003).
There are also a number of models of attention based on experiments that use stimuli
presented at durations too brief for the execution of an eye movement. Experiments of
this sort have identified several important results that together are labeled covert attention
(Hoffman, 1998; Kramer & McCarley, 2003). Covert attention models describe a number
of important phenomena, chief among these being the ability to direct attention to different
locations in space in the absence of eye movements (Eriksen & Yeh, 1985; Posner, 1980).
This ability would seem to be at odds with the overt attention models that require eye move-
ments in order to focus attention.
The current view, known as the pre-motor theory, reconciles this discrepancy by as-
serting that both types of attention are controlled by similar mechanisms and that covert
attention would normally direct saccadic eye movements to appropriate objects except when
task limitations prevent doing so (Palmer, 1999). Support for this view comes from experi-
ments indicating that target detection/discrimination is best when target location coincides
with the location of saccades (Hoffman & Subramaniam, 1995; Rorden & Driver, 1999).
These and similar results have led Kramer and McCarley (2003) to conclude that covert
attention and overt spotlight attention are tightly coupled.

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 Grer, Kortum, & Mller

Perceptual.Mechanisms
There are a number of physical features in the visual world that draw a user’s atten-
tion. Faraday (2000) identified six SVEs that draw attention in Web pages. These include
motion, size, color, text-style, the presence of images, and the position of components on
the Web page. Motion is one of the most frequently discussed of these qualities, because the
visual system is so highly sensitive to motion as evidenced by velocity detection thresholds
as small as 1 to 2 minutes of arc/sec (Graham, 1965; Hochberg, 1971). Motion has also
been shown to attract attention away from other stimuli (Boyce & Pollatsek, 1992; Thomas,
1968), indicating its strength relative to other SVEs.
Like motion, size is also a powerful attractor of attention (Wickens & Hollands, 2000;
Wolfe, Stewart, Friedman-Hill, Yu, Shorter, & Cave, 1990). Large images are often fixated
before and for longer durations than small ones (Yarbus, 1967). Similarly, when given a
choice, participants read large text in advertisements before small text (Rayner, Rotello,
Stewart, Keir, & Duffy, 2001).
Images (defined here as nontextual characters such as icons, photographs, and graph-
ics) have also been found to capture attention. In fact, some studies have indicated that
they actually help guide a reader’s attention in examining newsprint (Garcia, 1993). Other
studies have shown that the presence of an image can make a warning stand out from its
surrounding text (Bzostek & Wogalter, 1999).
Human factors psychologists have long been aware of are the primacy of color in the
design of signs and displays (Wickens & Hollands, 2000). Color “pop-out,” where colored
objects stand out in an array of nontarget items is a well known phenomenon (Treisman &
Gelade, 1980). This phenomenon is used in numerous situations where high attention and
detectability are desired, for example, the design of warning labels (Adams & Edworthy,
1995; Laughery, Young, Vaubel, & Brelsford, 1993) and highway signs (Schieber, Larsen,
Jurgensen, Werner, & Eich, 2001).
Publishers frequently use text style as a means of capturing attention in printed mate-
rial by bolding, underlining, or italicizing key words to make them stand out from words
in plain text. Similarly, graphic designers know that the saliency of different positions can
convey importance (Fleming, 1997). For example, in Western culture the top left corner
of a display is typically looked at first and elements within this area are perceived as more
important than those in other areas; whereas the top right corner plays a similar role in
Eastern culture (Megaw & Richardson, 1979; Wallsten & Barton, 1982).

MEASURES. OF.ATTENTION
Attention must be measured in order to determine where it is directed. This section
describes some of the most common methods used and the relative strengths and weaknesses
of each. As with most psychological measures, many researchers utilize a combination of
these techniques to best match the task at hand.

Indirect.Measures
Indirect measures of visual attention rely on inferences about the impact attention has
on the performance of a specific task or on a person’s own assessment of what was being
attended to at any given moment. These measures, particularly ones based on performance,

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How Users Vew Web Pages 

are often the appropriate measure of attention that a Web designer should use, because these
measures have a direct relationship with real-world user behavior.

Performance
Performance is one of the most widely used measures of attention, because the data (1)
are usually easy and inexpensive to collect, (2) are not subject to the vagaries of memory or
report bias, and (3) have high face validity since there is direct applicability to the success-
ful completion of the task being measured. Performance-based measures simply indicate
whether or not a person completed a given task — the inference being that successful task
completion required the users’ attention. Failure to complete the task suggests that insuffi-
cient attention was allocated for successful completion. For example, in Benway and Lane’s
(1998) studies of banner blindness a participant’s click on a link or banner ad was used as
the performance measure. Successful users, as indicated by those who quickly clicked on
the information, likely paid attention to the banner ad. Conversely, users who were slow
to click on the information probably did not direct sufficient attention to the banner ad on
the Web page.
While seemingly simple, performance-based measures must be constructed and re-
corded carefully to insure that the selected performance measure is valid as a measure of
attention. For example, if a person was asked to locate a camouflaged hunter in an image,
success might not be a good measure of attention. Although the participant may have devoted
considerable attentional resources to the task, even in the correct areas of the image, the
participant might not have been able to detect the hunter. In this case detectability would
have been inappropriately measured, rather than attention.

Self-Report
In self-report, participants tell the experimenter whether or not they attended to a speci-
fied target. This reporting does not need to take place in real time, but can happen later. For
example, after using a Web site to order pizza, a survey might ask the user if he noticed a
coupon for free breadsticks. An affirmative response would imply that the user did attend
to the coupon, while a negative response would suggest that he did not. The survey could
be administered immediately after the user visited a Web site, or, as is frequently done,
administered some time after the task was completed.
Recall is a variation of self-report in which a user is asked to describe one or more
Web pages after the pages have been viewed. This method has the advantage of pinpointing
items that gained a user’s attention and were salient enough for the user to remember when
reconstructing the page.
Both self-report and recall measures have the advantage of being relatively easy to
collect and inexpensive because a large number of users can be queried without direct
contact. Because data collection is done after the completion of a task, the method has the
significant advantage of answering posthoc questions about user’s behaviors. As easy as
these procedures are to use, however, self-report and recall have four significant deficiencies
that need to be considered.
First, what participants recall about their attention may not be accurate. In other words,
(a) they may not have attended to the target at all but thought they did, (b) they may have
simply forgotten that they attended to a specific target, or (c) they may not have attended to
the target on the visit to the site in which the experimenter was interested.

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 Grer, Kortum, & Mller

Second, they may be primed or prompted by another user of the site, thereby alter-
ing the attention process. For example, the participant may not have attended to the target
initially, but someone might have mentioned the target to the user. Thus primed, the user is
prompted to attend to the target on a subsequent visit.
Third, users may have bias concerning the target and (either intentionally or not)
incorrectly report their attention to the target. This bias could be either positive or negative
— they report attending to it when they did not or they report not attending to it when they
did. For example, customers standing in line at a grocery checkout stand might be asked if
they saw the article about the alien spacecraft landing in Nebraska. Even though a customer
might have seen and read the article, he/she may have a bias against these kinds of publica-
tions (i.e., he/she is embarrassed to acknowledge that they read the article) and report not
seeing the story. This bi-directional response bias is important to note because it means that
no correction factors can be applied to get more accurate data since neither the size nor the
direction of the bias can be easily estimated.
Finally, in the use of recall tasks, users frequently generalize from the entire Web
browsing experience; so items attributed to a specific page may have come from other pages
in the site or even from other Web sites entirely. In general, self-report and recall measures
should be used cautiously and, where practical, should be verified with performance-based
sample measurements.

Recognition
Recognition tasks are essentially hybrids of performance and self-report measures. In
recognition, a participant is shown a target and asked if that target was seen while the task was
being performed. In a variation of this task, the user is shown several targets and then asked
which one was seen while performing the task. As with all indirect measures, the inference
is made that a correct recognition means that the user attended to the target. This kind of
indirect measure has the benefit of being somewhat more robust than self-report measures
because “blanks” or trials with no “good” targets can be presented to help minimize and
estimate response bias. Further, this type of attentional task can also get to the heart of the
degree of attention if multiple targets have high confusability. This is especially valuable
in Web sites where navigation elements might be confused with content elements or other
similar navigation elements on the page.
Recall and recognition tests are frequently performed together during an evaluation.
Bayles and Chaparro (2001) used recall and recognition to determine the ability of animated
and unanimated banner ads to attract attention. Participants correctly recalled the animated
elements, but only about a third could recognize the banner. These results suggest that at-
tention to the banner ad occurred, but only minimally.

Direct.Measures.of.Attention:.Eye.Tracking
In all of the indirect methods for measuring attention that were just described, atten-
tion is inferred from the data. A more direct measure of visual attention (as supported by
the pre-motor theory) can be gained by recording where the eye is looking at any given
time. These measures can be taken for short viewing experiences or over the course of time
of a complete Web site visit. Eye-tracking equipment is now commercially available with
sufficient accuracy for most Web-viewing tasks and the equipment has minimal impact on
the user’s viewing experience.

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Before using eye tracking as a measure of attention it is important to understand a


few basics about eye movements. Two eye movements that are of prime importance in eye
tracking are saccades and fixations (see Dember & Warm, 1979 for a complete review).
Saccadic movements are very rapid and abrupt; their primary purpose is to keep objects of
interest on the fovea. These saccades may be small (less than three min of visual angle) or
large (20o of visual angle) with a person typically making about three to five saccades per
second (Fischer & Weber, 1993; Schiffman, 2000).
Between saccades, the eyes fixate an object of interest for varying periods of time
depending on the task at hand. During a saccade, vision is attenuated, a phenomenon known
as saccadic suppression. This is important because it means that some items on a Web page
may not be fully attended to even though the eye may pass over them during a saccade.
Once the eye starts a fixation, the majority of the attentional resources go towards processing
the information in the center part of that fixation (the foveal image). However, there is still
some processing of the information in the areas surrounding the direct focus of attention as
demonstrated by Kortum and Geisler (1996). Visual perception, and thus attention to specific
elements on a Web page, happens during each of the fixations that occur as a person uses a
Web page (Fischer & Weber, 1993; Palmer, 1999).

Eye Tracking in Web Evaluation


Human factors specialists have used eye tracking to study visual attention in a wide
variety of domains including flight control (Fitts, Jones, & Milton, 1950; Harris, Tole, Ste-
phens, & Ephrath, 1982), radiological diagnosis (Kundel & LaFollete, 1972), automobile
driving (Recarte & Nunes, 2000), and athletic performance (Abernethy, 1988). With the
development of the current generation of robust, affordable eye trackers, eye tracking has
become practical for studies of visual user interfaces as well, with Yammoto and Kuto (1992)
performing some of the first early experiments in this area.
Yammoto and Kuto’s (1992) work focused on determining if a text-based DOS inter-
face could be evaluated for usability by an eye-tracking procedure. They determined that
scan paths reflected different levels of usability for different layouts. Similarly, Kotval and
Goldberg (1998) found that scan path data were effective in evaluating the usability of a
layout in a graphical user interface.
Other studies have provided potentially important insights into elements that affect
interface observers’ scanning behavior as well. Joseph, Knott, and Grier (2002) demonstrated
that text formatting could influence the scan efficiency of readers. The Stanford-Poynter proj-
ect (Lewenstein, Edwards, Tatar, & Devigal, 2000) evaluated the layout of online news sites
and determined that textual material is fixated before images (icons, photographs, graphics,
etc.). Clearly, studies such as these indicate that eye-movement tracking can be of significant
value to designers in the development of computer interfaces, including Web pages.

A. MODEL. OF. VISUAL.ATTENTION........................


TO. WEB. PAgES
Faraday (2000) published the first model of visual attention to Web pages. Faraday’s
model postulated that users scanned Web pages in two stages. In Stage 1, the initial entry
point to the Web page is determined by the SVEs of the Web page. Faraday proposed that

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Figure 1. Poorly designed Web page

Note: Numbers are the in which order elements will be fixated according to the Faraday (2000) model.

Figure 2. Well-designed Web page

Note: Numbers are the order in which elements will be fixated according to the Faraday (2000) model.

features fell into the following hierarchy: motion, size, image, color, text style (e.g., bold,
italics, etc.), and position. That is, if a page element has motion it would be fixated first. If
there is no motion on the page, then the largest element on the page will be fixated first, and
so forth until the hierarchy is exhausted.
In Stage 2, the area around the entry point is defined and searched. The area around the
entry point is defined by Gestalt grouping principles (e.g., background color; see Wertheimer,
1923/1938 for complete review). After it is defined, the area is scanned in normal reading
order until all items in the area have been fixated. If the target is not located within the area

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around the initial entry point, the process iterates. A new fixation point is selected from the
hierarchy described in Stage 1. Then the area around this new entry point is defined and
scanned. This process repeats until the target is found or the user abandons the search.
To illustrate the model, two versions of a simple e-commerce Web page with predicted
scan paths are shown in Figure 1 and Figure 2. These pages are very similar to those used by
Faraday (2000) to demonstrate his model. Figure 1 shows a poorly designed page in which
the word “new” flashes (has motion) and should serve as the initial entry point in Stage 1.
At first, Stage 2 search is limited to the elements sharing the same background color with
the initial entry point and proceeds in traditional reading order. Faraday claimed that this
was a “poorly designed” page because of the need for recursive eye movements in order
to make the transition from “Honduras” to “Columbia,” since this movement is counter to
traditional Western reading order.
Figure 2 shows a “well-designed” Web page since there are no recursive eye move-
ments within the areas around entry points. Because this page has no motion, the initial
entry point is at the “Coffee Cup,” the largest component on the page. If the search target is
not found within the first entry point, the next entry point would be “Tara’s Coffee Shop”
since it is the next largest component.

AN. EMPIRICAL. TEST...............................


. OF. THE. FARADAy. MODEL
The Faraday (2000) model provided an initial framework for several empirical studies
that were conducted in order to further expand our knowledge regarding how individuals
interact with Web pages. The first of these studies (Grier, 2004) used an eye tracker to ana-
lyze the scan path of users as they searched one of two Web pages (Figure 1 and Figure 2)
for a recent order that they had placed. However, order status information was not available
on the site to ensure that an exhaustive search was conducted. Analysis of the scanning
sequences was limited to the initial fixation in a given look zone (the page components)
and subsequent fixations were not considered. Despite the methodological efforts to force
an exhaustive search, not all participants did so.
Grier (2004) analyzed the scan paths by calculating the individual rank order correla-
tions between the predicted and observed fixations for each Web page. A nonsignificant mean
rank order correlation for the poorly designed page was found. The rank order correlation
for the well-designed page was marginally significant. At best, these findings provide weak
support for Faraday’s model.
To gain a more complete understanding of the differences between the observed scan
paths and the predicted scan paths, Grier (2004) further analyzed specific aspects of the
scan paths and fixations. For example, Faraday’s (2000) model predicted that “Hawaii” and
“Coffee Cup” would be the first look zones to be fixated on for the poorly designed and
well-designed Web pages respectively. However, on the poorly designed page, “Welcome”
was fixated first significantly more often than chance. On the well-designed page, the “Cof-
fee Cup” was fixated more than any other element (which is in agreement with Faraday’s
prediction), but this percentage was not significantly greater than chance. Thus, Faraday’s
model failed to accurately predict the initial fixations.
Another analysis of the scan path components compared the intermediate transitions
from one look zone to another. For the poorly designed page, only 4 of the 14 transitions

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predicted from the Faraday (2000) model significantly exceeded chance. Only 1 of the 14
transitions exceeded chance for the well-designed page. These data suggest that the transition
pattern for these participants was far more intricate than that proposed by Faraday. However,
the fixation patterns obtained support the notion of areas being searched together (i.e., more
within area transitions occurred than between area transitions).
Faraday’s (2000) model provided an interesting framework for approaching the problem
of visual attention to Web pages. The basic premises of the model seem appropriate given
that the SVEs have been found to influence search in other environments such as drawings of
natural scenes (Henderson, Weeks, & Hollingworth, 1999) and fractals (Parkhurst, 2002).
These studies suggest that salience may indeed be a key factor in Web search, but that
the salience order selected by Faraday (2000) (motion, size, image, color, text-style, and
position) may be incorrect. Specifically, Faraday weighted position lowest in the hierarchy
but other studies have shown that Web page users examine the center of the page first and
more frequently than other areas (Lim & Wogalter, 2000; Schroeder, 1998). Further, the
user may have expectations as to where information may be based on experience with the
Web in general or that page in particular.
However, it is uncertain how position impacts the viewers scan path. It is possible that
some positions are dominant over others as noted previously. It could also be that users’
expectation about the specific location of information is based on what is being viewed
(Schroeder, 1998). This suggests that the effect of the purely visual elements should be
disambiguated from the effects of position and context. In order to more fully examine this
hypothesis, four subsequent studies were performed by Grier (2004) to separate the effect
of the perceptual features of elements themselves from the position of those elements. Three
of these four studies used stimuli that were presented in a simple, context-free display to
better understand the impact of position on attention, while the fourth used more natural
Web stimuli.

DIAgNOSINg. THE. FAILURE....................


OF. THE. FARADAy. MODEL
Experiment.1:.Perceptual.Features.and.Initial.gaze
The first of these four experiments evaluated the ability of the five SVEs of the Faraday
(2000) model — motion, size, image, color and text-style — to attract attention in a visually
sparse, context free environment. Position was not included as a factor in this experiment
since Faraday considered it to be a default determiner of initial gaze when no other salient
visual element is present.
The target page (Figure 3) was not a Web page as before, but rather a display of com-
binations of the five SVEs (120 in all). An instance of each type of SVE cited by Faraday
(2000) was randomly selected and presented on each target array. On each trial, participants
were instructed to look at a fixation target presented in the center of the screen. The target
screen was presented immediately after the termination of the fixation screen and participants
were instructed to look at the items of the screen in any order they wished.
Results indicated that the mean percentage of fixations on the motion SVE was sig-
nificantly greater than for the other SVEs, which did not differ from each other. Faraday’s

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Figure 3. Example of the target stimulus in experiment 1

Note: Folder opened and closed.

(2000) assertion that motion is the dominant SVE was substantiated within the relatively
austere visual environment of this experiment. Even so, support for the priority of motion
was not strong, since the mean first fixation to the motion SVE was only 34.1%. No sup-
port at all was obtained for prioritizing the other SVE elements within the SVE hierarchy
proposed by Faraday.

Experiment.2:.The.Effect.of.Position.on.Initial.gaze
The second experiment was performed to determine the effects of position on initial
gaze to a screen (This experiment was not reported in Grier, 2004). It has been previously
shown that first fixation is typically near the center of a monitor screen (Lim & Wolgalter,
2000; Schroeder, 1998). However, the center of the screen was not clearly defined in the
previous research and there were no controls for eye position prior to the presentation of
the target screen. Although Faraday (2000) did predict that the center of the screen would
dominate initial fixation if the screen was mostly images, he also stated that the upper left
corner would dominate if the screen was mostly filled with text.
In this experiment, one of four fixation screens (Figure 4) was presented for 1 second
prior to the presentation of the stimulus screen. The 20 experimental screens (e.g., Figure
5) displayed five instances of the same SVE, one in each of the four corners and one in the
center of the screen. The study used the four corners of the video display terminal (VDT),
because of research (e.g., Lim & Wogalter, 2000) demonstrating that these positions are
looked at by Web users once the dominant position of the center is removed.
Participants’ initial fixations were overwhelmingly to the center of the screen (90.13%)
regardless of the initial fixation point or target screen SVEs. These findings strongly support
the powerful effect of position in controlling initial gaze within an austere environment.

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Figure 4. The four fixation screens used in experiments 2 and 3

Figure 5. Example of a target page used in experiment 2

However, they do not address the interaction among position and the SVEs proposed by
Faraday (2000).

Experiment.3:.Interaction.Between.SVE.Salience.........................
and.Location
It seems clear that position may play a far more important role in determining first fixa-
tions on a Web page than Faraday (2000) supposed. Henderson et al. (1999) and Parkhurst
(2002) have suggested that position may be a moderator variable for salience, such that

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the effectiveness of different salience dimensions may depend upon their spatial location.
Experiment 3 tested that possibility with regard to the SVEs described by Faraday.
Results from the experiment showed that there was a statistically significant main
effect for SVE and a significant main effect for position with no interaction between these
two factors. Motion was fixated first significantly more often than any other SVE; the other
SVEs did not differ significantly from each other. The center position was viewed first sig-
nificantly more often than each of the other positions and the top left position captured first
fixations significantly more often than the three other positions. There were no significant
differences among the remaining positions.
This experiment replicated the findings of the first experiment in this series, demonstrat-
ing again that motion attracted a greater percentage of initial fixations than each of the other
SVEs. As in the second experiment, the center was fixated first. However, unlike the previous
finding, a clear position hierarchy in determining first fixations was observed. As suggested
by Schroeder (1998) and Lim and Wogalter (2000), the center position was looked at first
more often that any of the other positions. Additionally, the first-fixation rate of top left posi-
tion exceeded that of the remaining positions. Moreover, while position did not modify the
differences among the SVEs, it did exert a more powerful influence on first fixation than did
other SVEs. However, contrary to the suggestion by Henderson et al. (1999) and Parkhurst
(2002) the effects associated with the SVE dimension were independent of spatial position.
This study clearly demonstrated that position, in particular the center of the screen, has a
far more critical impact on initial fixations than described in Faraday’s model.

Experiment.4:.Validation.Using.Real.Web.Pages
There are two possible reasons why these three experiments failed to fully support
Faraday’s (2000) model. First, the stimuli used have little in common with the complex Web
pages typically found on the Internet. Second, participants were asked to freely view these
displays, but a vast majority of Internet users are usually searching for particular items of
information (U.S. Department of Commerce, 2002) when they use the Web. Accordingly,
the final experiment in this investigation featured a realistic Web page in which observers
had the opportunity to actually locate the information for which they searched.
Sixteen high-fidelity examples of an e-commerce Web page were created (e.g., Figure
6). Each example was presented as if in Internet Explorer 6.0 and typified a portal style Web
page with a navigation bar. The content on each page was the same, but content organization
was different (see Grier, 2004 for details). On each page the participant was required to search
for a single designated target — one of the page links or components. The target was pre-
sented equally often at the four corners or the center of the screen. All possible combinations
of position of target and position of motion were tested. Both indirect measures (accuracy
and speed) and direct measures (eye tracking) of attention were recorded. The overall mean
accuracy of finding the designated target was 94.5%. Because of this high accuracy rate,
search time was used as the principal performance measure in this study.
Contrary to predictions, significant main effects were found for target position and
motion position with a significant interaction between these factors. Based on the previous
experiments in the series, Grier (2004) had hypothesized that performance would be best
when targets appeared in the center of the screen. Conversely, Faraday’s (2000) model
would lead one to believe that the congruence of motion and target position would lead to
the fastest detection times regardless of position of target. Neither of these predictions held

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Figure 6. Example of a target stimulus screen in experiment 4

Note: Frequently asked questions flashed.

true. Indeed, the overall fastest detection times were for targets in the top left and bottom
left positions. However, the advantages of these positions depended upon the concurrent
motion position. The nature of this interaction was very complex, supporting the theory that
something other than perceptual features is driving users’ scan paths.
In order to better understand this complex interaction, the eye-tracking data were
analyzed. The first analysis determined if participants gazed at the animation on each
stimulus screen as would be predicted by Faraday’s (2000) model. The overall frequency
of fixations on motion was 52.53%, which is significantly less than the 100% asserted by
the Faraday model. Analysis indicated that the frequency of motion fixations seemed to
depend on the position of the motion SVE. When motion was in the bottom right it was fix-
ated on significantly less often than when motion was in the top left, bottom left, or center
of the screen. Motion in the center of the screen was fixated significantly more often than
when motion was in the top right corner of the screen. This finding is counter to that which
was observed in Experiment 3, which suggests that the context of Web pages does indeed
influence visual attention.
While position served as a moderator variable for motion, it too did not fare well as
a dominant determinant of participants’ attention. For each participant, the area in which
the first fixation occurred on any given presentation was identified. Although first fixations

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for the center screen position occurred significantly more often than chance, first fixations
found here were much less frequent than found in Experiments 2 and 3. Moreover, the top
left corner position did as well as or slightly better than the center position in attracting first
fixations, a result not seen with the simpler content-free displays employed in Experiments
2 and 3. The center right, bottom left, bottom center, and bottom right were all fixated on
first significantly less than chance.

Summary.of.the.Experiments
The final experiment in this investigation utilized realistic Web pages to evaluate
Faraday’s (2000) model of users’ scan paths in light of the earlier findings that position was
the dominant initial fixation area. However, a complex pattern that is not readily explain-
able simply on the basis of target/motion or target/position congruencies was found. In
addition, the eye-tracking data also provided little support that scan paths are determined
on the basis of SVEs alone.
One of the critical differences between the two studies using Web pages and the three
studies using the austere visual environments is the task assigned to the user. In the two
studies that failed to support the Faraday (2000) model, the users’ task was to search the
Web page for specific information. Support for the Faraday model was, at best, weak in
these two studies. In the other three studies with the austere visual environment, the user
was asked to freely view the “page.” In those studies, slightly better support for the Faraday
model was obtained. These findings suggest that Faraday’s model may be accurate when
users are viewing Web pages with no particular goal in mind.

EHS. THEORy
As noted earlier, Web pages are not usually randomly viewed, but rather are primarily
used to search for specific information (U.S. Department of Commerce, 2002). Therefore,
an understanding of how users view Web pages when casually browsing the Internet is not
sufficient. One must also appreciate how users attend to Web pages with an explicit goal in
mind. It is possible that when users search Web pages their scan paths are idiosyncratic as
has been observed when users free-view line drawings (Noton & Stark, 1971), or in search
tasks in other environments (Chun & Wolfe, 1991).
Although inexperienced users may engage in random scanning of a Web site, the par-
ticipants in these studies were highly experienced Web users. Consequently, it is possible
that their past experience with Web pages may have led them to develop expectations that
played crucial roles in determining where they looked for information. As Wickens and
Hollands (2000) have pointed out, cognitive factors related to expectancies of where useful
information might be located in the visual field have been found to control target search in
a variety of activities such as scanning of X-rays for tumors (Kundel & LaFollete, 1972),
automobile driving (Mourant & Rockwell, 1972), athletic endeavors (Walker & Fisk, 1995),
chess playing (Matthews, Davies, Westerman, & Stammers, 2000), and photographs and
drawings (Yarbus, 1967). Further analysis of data from the initial test of Faraday’s (2000)
model and Experiment 4 show that search patterns by expert users are consistent with our
proposed theory of visual search, which we call EHS theory. According to EHS theory
(represented in Figure 7), individuals search an e-commerce or portal Web page in three
stages: (1) expected location, (2) heuristic search, and (3) systematic search.

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The location of the first fixation on a newly opened Web page is based upon user ex-
perience. That is, the user will first look for the item in an “expected” location. If the user is
familiar with the site, then the first gaze will be where information has been previously found.
If the user is unfamiliar with the site, the first gaze will be to locations where information
of that type was found on other Web pages (see Markhum & Hall, 2003 and Bernard, 2001
for a more detailed discussion). Finally, if the user does not have an expected location, then
the first stage is skipped and the user starts with the heuristic search.
The first action within the heuristic search is to determine which section of the page
contains the main content. The user then searches this area in a pattern that appears arbitrary,
but is not, since heuristic rules are being applied. The first heuristic is “the top left corner
is dominant.” As such, the top left corner of the main content area is the starting point. The
next heuristic used by the individual is that “low level information has a low visual salience,
but advertisements have a high visual salience.” Because of this rule, those elements that
stand out as being too different in visual saliency from the surrounding information will
be ignored. Likewise, information that blends in too much with other content will be over-
looked. These two heuristics mean that the user’s attention will be drawn to the items that
have a mid-level of salience. The final heuristic is that “information of similar type will be
grouped together,” suggesting that there is a cognitive salience factor that manifests in the
heuristic search as well.
When the user has viewed all items that fall into the mid-range of cognitive-visual
salience in the main content area, the third stage, systematic search, begins. In this stage,
the user chooses a pattern and conducts a serial search of the main content area. This pattern
varies across individuals, but all items in the main content area are viewed. If, after complet-
ing a systematic search of the main content area, the user still has not found the object, then
the user will search the other areas of the page. Another area will be chosen and a heuristic

Figure 7. The EHS theory

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How Users Vew Web Pages 

search of that area will be performed as described previously. If the object is still not found,
a systematic search of that area will be conducted. This process will be repeated until the
user finds the information, gives up, or views every item on the page.
As noted, evidence in favor of the EHS theory can be found in Experiment 4 and Grier’s
(2004) initial test of the Faraday (2000) model. Several results from both studies support
the idea that users have expectations when searching Web pages. For example, in the initial
experiment, despite methodological efforts to promote an exhaustive search, users failed to
look at each item on the page. The percentage of participants that failed to look at each look
zone was computed for each of the pages used in the initial test of the Faraday model (Grier,
2004). The findings indicate that seven look zones on the poorly designed page and six on
the well-designed page were not viewed significantly more often than would be expected
if the participants were performing an exhaustive search. Moreover, the pattern of omitted
zones was similar, suggesting that users expected that the task relevant information would
not be found in these locations.
More specific evidence in support of user expectations can be found in the fourth
experiment reported previously, primarily from the task of searching for the current date
on the page. In this experiment, the date was in the expected location (i.e., in the naviga-
tion bar on the right) and was found quickly. Considering the banner blindness phenomena
(Benway & Lane, 1998), the date should have been among the most difficult to find. In
fact, the two targets that took the longest time for users to find were in the navigation bar.
As such, it seems clear that when users were looking for the date, they knew to look in the
navigation bar.
The fact that users spent less than 3% of their time searching the navigation bar, which
took up approximately 11% of the page, suggests that this area was deemed less likely to
contain the required information in most instances (Grier, 2004). This result not only supports
the claim that expectations guide search, it also corroborates the notion that users divide
the page into areas and weight these areas as to likelihood of finding information. Further
evidence for the independence of areas is found in Grier’s initial test of the Faraday (2000)
model. Specifically, more fixation sequences were observed between items within an area
than between items across areas.
The first heuristic of the EHS theory is that the top left corner of the main content
area is the dominant position after the expected location. This has been observed in previ-
ous research (e.g., Schroeder, 1998) as well as in Grier’s (2004) studies. Specifically, in
Experiment 4, more first fixations were in the top left corner than any other area. In the test
of the Faraday (2000) model, on both pages the items that were fixated first most often were
in the top left of the main content area.
Experiment 4 also supports the second heuristic of the EHS theory, that “overly salient
items do not contain information.” The target that took the third longest to find was in a
block of color with animated text. With these visual characteristics the visual salience should
have been significantly greater than the rest of the page. In observing the participants’ eye
movements it was clear that they tended to skip over this item, fixating all items around it,
until the heuristic search terminated. Even when the participants’ eye movements indicated
a switch from heuristic to systematic search, the users would skip this item in some cases,
and fixate on items immediately above and below it.

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IMPLICATIONS. FOR. THE.........................


. DESIgN. OF. WEB. PAgES
These experiments have provided us with additional knowledge about how participants
attend to Web pages and provide us with some simple concepts that should be followed in the
design of Web pages. First, location on a Web page of certain global elements (e.g., shopping
cart, home link, etc) should be established in a consistent location. Where available, these
should follow what Nielsen (1999) has termed the “de facto standards of the web” since
users have come to expect items to be in certain positions (see Bernard, 2001; Markhum &
Hall, 2003) because of their experiences with other Web pages.
Second, the designer should determine the goals of the users who will visit the site. In
some cases, there will be no particular goal. Rather, the users will most likely just casually
view the site. In this case, the business goals of the site should be used to determine the
design of items on a page. Those items that are of most importance should be animated and
in the center or top left corner of the page. Those items of less importance should be more
subtlety designed and placed on the periphery and bottom of the page.
However, if it is known that users have a purpose for visiting the page (e.g., to make a
purchase, to learn how to use an item they have purchased, etc.), these goals should be con-
sidered first in the creation of the Web page. The border areas should be reserved for global
or navigational elements of the site. The information that is searched for most often should
be placed in the top left corner of the main content area. The remainder of the information
should be grouped in accordance with how users group the information. Finally, the design
of the information within the main content area should be consistent. If something is more
or less salient, it will likely be skipped as noted.
Using the user’s goals as the primary design criteria does not mean that business goals
should be ignored. Rather, the design should aid the user in accomplishing his goal quickly
and easily. Once his goal has been accomplished, the user will be more likely to explore the
site. This is what Spool and Schroeder (1998) call the Seducible Moment. If users cannot
find the information that they are seeking, they will abandon the site and not return. With
this in mind, designing a site to help the user meet his/her goals quickly and easily will help
both the business and the customer reach their goals.

CONCLUSION
This chapter has described the ways in which users look at Web pages and the meth-
ods used to collect attentional data. A number of recommendations for designing pages are
provided based on the results of extensive experimentation. Using these data-driven recom-
mendations, Web designers can now more accurately understand and predict how users will
look at their Web pages. This knowledge will help Web page designers construct pages that
meet the goals of both the site owner and the site user.

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Chapter.III

A.Qualitative.Study.in..........
User’s.Information-Seeking.
Behaviors.on.Web.Sites:
A.User-Centered.Approach.to...
Web.Site.Development
Napawan Sawasdcha,
Kng Mongkut’s Insttute of Technology, Ladkrabang, Thaland

ABSTRACT
This chapter introduces a qualitative study of user’s information-seeking tasks on
Web-based media, by investigating user’s cognitive behaviors when they are searching for
particular information on various kinds of Web sites. The experiment, which is a major part
of the recently completed doctoral research at the Institute of Design-IIT, particularly stud-
ies cognitive factors including user goals and modes of searching in order to investigate if
these factors significantly affect users' information-seeking behaviors. The main objective
is to identify the corresponding impact of these factors on their needs and behaviors in rela-
tion to Web site design. By taking a user-based qualitative approach, the author hopes
that this study will open the door to a careful consideration of actual user needs and
behaviors in relation to information-seeking tasks on Web-based media. The results
may compliment the uses of existing quantitative studies by supplying a deeper user
understanding and a new qualitative approach to analyze and improve the design of
information on Web sites.

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A User-Centered Approach to Web Ste Development 

INTRODUCTION
When visiting a Web site, each user has a specific goal that relates to a pattern of needs,
expectations, and search behaviors. They also approach with different modes of searching
based on varied knowledge, experience, and search sophistication. This leads to differences
in information-seeking strategies and searching behaviors. Since information on Web sites
is traditionally structured and presented based on Web sites’ goals and contents, it may or
may not match with user goals or search behaviors.
Because of these problems, information structuring is the essence of Web design
since these problems cannot be solved by the development of technically sophisticated
systems alone. User search behaviors need to be studied and deeply understood in order
to design systems that allow them to perform their information-seeking tasks easily,
without struggle and frustration. The contents need to be authored, organized, structured,
and presented to fit their needs, expectations, and search behaviors, while being able
to carry out the goal of the Web site simultaneously. Both the provider and user must
benefit at the same time to ensure the Web site success. As a result, user-centered design
process is important in Web development to help people succeed within an information
context that seeks to achieve business goals (Brinck, Gergle, & Wood, 2002).
In attempts to move toward user-centered design, many studies have been developed
to establish design principles that better serve Web-based media. Among these attempts,
Web usability, grounded in human-computer interaction (HCI), has currently assumed a
significant role underpinning the design of many Web sites in order to maximize efficient
use. Web usability studies and practices are primarily concerned with people performing a
task accurately, completely, and easily. These may involve making information accessible,
retrievable, legible, and readable, ensuring that all Web pages are reachable and practically
navigated, or dealing with technical aspects of media interface and Web system by ensuring
that all system functionality can be operated correctly and easily.

User.Research.in.Web.Development
User research in relation to Web site development is mostly conducted by using
quantitative methods or automated programs, such as data mining and Logs File Analysis
(analyze usage data), GOMS analysis (predict execution and learning time), and Informa-
tion Scent modeling (mimic Web site navigation) serve different purposes. These automated
methods are particularly essential to usability testing (evaluation), especially in cases where
numerous users are involved since they can reveal a substantial amount of information with
regard to usage patterns by representing the actual usage characteristics. Some also provide
in-depth statistical analysis of usage. For example, logs file analysis can show overall hits,
conversion rates, entrance pages, search terms, peak times, demographics, and system down-
time (see Figure 1 and 2). These develop an understanding of how the Web site is being used
by the actual users, which helps identify potential problems of the Web site, and may assist
in suggesting a change or directing the future design (Brinck et al., 2002).
However, the limitations of these automated methods are that they cannot be
employed without an existing Web site; the Web site needs to be prototyped or imple-
mented at some level before these methods can be applied since they are intended as
an analytical means rather than a generative one. More importantly, these automated
methods cannot capture important qualitative and subjective information such as user
preferences and misconceptions (Ivory & Hearst, 2001). They tend to yield a higher

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 Sawasdcha

Figure 1. An example page from logs file analysis: Visits

Figure 2. An example page from logs file analysis example: Top entry pages

level of user data — what they do or what they do not do — but they usually fail to
capture and analyze user cognitive behaviors such as their satisfaction, decision-mak-
ing pattern, or reasons that underpin their needs and behaviors.
Therefore, qualitative study using nonautomated methods such as user observa-
tion, focus groups, user interviews and surveys still play an important role in Web
development. These nonautomated methods can be used in the design process to capture,
analyze, and conceptualize Web structure before usability evaluation takes place. They
can be employed in the evaluation process as complements to the automated methods as
well, in order to help capture and analyze qualitative and subjective user information that

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A User-Centered Approach to Web Ste Development 

is missing from the automated methods alone. Applying both quantitative and qualitative
studies can significantly improve the quality and quantity of user input and feedback that
may help suggest a change or direction that better supports user satisfaction. As a result,
this study investigates a relatively new area of user research in Web-based media, offering
a user-centered perspective with consideration of user goals, user modes of searching and
their search behaviors by taking a user-based qualitative approach. The study expects to
expand understanding within the area of user studies, and accordingly investigates how
these user cognitive factors contribute to differences in user information needs and their
information-seeking behaviors on Web-based media, particularly in view of user search
strategies and user search methods. Understanding within this area will contribute to the
further development of information architecture and interface design.

SCOPE. OF. THE. RESEARCH


The practices of Web site development are fundamentally concerned with two equally
important and interrelated parts: (1) Web functionality and (2) Web information. In the
user-centered perspective, usability, accessibility, sustainability, suitability, credibility,
and usefulness of both Web functionality and Web information for its intended users are
important for the Web to succeed. In most current practices, the user-centered approach is
usually taken into design consideration in a general sense; for example, by conducting user
studies to establish who are the intended users of the Web site (user profiles), and what do
they want to achieve (user goals)? Others may perform user testing with regard to usability
evaluation in terms of what is working, and what is not (usability of Web functionality).
These current user-centered approaches are concerned with Web functionality rather than
Web information. Furthermore, they pay considerably more attention to usability aspects
while the Web information content receives less attention. Therefore, this research primarily
focuses on the design of Web information, particularly in view of the importance, suitability,
and usefulness of information design provided on Web sites (see Figure 3).
The study is particularly concerned with user information needs and user information-
seeking behaviors; it also investigates whether the design of information provided on the
Web site supports these needs and behaviors. Secondly, the research is also concerned with
the suitability and usefulness of Web functionality necessary for users to gain access to the
information they need. The research also looks into different types of search methods or
search tools provided on Web sites to investigate whether these search methods or tools are
useful and suitable to user search strategies.
When searching, each user has a different search plan: For instance, they lightly explore
or seriously search and they select search methods and tools in order to easily achieve their
goal. This search plan is primarily based on their search strategy, which is the scheme that
generally distinguishes user search patterns. Besides search strategies, each user may use a
particular search method, which is the procedure for how they actually perform their search.
User search method is based on the types of search tools they choose for their search, which
may include menu bar, table of contents, index, or search engine. User search strategies
can range from general or less-focused search to more specific or purposeful search.
Furthermore, it may change from time to time based on the current context or situa-
tion that unfolds while they are searching as well as the search results that they find
or retrieve. Based on user search strategies and its results, user search methods are

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 Sawasdcha

Figure 3. Primary focuses of the research: The design of Web information-based on user-
centered approach, particularly with regard to usefulness and suitability

changed accordingly. As a result, this research is aimed to uncover the primary factors
governing or influencing these user search strategies and methods.
More importantly, in order to understand and eventually determine what types, charac-
teristics, formats, and presentation methods for information is suitable and useful for users,
the research needs to investigate the relatively new areas of user-centered approaches to
Web site design: user goals and user modes of searching (see Figure 4).
Information scientists have studied user modes of searching for decades, and these
ideas are well categorized by Rosenfeld and Morville (1998) in their book Information Ar-

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A User-Centered Approach to Web Ste Development 

Figure 4. Primary focus of the research: User goals and user modes of searching

chitecture for the World Wide Web. However, since the notion of user modes of searching
has never been elaborated in terms of what to expect from their differences, it needs further
investigation — this becomes the primary focus of this research to uncover its substantial
impact on user needs, expectations, search strategies, or information-seeking behaviors
in this medium. In addition, typical user profiles are also categorized in order to deter-
mine whether these profiles exert any substantial impact on user needs, expectations,
or search patterns. These profiles particularly focus on user demographic and techno-
graphic data, including prior knowledge in the content they are searching, prior experience
in the particular or similar Web site interface, and sophistication in general Internet use.

RESEARCH.ANALyTIC. FRAME
The research begins with defining and categorizing the important elements or factors
of the study, including user goals, user modes of searching, as well as Web site goals and
contents. Accordingly, the research analytic frame is established to help identify potential
cases for the study. User goals and modes of searching were investigated within the context
of specific Web site goals to reveal common user search patterns, search strategies, and

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 Sawasdcha

search methods associated with each case and to identify the primary problems that occur
in each pattern.

User.goals
Each user has a specific goal when visiting a Web site. Different goals suggest dif-
ferent kinds of needs, expectations, and search behaviors, which are factors in Web usage
and success. Further, users may access the same Web site with different goals at different
times; moreover, they often link several goals and explore them sequentially. User goals
may be categorized as follows:

• To seek specific information: In this category, users may engage a Web site to search
for specific information that helps them to stay updated, make decisions, fulfill a
specific inquiry, perform tasks, learn, or conduct research.
• To fulfill personal.interests: Some users may engage a Web site as a resource for
pleasure to fulfill a personal interest (e.g., watching a video clip or listening to music
on an entertainment Web site).
• To.communicate.and/or.perform.tasks:.Others may use Web sites as a channel for
communicating or as a means for performing tasks (e.g., connecting to a community
Web site or paying bills on a company Web site).

Among these three categories of user goals, the information-seeking goal is prevalent
and poses the greatest problem for users. Consequently this is the primary investigative
focus in this research.

User.Modes.of.Searching
Besides user goals, users also approach a Web site with varied levels of specification
of their needs and different levels of search specification and determination, this leads to
differences in information-seeking behaviors including search strategies, search methods,
and selection of search tools. Some users may know exactly what they are looking for and
where to find it, while others are without a clue. Since these search behaviors and user
expectations vary widely, it is important to recognize and distinguish among them noting
their differences.
A current study (Rosenfeld & Morville, 1998) has delineated users’ different modes
of searching as known-item searching, existence searching, exploratory searching, and
comprehensive searching (research). Based on Rosenfeld and Morville’s model, user
modes of searching are modified and extended in this research to include topical searching
which falls between existence and known-item searching. User modes of searching may be
categorized as follows:

• Exploratory.searching.(browsing): Users have a vague idea of their information


needs. They do not know exactly what they are hoping to find, but some may know
how to phrase their question. They want to explore and learn more.
• Existence.searching: Users have an abstract idea or concept of what they are hoping
to find, but do not know how to describe it clearly or whether the answer exists at all.
They want to search for what matches their idea or mental image.

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A User-Centered Approach to Web Ste Development 

• Topical.searching: Users know what they want in general. Some may want to search
for an answer to their specific question. They know what they are hoping to find, but
do not know where/which categories they should look for.
• Known-item. searching: Users know exactly what they want, and usually know
where/which categories they should look for. Users’ information needs are clearly
defined and have a single, correct answer.
• Comprehensive.searching.(research): Users want to search for specific information,
and they want everything available regarding this information. Users’ information
needs are clearly defined, but might have various or many answers.

Users.Search.Behaviors
When users are searching for information and trying to accomplish their goals, they
move between two cognitive states (thoughts/decisions — with regard to their goal and inter-
est) and physical states (interactions — concern with functions, navigation, and computer
performance) with regard to information provided on each Web page.
For instance, some users may want to keep searching because they need detailed
information, while others may be satisfied with only a short descriptive text presented on
the first page. Some may prefer textual information, but others may feel more satisfied with
visual information. These search behaviors may be identified as shown in Table 1. These
cognitive and physical behaviors with regard to user search, previously observed from initial
user observation, will be further used to establish a coding scheme used in an analytical
process of the research.

Web.Site.goals.and.Contents
While this research focuses on the relatively new areas of user studies: user
goals and user modes of searching, other factors such as site contents, site goals, and
site functions nevertheless play a significant role in determining the design of a Web
site. Each Web site contains unique contents and goals depending on the nature of the
company, institution, or individual that owns that Web site. Based on the book Web
Navigation: Designing the User Experience (Fleming, 1998), these Web sites can be
distinguished and generalized by the similarities of their goals and contents into six
categories: (1) commercial Web site, (2) identity Web site (Web site for company or
institution), (3) information Web site, (4) education Web site, (5) entertainment Web
site, and (6) community Web site. However, only the first four categories, in which
the problems of information-seeking tasks are primarily found, will be investigated in
this study. Moreover, entertainment and community Web sites are quite different from
other Web sites because of their unique goals, contents, and functions.
By simultaneously considering the three important factors of information design
on Web sites: (1) Web site goals and contents, (2) user goals, and (3) user modes of
searching, an analytic frame is constructed. Different aspects of each factor are sys-
tematically combined with one another to establish prominent cases or scenarios for
the study; each of which presents a unique combination of the three factors: (1) Web
site goals and contents, (2) user goals, and (3) user modes of searching.
Nevertheless, these cases are not mutually exclusive; they might overlap or com-
bine since one Web site may consist of two or more combinations (see Figure 5). As
shown in Figure 6, case 1 represents the scenario in which users with exploratory searching

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0 Sawasdcha

Table 1. Users’ cognitive and physical search behaviors

Users’.Cognitive.Behaviors Users’.Physical.Behaviors
(thoughts/decisions) (interactions)

— Some information is found, and they — Users keep searching in the current
want to learn more, or want to know the retrieval results.
details of the retrieval documents.
— Users keep searching by changing
— The intended information is found. search strategy.
Users’ primary information needs are
fulfilled, but users are interested in finding — Users record the information they
other relevant or related information. found.

— The intended information is found. — Users go back to the selected


Users’ primary information needs are (bookmarked) page or results.
fulfilled. Users are ready to use information
they found to take further action(s). — Users give up.

— The intended information is not found,


or not enough to take further action(s).
Users’ primary needs are not fulfilled.
Users need to keep searching.

— Users make a positive decision (decide


to proceed) about something according to
information they found.

— Users make a negative decision (decide


not to proceed) about something according
to information they found.

— Users are satisfied. All users’ needs are


fulfilled. Users are able to accomplish their
goals based on the information they found.

— Users are not satisfied. Users’ needs


are not fulfilled. Users are unable to
accomplish their goal(s).

mode visit a commercial Web site in order to find information to make a decision. Case 2
represents a similar scenario to case 1; however, users in case 2 arrive with an existence
mode of searching. Cases 3, 4, and 5 represent similar scenarios in which users visit identity
(company) Web sites to find information to fulfill a specific inquiry.
However, each case has a distinctive search mode. Users in case 3 approach with an
existence mode; case 4 with a topical mode; while case 5 approaches with a known-item
mode. Cases 6, 7, 8, and 9 represent the scenarios in which users visit information Web sites
to find information to stay updated. Though, they are assigned different modes of searching,
which include exploratory, existence, topical, and known-item modes respectively. Case 10
represents a scenario in which users with a comprehensive mode of searching approach an

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A User-Centered Approach to Web Ste Development 

educational Web site to find information for learning or researching a specific content. Each
of these 10 cases will be investigated and analyzed to uncover similarities and differences
in patterns of user information-seeking behaviors, as well as to identify user information
needs, user search strategies, and user search methods associated with different user goals,
modes of searching, and Web site characteristics.

RESEARCH. QUESTIONS
The study is specifically conducted within these selected 10 cases generated from the
research analytic frame shown in Figure 5 in order to find the answers to these research
questions:

• What are the common patterns of user information-seeking behavior presented in each
study case?
• What are the user search strategies, search methods, or selected search tools commonly
found or employed in each study case?
• What kinds of information do users need in each study case in terms of the types,
characteristics, formats, presentation methods, quantity and quality of information?
• What are the key factors in each study case that help or obstruct users to accomplish
the information-seeking task?

The research findings that answer these questions will be analyzed to identify the re-
lationships existing among user goals and user modes of searching with their information
needs, search strategies, and search methods. These results will help establish the classifica-
tion of cognitive factors, as well as provide an analysis framework for information design
on Web sites.

RESEARCH. METHODOLOgy
Research.Methods
A qualitative research method is used in this study to explore the similarities and dif-
ferences of user search patterns. Users’ information-seeking behaviors are observed through
controlled observation, through video observation combined with protocol analysis. User
profiles are also collected through a series of questionnaires. Ten scenarios are designed to
create the 10 study cases originating from the research analytic frame to help the participants
enter the situation and the tasks they needed to accomplish. Each scenario is embedded with
a particular mode of searching, and a different search goal resulting in the performance of
a task, ranging from open-ended to very specific purpose and search.

• Scenario 1 explores.a.commercial.Web.site: Expedia.com. User goal is to make a


decision; user search mode is exploratory searching.
• Scenario 2.explores.a.commercial.Web.site: Toyrus.com. User goal is to make a
decision; user search mode is existence searching.

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Figure 5. The research analytic frame: Generating 10 different study cases for the re-
search

• Scenario 3 explores an identity Web site: Paris-ile-de-France.com. User goal is to


fulfill a specific inquiry; user search mode is existence searching.
• Scenario 4 explores an identity Web site: Apple.com. User goal is to fulfill a specific
inquiry; user search mode is topical searching.
• Scenario 5 explores an identity Web site: FoodTV.com. User goal is to fulfill a
specific inquiry; user mode is known-item searching.

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A User-Centered Approach to Web Site Development 53

Figure 6. An example scenario

• Scenario 6 explores an information Web site: TVGuide.com. User goal is to stay


updated on some interesting topics; user search mode is exploratory searching.
• Scenario 7 explores an information Web site: ABCNews.com. User goal is to stay
updated on a specific topic; user search mode is existence searching.
• Scenario 8 explores an information Web site: DiscoveryHealth.com. User goal is
to stay updated on a specific topic; user search mode is topical searching.
• Scenario 9 explores an information Web site: CNN.com. User goal is to stay updated
on a specific topic; user mode is known-item searching.
• Scenario 10 explores an information/education Web site: WebMD.com. User goal
is to research and learn about a specific topic; user search mode is comprehensive
searching.

Fifty participants from different cultures, all of whom were literate in English, are ob-
served regarding how they search for information and try to accomplish the tasks defined by
the scenario they received. The participants approached the selected Web site with unspeci-
fied and various modes of searching and searched for information with goals appropriate to
the selected scenario. Ten participants are randomly selected to participate in each scenario,
with each participant doing two cases or two different scenarios.
As a result, the research collects in total 100 observation cases, which consist of 10
cases for each of 10 scenarios. The participants’ interactions (physical behaviors) on Web
sites are simply captured through a video recorder. Furthermore, by using protocol analysis,
the participants express verbally what they think while performing tasks in order to reveal
their thoughts (cognitive behaviors) and comments, which are extremely important for the
analytical process.

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Analysis.Methods
Since the research data collected from participants is qualitative in nature, several
methods of qualitative analysis are used in this research to carefully analyze various aspects
of the data, in order to obtain integrated research findings that answer the related but different
research questions on which this research focuses. Each analysis method used in the study
delivers distinctive analytical results answering a specific research question. The analytical
results obtained from these different analysis methods are also cross-examined in order to
accumulate further findings. This collective analysis process helps to uncover the pattern

Table 2. The coding scheme used in thematic analysis

Thematic.Analysis:.Coding.Scheme

User’s.Search.Behaviors:.
Cognitive.Behaviors.(Thoughts,.Decisions) Physical.Behaviors.(Interactions)

Some information is found and they want to learn


Users keep searching in the current
more, or want to know about the details of the
retrieval results.
retrieval documents.

The intended information is found. Users’ primary


information needs are fulfilled, but users are
Users record the information they found.
interested in finding other relevant or related
information.
The intended information is found. Users’ primary
information needs are fulfilled. Users keep searching by changing search
Users are ready to use information they found to take strategy or search methods.
further action(s).
The intended information is not found, or not enough
Users go back to the selected
to take further action(s). Users’ primary needs are not
(bookmarked) page or result.
fulfilled. Users need to keep searching.

Users make a positive decision (to proceed) about


something according to information they found.

Users make a negative decision (not to proceed)


about something according to information they
found.

Users are satisfied. All users’ needs are fulfilled.


Users are able to accomplish their goals based on the
information they found.

Users are somewhat satisfied, but not completely


satisfied. Users’ primary needs are fulfilled, and
users are able to accomplish their goals based on the
information they found. However, users still need
more information to fulfill all their needs completely.

Users are not satisfied. Users’ needs are not fulfilled.


Users are unable to accomplish their goal(s).

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A User-Centered Approach to Web Ste Development 

of relationship that exists among various user cognitive factors, as well as to identify their
substantial impact on user search behaviors and information needs.
Thematic analysis (Boyatzis, 1998), the process used for encoding qualitative infor-
mation, is performed in this study to analyze the overall user search behaviors including
user task list and process. In order to uncover the differences and similarities in user search
behaviors, a thematic analysis framework with a coding scheme is designed based on an
initial observation on user search behaviors. Participants’ search behaviors are captured
through video and sound recording, then analyzed and encoded by using the coding scheme
(see Table 2).
User search behaviors are analyzed at each Web page the user visited as cognitive be-
haviors (thoughts/decisions) and physical behaviors (interactions). Each behavior is encoded
using the preset coding scheme. The result is the sequence of user tasks performed by each
user when searching for specific information on the particular Web site as described in the
scenario they received (see Table 3).
The results, displayed as the encoded information of user search behaviors, are then
further analyzed and generalized to determine the common patterns of information-seeking
tasks that are associated with each study case (scenario) by using a time-ordered matrix
(Robson, 1993). The time-ordered matrix is used to systematically display the encoded in-
formation of user search behaviors in time-ordered sequences by presenting various types
of user search behaviors, both physical and cognitive behaviors, observed in each Web page
from the start to completion of the task (see Figure 7).
Color coding is also added to help identify and group the same or similar tasks together.
This enables one to see the overall task list and its sequence visually and practically in order to
compare the differences and similarities that occur within and across different scenarios.
In addition, the results gained from thematic analysis are eventually summarized as
procedural analysis, which presents the common process or pattern of user search behaviors in
each study case (scenario) including search methods and task descriptions (see Figure 8).
The encoded information of user search behaviors is also further transformed into
Chernoff Faces (Chernoff, 1973; Wainer & Thissen, 1981) in order to further identify and
compare the common patterns of search behaviors that are associated with each user goal and
mode of searching. Chernoff Faces are another coding scheme that is, in this case, used to
help identify user’s search behaviors holistically with regard to how frequent each behavior
occurs, or which behavior occurs more often than the others.
Chernoff Faces also help visualize the frequency of tasks performed within and across
different scenarios. For example, in this coding scheme, the face is used to represent the
user’s information-collecting state. The bigger the face, the more information has been
collected by the user. The eyes represent how much the user searches, while the eyebrows
represent a struggling state (see Tables 4.1, 4.2, and Figure 9).
As shown in Figure 9, Chernoff Face Analysis reveals the patterns of user’s prominent
tasks performed in each different scenario. For example, users in scenario 2, as shown in
the top row, need to perform an extensive decision-making task indicated by the gray and
black hair they are all wearing; in contrast to users in scenarios 4 and 9 who all appear with
no hair signifying that they do not perform any decision-making task at all. The analysis
also visually addresses user search struggle or satisfaction clearly. As seen clearly in Figure
9, all users in scenario 9 appear with complete satisfaction while most users in scenario 4
are unsatisfied with their search.

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Table 3. An example analysis of thematic analysis by using the pre-designed coding


scheme

Information.
User’s.key. User’s.key. User’s.cognitive.........................................................
display.on.
actions speech/thoughts and.physical.behaviors
Web.page

page 1. Some information is found, and they


• “Well ... I want to
. want to learn more, or want to know
look around first.”
Homepage. about the details of the retrieval
. documents.
• “There’re lots
• Menu bar
of categories to
• Table of
choose from here,
contents
but I think I should Users keep searching in the current
• Search field
start searching by retrieval results.
• Recommend
‘Ages.’”
features
Some information is found, and they
• “Let’s see want to learn more, or want to know
page 2. if anything about the details of the retrieval
. interesting is documents.
Result.Page. here.”
.
• Table of • “Visual
contents stimulation ...
• Recommend um ... it sounds Users keep searching in the current
products interesting.” retrieval results.
(small image +
short description) • “Well ... let’s see
what’s in it.”

• “Well ... nothing The intended information is not found,


page 3. interesting here.” or not enough to take further action(s).
. Users’ primary needs are not fulfilled.
Result.Page. • “Maybe I Users need to keep searching.
. should try another
• Small images + category to see
short descriptions if it has more Users keep searching by changing search
interesting items.” strategy.

In order to identify the patterns of user search strategies and methods commonly used
in each scenario, a checklist with a sequence record (Robson, 1993) is designed to record
participants’ frequency and sequence of use of various search tools available on each Web
site. The recorded data is then further analyzed to identify the common patterns of user
search strategies and search methods primarily used in each scenario, as well as to compare
the differences and similarities of user search patterns within and across different scenarios
(see Table 5).

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Figure 7. An example use of time-ordered matrix used for further analyzing and general-
izing the encoded information gained from the earlier thematic analysis by presenting user
search behaviors in the time-ordered sequences

*Participant N/n means scenario ‘N’ / participant ‘n’.

Similarly, in order to identify the patterns of user information needs commonly found
in each study case, another Checklist Record (Robson, 1993) is designed to record the fre-
quency of use of different kinds of information available on each Web site. Different types,
characteristics, formats, and presentation methods of information display that are viewed
by users while performing information-seeking tasks are captured by using the Checklist
Record. This process is used to analyze and identify the main types, characteristics, formats,
and presentation methods of information needed by users to accomplish the given task within
and across different scenarios (see Table 6).

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Figure 8. An example of procedural analysis used for presenting the process of user search
patterns

The analysis of user profiles is collected and built upon user data acquired through
a series of questionnaires provided to the research participants when the observation took
place (see Figure 10). The questionnaire was designed to acquire user demographic and
techno-graphic data focusing on different aspects of user experience, including users’ prior
knowledge and experience in the specific content they are searching, users’ prior experience
in the particular or similar Web site interface, and users’ general experience in Internet use
for information-seeking purposes.
Furthermore, qualitative comparison is conducted by constructing truth tables (Ragin,
1987, 1994) to help further identify additional insights and various factors that may reveal
additional information about user search struggle or success, and help confirm the results
from other analytical methods (see Table 7). This particular analysis is important for the
research since it looks across all 100 cases simultaneously, in contrast to other analyses that
examine 10 observation cases of each scenario collectively.

Validation.of.Coding.System
Reliability and validity of coding schemes specifically designed to use for analysis in
this research is fundamentally important and needs to be examined before the study pro-
ceeds further. In qualitative research, the observer’s consistency and bias in interpreting user
behaviors and using coding schemes to code events are a primary concern. As a result, to

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Table 4.1. The coding scheme used in Chernoff Face Analysis

Chernoff.Faces.Analysis:.Coding.Scheme

Users’.cognitive.states. Chernoff.Faces.
and.physical.states coding.system

Initial.searching.states
Some information is found, and they
want to learn more, or want to know
about the details of the retrieval
documents.

Users keep searching in the current


retrieval results.

Information-collecting.states

The intended information is found.


Users’ primary information needs are
fulfill, but users are interested in finding
other relevant or related information.

The intended information is found.


Users’ primary information needs are
fulfill. Users are ready use information
they found to take further action(s).

Users record the information they found.

Struggling.states

The intended information is found.


Users’ primary information needs are
fulfill. Users are ready use information
they found to take further action(s).

Users keep searching by changing


search strategy.

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Table 4.2. The coding scheme used in Chernoff Face Analysis

Chernoff.Faces.Analysis:.Coding.Scheme

Users’.cognitive.states. Chernoff.Faces.
and.physical.states coding.system

Decision-making.states

Users make a positive decision (to proceed)


about something according to information
they found.

Users go back to the previously selected or


recorded (bookmarked) pages or results, and/
or compare the selected pages or results side
by side in case there are more than one page
or result selected.

Users make a negative decision (not to


proceed) about something according to
information they found.

Satisfactory.states
Users are satisfied. All users’ needs are
fulfilled. Users are able to accomplish their
goals based on the information they found.

Users are somewhat satisfied, but not


completely satisfied. Users’ primary needs
are fulfilled, and users are able to accomplish
their goals based on the information
they found. However, users still need
more information to fulfill all their needs
completely.

Users are not satisfied. Users’ needs are not


fulfilled. Users are unable to accomplish their
goal(s).

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Figure 9. Examples of Chernoff Face Analysis used to visually identify various types of user
search behaviors regarding the frequency of each behavior

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Table 5. An example analysis of user search strategies and user search methods by using
the Checklist and Sequence Record

Checklist.and.Sequence.Record: Showing the frequency and sequence of use of different search


tools — Scenario.2:.commercial Web site + making.decision goal + existence.searching mode
Exploring/Browsing Purposeful searching Auxiliary

Table or diagram w/ link text

Advanced search function


Simple search function
Related items/topics
Feature items/topics

“See more” button


list of items/topics
Table of content

“Back” button
“Next” button
Search field
Advertising

Site map
Shortcut
Menus

Index

1
Participant 2** 5 1 7 7
2/1*
2
Participant 2 6 6 9
2/2
3
Participant 3 2 4 2 5 7
2/3
4
Participant 4 2 1 1 4 6 5
2/4
5
Participant 2 2 3 8 10
2/5
6
Participant 6 14 11
2/6
7
Participant 13 1 15 1 7
2/7
8
Participant 3 1 6 7
2/8
9
Participant 4 5 6
2/9
10
Participant 8 1 10 2 7
2/10

0.2 4.8 0.2 0 0 0.8 0 1.4 0 0.4 0 0 0 8 0.9 7.6


tendency:.mean
Central.

6.0 1.8 16.5

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Table 6. An example analysis of user information needs by using the Checklist Record
Scenario.2
Commercial Web site, making decision goal, existence searching mode
Characteristics Formats Presentation. Types
of Information of Information Methods of Information
display of Information
display
Recommendations, feature articles
Quick references, Bullet points

Short or brief text/information


Stories, sequence information
FAQs, questions and answers

Full or long text/information


Topics, keywords, headlines

Facts, scientific information


Images, icons, illustrations
.Remarks:.
Step-by-step instructions
Comparison information

Complete descriptions Users


Glossary explanations

Abstracts, summaries

Biography references
thoughts,

Textual descriptions
comments

Opinions, reviews
recommendations
Diagrams, maps
on their

Matrix, tables

News, reports
information
needs

Partici-
8 2 7 15 9 23 7 24 21 YES YES Many users
pant 2/1
would like
Partici- to see more
25 2 3 14 8 22 3 22 23 YES YES
pant 2/2 and bigger
pictures,
Partici-
22 4 7 11 11 22 7 22 24 YES YES YES or some
pant 2/3 interactive
Partici- displays
22 4 3 15 7 23 3 23 24 YES YES showing the
pant 2/4
usage of
Partici-
24 1 4 11 15 26 4 26 27 YES YES product.
pant 2/5
Partici- Some users
25 6 2 19 11 30 2 30 30 YES YES YES expect to see
pant 2/6
the same or
Partici-
29 10 30 6 36 35 36 YES YES similar
pant 2/7 information
to what they
Partici-
36 4 2 9 7 16 2 16 18 YES YES YES would see
pant 2/8
on the
Partici- package of
16 4 8 4 12 12 15 YES
pant 2/9 the
Partici- product
pant 27 8 21 6 27 26 30 YES YES when they
2/10 buy in a
store.

Most users
Central want to see
tendency 23.8 4.5 2.8 15.4 8.4 23.7 2.8 23.6 24.8 comparison
(mean) information
or want a
comparison
tool.

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measure reliability and validity of the coding scheme and analysis methods, a second observer
is invited to independently interpret and code the same video data. The scripts encoded by
both observers are then compared to identify the degree to which both observers agree in
their interpretation and coding. This validation process is called double coding, which is
perhaps the most used technique to attain sufficient reliability to proceed with analysis and
interpretation (Boyatzis, 1998; Miles & Huberman, 1984).
After the double coding process is completed, the confusion matrix is constructed
to show where the two observers are different in their judgment when coding the events.
Agreement takes place when both observers use the same code for the same event. On the
contrary, disagreement occurs when observers use different codes to code the same event.
To read the confusion matrix, the scores on the diagonal from top left to bottom right indi-
cate agreement between the two observers, while the scores off this diagonal indicate their
disagreement (Robson, 1993) (see Figure 11).

Figure 10. An example of analysis of user profiles

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Table 7. The construction of truth table 1


Causal conditions Total Output Output
instances code: code:
among presence/ achieving
100 cases absence of goal–search
instance (P) success (S)
A B C D
Have prior Have Utilize Read text Achieve
knowledge visited different or detailed original
and/or the Web kinds of information goal–search
experience site before search thoroughly? success?
in content? (return tools?
user)?
1* 1 1 1 3 1* 1*
1 1 1 0 3 1 1
1 1 0 1 6 1 1
1 0 1 1 8 1 1
0 1 1 1 0 0 n/a**
1 1 0 0 9 1 0
1 0 0 1 12 1 1
0 0 1 1 3 1 1
1 0 1 0 15 1 1
0 1 0 1 3 1 1
0 1 1 0 0 0 n/a**
1 0 0 0 22 1 1
0 0 0 1 6 1 1
0 1 0 0 0 0 n/a**
0 0 1 0 3 1 1
0 0 0 0 7 1 0
= 100 cases
*Number ‘1’ indicates the presence of a causal condition or an output, and ‘0’ indicates its absence. **Code ‘n/a’
indicates that the output code for the particular row is not applicable or it cannot be identified because the instance
of the causal combination on that row is absent.

As shown in Figure 11, the scores on the diagonal from top left to bottom right ap-
pearing in coding ‘A’, ‘B’, ‘C’, ‘D’, and ‘L’ indicate agreement between the two observers.
However, for the coding ‘E’, there is also a score appearing off this diagonal which indicates
an event of their disagreement. Note that in this particular case, both observers do not assign
coding ‘F’, ‘G’, ‘H’, ‘I’, ‘J’, ‘K’, and ‘M’ to any events. Therefore, there is no score for
unused coding in the matrix; this will be different from one case to another.
Then, based on the scores on the confusion matrix, the proportion of agreement, the
proportion expected by chance, and the Cohen’s Kappa are respectively calculated to measure
inter-observer agreement (see Figure 12). “The inter-observer agreement is the extent to
which two or more observers obtain the same results when measuring the same behaviors
(e.g. when independently coding the same tape).” (Robson, 1993, p. 221).
In order to assess the significance of Kappa scores, Fliess (1981) has suggested the
following rules of thumb: the Kappa scores of 0.40 to 0.60 is considered “fair”; the Kappa
scores of 0.60 to 0.75 is considered “good”; and the Kappa scores above 0.75 is considered

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Figure 11. An example construction of the confusion matrix showing the scores of agreement
and disagreement between two observers in their judgment when coding the events

“excellent.” The results obtained from this validation process show that validity of the cod-
ing schemes used in this study, in the view of inter-observer agreement, is positively strong.
The Kappa scores of seven observation cases acquire “excellent” points (0.75-0.95), and
the other three cases also show “good” scores (0.64-0.71).
However, the extent of agreement between two observers who use the coding scheme
to code the same events independently is also affected by some other factors. One primary
factor may be the observer’s learning curve with regard to the coding scheme; one observer
is more familiar with the coding scheme while the other observer is new and still learning
to use the codes and/or interpret the events. Another important factor may be the observer’s
lack of experience or direct contact with the actual participants in the prior observation
when the events were recorded. This occurs when one observer attended the observation in
person when the events were recorded while the other observer was absent. The observer
who had experience or direct contact with the actual participants when the events were re-
corded will be able to capture the participants’ emotions or thoughts that are hard to detect
through watching video data alone. As a result, the two observers may interpret the same
user behavior differently since the first observer also makes judgments based on experi-

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Figure 12. An example calculation of the proportion of agreement, the proportion expected by
chance, and the Cohen’s Kappa Score to measure the extent of inter-observer agreement

ence with the actual participant. These are factors that may play an important role in the
inter-observer agreement.

ANALySIS. OF. RESEARCH. DATA


Patterns.of.User.Search.Behaviors
The research provides a new perspective on design considerations for a Web site
by incorporating requirements from both Web site (client) intentions and user goals.

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The results from this study in which user goals and their modes of searching were
investigated simultaneously with Web site goals to reveal common search patterns as-
sociated with each case and significantly show that the patterns of user search behaviors
are uniquely different depending on their goals and current modes of searching. Even
though each user performed his/her task in isolation and in his/her own way, similar
search patterns appeared based on a shared goal and/or the same mode of searching.
Different search patterns were associated with different user goals and modes of search-
ing, as well as Web site intentions.
In this research, user search behaviors are primarily analyzed by using the the-
matic analysis (Boyatzis, 1998) with time-ordered matrix (Robson, 1993) (see Table 3 and
Figure 7), along with procedural analysis (see Figure 8), and Chernoff Faces (Chernoff,
1973, Wainer and Thissen, 1981) (see Figure 9), to uncover the patterns of user tasks in
each scenario, while Checklist and Sequence Record (Robson, 1993) (see Table 5) is used
to identify the types of user search strategies and methods. The analyses (see an example
in Figure 7) show that users who begin with the same goal will perform their search
similarly in terms of what tasks are necessary to reach the goal. However, if they use
different modes of searching, which depend mainly on how precisely they know what
they want, they will have different search strategies and consequently choose differ-
ent kinds of search methods even though they begin their search with the same goal.
Therefore, based on these research findings, user goals and modes of searching are
the main mechanisms that play an important role in determining user behaviors and
the resulting search patterns.
While user goal is the main factor regulating their task description, user mode of
searching provides the major impact on search strategies and search methods. User goals
determine the different tasks they need to perform to achieve their goal. Simultaneously, user

Figure 13. User goals and user modes of searching, the main factors regulating user
search behaviors and the resulting search patterns

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modes of searching influence their search strategies, or the plans of their search, determin-
ing how hard or easy the search can be and how much time is spent on their search, which
accordingly results in selecting different search methods based on their search strategies
(see Figure 13).
The analyses are collectively done on 10 observation cases of each of 10 scenarios
which are systematically fabricated according to the research analytic frame previously
demonstrated, in order to uncover the patterns of similarities or differences of user search
behaviors. Based on research findings, the participants in scenarios 1 and 2 share the same
search goal. As a result, even though they have different modes of searching and perform their
tasks on different Web sites, the patterns of their task descriptions are very alike. Likewise
the participants in scenarios 3, 4, and 5, or the participants in scenarios 6, 7, 8, and 9 have
different modes of searching on different Web sites but have very similar tasks. Each group
of these participants who share the same search goal, perform their tasks similarly although
they do not share the same search modes and they visit different Web sites.

Patterns.of.User.Search.Strategies.and.Methods
When performing their search, individuals need a search plan — how to perform their
search and which kinds of search tools to use in order to easily achieve their original goal.
This plan is different from person-to-person based on user search strategy. However as stated
earlier, one’s search strategy is influenced by one’s mode of searching (see Figure 13).
As a result, when visiting a Web site, individuals who arrive with different modes of
searching will form different intentions as well as plan different search strategies, and ac-
cordingly perform their search in different ways to reach the same goal. Search strategies
range from a general or less objective search (browse) to a more specific or purposeful search.
These are directly proportional to user modes of searching which range from open-ended
to specific search. They may also plan a fast or slow search based on time available and
the urgency of their need. Users who plan a slow search usually want to record their search
results by using the bookmark function or simply print out the results of retrieval pages
for later use. Search strategy may change from time to time in accordance with modes of
searching, which are based on the current context or situation that unfolds while they are
searching as well as in response to the search results they find or retrieve.
While search strategy is the scheme that generally characterizes user search patterns,
search method is the procedure for how they actually perform their search. This concerns the
types of search tools chosen for use in their search. These search tools may include a menu
bar, table of contents, index, site map, shortcut, search engine, and so forth. Users select
from a combination of these search tools to perform their search based on their strategy.
For example, users who are in the mode of exploratory searching (open-ended search), will
likely plan a slow and general search (search strategy) and explore by browsing the menu
bar and table of contents (search method). On the other hand, users who are in the mode
of known-item searching (specific search), will usually plan a fast and purposeful search
(search strategy) and comfortably use the index or shortcut (search method) to pursue their
search.
The analyses (see an example in Table 5) show that users who begin with the same
mode of searching have similar search strategies and choose similar methods. Based
on research findings, the participants in scenarios 1 and 6 begin their search with the
same mode of searching. As a result, even though they have different search goals and

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perform their tasks on different Web sites, they choose similar search strategies and
methods. Each group of participants who share the same mode of searching chooses
similar search strategies and methods although they do not share the same search goals
and they visit different Web sites. However, note that even though the participants in
scenarios 2, 3, and 7 have different modes of searching from the participants in sce-
narios 4 and 8, they also share similar search strategies and methods.

Patterns.of.User.Information.Needs
In this research, user information needs are primarily analyzed by using the
Checklist and Sequence Record (Robson, 1993) (see Table 6) to identify the types, char-
acteristics, formats, as well as quality and quantity of information preferred or needed
by users to fulfill their original goals. Besides having different search strategies and
methods, users also have different needs for information that can fulfill their goals.
The findings demonstrate that user goals, modes of searching, and prior knowledge
and experience in the contents they search are collectively the main mechanisms that
play an important role in determining their information needs. Consequently, each
user who comes to visit a Web site with a different goal, mode of searching, and prior
knowledge and experience will need different kinds of information in order to fulfill
his/her goal. Information provided on a Web site may be categorized based on various
aspects of information including the characteristics of the information; formats and
presentation methods of information display; types of information; as well as quality
and quantity of given information.
Information characteristics.differ widely including quick reference information such
as short or brief information organized and presented using bullet points; frequently asked

Table 8. Boolean minimization process applied to the primitive expressions from truth
table 1

Minimization.:.Step.1 Minimization.:.Step.2

ABCD combines with ABCd to produce ABC ABC combines with AbC to produce AC
ABCD combines with ABcD to produce ABD ACD combines with ACd to produce AC
ABCD combines with AbCD to produce ACD ACD combines with AcD to produce AD
ABCd combines with AbCd to produce ACd AbC combines with Abc to produce Ab
ABcD combines with aBcD to produce BcD AbC combines with abC to produce bC
ABcD combines with AbcD to produce AcD AcD combines with acD to produce cD
AbCD combines with AbCd to produce AbC BcD combines with bcD to produce cD
AbCD combines with abCD to produce bCD bCD combines with bcD to produce bD
AbcD combines with abcD to produce bcD bCD combines with bCd to produce bC
AbcD combines with Abcd to produce Abc
abCD combines with abCd to produce abC
AbCd combines with Abcd to produce Abd
AbCd combines with abCd to produce bCd
aBcD combines with abcD to produce acD

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A User-Centered Approach to Web Ste Development 

question (FAQ); glossary or explanation; procedural guideline or step-by-step instruction;


comparison information; recommendation; sequential story or report; and complete descrip-
tion. Based on the research findings, user need for different characteristics of information
is influenced by their different goals.
Types of information can be categorized into three different groups. The first group
includes information that comes from personal or expert opinion, critique, review, or recom-
mendation such as an editor’s choice or customer’s review. The second group may include
the information that is collected from news or reports such as today’s news or weekly reports,
and the last group includes the information that presents the facts or scientific information
for any given topic or item. Similar to user need for different information characteristics, the
research findings demonstrate that user information needs for different types of information
are influenced by different user goals.
Formats of information display range from an abstract level, including keyword; topic
or headline; abstract; summary, to the detailed level including brief/short text or information,
full/long text or information, reference, and bibliography. Based on the research findings,
user needs for different formats of information display are influenced by different modes
of searching. Presentation methods for information display range from textual to visual
presentation, including textual or descriptive information (text), diagram, matrix, table,
icon, image, illustration, or combinations of these methods. The research findings show that
information needs for different presentation methods of information display are influenced
by the type and character of the site contents.
Quality and quantity of information range from shallow information, which is usu-
ally not enough to help individuals to take further actions, to a variety of deep and detailed
information. Based on the research findings, user information needs for different levels of
quality and quantity of given information are influenced by various factors related to both the
user and the Web site simultaneously. These factors include user goal; modes of searching;
prior knowledge and experience in the contents they search; as well as the characteristics
of Web contents — simple, everyday topics, or complicated, hard topics.

Discussion.on.Relevant.Factors.for.User.Search.Success
Even though the accuracy of a search engine is one of the most recognized factors
determining user search success or failure, qualitative comparison conducted by constructing
truth tables and applying Boolean algebra method (Ragin, 1987, 1994) demonstrates that
there are other relevant factors that play an important role to influence user search success
or struggle. These influencing factors derive from both user profiles and behaviors as well
as Web site attributes.
The qualitative comparison method is used in this study to examine among cases the
combinations of causal conditions that help produce the positive outcome (users achieve
the goal). These causal conditions include user prior experience in the content and Web site
interface, their behaviors while searching, and several Web site attributes. Two truth tables
(truth table 1 [see Table 7], and truth table 2 [see Table 10]) are constructed from observa-
tion data, which is recorded into nominal-scale and represented in binary form, to display
different combinations of values on the conditions and outputs.
A presence-absence dichotomy is used in the tables to specify what outcomes and causal
conditions are either present or absent in each observation case. Code number 1 indicates

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Table 9. Prime implicant chart showing coverage of original terms by prime implicants

Primitive Expressions

ABCD ABCd ABcD AbCD AbcD abCD AbCd aBcD Abcd abcD abCd

AC X X X X

AD X X X X

Ab X X X X
Prime Implicants

bC X X X X

bD X X X X

cD X X X X

ABD X X

Abd X X

Acd X X

the presence of a condition or an output; code number 0 indicates the absence (see Tables
7 and 10). Truth table 1, as demonstrated in Table 7, is constructed to examine the causal
conditions of user prior experience and search behavior and identify the combinations that
significantly contribute to user search success.
With uppercase letters indicating presence and lowercase letters indicating absence of
a particular causal condition shown in the combination, the data on user search success (S)
from truth table 1 can be represented in the Boolean equation as follows:

S = ABCD + ABCd + ABcD + AbCD + AbcD + abCD +


AbCd + aBcD + Abcd + abcD + abCd

This equation for S (search success) shows 11 primitive combinations of causal condi-
tions that help users to achieve their goal. In order to simplify these primitive expressions,
the concept of Boolean minimization is used. The most fundamental of Boolean minimiza-
tion rules is (Ragin, 1987):

If two Boolean expressions differ in only one causal condition yet produce the
same outcome, then the causal condition that distinguishes the two expressions
can be considered irrelevant and can be removed to create a simpler, combined
expression (p. 93).

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A User-Centered Approach to Web Ste Development 

The Boolean minimization process is conducted in a bottom-up fashion until no further


stepwise reduction of Boolean expression is possible. This process is applied to the primi-
tive expressions derived from truth table 1 as demonstrated in Table 8. With the Boolean
minimization process applied, the reduced expressions (prime implicants) on user search
success (S) from truth table 1 can be represented in the simpler equation as follows:

S = AC + AD + Ab +bC + bD + cD + ABD + Abd + Acd

Then, the final step of Boolean minimization is conducted by using the prime implicant
chart (see Table 9) to map the links between nine prime implicants (see the second equation
previously shown) and 11 primitive expressions (see the first equation). This process helps
to eliminate redundant prime implicants in order to produce a logically minimal number of
prime implicants which cover as many of the primitive Boolean expressions as possible.
Eventually, with the final process of Boolean minimization applied, the final equation
(S) from truth table 1 demonstrates six combinations of causal conditions that produce the
positive outcome (user search success) as follows:

S = AC + AD + Ab +bC + bD + cD

This final equation significantly demonstrates the result showing that causal condition
‘A’ (users have prior knowledge and/or experience in the content), condition ‘C’ (users utilize
different kinds of search tools), and condition ‘D’ (users read text or detailed information
thoroughly) are the important variables that help users to achieve their goals.
Contrary to the traditional view on user experience with Web site interface (first-time
versus return users), the result shows that causal condition ‘B’ (users have visited the Web site
before) is not the primary factor contributing to users’ accomplishment in their search.
In addition, the second truth table (truth table 2) is constructed to examine the impact
of various causal conditions including user prior knowledge in the contents they search
(condition ‘A’) and prior experience in Web interface (condition ‘B’), combined with dif-
ferent causal conditions from various Web site attributes (see Table 10). These variables
include condition ‘E’ (Web site provides different approaches to content classification),
condition ‘F’ (Web site has well-organized search retrieval results), and condition ‘G’ (Web
site provides search tips or examples).
With all processes of Boolean minimization applied, the final Boolean equation (S)
from truth table 2 demonstrates six combinations of causal conditions that produce the posi-
tive outcome (user search success) as follows:

S = AeF + AEFg + AEfG + BeFg + bEFg + Abefg

Significantly, this final equation derived from truth table 2 also confirms that causal
condition ‘A’ (users have prior knowledge and/or experience in the content) is the important
variable that helps users to achieve their goals. Besides the condition ‘A,’ the Web site vari-
ables that have significant impact on user search success include condition ‘E’ (Web sites
that provide different approaches to content classification) and condition ‘F’ (Web sites that
have well-organized search retrieval results). The result also shows that condition ‘B’ (users
have visited the Web site before), and ‘G’ (Web sites provide search tips or examples) have

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Table 10. The construction of truth table 2

Causal conditions Total Output Output


instances code: code:
among presence/ achieving
100 cases absence of goal–
instance search
(P) success (S)
A B E F g
Have prior Have Provide Have well Provide Achieve
knowledge visited different organized search original
and/or the Web approaches search tips or goal–
experience site before to content (retrieval) examples? search
in content? (return classifi- results? success?
user)? cation?
1* 1 1 1 1 0 0 n/a**
1 1 1 1 0 5 1* 1*
1 1 1 0 1 1 1 1
1 1 0 1 1 1 1 1
1 0 1 1 1 0 0 n/a
0 1 1 1 1 0 0 n/a
1 1 1 0 0 0 0 n/a
1 1 0 0 1 0 0 n/a
1 0 0 1 1 9 1 1
0 0 1 1 1 0 0 n/a
0 1 1 1 0 0 0 n/a
1 1 0 1 0 7 1 1
1 0 1 0 1 9 1 1
0 1 0 1 1 0 0 n/a
1 0 1 1 0 9 1 1
0 1 1 0 1 0 0 n/a
1 1 0 0 0 7 1 0
1 0 0 0 1 0 0 n/a
0 0 0 1 1 0 0 n/a
1 0 0 1 0 5 1 1
0 0 1 0 1 0 0 n/a
0 1 0 0 1 0 0 n/a
1 0 1 0 0 0 0 n/a
0 0 1 1 0 6 1 1
0 1 1 0 0 0 0 n/a
0 1 0 1 0 3 1 1
1 0 0 0 0 25 1 1
0 1 0 0 0 0 0 n/a
0 0 1 0 0 0 0 n/a
0 0 0 1 0 5 1 0
0 0 0 0 1 0 0 n/a
0 0 0 0 0 8 1 0
= 100 cases
*Number ‘1’ indicates the presence of a causal condition or an output, and ‘0’ indicates its absence. **Code ‘n/a’
indicates that the output code for the particular row is not applicable or it cannot be identified because the instance
of the causal combination on that row is absent.

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A User-Centered Approach to Web Ste Development 

less impact on user search success compared with other variables. These analytical results
as well as others are further summarized and synthesized, in order to develop explanatory
frameworks of user search behaviors and needs, as well as to establish classifications of
substantial user factors and analytical frameworks to evaluate information design on Web
sites.

CONCLUSION
This investigation demonstrates that a user-centered approach can improve informa-
tion design on Web-based media through study of various factors, especially user cognitive
factors including user goals and modes of searching, to identify the corresponding impact
of these factors on information and functional needs in terms of user behaviors. As an at-
tempt to solve the problems of information-seeking tasks in Web-based media, the research
is successful in providing a new perspective on Web site design considerations by strongly
taking a user-centered approach to incorporate a careful consideration of actual user needs
and behaviors together with requirements from a Web site.
By conducting extensive qualitative research on user study in relation to search
needs and behaviors on Web sites as well as employing various analytical methods to
uncover different aspects of the research data, the study answers the research ques-
tions. The common patterns of user information-seeking behavior, user search strategies
and methods, as well as user information needs presented in different cases are revealed.
These valuable findings will be further synthesized to develop frameworks and clas-
sifications.
Deeper understanding of these various factors, especially user cognitive factors,
may complement the use of existing analytical or design methods such as task analy-
sis and scenario-based design, by helping Web developers to recognize the important
factors that may be subtle or previously unidentified yet substantially affect user task
performances. By recognizing these elements, Web developers can identify the use-
ful and appropriate functions and/or information to include in each particular case,
in order to support user needs and task performances and eventually promote their
satisfaction.

REFERENCES
Boyatzis, R. E. (1998). Transforming qualitative information: Thematic analysis and code
development. Thousand Oaks, CA: Sage.
Brinck, T., Gergle, D., & Wood, S. D. (2002). Usability for the Web: Designing Web sites
that work. San Francisco: Morgan Kaufmann.
Chernoff, H. (1973). The use of faces to represent points in k-dimensional space graphically.
Journal of the American Statistical Association, 68, 361-368.
Fleming, J. (1998). Web navigation: Designing the user experience. Sebastopol, CA:
O’Reilly & Associates.
Fliess, J. L. (1981). Statistical methods for rates and proportions. New York: Wiley.
Ivory, M. Y., & Hearst, M. A. (2001). The state of the art in automating usability evaluation
of user interface. ACM Computing Surveys, 33(4), 470-516.

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of Idea Group Inc. is prohibited.
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Miles, M. B., & Huberman, A. M. (1984). Qualitative data analysis: A soursebook of new
methods. Newbury Park, CA: Sage.
Ragin, C. C. (1987). The comparative method: Moving beyond qualitative and quantitative
strategies. Berkeley; Los Angeles: University of California Press.
Ragin, C. C. (1994). Constructing social research: The unity and diversity of method.
Thousand Oaks, CA: Pine Forge Press.
Robson, C. (1993). Real world research: A resource for social scientists and practitioner-
researchers. Malden, MA: Blackwell.
Rosenfeld, L., & Morville, P. (1998). Information architecture for the World Wide Web.
Sebastopol, CA: O’Reilly & Associates.
Wainer, H., & Thissen, D. (1981). Graphical data analysis. Annual Review of Psychology,
32, 191-241.

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A User-Centered Approach to Web Ste Development 

Section II:

Analysis

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 Farmer & Gruba

Chapter.IV

Understanding.the............
Nature.of.Task.Analysis.........
in.Web.Design
Rod Farmer, The Unversty of Melbourne, Australa

Paul Gruba, The Unversty of Melbourne, Australa

ABSTRACT
Designing usable Web-based interfaces challenges practitioners to carefully consider end-
user behaviour and requirements. Unfortunately, in meeting this challenge, human-computer
interaction (HCI), task analysis is often poorly understood and applied during Web design
activities. Rather than purely evaluating usability against prescriptive guidelines, we argue that
designing for Web-based interaction requires a more holistic and descriptive approach. This
chapter provides an overview of cognitive and postcognitive HCI task analysis frameworks,
and their respective abilities to capture a systemic view of stakeholder requirements. As such,
this chapter provides a valuable resource for researchers and practitioners alike.

INTRODUCTION
Although improved system design results when researchers and developers understand
how users use technology (Raeithel & Velichkovsky, 1996), understanding individual user
traits, such as motivation and other contextual factors that guide user participation during
computer-mediated activities can be deceptively complex. Simply asking users what they
want and how they use a system is further complicated by the fact that users are often inca-

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Understandng the Nature of Task Analyss n Web Desgn 

pable of vividly and objectively describing their experiences with the system (Sommerville,
2004). Expertise, sociocultural, and organisational policy factors may impact perception of
purpose, meaning, and context, and hence influence the quality of user feedback (Gasson,
1999). Therefore, determining whether a system is fit-for-purpose for a particular end-user
population can be extremely challenging.
As developing fit-for-purpose systems is a principal concern of human-computer interac-
tion (HCI), the system design process must ensure that end-user requirements are validated
against those who have a vested interest in its use (stakeholders). Therefore, choosing the
right HCI framework for eliciting, analysing, and modelling stakeholder requirements is
critical for ensuring overall system quality (Farmer, Gruba, & Hughes, 2004). The process
of seeking to understand the human nature of these requirements is referred to in HCI as
task analysis. There is a wealth of frameworks, models, methodologies, and tools that can
be applied to assist in this process. However, choosing the “most appropriate” approach
is dependent upon several factors, including: the domain, context of use, and available
resources.
Task analysis is arguably the most important aspect of HCI as it provides the analyst,
researcher, or developer with insights into the nature of human behaviour. A major benefit
of conducting task analysis throughout the software development life cycle (SDLC) is its
communicative power and ability to elicit and elucidate requirements throughout each phase
of development via a set of formalised attributes and notations. Unfortunately, comparing
and choosing the right task analysis approach during system design is frequently hampered
by the lack of universal notations and user attributes that can be applied across frameworks
(Balbo, Ozkan, & Paris, 2004).
The aim of this chapter is to provide a critical overview of task analysis in HCI and
its application to Web design. Specifically, the chapter will discuss the cognitivist origins of
task analysis, and the recent shift towards more ecologically valid approaches. We discuss
several leading approaches within each paradigm and describe their general applicability
to Web design. We conclude with an integrative approach to task analysis that attempts to
bridge the divide between cognitive and postcognitivist perspectives.

TASK.ANALySIS. IN. HCI


The term task analysis is commonly used to denote a wide range of activities and
processes that attempt to either describe, equate, or predict human performance during
task-based interaction (Diaper, 2004). A direct corollary of early cognitive psychological
research concerning cognition and procedural knowledge (Kirwan & Ainsworth, 1992;
Miller, 1953, 1962), task analysis has been applied successfully to numerous fields of
research, including:

• Interactive system design (Newman & Lamming, 1998)


• Safety critical systems design and evaluation (Paternò & Santoro, 2002)
• Cognitive engineering (Rasmussen, Pejtersen, & Goodstein, 1994; Vicente, 1999)
• Computer-assisted language learning (Corbel, Gruba, & Enright, 2002; Farmer &
Hughes, 2005a, 2005c)
• Multi-modal interaction (Farmer, 2005)
• Intelligent learning object classification (Farmer & Hughes, 2005b)

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Table 1. Types of task analysis (MITRE, 2003)

Types of Task Analysis


Cognitive task analysis System evaluation methods
Knowledge elicitation Descriptive analysis
Computational cognitive modelling Human reliability analysis
Task analysis Cognitive-oriented methods
Computational task simulation System-oriented methods

• Social intimacy (Vetere et al., 2005)


• Web design (Dix, 2005)

It is therefore not surprising to see an increasingly divergent array of theoretical perspec-


tives emerging on the nature of human-machine interaction. Observing that methodologies
in HCI have already reached a sufficient level of sophistication and application, Whittaker,
Terveen, and Nardi (2000) have argued that it is time to address existing problems, rather
than develop additional idiosyncratic models and notations. Indeed, renewed focus has
recently been applied to the problem of integrating and grouping task analysis theories and
techniques, which at first glance may appear fundamentally incommensurate (Farmer, 2006;
Wild, Johnson, & Johnson, 2003).
The primary aim of task analysis is to produce a reliable procedural description of
human praxis. However, unlike mere procedural functions, tasks incorporate the notion of
purpose (Preece, Rogers, Sharp, Benyon, Holland, & Carry, 1994, p. 411), hence goals and
planning. Many task analysis techniques are built on the belief that systems are reducible
to their constituent parts, promoting a systematic, linear decomposition of human praxis
(Watts & Monk, 1998). However, systems can never be logically decomposed into subsys-
tems without losing some implicit value, whether operational (knowledge) or functional
(capability) (Latour, 1987). This said, linear reductionist descriptions of work may be ap-
propriate for developing highly constrained, well-defined environments, such as interactive
voice response (IVR) systems that typically restrict users to inhabiting a single state. Such
cognitive environments therefore promote a strong adherence to a narrow view of user
behaviour (Robinson, 1993). Table 1 shows a variety of task analysis approaches typically
employed within HCI.
Disregarding the actual methods applied within these frameworks, we can further col-
lapse these approaches onto two conceptual axes: descriptive/analytical and cognitive/system.
The descriptive/analytical axis reflects whether the purpose of the analytical framework is to
describe or to empirically analyse interaction behaviour. The cognitive/system axis reflects
whether the framework is cognitively oriented, concerned with modelling mental processes
during work activity, or system oriented, concerned with modelling how individuals relate
cognitively to their social, organisational, and environmental work contexts. As these axes
represent continuums, more fine-grained categories of task analysis now emerge.
Low-level analytic/cognitive approaches such as goals, operators, methods and selec-
tion rules (GOMS) and hierarchical task analysis (HTA) tend to treat task interaction as

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Understandng the Nature of Task Analyss n Web Desgn 

a series of linearly sequenced actions from which we can derive the sense of the activity,
and thus effective system design. Higher-level system/descriptive approaches, such as soft
systems methodology (Checkland, 1999), tend to take a more holistic perspective, focus-
ing on situated activity rather than actions. The growing importance of modelling situation
awareness during HCI is representative of a paradigmatic shift away from individual, in-
formation processing accounts of interaction, towards more socially relevant, tool-mediated
representations of activity.

gathering.Requirements.via.Task.Analysis
Requirements engineering (elicitation, analysis, and specification) is essential to de-
veloping quality Web-based systems as it (1) helps to elicit possible user groups and their
level of involvement; (2) provides insight into user and system requirements; and (3) places
the development effort within a contextual environment (Balbo et al., 2004; Farmer et al.,
2004). Schach (1999) provides a case-based analysis of software development projects,
highlighting that the origin of 80% of all software defects can be traced back to earlier
requirements engineering and design phases. In addition, the cost of fixing a defect during
the maintenance phase, as opposed to these earlier phases, is an order of magnitude. As both
requirements engineering and task analysis serve to determine which features of a system
will render it fit-for-purpose, it is necessary to ensure they are conducted appropriately
throughout the SLDC (see Table 2).
According to Mager (1991), there are four distinct fields of work analysis: (1) perfor-
mance, (2) critical incident, (3) task, and (4) goal analysis. Performance analysis attempts to
describe aspects of human activity that are directly related to understanding and improving
human performance. Traditionally, this area of research has focused on two aspects of work:

Table 2. Purpose of task analysis various stages of the SDLC

Phase Purpose

To elicit, analyse, and specify functional and nonfunctional stakeholder requirements


Discovery within the context of use and the existing limitations and constraints upon the activity
and definition To generate high-level, coarse-grained descriptions of the main tasks and objectives that
are relevant to the user(s)

Traditionally, the role of this phase has been to develop the user-interface design, how-
ever it should also include high-level, system architecture specification, documentation
and additional resource design. These activities should all occur concurrently.
Design
To define and model the generic functionalities of the system, especially consistency
and learnability (affordance, usability) when the system is to be deployed across several
platforms

To analyse the implemented functionality of the system in terms of efficiency


Development
To automatically generate parts of the architecture and subsystem components related to
and Deployment
the functional stakeholder requirements

Evaluation Through the use of specific task modelling notations, to produce a series of design tests
and prediction which evaluate user performance and ensure that the final product is fit-for-purpose

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 Farmer & Gruba

operator awareness and capability modelling; and human-system simulation environments.


Operator modelling is for the most part a behavioural activity, using techniques such as time
analysis and operator function models (Kirwan & Ainsworth, 1992). Human-system simula-
tion environments, on the other hand, require sophisticated, computational-task simulation
tools and theories to evaluate human decision making, including recognition-primed deci-
sions and naturalistic decision making (Zsambok & Klein, 1997).
Critical incident analysis focuses on developing causal models of relationships within
complex systems to prevent accidents or error states in safety-critical environments (Shrayne,
Westerman, Crawshaw, Hockey, & Sauer, 1998). As such, this work requires a higher-degree
of probabilistic modelling and stochastic analysis than the other fields. More than any other
work analysis related field, critical incident analysis attempts to reduce complex activities
to discrete, measurable events.
Perhaps the most difficult category to define, however, is task analysis. Researchers
and practitioners have failed to agree upon a universal definition of “task,” including an
appropriate unit of analysis (Carroll, 2002). As a result, the term task analysis has been
used to describe all four categories of work analysis, especially goal analysis. Accordingly,
contention has arisen concerning the structure of tasks, and their relationship to goals and
planning (Nardi, 1996; Suchman, 1987).

What.is.a.Task?
Figure 1 depicts a traditional structural view of task in HCI where it is seen as a con-
scious act (Kirwan & Ainsworth, 1992; Watts & Monk, 1998). Task-as-activity is comprised
of some goal that must be achieved through mediated interaction via agents and artefacts
of the environment (Flor & Hutchins, 1991; Hutchins, 1995). Planning is implied as goals
reflect the system state to be achieved through effecting some combination of actions (events).
Unfortunately, here we run into trouble. Preece et al. (1994) conceive activities as devoid
of control structures and not requiring thought. While this may be true of some activities
where procedural knowledge has reached a certain level of automaticity through habituation,
it cannot be true of all interactive systems, such as Web environments.
Goals require constant monitoring and evaluation (Suchman, 1987), which implies
conscious decision making. Indeed, it is more logical to assume that tasks are constructed
and maintained within a frame of reference that includes planning (Filkes, 1982). Planning
requires knowledge of when and how to initiate tasks. We therefore question the correctness
of this traditional view of Task, and propose Figure 2 as an alternative. Here the term task

Figure 1. Traditional structural view of task

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Figure 2. Activity-oriented structural view of task

is substituted for activity. As activities are motivated social constructs (Leont’ev, 1978), it
is appropriate that they appear superordinate to goals, individual goals being a subset of
collective goals. As activities exist at the social level, they are less temporal than subjective
individual acts. Planning is therefore rooted firmly within specific communities of practice,
and less open to change and violent fluctuations in behaviour. Given their degree of per-
manence, we classify conscious decision making conducted at this level, meta-planning.
Furthermore, Suchman (1987) argues that individuals plan reflexively rather than delibera-
tively, responding to immediate changes in environmental conditions. As such, planning at
the goal level is likely to be affected by micro changes during an activity. We classify this
within-activity planning, micro-planning. Figure 2 suggests that tasks are subordinate to
goals, thus inverting the traditional view. Moreover, Figure 2 distinguishes between two
types of task: conscious and unconscious.
The mediating variable in task classification is habituation. The more one practices
an event, the fewer attentional (cognitive) resources need to be assigned to performing that
task. Conversely, when an error or breakdown in information flow occurs, these tasks are
raised into consciousness and associated with an existing or newly formed goal (Engeström,
1987). Raising unconscious actions into conscious goal-oriented behaviour has been shown
to significantly impact task performance (Farmer, 2005).

Divisions.within.HCI.on.Task.Analysis
The notion of Task has historically been dependent upon the predominant theoretical
models of the time. According to Goguen (1996), there are today two dominant theoretical
perspectives within HCI: the cognitive (cognitive science and experimental psychology) and
the postcognitive (sociology and anthropology). These perspectives exist along a continuum
polarised by the split between the natural and social sciences (Raeithel & Velichkovsky,
1996). Selecting between cognitive and ecological theories of human praxis can have con-
siderable impact upon system development. For instance, the view that participation within
an activity is not isolated, yet inexorably bound to external relationships and sociocultural

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 Farmer & Gruba

conditions poses serious questions for how we model both functional and nonfunctional
requirements during online system design.
Cognitive approaches to task analysis primarily focus on aspects of user performance
(Diaper, 2004), often neglecting sociocultural phenomenon essential to meaningful interaction.
Postcognitivist, or ecological, approaches underscore the importance of context in evaluating
human praxis. Postcognitive approaches hold that meaningful interaction can only be derived
from careful consideration of the environmental, sociocultural, and historical contexts in
which an activity occurs. Moreover, activity itself is distributed among various cognitive
systems within the environment, and not just at the user interface, as interaction requires
the accessing of information and/or anticipation of events that may be beyond the user’s
experience. Hence, measuring the meaningfulness of interaction is not merely an empirical
measure of performance (human or technological), rather an evaluation of the appropriateness
of an activity in relation to a set of established goals. Furthermore, meaning during online
activity is negotiated through the user interface, and not at the user interface.
Contrary to the more behaviouristic views of cognitivist approaches, postcognitive
perspectives are driven primarily by sociological considerations, including how work is
shared, organised, and completed within communities of practice (Wegner, 2003). This
shift is also indicative of increased research into how we can better capture the context of
interaction; develop greater understanding of user behaviour — in situ — ; and how tool
mediation impacts knowledge acquisition and management (Kaptelinin, 1996b).
The cognitivist dialogue maintains an assumption that derived task models can be
universally applied across different user groups, implying a greater degree of similarity
between individuals than should otherwise be accorded (Preece et al., 1994). Carroll (1997)
suggests that designing systems upon the notion of universally applicable task models
implies certain cognitive equivalences between humans and computers, yet maintains that
artefacts lack self-awareness, and should never be thought to possess knowledge of their
behaviour. Although some may suggest that artefacts possess certain cognitive affordances,
this is often a misinterpretation of the impact of social process, such as cultural conventions,
on object use (Norman, 1999).

APPROACHES. TO. TASK.ANALySIS. IN. HCI


As previously highlighted, the two primary task analysis movements within the field
of HCI are cognitive (behaviourist) and postcognitive (sociocultural). Methods employed
within the cognitivist paradigm promote action-oriented analyses of interaction (Kaptelinin,
Nardi, & Macaulay, 1999). Postcognitive frameworks represent not so much an opposing
view, but rather an argument for greater emphasis on modelling human activity as it occurs
in situ. Postcognitivist methodologies favour goal-oriented or object-oriented analyses. To
better understand how these paradigms differ from one another, we now consider related
methodologies.

Behavioural.Task.Analysis
Behavioural, or cognitive task analysis frameworks focus primarily on how human
behaviour is determined by the user’s internalisation and transformation of input, and how
this information results in output as action. Cognitive approaches to HCI mostly focus on
the user-computer interface, as it forms the critical point of coherence between two discrete

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Table 3. Common objectives of task models (Bomsdorf & Szwillus, 1998)

Objective Purpose
To inform users and designers about potential problems. Common
To inform
themes involve needs analysis, usability, and affordance.

To establish the impact of new or existing tools upon task perfor-


Evaluation of human performance
mance in some work practice
To provide a detailed and structured conceptual model of the task,
System design support including behavioural (time, errors, feedback, etc.) and structural
modelling (functionality, visibility, etc.)
To help develop prototypes, user interfaces, and elements of the
System generation
system architecture

models of processing — that of the human and the computer. While this is true of most
underlying cognitive task models, differing purposes of use have resulted in considerable
variation between approaches.

Cognitive.Task.Models
There are various levels of behavioural task analysis approaches within HCI. These
include low-level cognitive methodologies, such as HTA (Annett, 2004; Annett & Duncan,
1967; Shepherd, 2001), and higher-level, meta-cognitive frameworks, such as scenario-based
design (Carroll, 1996, 1997, 2000, 2002; Rosson & Carroll, 2002).
Behavioural frameworks are structured upon specific task models, structured descriptions
of the interactive task to be performed by the user(s). It encompasses the notion of task and
as such represents the specific set of actions that the user may undertake in a goal-directed
activity. Task models may also include a task hierarchy, indicating task sequencing and any
additional constraints upon usage (Limbourg & Vanderdonckt, 2004). Although most vary
substantially in their depth of analysis, degree of formalism, and purpose, all task models
comprise a set of common objectives (Table 3).
According to Table 3, these common objectives imply that task models can be used
for a variety of purposes, from requirements engineering through to system evaluation,
representing varying levels of abstraction and serving different purposes within the SDLC
(Balbo et al., 2004).
The underlying theme within behaviourist frameworks is that users have an overarch-
ing system goal they wish to achieve, which through intentionality is transformed into
action. Decision making occurs through comparison of intention and perceived system
behaviour (feedback) (Norman, 1999). As such, interaction is modelled as a closed infor-
mation-processing loop — input, transformation, and output. These types of analysis are
effective for modelling and evaluating the primitive tasks that determine user behaviour
in well-structured activities. Here, we briefly describe a set of highly influential, cognitive
task analysis frameworks. With the possible exception of cognitive work analysis (CWA),
we argue that these approaches fail to sufficiently support decision making and problem
solving in unstructured and dynamic environments.

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goals,.Operators,.Methods.and.Selection.Rules
GOMS-based approaches have received considerable attention in the HCI literature
(John & Kieras, 1996a, 1996b), as it can be used quantitatively to predict efficient user
interaction with a system design (task performance), and qualitatively as a means of model-
ling low-level tasks (Kieras, 2004). GOMS-based approaches are also effective at predicting
future task performance. However, models of interaction derived from a GOMS analysis
tend to be abstract, rather than specific. Moreover, GOMS — as initially conceived — does
not account for motivational factors involved in computer-mediated activities, nor is it well
suited for modelling social and collaborative work practices.
The unit of analysis in GOMS is the task. Like HTA, GOMS describes task-based
interaction as a hierarchically ordered sequence of actions, aligned with specific goals (and
subgoals) (Card, Moran, & Newell, 1983). Briefly, GOMS views tasks as comprising:

1. goals: Desired outcomes within some computer-mediated activity;


2.. Operators: Actions that must be executed in order to achieve some goal;
3. Methods: The set of operators that are required to achieve some larger (system) goal;
and
4. Selection.rules: Logic rules used to choose between competing methods given some
system feedback.

Within GOMS, input is received from the system, which is processed and associated
with internalised representations of the system (mental models). This internal system in-
formation is aligned with immediate and overarching goals, and subsequently associated
with competing possible actions. Selection rules serve as transformation functions, helping
to determine which actions possess the greatest utility, and thus provide the most effective
means of interaction. Output is the corollary of some cognitive utility evaluation, represent-
ing the most effective path to achieving the desired goal.
For GOMS, generating meaning from interaction occurs at the man-machine interface
and is highly determined by subjective internal representations of the activity. Unfortunately,
GOMS is highly prescriptive and fails to consider distributed models of interaction, which
consider environmental artefacts, organisational behaviour, and social conventions that reflect
historical decision-making processes and cultural conventions (Hutchins, 1995).

Hierarchical.Task.Analysis
HTA is an action-oriented, decompositional framework primarily concerned with the
training of people in system design and use. Initially developed for analysing nonrepetitive
operator tasks (Annett, 2004; Annett & Duncan, 1967), HTA grew out of the need for a more
expressive model for describing mental processes during man-machine interaction. HTA’s
theoretical foundations lie in system theory and information processing, seeing task perfor-
mance “as the interaction between human and machine, the latter becoming increasingly
complex as computers and automation develop[ed]” (Annett, 2004, p. 68). With relation to
task performance, the term analysis in HTA refers to the process of problem identification
and structuring. HTA is an effective process for proposing empirical solutions to existing
specified problems (Annett, 2004).
In HTA, goal refers to an expected outcome, or system state. Goals and subgoals, may
be active or latent, arising when the need presents itself to achieve some expected outcome.

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HTA frequently models this goal-oriented behaviour as tree structures, such as decision
trees. Goals are established and acquired through an information processing cycle similar
to that in our discussion of GOMS (Annett & Duncan, 1967; Kieras, 2004). As with goals,
actions in HTA may also be decomposed into nested actions, each maintaining their direct
relationship to an established system state. Being nested, actions are available at both the
current node of activity, and at their super node (parent task). Therefore, according to HTA,
user behaviour can be reduced to a cycle of monitoring for new input, deciding upon avail-
able alternatives and controlling subsequent behaviour.
Although an attractive framework, there are a number of problems HTA practitioners
typically encounter. Firstly, when a parent goal becomes active, all subgoals (and their related
actions) become active as well. However, it is seldom the case that a user is simultaneously
aware of current and future goals. Rather, user behaviour is typically more anticipatory and
reflexive (Endsley, 2000; Suchman, 1987). According to HTA, subgoals and their actions
are maintained as conscious constructs available to the user. Again, this is unlikely to be the
case, as many procedural actions essential for effective task completion are habituated or
unconscious even when the associated goal is being actioned (Whittaker et al., 2000).

groupWare.Task.Analysis
Developed by van der Veer, Lenting, and Bergevoet (1996), GroupWare task analysis
(GTA) attempts to incorporate cooperative strategies within cognitive task models. Within
GTA, complex tasks are decomposed into low-level unit tasks (Limbourg & Vanderdonckt,
2004). However, by assigning roles to both tasks and agents in the environment, GTA differs
from HTA in its ability to model aspects of collaboration and cooperation. As roles change
within the organization and across activities, traits that link specific tasks to activity struc-
ture, agents, and artefacts can be identified. This process contributes a social dimension to
task performance analysis. Unfortunately, GTA currently lacks sufficient formalism, and
therefore expressive power, to handle complex environments. Additionally, GTA is pres-
ently only effective when evaluating existing systems. It is therefore not appropriate for
exploratory modelling activities.

Cognitive.Task.Analysis
Cognitive task analysis (CTA) refers to a host of techniques that can be applied to
investigating expert system usage (Gordon & Gill, 1997). Examples include naturalistic
decision making, recognition-primed decisions, and schema theory (Zsambok & Klein,
1997). CTA techniques address many of the weakness inherent to HTA and GOMS by
explicitly modelling procedural knowledge and complex information-processing structures
(Hollnagel, 2003). Decision ladders capture the central characteristic of information pro-
cessing, yet incorporate short circuits, or experience-based patterns of action that permit
experienced individuals to move between goal structures in response to changing action and
planning resources. CTA is therefore highly suited to modelling expert behaviour. However,
analysing sociocultural features of an activity is not sufficiently developed or formalised
in CTA. Although HTA and GOMS may be cast as derivatives of the CTA approach, CTA
is inherently more adaptable, as seen through (1) its advocacy of methodological plurality;
(2) promotion of task heterarchies over hierarchies; and (3) its consideration of both cogni-
tive and environmental artefacts within an activity. As CTA models activities in terms of

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 Farmer & Gruba

cognitive architectures, it is less applicable to investigating exploratory, descriptive, and


ill-structured social activities.

Cognitive.Work.Analysis
CWA is a work-centred framework that represents a major advancement upon traditional
CTA approaches. It is designed specifically for analysing work environments that require
significant human behavioural adaptation to new and existing tasks (Rasmussen et al., 1994;
Vicente, 1999; 2004). It is built upon a meta-cognitive task model that integrates both cogni-
tive and ecological practices within a holistic framework for work practice analysis.
CWA differs from other cognitive approaches in that it does not merely focus on nor-
mative modelling (how HCI should proceed); descriptive modelling (how HCI currently
occurs); or formative modelling (how specific actions are sequenced during an activity).
Rather, the aim of CWA is three fold:

1 Identify the properties of the work environment


2. Define likely work boundaries
3. Evaluate boundary effects on HCI

In CWA, actor-system interaction is always situated within some activity; hence, it


considers not just the tasks actors perform, but also the situation in which they are under-
taken. In conducting a work analysis, activity is broken down into five levels of analysis:
(1) work domain analysis; (2) control task analysis; (3) strategies analysis; (4) social-or-
ganisational analysis; and (5) work competencies analysis. In practice, these five levels are
used to constrain possible human-computer design considerations. Although prescriptive
methods are formalised and integrated within CWA, the framework itself advocates a plu-
rality of analysis techniques, so long as they fulfil a practical purpose. As conceptual levels
are interdependent (soft boundaries), analysis progresses from one layer to another in an
iterative fashion — all layers activated to some lesser or greater extent at any point in time.
Moreover, in applying CWA, there is no explicit ordering of analysis activities (Vicente,
1999). This renders the approach extremely flexible and reduces the learning curve required
to apply its principles in practice.
Work domain analysis seeks to establish the structural limitations of the work domain.
This stage identifies the type of users expected to participate in the activity, the activity prob-
lem, and additional logical and physical constraints upon the system. Control task analysis
represents the set of abstract tasks that control the general flow of information within an
activity. Strategies analysis investigates how individuals or groups overcome a problem
when presented with a set of alternatives. This decision-making process is similar to that of
selection rules in GOMS. However, unlike GOMS, this process considers prior experiences,
spatio-temporal constraints upon operation, motivation, aptitude, and other similar criteria.
Social-organisational analysis seeks to establish how tasks are shared between actors and
artefacts in a cooperative and collaborative manner. Finally, work competencies analysis
examines the degree of training and experience actors bare upon some activity.

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Table 4. Overview of cognitive task models

Approaches
Criteria GOMS HTA GTA CTA CWA
Expressive power LOW LOW MEDIUM HIGH HIGH
Complexity LOW LOW MEDIUM HIGH HIGH
Collaboration NO NO YES NO YES
Timing YES YES NO NO NO
Roles and responsibilities NO NO YES NO YES
Evaluation YES YES YES YES YES
Requires Training LOW LOW-MED MED-HIGH HIGH HIGH
Scalable NO NO NO YES YES
Social Orientation NO NO NO NO YES

Summary.of.Approaches
To determine which approach may best be used within a particular Web design project,
Table 4 provides a brief overview of the cognitive approaches previously mentioned and
demonstrates their shared and unique attributes.

Ecological.Task.Analysis
Until recently, task analysis in HCI has focused almost exclusively upon deriving re-
ductionist cognitive representations of individual tasks (Hollan, Hutchins, & Kirsch, 2001).
Although HCI is currently moving towards more ecologically valid models of human praxis,
postcognitivist theorists have yet to agree upon the most promising alternatives (Kaptelinin,
1996a). Resolving this issue depends on two factors:

1. Establishing a common unit of analysis


2. Constructing integrative frameworks that model both cognitive and social phenom-
ena

The need for integrative frameworks is especially relevant to Web designers who must not
only support existing social practices through a novel medium, but also the cognitive demands
imposed by semiotic constraints when delivering information via the Web (Smart, Rice, &
Wood, 2000). Table 5 outlines the required properties of an integrative framework.
At the heart of the postcognitive movement lies the notion of situation awareness.
Situated awareness represents an understanding of social norms and rules, or a state of
knowledge about the context, situation, and environment in which an activity takes place
(Erickson & Kellogg, 2001). Situation awareness does not describe, per se, the process of
acquiring knowledge, but rather is the end result of invoking any number of cognitive and
meta-cognitive processes during active participation in a practice (Endsley, 2000). Fur-
thermore, situation awareness is distributed among individuals, and hence, actionable and
relevant only within specific communities of practice (Gasson, 1999). Situation awareness

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0 Farmer & Gruba

Table 5. Postcognitive task analysis criteria

Property Description

Common, accessible notation that facilitates conceptual modelling and


Formalised notation system communication of knowledge between interested parties (Balbo et al., 2004;
Erickson & Kellogg, 2001)

The ability to adopt existing methodologies rather than constantly reinvent


Methodological flexibility
the wheel (Whittaker et al., 2000)

Cost-effective practices that encourage the use task analysis during system
Cost-effective practices
design, thus increasing return-on-investment (Stanton, 2004)

Practical methodologies with sufficient expressive power to support novice


Expressive power
and expert usage (Balbo et al., 2004)

An ability to be applied across the SDLC, including integrative mechanisms


Integration within formal soft- that facilitate software engineering practices (Farmer, 2006; Farmer et al.,
ware engineering frameworks 2004; Flor & Hutchins, 1991; Kazman, Abowd, Bass, & Clements; 1996;
Rosson & Carroll, 2002)

Reuse The ability to support that HCI claims reuse (Carroll, 1996; Sutcliffe, 2000)

Research findings and technology must support existing social processes


Ecological validity
and cultural practices (Nardi, 1996)

requires individuals to maintain an awareness of the continuously unfolding characteristics


of an activity. Summarising Endsley (2000), situation awareness entails:

1. Perceiving relevant contextual information


2. Understanding how the roles and relationships between actors impacts information
presentation and communication
3. An ability to use social cues to assist in planning for future events

Albers (1998) states that the quality of an individual’s situation awareness is gov-
erned by their ability to comprehend, integrate, and reconstruct new information. This
three-step process involves extracting the relevant basic information from the task/activity,
integrating the information into the individual’s conceptual understanding of the problem,
subsequently generating new rules and beliefs so as to extrapolate the information into
future problem-solving situations. As situations change and new information is presented,
so must the individual’s awareness of emerging conditions that are likely to impact upon
their effective participation in an activity. The problem of situation awareness is highly
relevant to developers of Enterprise Content Management systems where the most critical
factor impacting successful deployment and integration is user adoption. Postcognitive task
analysis frameworks that maintain the centrality of situation awareness are more likely to
succeed at meeting this challenge.
Goals, experiences, expectations, and motivations are interdependent constructs
that produce localised expectations about situated action, and as such influence situation

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Understandng the Nature of Task Analyss n Web Desgn 

awareness (Endsley, 2000). Goals help to orientate an individual across a series of tasks,
including error recovery. For example, when a user encounters an error during interaction
with a Web-based form, a breakdown in planning occurs. In assessing available feedback,
the user must evaluate available actions against their goals and state of knowledge about the
activity. In overcoming the breakdown or conflict, emergent behaviour may not only result
in a reprioritisation of individual goals, but may also lead to new interaction strategies.
Expectations are influential in the division of attention during HCI, acting as a selec-
tion mechanism, reducing demand on cognitive resources to efficiently respond to new
information. Experience is also influential in the development of automaticity. For instance,
expert system users are expected to demonstrate better skills compared to novices, as they
are likely to have developed more efficient strategies and greater responsiveness to over-
coming breakdowns. The difficulties novices face may be a result of their lack of habituated
actions during HCI, rendering the task more cognitively demanding. Situation awareness
among novice users typically increases through gradual exposure to, and experience with,
the system. However, increased situation awareness does not imply good task performance.
It is a probabilistic construct, making good performance more likely, yet not assured.
The notion of situation awareness is found within several postcognitive HCI frame-
works. Here, we present a broad comparison of a few notable frameworks. We examine
how each of the competing frameworks conceives of an appropriate unit of analysis, and
how this unit of analysis impacts each framework.

Situated.Action.Models
The situated action view of HCI treats knowledge as a subjective construct. Knowledge
is inexorably linked to interpersonal communication and contextual activity. Knowledge is
not only subjective, but specifically relevant to a particular situation in which some work
practice occurs (Gasson, 1999). Nardi (1996) notes that situated action perspectives are
more focused on context-sensitive practices than on the cognitive properties of the artefacts
with which individuals interact.
The unit of analysis in situated action is the motivated activity within a relevant com-
munity of practice (Lave, 1988), supplanting the largely cognitivist unit of analysis, task.
Within each of the ecological perspectives treated in this chapter, the notion of task is redefined
or appropriated to mean action. Subjugating the importance of task to activity promotes the
influence of actor roles, relationships, and sociocultural cues within a particular setting.
One of the key characteristics of the situated action model is its adherence to reflexiv-
ity in system design. Experience, cultural and historic beliefs and anticipatory planning on
behalf of the individual are therefore de-emphasised within this perspective. Rather, situated
action focuses on the immediacy of interaction, the fluctuating conditions of the situation,
and the learning opportunities provided by an individual’s creative response(s) to alternative
paths through the activity (Lave, 1988; Nardi, 1996; Suchman, 1987). An activity’s structure
is not something that precedes interaction but emerges directly out of the immediacy of the
situation. Planning and goals are produced in the course of action, and thus are work prod-
ucts, rather than characteristics that orient the activity (Bardram, 1998). This view implies
that people are basically opportunistic. Planning and goals either emerge concurrently out
of participation in the activity itself, or by conscious reflection upon previous interaction.
As situated action subscribes to the view that analysts should only be concerned with
recording observable behaviour (Endsley, 2000), we believe that it is not appropriate for ana-

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 Farmer & Gruba

lysing exploratory domains, where it is crucial to first identify the contextual problem under
investigation and subsequently determine the expected outcomes of the activity. Similarly,
we feel that the approach is not sufficiently descriptive to examine large collaborative work
activities where knowledge and planning are often spread across actors. In large organisa-
tions, activity is seldom seen as a knee-jerk reaction to current events.

Distributed.Cognition
Distributed cognition is concerned with how knowledge is propagated and transformed
by agents within activity. An agent is any cognitive artefact of the system, be it human,
machine, or other work product. The unit of analysis is the cognitive system. Distributed
cognition relaxes the assumption that the individual is the best or only useful unit of analysis
and thus extends the reach of what is considered cognitive to both systems that are smaller
and larger than the individual (Hollan et al., 2001; Hutchins, 1995). The cognitive system
in distributed cognition is thus more akin to the term complex cognitive system.
Goals, according to distributed cognition, are not merely maintained within the mind
of the subject (individual or group), but rather embedded within the cognitive system. Dis-
tributed cognition posits that artefacts may themselves possess goals. The cognitive system
can only be understood when we know the contributions of individual agents, their shared
contributions and collaboration strategies, and the nature agent behaviour in the environ-
ment. In contrast to situated action, distributed cognition incorporates culture, context and
history, but from within an embedded perspective (Hollan et al., 2001).
There are striking similarities between the distributed cognition and activity theory
(Nardi, 1996). Both are activity-centric: they recognise activity as a hierarchical, goal-ori-
ented structure; align physical, verbal, and nonverbal actions with specific goals; and they
distinguish between conscious and unconscious actions. Additionally, neither framework
prescribes a particular set of methodological practices. Nevertheless, there are two notable
differences between the approaches:

• Activity theory is essentially human-centric, individuals motivating activity.


• In activity theory, artefacts are not seen as goal-oriented, cogent entities.

In contrast to activity theory, distributed cognition holds that in cooperative environments,


individuals maintain only partial models of the problem. Hence, for distributed cognition,
complex systems rather than individuals are the appropriate unit of analysis.
Latour (1987) provides theoretical support for this last argument, stating that part of
what is technological is social, and what is social is technological. As relationships in ac-
tor-networks constitute human-human and human-artefact interaction, a change in content
structure, user interface, pedagogy, or number of participants in an activity has the potential
to change the nature of an activity. While not implying that an artefact is cogent, actor-
network theory suggests how a work product may impact social and cognitive processes
(Tatnall, 2002).

Activity.Theory
Activity theory is a descriptive conceptual framework that has emerged primarily from
contributions by Vygotsky (1986), Leont’ev (1978), and Engeström (1987). Activity theory
serves to describe the different forms of human praxis and developmental processes involved

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Understandng the Nature of Task Analyss n Web Desgn 

in HCI. Activity theory represents a truly ecological approach to task analysis, providing
a broad theoretical framework for examining collaborative activities (Stanton, 2004). As
the name suggests, the unit of analysis in activity theory is the activity itself. Individual
and social processes are interwoven in the generation of contextualised meaning. Similar
to distributed cognition, individual knowledge and meaning cannot be separated from the
context of an activity.
Activity theory (depicted in Figure 3) is an object-oriented, task analysis framework.
The importance of goals is present, however they are subordinate to motivated outcomes,
or objective purpose (object) (Whittaker et al., 2000). Unlike situated action, interaction is
not opportunistic, but purposeful. Purpose is context specific as activities define context, and
context defines an activity. Therefore, the act of doing in one context cannot be considered
congruous with the act of doing in another (Lave & Wegner, 1991). This is in direct contrast
to cognitive task models such as GOMS.
One of the principal tenets of activity theory is tool mediation. Activities are mediated
by individuals carrying out their tasks through the use of available artefacts in the environ-
ment. When an artefact is used to mediate interaction, it is said to become a tool. A tool can
be any material or mental process used to transform or convey information (Kaptelinin,
1996b). As tools exist only through purposeful activity, they contain cultural and historical
residue. They are therefore capable of imparting external sociocultural beliefs and historic
conventions upon an activity.
Activity theory posits a hierarchical structure of activity, consisting of three primary
elements: activity, object-oriented actions, and operations (Leont’ev, 1978). As.shown in
Figure 3, activity is motivated by the subject (individual or group). An activity is comprised
of mediated, object-oriented actions. Each action is associated with one or more parent and
subgoals. This implies that actions are polymotivated; each action (task) may be applied to
accomplish several goals. This is important as it provides a way of supporting alternative
paths or strategies within an activity for obtaining the purposeful outcome. Accordingly, we
cannot focus purely on the action itself, as its purpose or role is ambiguous. Lastly, opera-
tions are habitual behaviours or unconscious actions.
According to activity theory, there is constant interaction between these three elements
of human praxis. This dynamicism is critical to our understanding of human behaviour in
interactive environments. However, despite the advantages of applying an activity theoretic

Figure 3. Activity theory framework

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 Farmer & Gruba

approach to interactive system design, there is as yet no systematic way of interfacing the
approach with rigorous software engineering methodologies (Turner, Turner, & Horton,
1999).

Scenario-Based.Design
Scenario-based design (SBD) promotes the use of scenarios (or structured narratives)
in HCI as a way of understanding human activity and creating computer systems (Carroll,
2000). Today, they are widely used across disciplines. In an attempt to render software
development more social, Carroll (1996, 1997) argues that activity theory can be applied
effectively to SBD. While Carroll does not describe how this can be accomplished, sugges-
tions are found elsewhere (Carroll, 2000; Go & Carroll, 2004; Kazman et al., 1996; Rosson
& Carroll, 2002). Admittedly, natural language narratives are not the most scientific notation
used within HCI or software engineering; however, it is often by these means that techni-
cal information is conveyed throughout the development effort (Carroll, 1996). Moreover,
scenarios provide a flexible mechanism for integrating “real life” accounts of activity with
the more empirically discrete views employed within software engineering.
During discovery and definition (see Table 1), scenarios can be used speculatively
at the start of the SDLC to document expected user behaviour or to describe hypothetical
activities. In the absence of an existing system, this process improves ecological validity
during requirements engineering (Stanton, 2004). To assist with requirements engineering,
Kaptelinin et al. (1999) suggest that Activity Checklists can assist practitioners to focus on
salient aspects of an activity, thereby constraining the process of requirements engineering
during SBD.
Scenarios represent purposeful interaction within a system, and are inherently goal-
oriented. Scenarios are always particular to a specific situation, and thus situated within a
particular frame of research. Because scenarios are actor-driven, describing interaction from
the perspective of at least one individual, they can be effectively integrated with an activity

Table 6. Overview of postcognitive task models

Approaches
Situated. Distributed. Activity. Scenario-Based.
Criteria
Action Cognition Theory Design
Expressive power LOW LOW MEDIUM HIGH
Complexity LOW LOW MEDIUM HIGH
Collaboration NO NO YES NO
Timing YES YES NO NO
Roles and responsibilities NO NO YES NO
Evaluation YES YES YES YES
Requires training LOW LOW-MED MED-HIGH HIGH
Scalable NO NO NO YES
Social orientation NO NO NO NO

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Understandng the Nature of Task Analyss n Web Desgn 

theory framework. Finally, as scenarios use a common notation, natural language, all stake-
holders in the development process can easily communicate requirements, experiences, and
other opinions/beliefs without requiring extensive training. Consequently, scenarios serve
as an excellent lingua franca for communication between all project stakeholders; a primary
goal of any good task analysis framework (Balbo et al., 2004).

Summary.of.Approaches
Table 6 provides a brief overview of the postcognitive approaches described previously
and demonstrates their shared and unique attributes.

TOWARDS. SITUATED. TASK.ANALySIS..................


IN. WEB. DESIgN
In this chapter we have outlined the limitations associated with both cognitive and
postcognitive approaches to task analysis. Cognitive approaches suffer from their inability to
model dynamic social processes; to consider aspects of interaction which are not reducible to
discrete cognitive events; and to elicit and describe user goals and their limited extensibility
and transferability to new domains. Postcognitive approaches on the other hand suffer from
a lack of tools and techniques that bridge theoretical frameworks and practical design and
evaluation methods. Although promoting increased reuse of HCI knowledge, postcognitive
frameworks are less computationally powered, thus possessing a significant barrier to their
integration into standard Web design practices as described in Vora (1998). The challenge
therefore is to promote integrative, task analysis frameworks that support both cognitive
and ecological perspectives (Czerwinski & Larson, 2002). This new breed of task analysis
frameworks is referred to as situated task analysis (Farmer & Hughes, 2005b).
Situated task analysis incorporates the view that in natural settings, problems are fre-
quently ill defined, requiring communication, collaboration, negotiation, and prioritisation.
This broadens the field of regard from the individual to include organisational and social
contexts. This situated view can be seen as an example of macrocognitive architecture, de-

Figure 4. Concept/goal generation during requirements engineering

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 Farmer & Gruba

scribing cognitive functions as they are performed in natural settings (Klein, Ross, Moon,
Klein, Hoffman, & Hollnagel, 2003). This is in opposition to the traditional microcognitive
view of task analysis that focuses on the building blocks of cognition. A detailed account
of a situated task analysis framework: cognition, activity, social organisation, environment
(CASE) is provided in Farmer (2006).

A.Simple.Approach.to.Situated.Task.Analysis.in.Web.Design
A major obstacle in developing Web sites that are both usable and fit-for-purpose is
capturing stakeholder requirements and communicating them to other project team members,
especially designers. User requirements are often qualitatively produced, resulting in rich
descriptions of functional and operational requirements. While this assists with understand-
ing the nature of activity, it does not always suit developers who are required to describe the
system in terms of discrete, verifiable behaviour. In the following, we describe an iterative
five-step process that facilitates communication and integration of both static and dynamic
views within the requirements engineering and design phases of Web site development.

Step.One:.Requirements.Engineering.and.goal.generation
The first step in our process is requirements engineering. Scenarios are ideal in this
situation as they are written in natural language and are therefore highly accessible and
require little practitioner training (Go & Carroll, 2004).
Figure 4 describes the iterative process of eliciting user requirements using activity
checklists (Kaptelinin et al., 1999) and scenarios. Scenario descriptions are iteratively refined
until they are stable, the outcome being a set of scenarios reflecting multiple viewpoints of
interaction. Using an initial Activity Checklist, containing likely questions and statements
related to the purpose of the activity, and a minimal-use scenario, we initiate the requirements
elicitation process. As shown in Figure 4, our first aim is to elicit initial traits or themes that
emerge out of the user’s perception of the activity. Users may be additionally asked to develop

Figure 5. Iterative goal-driven scenario development

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Understandng the Nature of Task Analyss n Web Desgn 

their own use scenario to increase participation and contextuality during the development
process. This process continues, redefining the scenarios and checklists, until we are able
to group these traits into sets of themes or categories. At each stage, the new scenarios are
validated against the users themselves in order to maintain internal consistency.
In a similar manner, once no further traits emerge from our analysis, we proceed by
reducing these initial categories to a core set of salient concepts. These concepts can be
considered high-level objectives within the activity or goals. These concept-goals can be
considered fairly stable and transferable between users, as they will have been derived
from multiple perspectives. Finally, we arrive at a set of scenarios that represent the key
concept-goals of our activity. These scenarios can be linked together to provide a chain or
hierarchical view of the scenarios relative to a particular requirement. The corollary of this
process becomes increasingly important as we move towards the initial design phase.
In Figure 5 we see more clearly this process of scenario refinement and linkage. Our
initial minimal use scenario (R1.1) is iteratively refined to reveal particular traits of the ac-
tivity (R1.2). As this ultimately is an exploratory process, each stage can be seen as a form
of goal refinement. We notice in Figure 5 that within this process of refinement, conflicts
between scenario views (i.e., between users or between users and developers) result in an
update of the Activity Checklist. In this way, we are able to capture the context of use and
apply this knowledge to subsequent elicitation cycles. As we move towards concept-based
scenarios in our analysis, we move away from action-oriented perspectives towards more
holistic, goal-oriented views of activity.

Step.Two:.Determine.Salient.Features.of.Interaction
Having constructed a core set of requirements containing both low and high-level
views of interaction, the next step is to determine which concepts are most critical to the
success of the Web application. Although we already possess relatively stable concept-goals
with which to initiate our design process, some concepts may be more salient than others.
Techniques for determining salient cognitive and social features during interaction are
described in Farmer (2006).

Step.Three:.From.Scenarios.to.UML.Use.Cases
Upon establishing the most salient concept-goals with the system, the next step is to
transform these rich textual descriptions into static, structural views, amenable to inclusion
in the design process. This can be achieved using unified modeling language (UML), use
case diagram notation (Rumbaugh, Jacobson, & Booch, 1999). We start by modelling the
high-level use cases. These typically correspond to the concept-goal scenarios previously
elicited, and hence provide a goal-oriented system view. Subsequently, we drill down into
each of these use cases, decomposing them into their subsystems and determining their
structural constraints.
Use case decomposition, as shown in Figure 6, is the process of iteratively decom-
posing an activity into its constituent parts. This process has already been achieved via the
bottom-up process of concept-goal generation. Therefore, use case decomposition may
easily be achieved by associating each concept-goal with its related categories and traits.
This information is present within the previously constructed scenario chains. Designers are
therefore able to isolate requirements at particular levels of granularity as well as investigate

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98 Farmer & Gruba

Figure 6. Example of use case decomposition

the structural relationships between use cases (implements, depends, generalises) via the
rich descriptions provided in the scenarios.
Figure 6 provides an example of a use case decomposition for an online shopping
activity. In this instance, the user has only four concept-goals. These are search catalogue,
view shopping cart, buy book, and change profile. Common concepts that are shared among
requirements, such as login, can be modelled via a dependency relationship. Modelling the
relationship between a concept and a category (see Figure 4) can be achieved through in-
heritance, or implementation. In addition to modelling relationships, designers may choose
to isolate particular concept areas, such as social organisation, to further narrow the design
perspective.

Step Four: From Use Cases to Design


After constructing the UML use cases at various levels of granularity (from goals
to actions), the next step involves transforming these formal decompositions into design
elements. One way to manage this complex process is to establish distinct viewpoints,
modelling the system from various perspectives (Rumbaugh et al., 1999). Here, we only
consider the structural and behavioural system views. The major distinction between these
views is that the former emphasises object-oriented interaction, whereas the latter describes
event-driven interaction.
The structural view provides a physical description of how the Web site will be made up
of various components, including relationships between those components. This is primarily
achieved using UML class diagrams that provide an object-oriented view of the system.
While primarily promoting a static view of the system, object methods and attributes can
also be shown. Using the use cases generated previously from the concept scenarios, it is
possible to rapidly construct a high-level representation of the site structure, objects acting
as placeholders for each concept goals.

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Understandng the Nature of Task Analyss n Web Desgn 

Figure 7. UML Class diagram representation of concepts

Having modelled at a conceptual level the key user requirements as UML classes or
objects, we use the link structure provided during the initial requirements engineering phase
to determine additional objects, methods, and attributes of the system. For instance, we can
model category-based scenarios in UML class notation via aggregate relations (“is-part-of”)
to our concept-based objects (Figure 7). Additional techniques, such as noun extraction
(noun=object, verb=method, adjective/adverb=attribute), may be used to extract structural
information from the scenarios themselves (Schach, 1999).
Figure 7 provides a simple demonstration of this process. In this instance, the class
objects Login and Search represent complex objects associated with login management and
searching a Web site. We note these relationships could have been modelled alternatively
as methods (login and search are verbs) within other classes, or as interfaces that could be
implemented by other objects, as shown in Figure 6.
This process can be extended to the trait-based scenarios to establish additional object
attributes. This process has several benefits: it provides a rapid means of determining initial
site structure within a goal-oriented framework; it permits designers to link design decisions
back to initial requirements, as well as examining requirements from various stakeholder
points of view and at various levels of granularity; and designers may link additional de-
sign-centric scenarios to each requirement, providing details such as event sequencing and
information flow, therefore improving traceability between the SDLC phases.
In examining methods and attributes more closely using our scenarios, we are likely to
become more focused on event-driven behaviour. In developing a behavioural system view,
we are interested in modelling the flow of system information through event or function-
driven interaction. We typically see functional flows (Appendix A) and sequence diagrams
used at this point in the initial design phase. These techniques constrain interaction to a
finite-state representation, limiting users to predetermined paths through the system. Where
multiple paths may initially exist, functional flow analysis and task models may be used
to determine optimal paths through the system in order to reduce variability and improve
site effectiveness and efficiency. At this point, our design analysis has moved away from
modelling goals to modelling actions and evaluating task performance.

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00 Farmer & Gruba

Finally, these event-driven views may be abstracted to form UML dialog models or ac-
tivity diagrams, providing a means of aggregating task models or flow analyses. These dialog
models may then be linked into our initial scenario/requirements chain to provide additional
system information. This process ensures a multi-view representation of requirements that
are linked forwards and backwards to design. Moreover, it ensures that both goal-oriented
and action-oriented perspectives of interaction are conveyed during development.

Step.Five:.Start.Over
We recall that task analysis is not a once-off process (Balbo et al., 2004). This is espe-
cially true of interactive systems and environments, such as the Web. It is important to note
that most people actually learn by doing (Lave & Wegner, 1991). Rather than thinking of
a site’s design as merely being usable, we should consider how the site or application, as a
tool, facilitates participation in an activity.
Developing effective Web sites requires consideration of both novice and expert users.
Most users, however, do not arrive at a site as experts. They reason, use past experiences, and
explore through interaction. Their ability to gain expertise in these virtual environments is
partially governed by how well the design supports and extends the user’s current capabilities.
This can only be achieved when there is sufficient coherence between the context of use and
the virtual environment’s design. Taking a user-centred approach to Web design, including
an appropriate task analysis framework and set of methodological practices, ensures that
developers will never be too far away from their users. Ultimately, it is they who will judge
the relative merits of your site/application.

CONCLUSION
Web design is a complex activity at the best of times. Not only do designers frequently
encounter technological limitations imposed by a novel communication medium, but also
they are highly isolated from their users. Moreover, arguably more than with any other
technological medium, the Web application target audience is extremely heterogeneous.
Therefore, the ambiguous and diverse nature of Web application use imposes critical limi-
tations on Web design practices. Shadowed by the importance of developing quality, fit-
for-purpose systems, this chapter has highlighted the considerable benefits to be gained by
incorporating task analysis in Web design. Specifically, this chapter has described how task
analysis is not a single process that can be applied indiscriminately of context and use. It is
a highly stylised and domain-dependent activity that occasionally suffers from conflicting
theoretical and methodological approaches.
We have argued that task analysis is not a silver bullet, rather a means of “getting to
know” your users and communicating this information through product development and
evaluation. Rather than describing a core set of prescriptive guidelines for conducting task
analysis in Web design, this chapter has set out to inform the reader via a critical examina-
tion and principled discussion of various approaches to task analysis. Consequently, our
hope is that the reader as practitioner will be both more aware and appreciative of the role
task analysis can and should play in Web design.

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Understandng the Nature of Task Analyss n Web Desgn 0

ACKNOWLEDgMENTS
We would like to thank Baden Hughes and Sandrine Balbo for their collaboration and
comments on related work. Special thanks go to Sandrine Balbo for her presentation on
task models in HCI, which spawned an insightful and lively afternoon of discussions that
stimulated aspects of our discussion here.

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Key (applicability) High Medium Low
Category Method Concept Requirements Task Interface Workload Training Problem
Definition Analysis Design Development Estimation Development Investigation

Cognitive Task Analysis


Task-Knowledge Structures (TKS)
Cognitive and
Cognitive-Oriented HTA
0 Farmer & Gruba

task Analysis GOMS

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Cognitive Work Analysis (CWA)
Applied Cognitive Work Analysis
Interviews
Think-Aloud Protocols
Mock-ups, Prototypes, Storyboards
Knowledge
Elicitation and Wizard of Oz Technique
Structuring Cluster Analysis/Repertory Grids
Cognitive Ladders
Cognitive walk-throughs
Functional Flow Analysis
APPENDIX

Timeline Analysis
Performance
Analysis Operator Function Model (OFM)
Perceptual Control Theory (PCT) Approach
Activity Theory
Descriptive,
Goal-Oriented Situated Action
Analysis Distributed Cognition
Scenario-Based Design
Human Reliability Failure Modes and Effects Analysis
and Critical Incident
Work Safety Analysis
Analysis Category Generic Error Modelling Systems
Task analysis matrix adapted from a survey conducted by Bonaceto and Burns (2003).

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Understandng the Nature of Task Analyss n Web Desgn 0

Section III:

Design

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0 Forsman

Chapter.V

From.Behavior.................
to.Design:
Answering.the.Questions.of.
Who.and.What.to.Build.
Human-Centered.Products.
and.Information.Systems
Catherne Forsman, USA

ABSTRACT
This chapter illustrates and discusses the historical context of human computer interaction
(HCI) concepts such as ethnography, personas, scenarios and task analysis. It also offers a
case study of the HCI process for creating products and information systems requirements
for a variety of environments and people. Within the case study some of the questions that
are focused on are: (1) How do we know who our users are? (2) How are demographic
/ psychographic identifications different than personas? and (3) How do we get to the
“what” or prototype of a product or interface from the research findings. Understanding
what these HCI concepts are, their history and how they are used illustrates how the HCI
professional can envision, prototype, and create a clear understanding of the environment
that a person uses a future product in and types of people who use that product. Addition-
ally, this process and HCI concepts are illustrated in hopes of stimulating further thinking
and processes within the HCI field.

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From Behavor to Desgn 0

INTRODUCTION
Today we are connected to rich information sources at a technical level. To tap into
these sources, humans need an interface that is easily accessible and secure for what we are
trying to accomplish. In the technology world the nexus of the human need for appropriate
information and how to retrieve that information is fashioned by HCI professionals. They
create the interface or product that helps humans tap into the rich information sources. Yet,
there are questions in the HCI field of how best to do this. What has emerged is a mixture
of anthropology techniques (ethnography), design techniques (visual design), information
architecture techniques (library science), human factors techniques (usability studies), and
HCI techniques (participatory design). In other words, a multi-disciplinary field forming
and emerging in order to clearly meet the end goal of usable information systems, interfaces
and products for human beings. This type of emerging and changing is witnessed in the
posting of jobs in the field ranging from Interaction Designers to Information Architects to
Human Factors Specialists to Designers. Many times, the resulting job descriptions will be
similar with slightly different focuses, but with the same end goal: create an interface to an
information structure or develop interfaces for an existing product that is usable.
One area that is of particular interest to business and HCI professionals is the phase
before a team and management creates an interface or product. The question is: What should
be built? This chapter illustrates how a HCI professional identifies and understands what is
needed before an interface or product is envisioned.
This is the phase where the following questions are asked and answered: “Who and
what are we building this for and why?” From this starting point, HCI professionals create
the framework for what meets human and business needs for a particular population.
It is one of the more challenging and debatable areas of HCI, but also one of the more
exciting opportunities for both businesses and practitioners because identifying the landscape
of human need and context means human need is understood first and technology enables
and supports those needs. This influences innovation as a process, user adoption, and usage
when the resulting interface or product is built. This human-centered approach to technology
has its roots in practices started years before this publication, and that, until the 1990s, were
disparate fields of study. Out of necessity and common sense, the HCI community has merged
different tools and techniques through the years to create a multi-disciplinary approach to
answer fundamental questions such as “who and what.” “Who” being the understanding
of people that will eventually use the technology and the “What” being how to solve and
innovate to create the appropriate thing that will meet their needs.
This history is a necessary starting point because it informs where we are today and
offers a core understanding of how HCI professionals may go forward to craft their own
methodologies to further the practice. Not all the questions and answers have been asked
in how to best assess what is appropriate to build to meet human needs. In fact, we may
only be at the beginning of understanding this process and in the next decades to come HCI
processes may formalize further and more investigation and case studies can inform the
field as to what works best.

SOME. HISTORy
Businesses from Microsoft to St. Jude’s Medical embrace the idea that understanding
the human requirements of any technological innovation, or the “what” and “who” for that

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0 Forsman

technology needs to be understood before the “how” of building that technology is answered.
To answer the first questions, more essential questions must be asked by HCI professionals
that address the idea of who we are building the product for. In order to answer the question
of “who” we must ask ourselves what the best ways are to discover this. How companies
and UCD professionals go about answering these central questions varies given the direction
of management within the organization and the tools that are used.
A set of tools can be deployed that help both management and HCI professionals
answer and resolve these questions into blueprints that make sense to engineers, managers,
and users. Finding the right tools for the questions and the answers for each situation means
understanding where we are now and some of the historical background. By understanding
how we got to today, our choices become more solid and beneficial to the challenges that
we face developing usable interfaces and products.
Before the 1990s, specialists were trained in such things as ergonomics and task analy-
sis. Understanding these two aspects of machine operation in a nondistributed environment
qualified many professionals to understand how a machine operated when someone used
it, and whether or not the user could easily operate the machine and interfaces. Most of the
studies and work were done after the technology or machine was built. Social movements,
such as participatory design (meaning, users participate in the design of the machine and
interface) in Scandinavia, took on the challenge of social dynamics in organizations because
they saw a direct link between the sociological/anthropological organizational structure and
environment and the group of workers who used machines that would be most needed and
operated successfully or unsuccessfully within the work environment. Without involving
the workers using the machines in the requirements analysis, most early Scandinavian HCI
practitioners believed workers within organizations could suffer needless injury, task failure,
and fatigue. These early practitioners — although performing their studies in nondistributed
environments — realized that the sociological/anthropological underpinnings and creation of
machines in specific environments could not be separated from studying how well someone
completed a task on a well-designed interface or machine.
In the 1990s, Jonathan Grudin argued that HCI had passed through a number of stages
in its development and was, at that time, moving into a fourth stage, which he character-
ized as “a dialogue with the user” (Grudin, 1990, p. 262). From that point onward, user
experience has encompassed the study of how people perform tasks and engage in activi-
ties in their environment before a technology is built. Findings are then modeled on these
behaviors and translated into knowledge that is disseminated both in political dialogues
and practical blueprints.
Seminal works worth further examination are: Lucy Suchman’s Plans and Situated
Action, published in 1987. Her interest in moving HCI practices into the realm of social
research rather than end-user testing still resonates today. Bonnie Nardi writes about the
value of researching communities to understand requirements. Karen Holtzblatt and Hugh
Beyer in their book titled, Contextual Design: Defining Customer-Centered Systems, (1998)
lay out the fundamental need and use of ethnographic research to both generate questions
and produce answers for systems built in context of the user’s world. Paul Dourish writes
eloquently about the philosophical underpinning and paradoxes of “context” in his book,
Where the Action Is: The Foundations of Embodied Interaction. These references all deal
with the incorporation of anthropology, psychology, and social techniques as they are in-
corporated into the HCI practice.

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From Behavor to Desgn 

While the books mentioned are helpful for understanding the larger issues of context
and collaboration, another type of study that influences the current set of tools available
comes from Scandinavian efforts in participatory design. Scandinavian and North American
professionals undertook efforts to marry collaborative practices to product development. HCI
professionals and designers worked closely with intended users of the resultant product dur-
ing the product design phases, using such methods as card sorting and paper prototyping to
create wire frames and blueprints for systems. Many tools resulting from these efforts play a
large role today in so far as each user experience team usually gets user input on wire frames
before they go into development. However, some aspects of the Scandinavian movement
have been lost, such as the full emersion into the culture of the “worker,” including eating
lunch with factory workers, playing football with workers, and forming relationships with
management over an extended period of time. These issues, including long-term commitment
to a community of users, attention to the sociopolitical, and “quality of life,” marked much
of the early work, including values, fears, and aspirations (Grudin & Pruitt, 2002).
Personas were first mentioned in Cooper’s (1999) book, The Inmates are Running
the Asylum. He presents the idea of a persona, or a fictitious character made from parts of
subjects from a test group of people. He does not propose the way to accomplish making
a persona, but introduces the importance of the concept. His concept is widely influential
because it aids HCI teams in envisioning the “who,” or the user as a character, with distinct
goals and intentions in context of their environment. Before the adoption of personas as a
viable means to represent users in context with goals, motivations, and scenarios of action,
understanding groups of Internet users was untenable. This problem made it impractical
for companies to consolidate a clear understanding of the user because there were so many
users from different demograpics and no simple. Determining the user was a difficult and
prohibitively expensive endeavor, usually involving market research, where statistics showed
the usage of the Web site or online product, but did not inform companies of the goals,
motivations, actions, and environments of the users that are most valuable in the innovation
of new interactions and products. Persona development adds another piece to the puzzle in
the advancement of HCI in today’s networked environment.
Today, with the Internet, we live in a massively-distributed computing situation. In order
to meet the needs of understanding the user, in various contexts, and with specific identifi-
able segments, the question really is, “How does a user-experience professional understand
and represent users and get to know a segment of people well enough to understand what
they do and how they do it in order to make the appropriate interfaces and software that
meet their needs?” A concept that brings historical threads together and aids in representing
an accurate idea of a user is personas. This chapter proposes that personas can be used to
identify the “who” for product design and participatory design can be used to specifically
identify the interaction within that product.
This is not an exhaustive list of resources, but it does exhibit the flourishing rich-
ness of resources used to create and question the tools and techniques that work best for
any organization or individual searching to craft a HCI methodology in this manner. The
thread of thought and practice that runs through all of these resources is the idea that HCI
professionals focus closely on the context in which people live and work in order to fully
understand the requirements for building a highly desirable and usable product. The UCD
professional is no longer simply an engineer who tests the end result of an engineering-
dominated product cycle, but the first member of the team to address the concerns of what
a product can be and what social constructs and environments impact the needs of users.

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 Forsman

Additionally, HCI designers are not constrained by a nondistributed environment where


interfaces are built upon systems that are for one organization. They essentially became
members of teams interested in HCI in the context of users’ needs and environment in a
massively distributed network.

THE. WHO.AND. WHAT


“Who are you and how did you get in here?” “I’m a locksmith. And, I’m a
locksmith.”
~ Leslie Nielsen (1926), as Lieutenant Frank Drebin, Police Squad.

Given previous research in the area of HCI, history teaches us that asking “Who are we
building this for?” is a top priority for the project team because all requirements and visions
of the product or information system stem form this knowledge. But, in today’s environment,
answering this question is not simple. Before the 1990s, many software products had a more
readily definable user population because software was built for a defined group within an
organization. Today, organizations creating software that is commercial and widely distributed
may have an indefinable amount of users ranging from a few thousand to millions comprised
of various demographics, speaking different languages, with various cultural orientations.
The question of “who” becomes highly complex. The problem is compounded when the
HCI team begins the process of setting up a schedule that meets the financial needs of the
project. Who do they interview and perform ethnographic research and participatory design
with and how long will it take to find these representative users?
As mentioned in the Introduction, Cooper (1999) introduced the practice of persona
development as a viable tool for understanding users that is manageable both in time and
effort. Much iteration has been made on the initial ideas Cooper introduced. Any organiza-
tion deploying personas will have varying ways of accomplishing the task because there is
no de facto way to create a persona in the industry. However, the importance of personas
cannot be underestimated in their ability to represent a user group in a comprehensible form
to both management and technology teams.
In order to explain the power of personas, a case study is illustrated in this chapter
highlighting the following areas in persona development:

• Many sources of both quantitative and qualitative information are needed to identify
users and generate accurate personas
• Ethnographic research plays a vital role in the development of personas
• Scenario development is dependent upon persona development
• Task analysis can be combined with scenarios for an accurate visualization of what a
character does and what context they exist in
• Participatory design can be informed by personas and the research used to develop
the personas

Who.Are.you?
When identifying “who,” a company may want to understand it is important to stress
that both online and off-line behavior is important to the research. This means that, not only

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From Behavor to Desgn 

to observe as a classifying feature of who they are will the persona research team need to
understand people who use the product online (identified through online usage logs), but
they will also need to study people that meet the segment definition but may not yet use the
product. This is important because research results should show a task or flow of processes
that are both online and off-line, but represent the experience a person goes through in the
entire experience in order to stimulate new ideas and create better products that solve us-
age problems.
For this case study, the experience is “shopping.” Within the experience of shopping
many people go through phases where they use the Internet for research but also use word-
of-mouth recommendations and repeat certain behaviors many times at varying intensities.
Understanding how these behaviors work together in a whole process, when and where, will
ultimately lead to more robust findings that help organizations build to the need of users.
Pinpointing who should be studied in their environment is where most teams begin.
Although strict market research, such as online survey results, does not aid in understanding
people’s tasks and goals in their environment, various forms of this data do aid in identify-
ing who to study. A research methodology can include both a psychographic segmentation
analysis, which identifies segments of users through the use of intercept Web surveys, as
well as a field ethnographic study, which evaluates the goals and motivations of shoppers
on and off-line. The psychographic survey helps identify what type of person should be
studied in an environment whereas the ethnograpy survey shows what a person does. The
ethnographic study includes visiting people in their homes, conducting one-on-one interviews,
collecting artifacts, analyzing behavior, and developing personas along with scenarios. From
identifying “who and what”, a personal can be created. The overall process, or experience,
the persona travels through can be illustrated visually by something in this chapter called
an “experience diagram.” They are designed and created from patterns evidenced in the
ethnographic research by clustering individual behaviors based upon factors determined
important to the overall research agenda. The diagrams help form personas, scenarios, and
requirements. These diagrams also help in visualizing and exploring the basic interactions
of the persona in the world.
The reason it is important to identify who will be studied in any persona study is that
studying the correct users affects the accuracy of the persona. Personas are characters created
from observing the daily activities of a selected group of people. They embody a grouping
of real people’s characteristics into one character that anyone within an organization can
readily comprehend. What extends the persona into time and space from simply a character
representation is the creation of scenarios. A scenario tells the story of how the persona op-
erates in a specific situation. Yet, scenarios formed without personas based in ethnographic
research are simply best guesses at what a user might do. Given this, accurately selecting
people to study in the real world relates directly to the accuracy of personas. Ultimately,
identifying the “who” to study creates better opportunities for accurate scenarios leading
to a fuller requirements set and ideas for innovations that involve interactions in a place
(e.g., signs posted in specific areas, cell phone interfaces, tone and style of communica-
tion, kiosks). Everything revolves around the “who” at the beginning of the user-centered
research cycle.
To begin the search for “who”, intercept surveys can be launched, then review Web
logs and customer demographics launch surveys with specific demographic questions,
then a guide a team in statistical representations of segments (based on demographics)
and psychographics (based on behavioral questions). These segments can then be used for

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 Forsman

recruiting four to six participants to visit during field research. An example of a real-world
research project is as follows:

Example of Survey Timeframe


• The total time frame for survey and analysis is three months.
• The online intercept survey is launched on Brand A, B, C, D, and E on Web sites in
the U.S. and Canada for 1 month.
• The psychographic survey constitutes 6,192 responses with minimum sample sizes
of 250 respondents per brand.
• Surveys and demographic data are analyzed for cultural, demographic differences and
similarities, and representative size.
• Meanwhile, the team goes through market analysis on demographics and segments
performed over the last year.
• All data is gathered together and analyzed for representative segments and the make-
up of those segments.

The following is a representative set of segments developed from both psychographic


analyses and demographic data. Psychographic analysis means here, that key psychologi-
cal questions were asked of identified segments in order to determine their orientation to
shopping, status, acquisition, and behaviors towards money:

1. Get Me from Point A to Point B


2. It Keeps Working on a Budget
3. Work Hard, Play Hard
4. Soccer Moms
5. Make it Fun
6. Status Conscious

This type of survey identifies demographics and some psychological information, but
the goals people have and the actions taken for a specific task are missing. For example,
little is known about what specifically Status Conscious people do or why they do those
things. Without information about actions in context, it is very difficult for a UCD process
to ensue. These findings inform a team about user population and identify who should be
recruited for a team with whom to visit and perform ethnographic research.

Recruiting.Participants
The question of who is to be studied is coupled with the understanding of what ques-
tions are to be answered. This is the phase where initial strategic questions often need to be
analyzed and discussed with management and among the HCL team. What questions were
missed in the initial business strategy sessions? Can these questions be answered during
ethnographic research sessions? What questions need to be asked to get at what a person
does and where they do it in regards to the overall project goal? In other words, now that
the “who” is initially identified, what is it that needs to be known in order to inform the
final design of the product? Once the user research team answers these strategic questions,
the following actions can be taken.

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From Behavor to Desgn 

1. The team creates a screener with questions with a format for recording timestamps
from videotape and quotations
2. The team will begin contacting recruiting firms that will aid in recruiting participants
in the given demographic

For example, the questions and the recruiting efforts will be dictated by the information
found in the previous question and answer phase where strategic questions were brainstormed.
The team should know such things as what they are curious to find a hypothesis, represen-
tative groups of people by location, gender, marital status, number of children, household
income, age, and brand they prefer. Resulting decisions around these characteristics help to
fashion questions to be studied within the field research and identify where the team goes
to complete their study.

Ethnographic.Research
Ethnographic research, or the act of going into the “field” and studying people has
been used in software development to capture user requirements (Blomquist & Arvola,
2002) for the last 10 years. By observing behavior and people in context, rich amounts of
information are uncovered about decision making; behaviors; analysis of conversations
and environmental impact; and examination of artifacts, as well as an overall idea of what
people do, when they do it, and why (Beyer & Holtzblatt, 1998).

Example of Ethnographic Timeframe

• Research conducted over one month


• Thirty-six people interviewed with six participants per segment
• Two cities chosen based upon statistical analysis from survey demographic informa-
tion
• 1.5 to 3 hour observations
• Participants asked to collect “artifacts” prior to the team arriving

Conversational.Journey.guide:.Developing.a.Set.of...
Questions
To ensure consistency and to set expectations, developing a conversation guide to
serve as a loose outline of questions for the team to ask in the field is recommended. The
goal in deploying a semi-structured interview format is that it allows the researchers to ex-
perience each interaction as a dynamic conversational journey, yet more structured in order
to consistently collect information across a range of participants. Once all information is
collected, it will be analyzed to discover patterns.
Some of the topics covered in the conversational guide include:

• Participant.background: day-in-the-life walk-through, family, interests, life stage,


and Internet usage
• Psychographic.questions: role of product in one’s life, relationship to product, and
psychological orientation toward areas such as life, product, family, and status

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 Forsman

• Online.information.process: trigger for purchases, research behaviors, tasks performed,


information needs, online and off-line sources, people consulted, and information
sharing
• Context: self-description of contexts throughout a day, such as what is done in certain
places
• Hopes,.dreams,.fears: dreams for self, family, friends; dream interaction with product,
preparation and coping strategies for certain events pertaining to product

In.the.Field
Entering people’s homes or workplaces is a vital component of the team’s research
process. Videotaping is used to record one-on-one conversations and note taking to record
observations of people that illustrate their day-to-day activities. Additionally, collecting
artifacts (online printouts, any tools or notes the participants deems as extremely important)
from participants help to identify their needs and how they use information. Talking with
the participant before the visit will ensure that they collect objects of importance. Discuss-
ing each artifact will help determine importance, priority, and why they believe the artifact
helps them in their process.
While the ideal team for this type of work consists of a moderator, videographer, and
note taker, executive-level members should be encouraged to accompany the team. Many
times asking the managerial team to dress down in jeans and t-shirts and instructing them
how to work with the team or asking them to take notes during the visit will help bridge
the gap between the immediate impact of research on product development and user ac-
ceptance. Additionally, including management in the process ensures that the power and
impact of this type of research can be socialized within the organization. They inevitably
will be able to give reports on the progress and discuss with others within the organization
how the research may impact more than their area of product development.
As a team continues fieldwork, field notes are written and the videotape is annotated.
This information will later comprise the backbone of the persona character. Though there
are varying approaches to taking field notes, the goal of ethnographic research is best illus-
trated in Emerson, Fretz, and Shaw’s (1995, pp. 64-65) Writing Ethnographic Fieldnotes.
Their strategy is as follows:

The ethnographer’s central purpose is to describe a social world and its people. But often
beginning researchers produce field notes lacking sufficient and lively detail. Through in-
advertent summarizing and evaluative wording, a fieldworker fails to adequately describe
what she observed and experienced. The following strategies enable a writer to coherently
depict an observed moment through vivid details: these strategies are description, presenta-
tion of dialogue, and characterization.

While ethnographic field note taking can be rigorous, additional aspects of ethnographic
work can pose problems for persona development. They include:

1. The notes are “just descriptive.” It is equivalent to instructing the researcher to


describe those and only those aspects of the setting that can be used to demonstrate
its self-ordering properties, and to organize the description such that it emphasizes

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From Behavor to Desgn 

those properties. It does, therefore, specify not only how to look but also what to find
(Cooper, 1999).
2. People rarely recount life in a linear fashion. Characters, events, interruptions, and ad
hoc moments are part of living, and decision-making.
3. As Suchman (1993) has described, the role of The Coordinator takes place when mak-
ing sense of people’s descriptions or actions. This means that other details outside of
classified categories will be observed and that difficulties in categorizing those events
will follow. Yet, these categories retain meaning and have implications in the way
information is classified regarding actions, people, and environments.

There is no “pure” ethnomethodology to follow when observing people in the field.

The alternative is to combine in some form with messy, contestable, provisional,


iterative scenes in which formation and deployment of concepts struggle to
carve workable entities and relations out of the seamless flow, and to cope with
its simplifications, indexicabilities, inconstancies, and a priori theorizing; all
for the prize of having something to say across a wide range of sociological
concerns. (Shapiro, 1994, p. 419)

Faced with this problem, field notes became the backbone of accurate qualitative
research results; much like data is for segmentation analysis. Yet, each user research team
needs to deploy rigorous methods in order to “categorize, index, understand” what was
observed. The more rigorous the field notes, the more specific the final persona will be.
The more accurate the final persona the more likely user acceptance and user requirements
accurately influence for the final product.

Example of Field Note Information


• A report on the day in the life of a participant. This describes what the person does
during with the day starting with something akin to, “I get up at 8:30 am,” and so
forth
• Relationships in the person’s life and how they exchange information
• Perception of self in the world and to product (e.g., says everything, says nothing)
• Memories
• Dream aspirations and real scenarios
• Attitudes about technology, level of technology experience, and expertise
• How they research, look for information, who looks with them, how they share

Beginning Analysis and Writing Profiles


After finishing research in the field, the team can use the field notes and artifacts to
generate user profiles that include references to artifacts, quotes, photos, and an overall
narrative. The purpose of these profiles is to help solidify details and to support recall for
the team during data analysis and persona development (Tahir, 1997).
After the analysis of field notes, commonly raised questions among team members
have to do with the meaning of a certain artifact, a story (conversational analysis), or the
importance a reported interaction may have. These questions should be encouraged and

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Figure 1. An example of profile notes

team members should compare their observations with others in order to mitigate bias in
the observations. At this point, the team is focused on telling a story, but the story may have
varying angles. Also, during this phase allowances need to be made to not know the order
of events; yet focus on the core pattern of how people explained the core behavior and their
interaction with the important aspects identified before the research was conducted. These
processes of analysis leave teams open to discoveries of the core behaviors that emerge
organically and “clump” together.
By thinking about how the patterns relate to a current design situation, the research
can gain analytic leverage on socially-oriented design problems. Patterns of cooperative
interaction can be basically thought of as ways of highlighting regularities in the organiza-
tion of work, activity, and interaction among persons taking part with, through and around
artifacts. (Martin & Sommervile, 2004, pp. 66).
As the team reviews the profiles, important data are uncovered which lead to key in-
sights. Information that appeared important in the field may simply not pertain to questions

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From Behavor to Desgn 

Figure 2. Participant’s environment

relevant to the product or development of personas. Subsequent phases determine what data
pertains to persona development.
Along with profiles, taking many ethnographic photographs, or distilling photographs
from videotape of key observations will help tell the participants’ story in visual terms. Mix-
ing photographs with written profiles adds to the understanding and recall of field research.
For example, from the photograph in Figure 2, one can immediately see the environment
this participant finds herself in while trying to meet with coworkers. This photograph also
shows how her laptop is her office and her relationship to others is done through artifacts
she carries with her on her laptop. And, although these observations may seem obvious
at the time of recording information, they become less and less trivial as finer details and
patterns emerge while researching many different participants in the field. Documenting
everything well and thoroughly will ultimately be invaluable in the analysis phase because
much is forgotten after interviewing an individual.

Further.Analysis
Identifying important factors that identify a person’s process and needs for a specific
product means that the team must become clear about the hypothesis they believe form the
personas. For example, a team may now begin asking, “Does a person’s attitude towards
this product affect their research behavior?” “Has the Internet affected how this person ap-
proaches this process?” “Do they need more information or less information?” “How do
they approach that information?” “What do they do before they begin this process and who
are they asking to help or coordinate this for them?” “What types of information do they
need and how do they get this information?”
Taking these questions into account, the team must then determine what factors of data
will give them the information they need. For example, some key factors that might play
into answering these questions are:

• Age
• Gender
• Life stage

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• Approach to information and the Internet


• Sharing of information or dependence upon others
• Marriage
• Previous experience going through this purchase/research process
• Research style
• Level of information required
• High tech/high touch
• Places people visit and what information they bring with them

Because people have different responses (e.g., level of information needed) mapping
those individual responses can aid in identifying what personas exist among all researched
participants. For example, mapping each person’s responses for the level of information
needed to accomplish the goal to a semantic differential, where one attribute is diametrically
opposed to another helps a team begin to identify which people group together and for what
reasons. In this way, clusters of similar traits form and personas form from this. For ex-
ample, fear factor measures the level of fearful (lowest =1) to how fearless (highest=5) the
subjects approach toward gathering information was based on their statements. This could
be matrixes with age, marital status, previous experiences, and whether they purchased or
not. The important point to notice here is that personas are not created from grouping par-
ticipants from the same segment together, but from grouping participants based upon their
behavior and approach to performing activities.
What results from this analysis is a set of diagrams. These diagrams help determine
what primary influencing factors may be in a person’s approach to dealerships gathering
information, how they do this, and what leads them to accomplish their goal. Many variables
can be tested from the information gathered in field research and mapped to quantitative
scales. What the team begins to yield are distinct groupings of people around a cluster of
characteristics. When these characteristics emerge, the factor can be explored and can po-
tentially influence the personas later.

Task.Flows
After grouping participant’s characteristics and analyzing the clusters, individual task
flows for important processes can be created where the sequence of behaviors for each
person is mapped.
Often, participants studied in the field share their experience in a nonlinear fashion. The
task-flow analysis reconstructs their stories as a sequence of events and behaviors leading
to a visit and/or a purchase (if that is the chosen goal) (Hackos & Redish, 1998).
Throughout this analysis what becomes important is:

• What steps are taken in the shopping research process? What order did these occur?
When did an individual visit a store or place to accomplish what they could not ac-
complish on the Internet? What research occurred before and after the visit?
• What were people’s experiences (e.g., thoughts, emotions, and impressions) as they
carried out each action?
• What observations can we make about users’ implicit needs and experiences?

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From Behavor to Desgn 

Next, analysis can be conducted across task flows, grouping them for their commonalities
and differences. Through this comparative analysis, patterns in behaviors emerge that directly
influenced the persona’s scenario. Grouping similar tasks flows together and comparing to
the previous cluster analysis immediately shows similarities in groups. Essentially what
these persona groups show is a type of behavior influenced by emotional approaches.

From.Analysis.to.Persona
Personas are defined as a singular human representative for a group of people who
share a similarity in needs and behaviors. When pattern searching, numerous “lenses” can be
used to explore patterns in activities, attitudes, and behaviors. The key to defining a useful
persona is in identifying which parameters serve as the critical building blocks for a specific
topical persona (e.g., for a shopping persona).
When looking at the qualitative research, important aspects are determined to be the
most relevant parameters:

Store.Visit
The purpose of a store Web site is to help drive store visits that ultimately lead to
product sales. Because of this, a crucial component of the experience model captures store
visits and addresses the following key questions:

• When in the process does a shopper visit the store?


• What is the frequency of store visits?
• What are the reasons for the visits?
• What attitudes and approaches accompany each store visit?

Research
• What types of information is needed prior to visiting a store?
• How much research is done before and between store visits?

Figure 3 shows clusters of people as plotted from information analyzed in the field
notes. For example, on a scale of 1 to 5 we can now see the amount of information an in-
dividual needs and gets through technology in their shopping process and quickly certain
people may buy or not.
Thing to notice:

1. People who are older tend to require much more personal interaction and use less
technology in their decision process.
2. A large group of younger (20 to early 30s) people is relatively high tech and this could
explain why they need less interaction with sales people when shopping.

Plus, many other observations can be made by understanding what combinations add
to each person’s placement within Figure 2. The main question the team should be asking
themselves at this point is: What is similar and what is different? By answering these ques-
tions a fuller understanding of the cluster emerges. Each cluster will eventually inform the
character of the persona. Some questions that could additionally be asked of this cluster
diagram would be:

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Figure 3. An example a diagram used to plot people researched

• What type of research and information is needed by different shoppers?


• How are shoppers gathering this information?
• What resources do they specifically use?

general.Behavioral/Experience.Model
After going through the data analysis exercise, tasks will also aid in helping the team
understand what is similar about these clusters. For example, the cluster of very high tech
and instant buyers can now be analyzed to see if their experience models tell the team
more about why these people are clustered together. Many diagrams with clusters may not
pertain, but the work of putting together the data and then analyzing similarities in order to
undercover personas is a crucial step in the persona development.
As the team rereads the notes, plotting out an experience model should be based upon
what they have learned during the diagramming exercise. For example, now that the team

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From Behavor to Desgn 

Figure 4. An example of the core experience model as found by analyzing Participants’


notes, profiles, and diagrams

fully understands a group of instant buyers who are high tech, going back over the notes
and profiles to understand this process will be crucial. Plotting out this process in a visual
format will also help to organize the information.
The components lettered A, B, and C in the General Behavioral/Experience Model
(see Figure 4) are:

A. Dreaming,.browsing.(e.g.,.building.a.consideration.set):.The lead-in to a loop rep-


resents shoppers’ “dreaming” and “browsing” phase where shoppers develop ideas to
explore for large ticket items. Lead-ins to subsequent loops represent further looking
around, consideration, and planning.
B. Research.and.information.gathering: The loop represents the online and off-line
research a shopper conducts. From the initial lead-in, this research can serve to find
out more information on the item of interest, or to begin conducting side-by-side com-
parisons. Of particular interest is the amount and type of research a shopper conducts
before they feel ready to visit a store.
C. Store.visit:.The close of each loop at the bottom represents a store visit. As the loops
closes, shoppers move from research and information gathering to a prepared “mo-
ment of contact.” Shoppers have multiple reasons to go into a store and may spread
these visits out or condense them into fewer visits.

As further analysis is done on the core experience model, it will become obvious what
type of experience a certain persona will exhibit. For example, those who were high touch,
married, and also high tech, tended to research thoroughly all of their high-priced purchases
and then include their spouse in the final decision-making process. The experience model

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Figure 5. A experience model for a persona. The goal with the illustration is to build a visual
signature, including designers in this visual thinking process.

for this persona is created to quickly convey to everyone the “signature” of the personality.
An example of how one might do that is in Figure 5.
Once all experience models are created for the identified personas, the final stages of
defining the persona can now take place.

Team.Notes
Some information from field research is intangible (e.g., cannot be easily translated to
concrete findings because transcripts are lengthy or videotape needs to be edited). However,
the intangibles gently influence our understanding of the persona and design requirements.
Given this, including designers and engineers into the persona process is an important ele-
ment in transitioning the intangible information to the design team. Including the design team
when experience models are created is an optimal time to do this. Including other members
of the product development team into the research phase ensures that the knowledge learned
during the initial research is brought into the design of the interface at a later time.

Persona.Experience.Scenarios
Experience models emerge from the research. These are the “signatures” for each of
the personas. They illustrate an overall experience informed by a task flow and clustering
as seen in Figure 6. Later on, these core models are used in tandem with the personas to
create scenarios, suggesting requirements and influencing design decisions. By linking all
of these elements together (experience model, cluster analysis, and task flows), personas
are ensured to be based upon research and more accurately representative of user needs in
any new product development.

Example:
Here are the building block parameters of Store Visit. They are the three key reasons
shoppers visit a store.

1. Browse merchandise
2. Test, feel, and/or try-on merchandise
3. Negotiation and purchase

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From Behavor to Desgn 

Figure 6. Combining the experience model with a scenario to illustrate requirements

The key differentiators for these personas can be found in how quickly they visit a
store and for what purpose, as well as the amount and type of associated research conducted
both online and off-line.

Write.the.Persona
After all the analysis, task analysis, and fieldwork are complete the persona description
can be written as illustrated in template form in Figure 7. Waiting until the last step to write
the persona ensures that the character is:

1. Based on field research, and is therefore imbued with a multi-faceted, yet real char-
acter;
2. is fully formed in the minds of many of the team members and creates very little
confusion; and
3. is a character that is walking through time and completing goals in a specific experi-
ence.

Outcome
As mentioned earlier, including executive members of the team in the field research
helps the research team as they visit people in their homes. They attend interviews and write
notes when needed. After a long day in the field they can meet with the research team to

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Figure 7. An example of a persona template

discuss findings and hand over their notes thereby creating both a deeper understanding of
this type of research and acting as early advocates to the rest of the company as they return
ahead of the team.
The outcome of this is:

• Executives quickly understand the importance of first-hand observation and the enor-
mous value it brings to requirements gathering.
• They are able to advocate the research before the lengthy analysis phase of research.
This includes becoming interested in users’ lives and concerns, which will ultimately
affect the attachment the company will have to the product and the people who use
it. It is a humanization of both the user and their needs.
• They socialize the process as a whole and are able to tell anecdotal stories to others
within the company. This some times adds to the interest within different departments
because the research is no longer seen as simply something done for one product.

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From Behavor to Desgn 

Interest grows and many times can be seen as adding benefits to other products and
areas within the company.

As word spreads throughout an organization, other employees often ask for updates
on the field process as it is interesting and accommodates the human element of product
development. These e-mail notes can easily take the form of status reports and interesting
narratives of travels or anecdotal records of observances. In this way, a design team can
create a grass-roots reporting effort, interesting even to those who are skeptical of the valid-
ity of this type of research to their business concerns. People will often forward the initial
field-note e-mails to others in the company they believe are interested simply because the
information is more compelling and less boring than drier types of research.
When the finalized personas are presented, interested parties attend the meeting includ-
ing those who initially did not know the research would encompass their concerns due to
the socialization of research.
While design research has specific goals and answers it accomplishes by answering
the “who” of software development, it is also a human interest story that unfolds, with
many requirements that can bridge political barriers within an organization. In two or
three projects where persona research was conducted, a full ecosystem of information and
technology was uncovered that was otherwise not known to be associated due to political
barriers within an organization.
Decisions about design are essentially about organizations and the people who approach
these organizations on a one-to-one level either through a technology or not, at some time
and in some space. As we move forward as user-experience professionals, the possibility
of crafting scenarios around hybrid places is emerging such as the home then the office in
one day, or online shopping in an office with saved information for mobile devices. The
Internet has offered many possibilities for understanding the core experience a persona
is involved in and the information needs they have in order to fulfill that experience, but
personas may also answer more complicated questions that earlier research methods could
not help us understand.
Personas and experience models are based on observances of real people in the world.
There is a “slice of time” in which we observe these people, but there may be even larger
slices of time ahead of us. The early Scandinavian design teams understood a larger grouping
of time as inherently influencing design decisions. For the early Scandinavian participatory
design teams, design was viewed as both a community/social practice and a research process.
If longer periods of research times are involved in HCI practices, experience models could
be tested against the reality of “experience.” What I am proposing is that iterate research
for personas may very likely be a method to understand the “what if” scenarios, enhance
our understanding of people and places, and help us understand whether an experience
truly works the way we envision. To this idea, longer periods of research may answer more
questions, tasks analysis could also benefit from a lengthier period of research. Observing
the changing and ad hoc process of completing tasks both with technology and outside of
what we consider the domain of technology can potentially fit into interesting research that
creates a broad and more specific understanding of how people complete goals in different
places.

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The.What
Now that the “who” of the HCI process has been completed, the question is how to
translate this information into prototypes that both designers and engineers understand. From
each of the personas some of the outcomes that can be expected are a listing of technology
priorities, features, and functionality that will meet those priorities. In many cases, features
needed by one persona are also needed by another. Finding this overlap in requirements will
help design prototypes that satisfy all user groups.
After understanding the requirements needed by each persona low-fidelity prototypes
can be made. These prototypes should show both the information needed by each persona
and initial ideas of interactions that will take place within each interface. Once the initial
low-fidelity prototypes are created, they will need to be brought back into the field to test
with persona representatives. This test group of participants should not be the initial segment
participants, but people who match the criteria shown in the persona.
From this point forward, traditionally described participatory design and task analy-
sis will help the user-experience professional begin to refine each prototype to a finished
product.

CONCLUSION
At the beginning of this chapter a reference was made to Grudin’s comment about the
third stage of HCI becoming one in which the HCI professional enters into a conversation
with the user. The question, hopefully answered in this chapter is, “What can one learn in
having a conversation with the user?”
Hopefully, the conversation will become a continuous dialogue. The models, assump-
tions, activities, and methodologies of HCI work will continue to shift through time in order
to more deeply understand how human beings can more easily operate machines. The more
distributed computing becomes, the more varied the methods will be to understand the user,
the location, and the overall experience of each person through time. The attempt to un-
derstand is probably the most important part of this type of work. We attempt to more fully
understand who is using a product, where they live, work, and experience portions of the
important tasks they need to accomplish each day in order to meet their goals. And, finally,
we attempt to fashion usable and desirable requirements for products, communicating those
findings to all concerned constituents. More user research models will hopefully develop
as we move further and further into how we attempt to understand who uses a product and
what it is before building it.

REFERENCES
Beyer, H., & Holtzblatt, K. (1998). Contextual design: Defining customer-centered systems.
San Francisco: Morgan Kaufmann.
Blomquist, A., & Arvola, M. (2002). Personas in action: Ethnography in an interaction design
team. In Proceedings of NordiCHI, (pp. 197-200). Chapel Hill, NC: ACM Press.
Cooper, A. (1999). The inmates are running the asylum: Why high tech products drive us
crazy and how to restore the sanity. Indianapolis, IN: Macmillan Publishing Co.

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of
Idea Group Inc. is prohibited.
From Behavor to Desgn 

Dourish, P. (2001). Where the action is: The foundations of embodied interaction. Cam-
bridge: MIT Press.
Emerson, R. M., Fretz, R. I., & Shaw, L. (1995). Writing ethnographic fieldnotes. University
of Chicago Press.
Grudin, J. (1990). The computer reaches out: The historical continuity of interface. CHI.
Grudin, J. & Pruitt, J. (2002). Personas, participatory design and product development: An
infrastructure for engagement. Proceedings of the PDC 2002, (pp. 144-161). Palo
Alto, CA: CPSR.
Hackos, J., & Redish, J. (1998). User and task analysis for interface design. New York:
John Wiley & Sons.
Martin, D., & Sommervile I. (2004), Patterns of cooperative interaction: Linking ethno-
methodology and design. ACM Transaction on Computer-Human Interaction, 2(1),
59-89.
Nardi, B. A., & O’Day, V. L. (1999). Information ecologies: Using technology wtih heart.
Cambridge: MIT Press.
Shapiro, D. (1994). The limits of ethnography: Combining social sciences for CSCW..Pro-
ceedings of CSCW (pp. 417-428).
Suchman, L. (1993). Do categories have politics? The language/action perspective recon-
sidered. In G. DeMichelis, C. Simone, & K. Schmidt (Eds.), Proceeding of ESCSCW.
The Third European Conference on Computer Supported Cooperative Work (pp. 1-14).
Amsterdam, The Netherlands: Kluwer.
Suchman, L. A. (1987). Plans and situated actions. Cambridge: Cambridge University
Press.
Tahir, M. F. (1997). Who’s on the other side of your software: Creating user profiles through
contextual inquiry. In Proceedings of UPA ’97, Bloomingdale, IL, (pp. 99-112). UPA
Press.

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0 Jefsoutne & Knght

Chapter.VI

Design.Methods.for..........
Experience.Design
Mare Jefsoutne, Unversty of Central England - Brmngham, UK

John Knght, Unversty of Central England - Brmngham, UK

ABSTRACT
The following chapter describes an approach to Web design and evaluation where the
user experience is central. It outlines the historical context in which experience design has
evolved and describes the authors’ experience design framework (EDF). This is based on
the principles of user-centred design (UCD) and draws on a variety of research methods and
tools to facilitate the design, development, and evaluation of user experiences. It proposes
that to design usable, accessible, engaging, and beneficial Web sites, effort needs to focus
on visceral, behavioural, reflective, and social factors, while considering contexts such as
the who and why; what and how; when and where; and with what of Web site use. Research
methods from a variety of disciplines are used to support exploration, communication,
empathy, and speculation. Examples of the application of the EDF, to various stages of the
Web design process, are described.

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Desgn Methods for Experence Desgn 

INTRODUCTION
“Although change is afoot, designers (including design engineers) — still worry
that corporate bosses and clients see them as merely ‘making things pretty.’”
~ Molotch, 2003, p. 28

Producing Web sites is a process that involves a range of skills and disciplines. Design
is not an add-on to make the screens look good. Design impacts on what people do, how they
do it, and with whom they do it. Products, whether they are Web sites, toasters, or services
embody a range of values and our interaction with them is a form of communication. When
interacting with a Web site, for example, we may be communicating with other people, real
or imagined. As we type with the keyboard, we hear and feel the keys and may vent our
frustration through the force of our tapping. While reading the words on a screen we are also
taking in all kinds of nonverbal messages from the layout — images, colours, fonts, icons,
language, and style of language. Our experience is also affected by our surroundings, our
memories of past actions, our current knowledge, and our expectations of the future.
Interaction with a Web site is mediated by a network of people, machines, and systems.
The Internet works because of the design of protocols, browsers, laws, technical standards,
security mechanisms, machines, communication technologies, and physical infrastructure
as much as it does because of the design of the Web pages. Our experience of a Web site
is therefore a product of our personal understanding of its context. Givechi and Velázquez
(2004) describe the “positive space” of a product, which becomes more significant than the
product itself, “the aura of a product, the sum of its physical attributes plus its intangible
essence — or the meaning it hosts for each of its users” (p. 43). The meanings we attach to a
product change with time, in part due to our changing experiences, the wider socioeconomic
and political context of a product, and our changing expectations. To build a successful
product, a designer needs to be aware of as many of these factors as possible, and this is
why a consideration of the whole user experience is important.

FROM. SOFTWARE. ENgINEERINg. TO...................


EXPERIENCE. DESIgN
Concepts like “user experience” and “design of experience” are common in the design
and business communities now (Fulton-Suri, 2004, p.14), but this has not always been the
case, and in some software development circles designer still has negative connotations. It
is important to recognise the context in which Web design has emerged, to understand why
these concerns are so topical.
The development of computer software and interfaces in the 1960s emerged from fields
traditionally associated with engineering and science. This era was typified by optimism for
technology, and even in the traditional design disciplines there was a movement towards
rationalising design methods. Hailed as the “design science decade” (Fuller, 1969, p. 305)
the emphasis was on objectivity, rationalism, and technology.
The term software engineering can be traced back to an international conference con-
vened by NATO in 1968, to solve the “software crisis” (Campbell-Kelly & Aspray, 1996,
p. 200). The crisis emerged from large scale (often military) software projects that encoun-
tered problems in management and quality. In response to these failings a number of risk

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 Jefsoutne & Knght

management strategies were advocated including the waterfall development lifecycle. Here
design and development flowed through a predetermined course of phases. The formalised
nature of the process was predicated by each phase having specified inputs and outputs,
which could be checked along the way.
A design approach based purely on linear, logical problem solving did not work for the
new technologies (e.g., computing, software, and solid state electronics), where problems
were nebulous and constantly evolving through technological development and changing
requirements. Brooks’ (1975) experience on IBM’s System/360 project was typical. He
describes how software defied traditional logical engineering approaches. Even increasing
resources did not improve the success of the approach.
In design disciplines such as product design and architecture, there was a growing
realisation that some problems were unsolvable by logical deduction (Cross, 2001). Rit-
tel and Webber (1973), for example, contrasted the “wicked problems” of design with
the “tame” ones of science and engineering. In software design attention was turning to
human factors. Whereas traditional engineering and industrial design focussed largely on
external and measurable ergonomic factors, computer interaction required an understanding
of internal, cognitive aspects. In 1969 the International Journal of Man Machine Studies
was launched and a new field emerged, looking at what is now called human-computer
interaction (HCI).
The idea that the computer interface could be modelled on human needs rather than
driven by system capabilities led to the development of the graphical user interface (GUI)
launched with one of the early commercially available personal computers, the Xerox Star,
in 1981. Although the product itself was not successful, the concept of the GUI became
almost universally adopted. This interface had been developed using usability engineering
methods, including paper prototyping and testing on potential users. The design process
was iterative and responsive.
In 1985, Gould and Lewis codified their own approach to software development,
identifying the following key principles: early focus on users and tasks; empirical measure-
ment through early and continual user testing; integrated design; and iterative design (Gould
1995; Gould & Lewis, 1985). UCD, as it came to be called, is now embodied in international
standards for software development. International Organization for Standarization (ISO,
1999) 13407, for example, describes it as:

an approach to interactive system development that focuses specifically on


making systems usable. Whatever the design process the allocation of respon-
sibilities and roles adopted, the incorporation of a human-centred approach is
characterised by the following:

a. the active involvement of users and a clear understanding of user and task re-
quirements;
b. an appropriate allocation of function between users and technology;
c. the iteration of design solutions; and
d. multidisciplinary design.

Usability became a high profile issue in the 1990’s (see Knight & Jefsioutine, 2002)
and much of the HCI literature aimed at supporting interaction designers, focused on cogni-
tive and behavioural models of human interaction with attempts to formalise methods (e.g.,

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Desgn Methods for Experence Desgn 

Harrison & Thimbleby, 1990) and generate guidelines about human behaviour, much like
the rational approaches to design.
The relationship between humans and computers is not entirely rational or logical
however. Reeves and Nass (2002), for example, describe the ways in which people treat
computers and software like real people with feelings and personalities. Jordan (2000)
argues that usability is no longer sufficient as a design goal. He argues that customers now
expect products to be easy to use and claims that “usability has moved from what market-
ing people call a ‘satisfier’ to being a ‘dissatisfier”’ (Jordan, 2000, p. 3). People no longer
notice when a product is usable, just when it is difficult to use. Fulton-Suri (2004) points
out “established products have become more similar in technology, functionality, price and
quality, companies have turned to design to differentiate, their offerings…to create stronger
emotional connections with their customers” (p. 13). Lastly, the notion of a problem that
can be identified and solved through logical deduction is often at odds with how successful
products are developed and adopted by consumers.
The challenge for Web designers is no longer just to produce a functioning and usable
product, they must now meet the needs of an increasingly sophisticated and demanding
audience and a competitive market place. The EDF was developed by the authors to address
these challenges by collating useful methods and approaches to designing products like Web
sites and by considering the whole user experience (Jefsioutine & Knight, 2004).

THE. EXPERIENCE. DESIgN. FRAMEWORK


The EDF advocates the principles of UCD already described, and adds another set of
considerations: qualities, dimensions of experience, research contexts, and research methods.
These are described hereafter.

Qualities
Each product will have its own specific user requirements. The EDF proposes that four
fundamental qualities underlie these requirements.

Usable
To go beyond usability does not mean that it is no longer necessary. The benefits of
usability are well documented (e.g., Bevan, 2000). 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” (ISO, 1998) and “the capability of
the software product to be understood, learned, used and attractive to the user, when used
under specified conditions” (ISO, 2000). Indeed, in long-term use of a product, there is
evidence that usability becomes more important than style in predicting users’ satisfaction
(Maguire, 2004). Usability cannot be ignored as a design goal.

Accessible
The Web relies on a level of standardisation such that pages can be accessed by anyone,
on whatever browser or device they use, be it a PC, Mac, or mobile phone. As the Web has
grown, so have the standards and so have the number of inaccessible Web sites. Despite the
publication of guidelines for accessible web design by the World Wide Web Consortium

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Figure 1. The experience design framework (Jefsioutine & Knight, 2004)

(W3C, 1999), a survey of Web designers found that difficulty interpreting guidelines was a
major barrier to implementing them (Knight & Jefsioutine, 2003). Furthermore, the UK’s
Disability Rights Commission (2004) found that nearly half of the usability and accessibility
problems were not violations of any of the WCAG’s checkpoints. DiBlas, Paolini, Speroni,
and Capodieci (2004) argue that “W3C guidelines are not sufficient to ensure an efficient
— even less satisfactory — Web experience” (p. 89). It is important that accessibility is
seen as part of the user experience rather than a series of technical checkpoints to cover.

Engaging
Shedroff (2001, p. 4) suggests an experience comprises of “an attraction, an engage-
ment, and a conclusion”. What attracts someone to a product could be a need to perform a
task, an aesthetic quality, or an affordance. The engagement is then sustained over a period
of time, beyond the initial attraction. Csikszentmihalyi (1991) describes the experience of
optimal experience and flow: “Concentration is so intense that there is no attention left over
to think about anything irrelevant, or to worry about problems. Self-consciousness disap-
pears, and the sense of timing becomes distorted” (p. 71).
Although this level of engagement may not be appropriate for all products, it is useful to
consider the properties of an experience that make it engaging. Fiore (2003) suggests that an
experience includes a number of dimensions: it is educative and memorable; whole, unique
and nonreproducible; historical; meaningful/aesthetic; contextual; physical/sensual/embodied;
and situated in time and space. Jones, Valdez, Nowakowski, and Rasmussen (1994) suggest
that engaged learning tasks are challenging, authentic, and multidisciplinary. Such tasks are
typically complex and involve sustained amounts of time… and are authentic. Quinn (1997)
suggests that engagement in learning applications comes from two factors — interactivity
and embeddedness, where the user perceives that they have some control over the system,
and it is relevant and meaningful to them.

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Beneficial
According to Csikszentmihalyi (1991), an optimal experience is so gratifying that
“people are willing to do it for its own sake, with little concern for what they will get out
of it” (p. 71). One might assume that what they are getting is some degree of pleasure.
Jordan (2000) identifies pleasure as the ultimate quality of the user experience, and DeJean
(2002) points out that pleasure is a complex concept. Apparently unpleasant aspects of the
user experience, such as difficulty, challenge, and fatigue can all be pleasurable in certain
contexts, for example, by generating feelings of achievement or superiority.
Bonapace (2002) adapts Maslow’s (1970) hierarchy of human needs to product use
qualities. His pyramid begins with safety and well-being, moves up to functionality, and
then usability which leads up to an apex of pleasure as the ultimate quality. Dunne (1999)
explores the “aesthetics of use” and argues, “The most difficult challenge for designers of
electronic objects now lies not in technical and semiotic functionality, where optimal levels
of performance are already attainable, but in the realms of metaphysics, poetry and aesthet-
ics, where little research has been carried out” (p. 7).
Liu (2003) describes qualities of “psychosomatic soundness,” referring to the extent
that a product contributes to the “wholesomeness” or well-being of a person (from “harm-
ful” to “healthful”) and the degree to which it is ethical (“bad/wrong” to “good/right”) (p.
1296). Knight (2004) too, argues for a reconsideration of the ethics of HCI design. The
EDF uses the term benefit to include such concepts as ethics, psychosomatic soundness,
pleasure, and self-actualisation.
The EDF, therefore, advocates designing for the four fundamental qualities of product
use of accessibility, usability, engagability, and benefit. To do this it becomes necessary to
widen the focus of research beyond cognitive and behavioural interaction, typical of usability,
and HCI studies, to include a multi-dimensional approach to experience.

Dimensions.of.Experiencing
McDonagh-Philp and Lebbon (2000) suggest that emphasis must change “from hard
functionality, to soft functionality” (p. 38). Rather than focussing on what a product does and
how it does it, the focus is on less tangible aspects like emotional associations, familiarity,
aesthetics and taste. Fiore’s (2003) framework of experience considers physical, emotional,
and intellectual aspects. In a similar vein, Norman (2004) describes emotional design in terms
of its “visceral, behavioural, and reflective” elements (p. 63). He points out that these three
levels of experience are not discrete but interact with each other. Spillers (2004) suggests,
for example, that a new icon on a screen could arouse a state of curiosity or annoyance,
producing a change in the user’s emotional state “which can either propel the user toward
a feeling of satisfaction (success) or disappointment (failure)” (p. 2).
Jordan (2000) develops Tiger’s (1992) concept of pleasure, and describes four ways
in which pleasure can be experienced: “Socio-Pleasure” arises from interaction with oth-
ers or from a product that represents a social grouping; “Pyscho-Pleasure” comes from the
satisfaction felt when a task is successfully completed or from a product that makes a task
more pleasurable. “Physio-Pleasure” is derived from the senses; and “Ideo-Pleasure” is
derived from entities such as books, art and music or the values that a product embodies
(p. 13-14).
The EDF uses Norman’s (2004) classification and adds a social dimension. The EDF,
therefore, directs attention to the visceral, behavioural, reflective, and social dimensions of

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experience. Furthermore, it suggests that they be considered in the context of the use quali-
ties. For example, considering accessibility in the context of each dimension may generate
design goals such as:

• Accessible/visceral: legibility and visual clarity, text alternatives to audio content


• Accessible/reflective: limiting cognitive overload /clear, simple language use
• Accessible/behavioural: keyboard alternatives to using a mouse, shortcuts, voice
input
• Accessible/social: culturally inclusive, secure, private, moderated

Research.Contexts
This section describes a set of key questions that can be asked throughout the design
process to develop an understanding of the contexts of product use. The questions are derived
from a number of models including Rothstein’s (2002) model consisting of the four As of
“activity, artefacts, atmosphere and actors” (p. 3), and Ortony, Clore, and Collins (1998)
cognitive model comprising “events, agents and objects (p. 63). The EDF advocates four
key contexts: (1) who and why (users and stakeholders and their motivations); (2) what
and how (content, tasks, task flow, actions, functionality); (3) when and where (situation,
frequency, environment); and (4) with what (tools, knowledge, and skills).

Who and Why


In order to be user centred it is necessary to identify who the users and stakeholders
are and what motivates them to use a product. It is important to include everyone, however
limited their involvement with a product might be. Users of a software system, for example,
might include people that buy it, use it at home or at work, communicate through it, people
who sell it, or sell on it, administrate it, repair it, install it or support it (e.g., Hackos &
Redish, 1998).
When the focus of UCD goes beyond usability, it becomes necessary to collect data that
pertain to the qualities and dimensions of the EDF. This might include: demographics (such
as age, gender, ethnic origin, and culture); behaviour and skills (such as computer literacy,
typing skills, embedded knowledge of a task or system); knowledge and experience (such
as novice or domain expert, tacit knowledge); personal characteristics and motivations (such
as personality, learning style, attitude, aspirations, values, beliefs, tastes, and preferences);
and physical characteristics (such as dexterity, physical abilities, height).

What and How


This refers to the tasks or activities that will be supported, influenced, or affected by
the product and how users carry out these tasks. Tasks are typically mapped from a behav-
ioural perspective or cognitive dimension. Liddle (1996) suggests, “The most important
component to design properly is… the user’s conceptual model. Everything else should
be subordinated to making that model clear, obvious, and substantial” (p. 21). The EDF
suggests that activities be considered in all dimensions. For example, an airhostess may be
performing complex emotional tasks as well as checking in baggage (customer relations,
anxiety reduction, risk assessment, etc.) (Hochschild, 1983).

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Desgn Methods for Experence Desgn 

When and Where


The role of context in understanding tasks was emphasised by Suchman’s (1987) no-
tion of situated actions, that activity is conditional on the situation in which it takes place
and is of an improvised rather than planned nature. What people say they are doing or how
they do it, is an after-the-event rationalisation. Context should be considered in terms of all
of the dimensions. For example, what is the user’s current frame of mind? What ideological
factors will influence their experience? What aspects of the environment affect their visceral
experience — are there loud distracting noises around or reflections on the screen? What
emotional state is the user in? What other behaviours are they performing? What is the
social context — is the product being used with friends to communicate, to play, to learn,
or to work cooperatively?

With What
This refers to objects, artefacts, or tools that are being used or are influencing use
(such as software, browsers, input devices, assistive technologies), and to knowledge, ex-
pertise, and skills that are used to carry out tasks. Considered in the context of qualities and
dimensions, brainstorming, for example, might suggest that a haptic interface or 3D glasses
(visceral) may improve engagability when viewing a virtual museum object. Conversely,
users’ knowledge of existing interface conventions (reflective) may create expectations that
reduce the usability of an innovative interface.

Methods.and.Tools
Reeves and Nass (2002) point out that people are rarely aware of their less rational
motivations, so attempts to model what people are thinking or doing by asking them will
not necessarily capture the reality of an experience. They advocate the use of methods from
the social sciences to establish what people really think. The EDF suggests casting a wide
net across many disciplines to find appropriate and useful methods.
Rather than prescribing a process or method, the EDF suggests that a range of tools
and techniques can be employed provided they cover four basic purposes — exploration,
empathy, communication, and evaluation. Furthermore, by applying these methods to the
dimensions, qualities, and research perspectives, a better understanding of the user experi-
ence as a whole can be achieved.

Exploration
These methods are about discovery and can be drawn from demography, ethnography,
market research, psychology, and HCI. They include surveys, interviews, questionnaires,
focus groups, task analysis, field observation, user testing, affinity diagramming, laddering,
and experience diaries. A key area of exploration is in understanding users’ mental models
of a domain. This can be explored by, for example, in depth elicitation techniques and card
sorts.
Contextual interviews are conducted during the activity or in the environment in which
the product will be used. Users are able to refer to artefacts, such as the documents, memos,
and equipment that they normally use in their workflow, and indeed may be encouraged
by the researcher to describe what they are doing. One of the most common methods of
achieving this is to use the “think aloud protocol” (where users verbalise their actions). This
has the advantage that the user is not relying on memory to describe his or her actions, and

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the researcher is able to note and probe omissions. There are some disadvantages however.
The act of conscious reflection may change the way the task is performed and may create
excessive cognitive load, or compete for the same cognitive channel as the task.
Both ethnography and ethnomethodology have been applied to eliciting contextual
data. Ethnography is the study of a culture achieved by researchers immersing themselves
in that culture in order to understand it, while ethnomethodology studies the ways in which
participants give order to and make sense of their social worlds (Garfinkel, 1967). The focus
of ethnomethodological studies is often at a very detailed level of interaction, including
interaction between people and artefacts, technologies, and systems. For this reason it is a
useful approach for the study of complex work situations, for example, air traffic or train
control systems (Heath & Luff, 2000). The researcher may also use the artefacts produced
by organisations, such as manuals and training materials; policies and procedures; and
forms and documentation to enrich the detail of the observation. The rationale for applying
these approaches to design is that the knowledge acquired will enable designers to work
with, rather than against, users’ ways of understanding and making sense of the activities
in which they are engaged.
Nevertheless, integrating these methodologies within the design process is not without
its problems. The skills of trained ethnographers are often underestimated. Done properly,
ethnographic methods involve sophisticated and skilful observation and recording techniques.
The data may be far more detailed than the designer needs, and in a form that is difficult to
interpret. Furthermore it can take many years to do a full ethnographic study, and for most
software development projects, this amount of time is unrealistic. A simpler version may
include shadowing target users for a short time, noting what they do and use, taking photo-
graphs, asking questions, and using techniques to elicit their values or emotional responses
(Beyer & Holtzblatt, 1998).

Communicating
Design involves communication with a wide range of people, from users to software
engineers. Design teams need to accommodate different viewpoints and share a common
language. Curtis (2002) emphasises the importance of actively listening to a client and
finding out the story behind a product. Hammer and Reymen (2004) stress the importance
of designers expressing their emotional as well as rational reflections on design decisions.
Communication methods serve to clarify and share the goals of stakeholders, the exploratory
research data, design requirements, and ideas to a multi-disciplinary team who may not have
a common vocabulary. It is important to ensure good communication throughout the process
to ensure the product itself communicates the design goals effectively. Methods include story
telling; user profiles and personas; use cases or task scenarios; scenario-based design; mood
boards; written briefs and specifications; storyboarding; and prototypes.
User profiles are generated from demographic data and lifestyle surveys. They can
include textual and visual descriptions of key user groups. They are used to think through
design solutions and for recruiting users for research. Mood boards are normally collages
of photographic information that aim to generate a visual “personality” for the product or
service. Mood boards can be created by designers or users or be the result of collaboration
between the two. Mood boards are useful because they work at a nonverbal level where
people may otherwise have difficulty expressing their wants and needs. Storyboards are
time-based often with a narrative aspect. Storyboards can be sketches or low-fidelity screen
shots of a user’s interaction. Prototypes range from paper sketches to working interactive

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Desgn Methods for Experence Desgn 

replicas. Information architecture can be communicated through formalised diagrams and


charts or simple tree structures and hierarchies.

Empathy
These methods represent an approach aimed at gaining a deeper understanding and
empathy for users. They include focus groups, diaries, workshops, participatory design, and
immersion. Diaries can be used to record users’ interaction with a product over time while
workshops and participatory design involve users in the development team either directly
or through a user advocate that champions their perspective. Participant observation, or “eat
your own dog food,” involves taking part in the activity or culture being observed, where
the designer becomes a user. Molotch (2003) describes a method used by Ford designers
in which they test products “dressed in what they call a ‘third age’ suit, with glasses and
gloves, to simulate having the body and eyesight of a 70-year old” (p. 49).
Crossley (2004) describes a technique used to help designers develop an awareness of
the target audience for male grooming products. It involved:

rapidly immersing the design team into the lives, hearts and minds of people
in a short space of time. The challenge for this project was to get young men
inspired to tell us their own stories and express their emotions about a mundane
functional activity”… “Character modelling [was used] … where the team and
sometimes the user has a kit with questions, cameras and collages, [that enabled
them] to frame and understand the lifestyle of the person they are creating for.
(pp. 38-39)

Personas are used to develop a shared vision of end users among development teams.
They can be textual, visual, animated, or acted. One of the most important functions of
personas is to get teams to think differently about people, as Cooper (1999) notes:
A fully realized, thoroughly defined user persona is a powerful tool. Until the user
is precisely defined, the programmer can always imagine that he is the user. A completely
pronounced user persona is key to the suppression of any tendency for the developer to usurp
or distort the user persona’s role. Long before a single line of code is written, a well-defined
user persona becomes a remarkably effective tool for interaction design. (pp. 128-129)
Role-play is often used to encourage designers to empathise with users. Dramatic
techniques can also help teams get into the minds of users and their values. Carmichael,
Newell, Morgan, Dickinson, and Mival (2005) describe how the UTOPIA project improved
designers’ understanding of requirements. Using professional actors the project developed
video scenarios of elderly people using technology. This was then shown to design teams
to encourage them to design for others rather than themselves.

Speculation
In addition to understanding users’ wants and needs, designers also need to speculate
about new solutions and future trends. The Sony Walkman, for example, introduced an entirely
novel mode of behaviour that no users had asked for. The decision to add text messaging to
mobile phones was based on a speculation of how that functionality might be needed and
by whom. The success of text messaging, however, was based on its uptake by an entirely
different user group with its own needs and method of use. Designers may need to predict
how users will adopt and adapt to a new product.
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Here the solution is not tied to a particular technology or need but to reconceiving it.
Good design requires up-to-date knowledge of what is possible and the ability to see beyond
the obvious. There are a number of methods that achieve this. Jones (1990) sees speculation
as “divergence, transformation and convergence” (p. 64-68) and suggests methods such as
brainstorming (search for alternatives) and synetics (search for alternatives by analogy).
Rosson and Carroll (2002) describe scenario-based design in which scenarios are
deployed throughout the design process to speculate the future. Scenarios can be used to
challenge existing practices and encourage users and designers to think beyond the confines
of the current situation. Dunne (1999) describes the use of scenarios to communicate design
ideas and to stimulate thinking beyond the preexistent reality. He suggests that they can
“push the viewer towards a more complex, emotional or revolutionary understanding of the
problems posed” (p. 75). By testing design ideas rather than prototypes, the user’s attention
is shifted from the “aesthetics of construction” to the “aesthetics of use” (p. 73).
Speculation and innovation are, in part, about predicting the future, and a number of
methods have been developed for this. The UK Cabinet Office published a Futurist’s toolkit
(UK Cabinet Office, 2001) describing six key methodologies for futures work, including
quantitative and qualitative trend analyses, the Delphi survey method, scenario methods,
wildcards, and future workshops. Cayol and Bonhoure (2004) describe a methodology which
used sociological studies predicting the evolution of French people for the year 2025, to
identify and evaluate future product concepts.
De Bono (1995) uses lateral thinking to generate different scenarios and ways of thinking
about problems. De Bono’s “Six Thinking Hats” (pp. 78-79) is a method for creative think-
ing but is also useful for developing empathetic intelligence. This method involves six team
members role-playing different aspects of the design process. Thus the white hat is neutral
and reflects back opinions and ideas, whereas the black hat is judgemental, cautionary and
avoids mistakes. Speculative methods are important because design teams need to be able
to see beyond user requirements and consider latent needs and potential opportunities.

Evaluation
Evaluation methods include auditing, standards compliance, and user testing. Evaluat-
ing may also use similar methods to exploration, with a shift in emphasis from discovery
to checking outcomes against intentions. Does the product meet the design goals and/or
the user expectations? Evaluation can be formative, conducted during the development of
a product, or summative, conducted when a product is complete and is being used. Summa-
tive testing of an earlier version or a similar product can be useful to identify design goals,
while summative testing of the product at the end of its design lifecycle is usually done for
auditing and verification purposes. Feedback at this stage is of little use to the designer, the
deadline has passed and the money is spent. Clearly formative testing is most helpful to a
designer/developer. Gould and Lewis (1985) stress the importance of empirically testing
design iterations throughout the design process. Evaluative tools such as heuristics are of-
ten used, although evidence suggests that they are no substitute for testing real users (e.g.,
Lee, Whalen, McEwen, & Latremouille, 1984). The EDF broadens the test and evaluative
criteria from the traditional focus on cognitive and behavioural measures. Bonapace (2002)
describes a method aimed at tapping into the four pleasures described by Jordan (2000),
called the Sensorial Quality Assessment Method (SEQUAM) applied to the design of physical
products in car manufacturing. User testing can combine empirical methods of behavioural

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Desgn Methods for Experence Desgn 

observation with techniques such as co-discovery, think aloud and empathic interviewing,
to tap into the subjective aspects of experience.
Establishing evaluation criteria at the beginning of a design process helps to focus the
evaluation process from the beginning, although it is wise to allow some freedom for the
evolution of design goals through iteration and to allow evaluative concerns to emerge (Hall
2005). The EDF can be used to generate evaluative criteria for qualities in each dimension
and context of use.

APPLyINg. THE......................................
. EXPERIENCE. DESIgN. FRAMEWORK
The authors have used the EDF to adapt and focus methods for requirements research,
brief development, ideation, and testing and have developed a range of services and training
based on it. The EDF has been particularly useful in generating design goals, aiding decision
making, and developing user-testing scenarios. Some examples of applications follow.

Visioning.Workshops
Visioning workshops usually take place at the beginning of the design process, prefer-
ably before the brief is finalised. The workshop is structured around the experience design
framework and fulfils a number of functions. Techniques are adapted to improve commu-
nication; to build literacy and a common language to describe the medium; and to build an
empathic understanding of users and other contexts of use. Individual and group activities
are facilitated by a researcher and recorded by a scribe. Activities include the following:

• Participants identify their vision of the project goals and their personal objectives,
roles, and stories.
• Participants share their personal preferences and tastes by discussing examples of the
product type or medium from visceral, behavioural, reflective, and social perspectives,
and in so doing, build up a shared language for product qualities.
• Participants discuss the nature of the design problem from different perspectives and
use speculative techniques to generate new ideas.
• Participants identify audience and stakeholders; then develop personas and scenarios
based on different contexts of use.
• Participants share desired product qualities, functionality, and content from the per-
spective of the stakeholders identified.
• Participants identify and prioritise product goals and develop evaluative criteria.

By the end of the workshop, participants have prepared the foundations of a creative
brief, have started working together as a team, and have formed a common language and
shared understanding of the project goals.

Contextual.Interviews
Contextual interviews take place prior to detailed requirements specifications and may
follow a visioning workshop. Firstly, stakeholders are identified and a representative sample
recruited. The aim is to survey a large sample and to iteratively develop knowledge about

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the design problem. In this context, as many as 50 users may be involved and the focus is
to gain as full a set of requirements as is possible in a short space of time. The interviews
are semi-structured over approximately 30 minutes and are conducted within the context of
use. Their exact format is dependent on whether the product is a new one or a refinement of
an existing one. In the former case, the researcher works with low-fidelity prototypes and
in the latter case with the existing product. Activities include the following:

• Stakeholders are asked to provide documents, processes, and artefacts involved in the
tasks.
• Interviewees are asked to complete a persona template with details about themselves,
their interests, and their lives.
• Interviewees are asked to identify critical tasks, events, and work-arounds with the
existing product.
• Interviewees identify relationships with other users/stakeholders in their use of the
product, and what other tools or products they use in association with the tasks.
• Interviewees are asked to describe key tasks with the product and/or walk through a
task. The interviewer elicits details of any prior knowledge, expertise, or skills being
applied to the tasks and probes for emotional responses to aspects of the activity.
• Interviewees are asked to describe how the product fits in with their daily life.

The results of interviews inform the production of anonymous personas and use sce-
narios, which are used to communicate the requirements to the development team and build
their empathy with the users.

Conceptual.Design.Workshops
Conceptual design workshops involve development teams rethinking the design problem
and considering potential solutions. The aim is to generate a number of alternative design
concepts. These are then evaluated and then “worked up” for initial user testing or partici-
patory prototyping (see what follows). Workshop members usually include members of the
development team plus representatives of key stakeholders. The workshops are structured
around the EDF and activities include the following:

• Participants reconceptualise the design problem in terms of the EDF’s contexts.


• Participants brainstorm and develop a number of design concepts.
• The concepts are discussed and similar solutions are merged together and evaluated
against the EDF’s qualities.
• The process is repeated until a number of distinctly different and viable concepts have
been generated and can be tested on users.

Participatory.Prototyping
Participatory prototyping combines the skills of the development team with user feed-
back. Prototypes are developed of content structures, interaction flow, and layouts. Initial
prototypes are developed and users are asked to critique or adapt the prototype with specific
reference to the qualities of the EDF and the dimensions of experience. Designers interpret
this feedback and develop further prototypes, with the focus on interaction and structure,
and later on look and feel issues. Activities include the following:

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Desgn Methods for Experence Desgn 

• Users are asked to card sort content or to map out their expectations of content domains
and structures.
• Users are asked to “walk through” prototypes in order to carry out their key tasks,
using the think aloud method.
• Responses to the organisation of the interface and the terminology used are elicited.
• Users perform tasks with the prototype and are asked to speculate on improvements,
applications, or additional features.
• Where trade-off or multiple interfaces exists users sort the prototypes on the basis of
their preference.

By the end of the process a complete low-fidelity prototype has been developed that
has been iterated around the qualities of the EDF.

Audience.Reception.Workshops
Audience workshops review the final prototype design. Users are recruited to represent
the key stakeholder groups. The prototype then undergoes a group critique that tests the
solution against the initial requirements and evaluative criteria gathered by the visioning
workshop and contextual interviews. As well as ensuring that the prototype is suitable the
workshops gauge barriers and opportunities to take up and adoption of a new product or
design. In addition, it provides the development team with a rationale and evidence of the
suitability of the final design solution. Activities include the following:

• Group walk-throughs of the prototype


• Identification of conflicts and trade-offs
• Comparison of look and feel prototypes
• Quantitative research methods and user attitude measurement

Post.Implementation.Research
Post implementation research reviews the application after launch. Unlike traditional
usability that focuses on requirements and development, this research is necessary to moni-
tor changing user needs throughout the product’s lifecycle. A user cohort is recruited and is
asked to provide regular feedback based on the EDF. As well as ensuring that maintenance
and new features are accepted by users this research is important to identify new products
and user needs. Activities include the following:

• User diaries
• Online discussion groups and surveys
• Focus groups and ongoing user testing

CONCLUSIONS.AND. THE.........................
. FUTURE. OF. WEB. EXPERIENCES
The EDF was created in response to the needs of clients and has generated research,
which has fed back into the design of services. The EDF has been applied to a number of

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 Jefsoutne & Knght

internal and external products and has been refined through practice. The EDF is meant to
provoke discussion, raise questions, challenge assumptions, and generate alternatives.
Every design problem is different and so it is necessary to deploy a range of research
methods to support the work of the digital media designer. Nevertheless, these methods
should be focused around the key issues for UCD, which is to understand users, the tasks
they undertake, and the contexts in which they function. They provide a rich understanding
of users from which the creative designer can create usable and desirable products. The
EDF helps teams focus requirements research and can be used in a workshop environment
with a range of stakeholders and users. The EDF can be used as a brainstorming tool that
aims to map out the requirement and the process, and possible solutions from the team and
stakeholders.
If methods are focused around qualities, dimensions, and contexts of experience,
they provide a richer understanding of users from which the designer can create usable and
desirable products. The EDF provides a reminder of the complexity of the user experience
and can be used throughout the design lifecycle.

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 Evers

Chapter.VII

Innovations.in.................
Collaborative.Web.Design:
Methods.to.Facilitate.Team..
Learning.During.Design
Madelon Evers, Human Shareware, Kapelstraat, The Netherlands

ABSTRACT
In this chapter we analyse the link between multi-disciplinary design and team learning,
which, we argue, need to be supported in equal measure during Web design projects. We
introduce a new approach to collaborative Web design, called the Design and Learning
Methodology, as a way to support these two processes. The approach involves many stake-
holders, including future Web site users in design decision making. It structures stakeholder
participation through multi-disciplinary design teams (MDTs). It uses professional facilitators
to guide design and learning processes. Facilitation tools are drawn from a combination
of action learning methods, which help MDTs reflect and act on new knowledge gained
from design experiences and human centred design, which is an international protocol for
achieving quality in interactive systems design (International Organization for Standard-
ization, 2000). Based on our research, we describe how facilitating the process of learning
from design contributes to continuous improvement in collaborative competencies needed
for Web design.

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Innovatons n Collaboratve Web Desgn 

INTRODUCTION:.................................
THE. NEED. FOR.A. NEW.APPROACH. TO..........
COLLABORATIVE. WEB. DESIgN
One of the main challenges in Web design projects is to “align” technical, human, and
business requirements into one central design. To achieve this, theorists and practitioners
alike point to a need for a collaborative approach to Web design. The assumption is that by
stimulating collaboration between technical and nontechnical disciplines, companies can
improve the quality and usability of designs and achieve early acceptance of technology
by customers. Companies increasingly set up multi-disciplinary design teams (MDTs), in
order to bring a wide range of expertise to bear on Web design problems. MDTs are seen as
a logical and efficient way to achieve design success. However, most Web design projects
continue to fail, as is well known from years of reports in business and design research
literature. Why is this so?
A number of design research studies show that when nontechnical specialists and other
stakeholders participate in an MDT, they expect to be allowed to co-determine the design
(Bekker & Long, 1998; Valkenburg, 1996). However, when nontechnical people and other
stakeholders participate in multi-disciplinary design, decisions tend to not reflect input from
these people; instead, they often end up accepting solutions generated by technical decision
makers, who tend to veto or ignore the critical advice team members try to give them (Ball
& Ormerod, 2000; Buchanan, 1991; Cooper, 1999). Design becomes a process of “contested
collaboration” between MDT members (Sonnenwald, 1993), which is difficult to sustain
when intensive differences in opinion must be negotiated (Toerpel, 2001).
Other studies indicate that design projects typically do not generate decisions through
participation of all MDT members (Ball, Lambell, Reed, & Reid, 2001; Olson et al., 1996;
Turner & Cross, 2000). Walz, Elam, and Curtis (1993), Marchman (1998), and Steiner,
Gabriele, Swersey, Messler, and Foley (2001) indicate, MDTs do not engage in knowledge
sharing as a team. Rather, individuals carve off a small piece of the work and avoid interact-
ing much with other team members. Shared understanding is defined by Flood (1999) as
consisting of three types of understanding. These are:

• Consensus:.in which there is strong agreement between team members and where
the agreement sacrifices individual needs and identities for a meta-definition of what
is needed
• Accommodation:.where finding some common ground between people is achieved
while preserving some differences in opinion, so that individuals can change the
meaning in repeated cycles of negotiation and learning
• Tolerance:.which means maintaining diverse identities with no necessary overlap,
allowing disagreement to exist within a plethora of viewpoints

Eisenberg (1990) suggests that tolerance is probably the most important form of shared
understanding for multi-disciplinary work. Tolerance puts less emphasis on achieving com-
plete consensus and more on making connections and facilitating communication among
team members. Tolerance for diversity implies that people from different disciplines feel
mutual respect for each other and trust in knowledge from other disciplines, even when they
do not feel empathy with people representing that knowledge (Hill, Song, Don, & Agogino,

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0 Evers

2001; Homan, 2001; Olsen, Cutkosky, Tenenbaum, & Gruber, 1994; Valkenburg, 1998;
Walz et al., 1993). Marchman (1998) found that engineering students working in MDTs lack
confidence in the value team-based decision making, harbouring serious doubts about the
abilities of other MDT members and showing little respect for the knowledge represented
by other disciplines assigned to their project. This attitude causes inefficiency as it means
that people must first overcome their personal hesitations before being able to collaborate
on a design project.
Our research (Evers, 2004) shows that managers consider most design project failures
as resulting from a persistent lack of design-related skills in MDTs, including their ability
to:

• Define clear objectives for a design project


• Tackle complex problems as a team
• Develop insight into the scope of a project
• Streamline communication between stakeholders
• Manage collaborative decision making
• Share and integrate knowledge productively

Notably, the design-related skills that MDTs tend to lack are not the technical expertise
and content-oriented skills that are generally well developed in programmers, interaction
designers, Web developers, and other engineering professionals. Rather, these are collective,
process-oriented, management, and social skills that develop through interaction in groups
and through cumulative design experience on the job, not from theoretical knowledge or
technical specialisation. We argue that if a lack of these collective skills is such a significant
cause of Web project failure, then a concerted effort to stimulate MDTs to develop these
skills as a team is critical for project success. The question is, how can we help MDTs
improve these skills in practice?
To answer this question, we explore the important link between multi-disciplinary
design and team learning processes, which, we argue, need to be supported in equal mea-
sure during Web design projects. Using a case study of a failed Web design project, we
described how certain approaches to design do not (adequately) support multi-disciplinary
team learning within the multi-disciplinary design process, and may actually work against
the ability of MDTs to collaborate and find appropriate design solutions. The case is based
on our professional experiences with an MDT involved in a Web design project that was
recently carried out in a large European broadcasting company. After discussing the case,
we will go on to propose our new approach to collaborative Web design as a way to allevi-
ate this problem over time.

The.Case.of.a.Failed.Web.Design.Project
Context: Cross Media Design
A Web design project is launched by a European broadcasting organisation to develop
a new online community resource Web site, as a complimentary medium to support a new
television series. The MDT assigned to the design project consists of creative and technical
professionals from various disciplines and departments, including a project leader; a team
leader who acts as a human resources manager from the new media department; program-

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Innovatons n Collaboratve Web Desgn 

mers; senior editors; interaction designers; a marketing and communications manager; and
a television producer responsible for ensuring brand quality on the Web site.

The Design Meetings


Before the first meeting, an agenda is set by the team leader and the project leader to
brainstorm about the content and structure of the future system. The project leader is in charge
of the kick-off meeting, presenting a consumer and business case for a solution he has in
mind, with a complete scenario; statistics for Web site use and television viewer rates; and
technical options for Web site design. A deadline is set for Web site launch within 7 months.
The site must coincide with the first television broadcast of the new programme.
After the presentation, the programmers and the interaction designer have many ques-
tions: Is this really the kind of Web site that the broadcaster wants? What kind of interaction
does the public expect? How does the Web site support the television programme? How will
the Web site be implemented? Can this project be carried when expenditures are being cut in
the new media department? The project leader’s first response to these questions is that he
does not want to go back into fundamental questions about research and planning; he feels
he has done his homework and is presenting the best first step. The television producer and
the marketing and communications manager agree with the project leader; they perceive
the desire to delve into what they see as organisational and marketing questions as a waste
of time. The marketing and communications manager suggests that the “techies” focus on
developing a solid interactive solution as quickly as possible, since the television show
cannot be delayed by Web site production. The project leader emphasises that there is little
time for the MDT to consider too many innovative options. The point is to compliment the
existing television show with Web site material and to make sure that a community of fans
grows up around the programme.
At the second meeting, the project leader asks for ideas from the technical specialists
about how to fill in the solution he presented at the first meeting. Their analysis of design
problems for the Web site indicates that the issues are quite complex and not as simple as
“complimenting the television show” might suggest. The MDT spends over 3 hours discussing
details, with no conclusions drawn at the end of the session, but with much confusion about
what needs to be done during production. After the meeting, the team leader, the senior edi-
tor, and the interaction designer meet separately to discuss their discontent with the project.
They decide to brainstorm to come up with a more creative solution for the Web site. As
the interaction designer hears her colleagues’ ideas, however, she rapidly dismisses their
ideas, stating that they do not offer a realistic technical picture of the navigation involved
on the Web site. The team leader argues that the concept is far too complex and he is wor-
ried about delaying implementation. The senior editor emphasises that budget cuts in their
department are coming up and argues for a simpler design and lower-cost development of
the Web site content.

Shift in Design Meeting Dynamics


The design discussion now shifts to how to make the simplest system, in the shortest
time, on existing content, at the cheapest price. The interaction designer tends to dominate
the discussion, and the meeting ends with the decision to make a downscaled version of the
initial plan presented by the project leader in the first meeting. The trio briefly discuss their
concept with the project leader, who then writes an adjusted project plan and sends this by

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of Idea Group Inc. is prohibited.
 Evers

e-mail to the rest of the MDT. In the plan, tasks are divided among the different disciplines
and departments represented by MDT members, and instructions are given for delivering
the elements of the Web site set out in the plan.
There is no follow up meeting to discuss the project plan with all MDT members
present. Instead, over the next 6 months, MDT members work in their own departments,
with separate priorities and tasks. At most design meetings, the project leader invites mainly
the interaction designer, the senior editor, and the television producer, reserving consulta-
tion with programmers and other team members for ad hoc feedback on decisions. When
other MDT members do attend a design meeting they tend to not contribute, preferring to
remain quiet to hear what it is they have to do. When the project leader asks if there are
questions during these design meetings, there are hardly any. The project leader reports to
his managers that he is satisfied; people seem to be getting on with it now; there is not much
contention between the new media and television departments, and subteams are executing
tasks relatively within budget. E-mail communication is limited to a checklist of technical
deliverables, updated periodically, and discussions within the MDT are limited to separate
meetings to discuss specific design deliverables per specialisation.

Dealing with Unexpected Problems


Near the end of the project, however, the project leader discovers that the graphical
user interface made by the interaction designer is not compatible with the systems interface
developed by the programmers. As a result, the database technology underlying the Web
site does not mesh with the navigation set-up designed for the interface. MDT members
get into heated discussions about this problem and disagree on how to solve it. The project
leader cannot solve the problem either, as he disagrees with both the programmers and the
interaction designer on their solutions.
Seeing potential disaster looming for the television broadcast date, the project leader puts
more pressure on the MDT members to deliver the final version of the Web site. Deliverables
are, however, increasingly delayed. The interface designer refuses to deliver multimedia
content as long as it is unclear how the modules will be deployed in the Web site interface.
The marketing and communications manager cannot organise communication about the
Web site, as it is still unclear how the Web site will work and whether it will be online by
the time the television programme airs. After weeks of interpersonal conflict between the
new media and television departments, in which the project leader for the Web site project
unsuccessfully tries to force a solution, upper management steps in. The decision is made to
outsource the project to a third-party, Web development company who guarantees to design
and deliver before the television broadcast date. This executive decision gets the Web site
work done, but does not make the MDT happy about the project at all.

Rapid Closure of the Project


Rather than dealing with this disappointment, there is no further contact between the
members of the television department and the new media department. Communication with
the third party company goes entirely through the project leader, the marketing and com-
munications manager, and upper management. After deliverables are completed, there is a
rush to implement before the television show airs. The project leader informs management
when to expect the Web site launch. Within the television and new media departments,
there is no time to do another test to ensure that the Web site really fits with the television

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Innovatons n Collaboratve Web Desgn 

show, that it meets user needs, and that it can be updated and maintained by editors across
the organisation, in the manner intended. Instead, instructions for testing and editing are
e-mailed to those responsible. Due to delays, there is also no time left to introduce the Web
site to the public before television broadcasts begin.
After the launch, Web site users appear confused about how to use the content on
the site, and visitor statistics for the Web site fall far below the viewer rates achieved for
television. It is difficult to force viewers to join the online community, and the new media
department, frustrated with the complexity of the technology delivered, increasingly opt
not to maintain or update content from the television programme on the Web site. There is
no capacity or money left to develop the Web site further after the television programme
has aired for a number of months. The team leader of the new media department considers
the project failed and refuses to accept costs of the system as part of his annual budget.
Television refuses to accept the costs as well because they feel the third party company is
responsible for the interaction accompanying their broadcasts. The third party company has,
however, delivered according to demands from upper management, and point to a lack of
solid briefing from upper management and from the MDT, with which they could meet the
broadcaster’s needs. Discussions reach an impasse.

Project “Success”
The project leader writes a technical and financial report, indicating that the project was,
in fact, successful, since required technical components for his original plan were delivered
(almost) on time and within budget. Upper management makes no comment on the project
leader’s report and the project is considered closed. Within a month after launching the Web
site, the MDT is formally disbanded. New projects immediately demand full attention, so
there is no time to evaluate what happened and how the project failed. There is also little
time for informal evaluation and contact between MDT members, as they are not assigned
to the same productions in the next year.

Analysis.of.the.Case
What does this case illustrate about the ability of MDTs to collaborate effectively
during Web design? Firstly, the project was characterised by a group dynamic in which
certain dominant team members imposed preconceived solutions on others, seeking con-
sensus rather than drawing on input from the whole MDT to discover viable solutions for
design problems. Since there was no concerted effort to work in a truly multi-disciplinary
manner, specialists did not invest in sharing knowledge and therefore could not solve these
problems effectively.
Secondly, ad hoc meetings and the pressure on individual team members led to a lack
of openness and questioning of assumptions, as well as an inability to deal with interpersonal
conflict. Without a shared understanding, MDT members lost the desire to learn from each
other. The downward spiral of miscommunication was exacerbated by top-down decisions
made by upper management. This ended up having the opposite effect than was undoubt-
edly intended. Rather than ensure quality in design and improve the design process, MDT
members were divided and left out of the process still more. The project leader lost control
of the team, and discontent mounted rapidly as the project progressed.
Thirdly, as the MDT had no clear strategy or design approach for thinking and acting
collaboratively on design issues, the design process became a series of reactionary actions
from start to end of the project.
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This case indicates the importance of being able to learn from one another as a team,
during multi-disciplinary design work. Management certainly felt the full impact of the lack
of team learning that went on by the time the project failed. However, even after failure,
there was no evaluation at management level or within the MDT. No learning came out
of the collective experiences with this Web design project, and no structured and serious
consideration was given about how to improve design performance in the future. Instead,
the project was simply “written off.”

The.Link.Between.Project.Failure.and.Lack.of.Learning......
in.MDTs
Lei (1994) notes that many design projects fail because teams are incapable of faithfully
reflecting and integrating multiple types of knowledge and perspectives in their design deci-
sions. Knowledge integration cannot take place without learning (Homan, 2001). Learning
involves exploring as many known elements and solutions as possible, integrating these,
and then creating something new out of that mix. It requires people to develop the collec-
tive skill to leap into a new frame of thinking about something that did not exist before. In
teams, people need to draw on both individual and team-based learning, in order to create
relevant knowledge.
In individual learning, people focus on in-depth information from their own discipline
or specialisation. For example, an interface designer learns more about technical usability
testing, to expand their understanding of how graphics and text displays in an interface are
used. This information is needed to be able to meet changing needs of customers in relation
to Web design. A person’s capacity to learn individually and to represent what he/she is
learning determines the quality of information available to the whole team about the state of
knowledge they have at any point in time. However, individual learning gives only limited
insight into the whole, complex process of design. It does not provide complete insight
or experience with all facets of design; it simply presents a mosaic of decisions made and
does not guarantee shared understanding in the MDT. It is therefore ineffective to rely only
on individual learning during collaborative Web design projects. It is equally important to
enhance the MDT’s capacity to learn as a team. When the MDT tries to understand design
problems as a team, rather than separating communication processes and remaining within
specialised or personal models of knowledge and experience, the team can create a shared
memory, or collective mental model, of the whole, complex design process.
A collective mental model emerges from the process of intensive communication and
participation in the MDT. It is then constantly modified through ongoing social interaction
inside and outside the team (Homan, 2001). According to Van der Veer and Puerta Melguizo
(2003), a collective mental model can be made explicit when expressed through some form
of representation or language agreed upon beforehand. By making collective mental models
explicit, a team shares experiences, memories, and stories and finds out whether they are
capable of working, as a team, towards a mutually acceptable solution. However, research
by Sole and Edmonson (2002) shows that team learning tends to remain ad hoc and informal
in nature, depending on the personal interests of MDT members to look beyond their own
individual specialisation, to stimulate knowledge exchange with people in a network. Team
learning shaped by individual initiatives brings only an individual understanding of design
problems to the MDT. Schwalbe (2000) states that team members need to develop skills in

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Innovatons n Collaboratve Web Desgn 

working proactively to share expertise beyond the individual’s personal “island of knowledge”
and to contribute knowledge to other disciplines and processes in an organisation.
In our design consultancy work, we therefore focus on helping MDTs create and share
representations of collective mental models from the very start of their design project. We
notice that when sufficient attention was paid to the process of team learning, team members
began to learn in a more productive and sustainable manner, over time. We have found that,
once a MDT learns to share collective mental models, new team members could draw on
the knowledge developed later on in the project or in future design situations. We will now
describe the new approach we have developed to facilitate MDTs to achieve collaborative
team learning during multi-disciplinary design work.

EXPLORINg.A. NEW. DESIgN.APPROACH:.....


INTEgRATINg. HUMAN-CENTRED. DESIgN.
AND.ACTION. LEARNINg. METHODS
The approach we introduce in this section moves away from traditional technical en-
gineering methods to embrace a different philosophy of design. Our approach sees design
fundamentally as a learning process, in which the key is to manage the creation of relevant
and new human knowledge by supporting social interaction and integrated organisational
processes. As shown in the aforementioned case study, MDTs depend on effective team
learning in order to be able to accommodate divergent or conflicting views in the process of
collaborative decision making. Indeed, the quality of a design can be said to depend on the
MDT’s collective skills in learning as a team to develop mutual trust, maintain productive
relationships, and share knowledge effectively throughout a design project, as opposed to
only developing specialised skills in the production of technology. We call our approach
the Design and Learning Methodology, as modelled in Figure 1.
The approach is based on three main components: (1) human-centred design, (2) action
learning, and (3) facilitation. Each component of the model is described hereafter.

Human-Centred.Design
Human-centred design is a participatory and holistic design method, described in quality
process management norms published by the International Organization for Standardization
of Geneva (ISO, 2000). The difference between human-centred design and other design
approaches is that it moves the translation of a design solution into functional, technical
specifications up to later phases of a project. More time is taken in first phases to consider
quality of design as related to human needs, and to ensure that the design process is man-
aged appropriately to address these needs at all times. Other design methodologies tend to
rush or skip these considerations, moving rapidly to functional modelling and to building
and implementing technology.
In human-centred design, the goal is to produce a set of design solutions that has
multiple, rather than singular solutions contained within it. Solutions represent changes in
social, organisational, as well as technical systems. Human-centred design focuses on the
usability and usefulness of a design, as determined by personal, group, and organisational
contexts of use, rather than being determined only by technical considerations. Although
usability focuses on how humans understand technology, usefulness counters this by focus-

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 Evers

ing on how technology is suited to support human needs. Human-centred design demands
that the balance between usability and usefulness is made at all times. Hence the impact of
a human-centred design project is generally more encompassing than traditional technical
engineering contexts, in which the emphasis is on usability, not necessarily on usefulness
of design.

Limitations.of.Human-Centred.Design
Although human-centred design appears to be well suited to facilitating MDTs to
collaborate effectively during Web design, it is important to consider the context in which
human-centred design tends to be implemented in organisations. The protocol for human-
centred design, as described in the ISO 9000 series (2000) documentation and certification
procedure, places enormous demands on the capability and maturity level of organisations.
One can question whether MDTs have the competencies required to achieve human-centred
design in the first place, that is, from the start of a design project. As established earlier, the
absence of these collective skills means that design projects can continue to fail. To help
MDTs master the process of human-centred design, we draw on action learning methods
and integrate this into our model of the design and learning methodology.

Figure 1. Basic model of the design and learning methodology

Team learning Collective learning


Learning within and between Improvements in strategically relevant
MDTs; outcomes identified design-related skills and knowledge;
through evaluation patterns outcomes identified by assessing
within one team / one project changes across projects and over time

Criteria
Facilitation
Apply criteria for facilitation that
Assist MDTs to learn
suit organisational context, and
from design within an
which improve quality of design
integrated design and
and learning processes in that
learning process
context

Human centred design Action learning

Tools and methods to


manage quality of • enhance human Tools and methods to
multidisciplinary design knowledge, skills facilitate integration of
process and insights • systemic multidisciplinary
into human needs, to • systematic knowledge, evaluate
improve complex • multidisciplinary and reapply learning
systems design • iterative outcomes in order to
decisions and • participatory improve organisational
processes over time performance over time

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Innovatons n Collaboratve Web Desgn 

Action.Learning
Action learning is a process in which multi-disciplinary teams plan actions, follow
up on actions, and evaluate actions in strategically relevant ways (McAdam & Leonard,
1998). Action learning involves small groups of people working as a team, or set, to solve
real, complex problems in their organisation. At the same time, the set evaluates what they
are learning from their problem-solving process, and how their learning can benefit their
set and the larger organisation or context in which they work. It requires teams to commit
to questioning actions and assumptions in a critical manner, and to synthesising questions
and answers into a holistic perspective of the whole problem they are dealing with (Garvin,
2000).
As shown in Figure 1, human-centred design and action learning methods have a
number of common elements:

• Both methods aim to enhance human knowledge and skills, rather than seeking ways
to reduce learning or replace human involvement in organisations through automa-
tion.
• Both methods are systemic, aiming for holistic insights into complex design/learning
problems.
• Both methods are systematic, structuring design/learning processes in consistent cycles
of planning, action and review.
• Both depend on multi-disciplinary teams to represent diverse points of view on a
problem.
• Both aim for iteration or multiple adjustments, in plans, actions, and reviews produced
during learning/design processes.
• Both processes are participatory, assuming intensive group interaction and commu-
nication will take place, rather than allowing passivity in, or exclusion from, team
processes to emerge.

Facilitation
Facilitation is modelled in the design and learning methodology as a way in which to
guide action learning and human-centred design processes simultaneously. Facilitation is
not meant to be dramatic and sudden, but dynamic, flexible, and continuous. Facilitation is
essential at the beginning of a collaboration process, when human-centred design and ac-
tion learning methods may be completely new to an MDT, and the MDT itself is not yet a
cohesive group with a shared understanding of the context in which they work. Facilitators
must have skills in mentoring or coaching teams, as well as having extensive experience in
design. At Human Shareware we identify this combination of skills in our design coaches.
According to Zuber-Skerritt (2002), the key role of a facilitator is to ask open-ended ques-
tions about what is being done, about how achievements can be improved upon, and about
how the team can help each other to change. Facilitation is a key process because, as we
found in our research (Evers, 2004), MDTs have difficulty developing collaborative design
skills on their own and require support to learn these skills as a team, on the job. Facilita-
tors are responsible for creating and introducing tools for supporting design and learning
in one, integrated process. The tools must be learned and applied easily by MDT members,
in daily design practice.

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Criteria
A facilitator can support both action learning and human-centred design, by helping an
MDT to clarify the criteria by which they wish to improve their design process, by which
they wish to develop their design skills, or by which they wish to expand their knowledge
of the design problems by learning more about them as a team. The facilitator also helps
MDTs carry out consistent design reviews, based on clear criteria that are defined before-
hand and planned as a part of a process of achievable actions taken in the context of their
particular organisation.

IMPLEMENTINg. THE. NEW. DESIgN..........


APPROACH. IN. EUROPEAN. ORgANISATIONS
To date, the design and learning methodology has been developed and applied through
action research and design consultancy work in a range of European companies, including
financial service organisations such as Achmea NV, broadcasting companies such as the
British Broadcasting Corporation, Danish Radio and Television, and Dutch broadcasters
such as IKON and NCRV, as well as in professional engineering training programmes at
institutes such as SAE Technology College, Media Academie Hilversum, and Lusofona
University Portugal. In this section, we share results of introducing the design and learning
methodology into a range of European companies and then describe three practical tools
we developed to facilitate MDTs to engage in action learning and in human-centred design
in one, integrated process.
Table 1 is a general summary of results gained from using the design and learning
methodology in a range of European companies. Data in Table 1 represent verbatim feedback
gained from MDT members and managers who evaluated their own design projects.

Methodology
Now we will now describe three practical facilitation tools selected from a much
larger set of methods that we have developed for the Design and Learning Methodology
over the past decade.

Tool 1: Co-Creating a “Physical” Design Scenario


One facilitation tool that we find to be extremely useful for guiding MDTs in collab-
orative Web design is a modified process of design scenario development. Traditionally, a
design scenario is a written document that describes and analyses the aspects of design that
need to be taken into account, before functional specification of technology can begin. In our
facilitation tool, the design scenario is not developed as a written document, but is co-created
through a physical collaboration process that involves the whole MDT in a brainstorm ses-
sion that lasts 2 to 3 hours. The aim of the process is to solicit and aggregate a wide variety
of viewpoints on human needs and other issues that relate to a Web design problem.
The MDT starts off with a set of physical objects, made up of elements such as string,
wooden blocks in different colours or shapes, small toys, and other gadgets, which are laid
out on one side of a large, empty table. The facilitator stands to one side to guide the MDT
through the process. The MDT is asked by the facilitator to stand (not sit!) around the table

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Innovatons n Collaboratve Web Desgn 

Table 1. Overview of results gained from implementing the design and learning methodol-
ogy

EVALUATION ORGANISATION: ORGANISATION: ORGANISATION:


QUESTION FINANCIAL ENGINEERING BROADCASTING
SERVICES TRAINING INSTITUTE
Did facilitation
support both de- Yes Yes Yes
sign and learning?
What types of de-
Process management
sign-related skills Communication skills Collaboration skills
skills
were developed?

Team-based creative Learn to streamline deci- Negotiation processes;


work; self-sufficiency; sion making; structure ensuring participation of
decreasing negative feedback from stake- nontechnical special-
Which design and attitudes to learning holders; learn to apply ists; breaking patterns in
learning activities as a team; making ef- nontechnical solutions to design work; taking time
were facilitated? fective presentations; design problems; train- to determine the design
training in action ing in participatory and problem more precisely
learning methods. human-centred design at the start.
methodology.

Cooperative and Cooperative, but not Collaborative: we are


What type of transformative—we much more than that. more aware of the po-
team learning was changed our way of tential of learning across
achieved? thinking and acting in departments and how to
design projects. bring disciplines together.

More awareness of Failed to apply approach We now have a new


bureaucracy and to whole curriculum system of mentoring for
island culture that within the year—change concept development
What changes did is company culture; is too great to achieve sessions; we are drawing
you notice in the more frequent at- quickly; mentoring in more experienced pro-
organisation after tempts to tackle lack helped but using design fessionals from different
using the approach of communication review checklists created departments on each proj-
for 6 months? between departments; too much administration; ect; we are more aware
more bottom-up initia- institute has more insight of how we communicate
tives and decision into why team projects (productively or not) as
making. may not succeed. a team.

Yes, because it fit with Yes, however, intensive Not always: top-down
“networked knowl- mentoring is required to management decisions
edge strategy” we are help trainees change at- prevent MDTs from tak-
trying to implement; it titudes; use of tools does ing initiatives; more and
supported input from not guarantee that an more aspects of work in
wide range of stake- MDT can achieve trans- the organisation need to
Did the approach
holders; it smoothed formation in 6 months. be changed to accom-
make sense in this
interaction between Yes, the institute is more modate the approach;
setting?
layers of management capable of supporting different style used by
and professionals team learning process re- facilitators can create ten-
in departments; it lated to design, whereas sion between the project
encouraged pro-active before we only supported leader and the rest of the
knowledge manage- and assessed individual MDT; more tools are
ment. learning. needed.

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160 Evers

Table 1.continued

Facilitators must use Roles and tasks must be Use face-to-face meth-
a common list of described and understood ods; do not overload
questions to evaluate beforehand, including MDT with e-mails;
process; manage- facilitation role; each increase time frame for
ment condones use of facilitated session with facilitation during a
approach beforehand; one MDT must be fol- project; hold a brainstorm
Which criteria
group decision sup- lowed up by a presenta- first to establish group
were established
port systems software tion to share knowl- feeling before dealing
for facilitation?
should be used to edge between MDTs; with content of design;
increase input into mentoring sessions need develop tools to bridge
design discussions by to take place at least levels (management/em-
nonmanagers. once a week; use a Web ployee).
site forum to increase
knowledge sharing.

to work together to create a physical landscape of their design scenario, using the physical
objects. MDT members are requested not to focus on writing down what is going on, but to
focus on the co-creation process. They are also asked not to propose or comment on solu-
tions in an ad hoc manner. Instead, people take turns picking up and placing objects on the
table, at the same time explaining how these represent human needs or other design issues.
The other team members then analyse how this design element can be supported and how
this impacts future Web site users. The solutions that come out of this discussion are then
physically represented on the table as well.
By creating a physical representation of their collective mental model on the table, MDT
members practice sharing complex and abstract concepts with each other, by showing each
other how to interpret these concepts in a concrete and easy-to-understand manner. At the
end of the session, the facilitator asks the MDT to take at least 30 minutes to review what
they have created together and to mark each element on the table with a short description
written on a yellow Post-It note that is stuck next to the (clusters of) object(s). Then the
facilitator takes a digital photograph of the whole design scenario, as laid out on the table,
so that the MDT can use it as a reference to negotiate and clarify what is useful and usable
in their Web design in future design meetings.

Tool 2: Implement a Plan, Do, Check, Act Cycle in Each Design Meeting
The Plan, Do, Check, Act (PDCA) cycle is a well-known quality process management
tool that was originally developed by Shewhart (1980). It involves a team in planning what
to do in each phase of a project, in doing it, and in studying or checking the results. From
here a team makes corrections to plans and looks for improvements in processes that can
benefit the next phase of a project (thereby starting the cycle again).
In the ISO (2000) protocol for human-centred design, the PDCA cycle is used to ensure
that all stakeholders in a design process publish “quality records” of how they went about
reviewing plans and actions; knowledge and information; products and processes; and results
achieved during a project. The focus of PDCA cycle is on the continuous improvement of
work processes, rather than on carrying out a pre-set plan to produce the contents of a solu-
tion worked out before the start of a project.

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Innovations in Collaborative Web Design 161

For the design and Learning Methodology, we developed a facilitation tool that includes
a set of questions and interventions in design meetings, to guide MDTs in implementing
the PDCA cycle in their work process. During a design meeting, the facilitator asks the
MDT to present where they are in their PDCA cycle and to discuss findings from activities
carried out in the PDCA cycle with colleagues in different departments or stakeholders in
the design project.
We also developed standardised formats and digitalised checklists for MDTs to use
to manage their PDCA cycle and to carry out design reviews more rapidly. The tools are
intended to assist MDTs to produce and share quality records more easily.

Tool 3: Make an Interactive Inventory of Change


Another facilitation tool that we developed for the Design and Learning Methodology
involves MDTs in a structured process of interaction and knowledge sharing to improve their
design process, which lasts approximately 3 hours. The process takes up an entire room and
requires a number of flip-over stands and sheet paper, coloured markers and packets of yellow
Post-It notes. At the beginning of the design meeting, the facilitator asks MDT members to
split into smaller groups of three to five people per flip-over. Standing around the room next
to a flip-over, all groups are asked to simultaneously discuss and describe their individual
answers to, and perspectives on, a common set of questions that are related to their current
design process. The facilitator asks these questions one at a time, giving groups a set amount
of time to deal with each question. Each team member writes his/her answers on a Post-It
note and pastes it on the flip-over sheet. After each question is answered, the facilitator asks
the groups to move to another flip-over chart, so that they can read what another group has
written. For each new question, a new sheet of paper is used, the question is written at the
top of the sheet, and a new flurry of notes is added to the sheet.
This facilitation tool creates a rapid-fire inventory of all perspectives on change in the
room, enhances interaction between MDT members, and makes discussions of complex
and politically charged issues very efficient, while still maintaining maximum room for
individual input into complex considerations of how to solve these issues in practice. At
the end of the design meeting, the facilitator asks MDT members to collect all flip-over
sheets and to paste all answers to one question in clusters on the wall. The facilitator then
asks the MDT to scan questions and answers for common patterns in thinking, to filter out
overlapping answers, and to glean important directions for team learning from the whole
inventory. MDT members then prepare a distilled set of action points, which they take into
the next phase of design. The questions and answers are kept as a record of requirements
for change, which can be presented to colleagues involved in supporting this change in
the organisation, both now and in the future. In this way, the MDT achieves team learning
about the state of their multi-disciplinary design processes and about ways to change their
processes. The MDT quickly produces a holistic record of requirements for change that is
supported by all MDT members, since all team members have contributed to its creation.
As a result, the inventory for change can be applied directly in further business activities,
immediately following the design session.
Again, these three tools are part of the expansive toolkit that we are developing
continuously in practice, and which is being modified to suit emergence of new elements
tested for inclusion in the design and learning methodology, based on feedback from client
companies.

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162 Evers

CONCLUSIONS AND RECOMMENDATIONS


FOR PROFESSIONAL PRACTICE
This chapter provided an introduction to a new approach to collaborative Web design,
called the Design and Learning Methodology. The approach supports MDTs to learn from
design, and thereby to improve their ability to collaborate effectively in design decision
making. We introduced a basic model of the Design and Learning Methodology, describing
results from the use of the approach in different types of organisations and detailing three
facilitation tools developed to help MDTs to engage in both team learning and in multi-
disciplinary design processes, simultaneously.
Conclusions from previous research on the Design and Learning Methodology (Evers,
2004), as well as from our ongoing research in organisations, indicates that the approach
can support MDTs to:

• Understand what, how, and why they are learning from design, as a team, and to be
able to communicate this to other stakeholders in a company or project
• Re-apply learning outcomes using structured and explicit methods in future design
activities
• Use their team learning as a critical source for improving design decisions; and
• Consciously track and sustain improvements in the collaborative design process it-
self, rather than focusing purely on content deliverables and technical issues in Web
design

We have found that the Design and Learning Methodology can be implemented at a
local level (within one Web design project) and at a meta-level (as a standard approach to
all design projects) in organisations. Since most design approaches currently do not tend
to offer such a flexible and structured method for facilitating team learning and multi-dis-
ciplinary design in one, integrated process, the approach can be seen as an innovative way
to improve collaboration in Web projects.
Naturally, there are many factors in Web design projects that are beyond the influ-
ence of a facilitator, and there are limitations to the application of the approach across an
organisation. For example, the choice to use this approach at all, as opposed to other design
approaches, may first require a deep process of intervention on related issues in the organi-
sation in which the model is to be used, in order to change current assumptions, including
those regarding the choice of established methods for developing Web sites. This is not a
change that can be achieved instantaneously, in all organisational cultures.

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Sears (Eds.), The human-computer interaction handbook: Fundamentals, evolving
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Associates.
Walz, D., Elam, J., & Curtis, B. (1993). Inside a software design team: Knowledge acquisi-
tion, sharing and integration. Communications of the ACM, 36(10), 62-77.
Zuber-Skeritt, O. (2002). The concept of action learning. The Learning Organization, 9(3),
114-124.

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Informaton Archtecture and Navgaton Desgn for Web Stes 

Chapter.VIII

Information.Architecture.
and.Navigation.Design.....
for.Web.Sites
Davd Benyon, Naper Unversty, Scotland

ABSTRACT
Information architecture concerns how to structure the content of an information space. In-
formation architects design information spaces. Staying with the notion of information space
leads us to the realisation that people need to be able to both conceptualise an information
space and find their way through that information space to where they want to go. People
need to be able to navigate information space. In this chapter we explore two key issues of
Web site design; information architecture and the design of navigation support. In order to
do this we draw upon theories of information spaces and theories of navigation in urban
spaces. From these theories a number of practical features of Web sites are described.

INTRODUCTION
Information architecture has had a relatively short history. Although the term was
coined by Richard Saul Wurman in 1975 his interests lie more in the effective presentation
of information than in its structure (Wurman, 2001). He has published some excellent books
and his Web site is full of great examples. However the term information design would
probably be a better moniker. In this chapter we have little to say about information design,
important though it is (see Jacobson, 2000).

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Peter Morville in his introduction to Information Architecture (Gilchrist & Mahon, 2004)
traces the term back to his efforts, with Louis Rosenfeld that culminated in their 2002 book
Information Architecture for the World Wide Web (Rosenfeld & Morville, 2002). Informa-
tion architecture is a growing area of study and, as a result, it changes fast. It is not just the
property of Web designers, however. Think of the menu structure on a mobile phone, the
layout of the content on a DVD, and even the arrangement of functions on a digital camera
— you are thinking about information architecture. Information architecture concerns how
to structure the content of an information space. Information architects design information
spaces. Indeed many of the ideas presented in this chapter appear in Morville’s (2005) recent
book Ambient Findability.
Staying with the notion of information space leads us to the realisation that people
need to be able to both conceptualise an information space and to find their way through
that information space to where they want to go. A clean and crisp architecture will aid
conceptualisation just as a well-designed city is easier to understand than a rambling place
that has evolved over the years (though it may not be so pretty or engaging, something we
return to later). The other key feature of a well-designed, geographical space is that there are
signposts, maps, and landmarks to help you find your way around. The design of systems
to support navigation in geographical spaces such as cities, airports, motorways, and so on
can be a useful source of inspiration for Web site designers.
In this chapter we bring together two theoretical positions to provide sound advice on
designing for human interaction with Web sites. On the one side is the theory of information
spaces (Benyon, 2005) and on the other is the theory of human computer interaction (HCI)
as navigation of information spaces (Benyon, 1998; Benyon 2001). Together they enable
us to bring much of the knowledge of spatial design gained from the design of cities and
other physical spaces to the design of Web sites. First we consider information architecture
in general and information architecture in Web site design. We then look briefly at naviga-
tion in the geographical world and how some of these ideas can be applied to navigation of
information spaces, particularly Web sites. In the conclusion we pull these ideas together
to provide clear advice for Web site designers. However, just as architects cannot generally
pull standard solutions “out of a hat” for architectural problems, neither can information
architects. Information architecture is a design discipline: Information architects need to
think hard about their clients and customers’ needs, goals, and desires.

INFORMATION.ARCHITECTURE
An information space is a combination of things — objects, displays, people, signs,
icons, sounds, and so on — that is used by someone to provide information. Information
spaces allow people to plan, manage, and control their activities. A Web site is the archetypal
information space.
Information architecture is concerned with the design of information spaces. Infor-
mation architects have to abstract some aspect of a domain and choose how this should be
presented to people. The first thing they must do, then, is to decide how to conceptualise the
activity they are aiming to support. This is known as defining an ontology (Benyon, Turner,
& Turner, 2005). The ontology — the chosen conceptualisation of some activity — is criti-
cal and will affect all the other characteristics of the information space. For example, we
can consider the Web to be populated by objects such as Web sites, Web pages, links, GIF

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files, PDF files, MS Word files, and so on. This is our general ontology for Web sites. In a
clothes shopping Web site, there may be objects such as women’s tops, men’s tops, trousers,
jackets, and so on. If the designer gets these categories wrong (that is, comes up with a
poor ontology) people will find it very difficult to find the things they are looking for. For
example, in one well-known clothes shopping site the term Levi’s, is not recognised by the
search engine, nor does it appear under any other category such as Jeans. The designers of
this site have not included Levi’s in their ontology, so no one can find them!
In addition to the conceptual objects that constitute the ontology, there are physical and
perceptual devices that are used to access the conceptual objects. A key feature of informa-
tion is that it remains invisible until someone provides an interface to it. Green and Benyon
(1996) provide much more detail on this view of information spaces. An information space
(or information artefact as it is presented there) must include a conceptual and a physical/
perceptual side. Web browsers, mice, scroll bars, radio buttons, drop down menus, clickable
links, rollover icons, and all the other widgets that we use constitute the physical/perceptual
side of the Web information space. The relationship between physical/perceptual devices
and conceptual objects is critical to the design of the space.
If an information space has a coherent design it is easier to convey that structure to the
people who visit the site. Other spaces may have grown without any control or moderation.
In the former case, often called moderated spaces, it is possible for the careful designer to
create maps and signs helping people to orient themselves in the space. In nonmoderated
spaces, this is not possible. For example, the Web as a whole is unmoderated so it does
seem rather like a wilderness. The only way to find anything is through a keyword search or
through following links. Individual Web sites are typically designed with maps and signs.
In some spaces, we are on our own and there are no other people about — or they
may be about but we do know about them. In other spaces we can easily communicate with
other people (or artificial agents) and in other spaces there may not be any people now, but
there are traces of what they have done. The availability of agents in an information space
is another key feature affecting its usability and enjoyment. If there is a person behind the
ticket counter at the railway station you do not have to consult the timetable. The organisa-
tion of a library is something deliberately undertaken to make our search task easier. When
we look at the books on a shelf, the well-thumbed volume might attract us. Here we can see
traces of previous activity left unintentionally by people over the years. These features arise
because people are part of the information space design. Typically they make navigation
through it much easier and more pleasurable because it is social navigation.

Ontology
Deciding on an ontology for some domain of activity is deciding on the conceptual
entities, or objects, and relationships that will be used to represent the activity. The way that
these objects are related is known as a taxonomy. Choosing an appropriate level of abstrac-
tion for this is vital as this influences the number of entity types that there are, the number
of instances of each type, and the complexity of each object.
A coarse-grained ontology will have only a few types of object, each of which will be
“weakly typed,” that is, will have a fairly vague description. This means that the objects will
be quite complex and there will be a lot of instances of each type. Choosing a fine-grained
ontology results in a structure which has many strongly typed, simple objects with a relatively
few instances of each. In a fine-grained ontology the object types differ from each other only
in some small way, in a coarse-grained ontology they differ in large ways.
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For example, consider the ontology that you (acting as an information architect)
choose to help with the activity of organising the files in your office. Some people have a
fine-grained structure with lots of types (such as Faculty Research Papers, Faculty Accom-
modation, Faculty Strategy, etc.) while others have a coarser structure with only a few types
(such as Faculty Papers). These different structures facilitate or hinder different activities.
The person with the fine-grained ontology will not know where to put a paper on Faculty
Research Accommodation, but will have less searching to do to find Minutes of April Re-
search Committee.
A coarse-grained ontology makes storing easy, but retrieval more difficult. In my of-
fice I have a large pile of papers. This makes filing a new paper very easy—I just put it on
the top. But it makes retrieval of specific papers much more time consuming. My colleague
carefully files each paper she receives. So storage takes longer but retrieval is quicker.

Volatility
Volatility is concerned with how often the types and instances of the objects change.
In general it is best to choose an ontology that keeps the types of objects stable. Given a
small, stable space, it is easy to invent maps or guided tours to present the contents in a clear
way. But if the space is very large and keeps changing then very little can be known of how
different parts of the space are and will be related to one another. In such cases interfaces
will have to look quite different.

Size
The size of an information space is governed by the number of objects which in turn
is related to the ontology. Recall that a fine-grained ontology results in lots of object types
with fewer instances of each type and a coarse-grained ontology results in a fewer number
of types but more instances. A larger space will result from a finer-grained ontology, but
the individual objects will be more simple. Hence, the architecture should support locating
specific objects through the use of indexes, clustering, categorisation, tables of contents,
and so on. With the smaller space of a coarse-grained ontology the emphasis is on finding
where in the object a particular piece of information resides.

Topology
The topology of an information space concerns both conceptual and physical objects.
The conceptual structure will dictate where conceptual objects are, that is, how things are
categorised. The physical topology relates to the movement between and through physical
objects and how the interfaces have been designed.
A Web site again provides a good illustration of these issues. How many times have you
been to a Web site and tried to find some information only to give up or eventually stumble
across it in what seems to you as being a strange place? This is all down to the conceptual
information design of the site — the conceptual topology. In many Web sites it is very dif-
ficult to get a clear view or understanding of the topology especially as Web sites often try
to serve too many different user groups each of which will have a different conception of
what should be near to what.

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Distance.and.Direction
Conceptual and physical distance results from the conceptual and physical topologies
chosen by the designer. The notion of distance relates to both the ontology and the topol-
ogy of the space; with the ontology coming from the conceptual objects and the topology
coming from how those are mapped onto a physical structure.
Direction can be important in information spaces. For example, when moving between
instances of an entity there is always a sense of next and previous. In a large information
space such as a corporate Web site it is important to go to the right section to find appropri-
ate information

Other.Features
In their discussion of information spaces, Benyon et al. (2005) highlight the range of
both conceptual and physical objects that may be present in a space, the various media that
are available for presentation of information, whether the space has been designed, and
whether there are agents present in a space. Some spaces have a richer representation that
may draw upon visual, auditory, and tactile properties, while others are poorer. Issues of
colour, the use of sound, and the variety of other media and modalities for the interaction
are important components of the information space.
For example, consider the information space of an alarm clock. My clock has the con-
ceptual objects of hours and minutes. Other clocks have an ontology that includes seconds.
The perceptual objects could be numbers in a digital display or hands in an analogue display.
Both have to support regularly changing (volatile) data. A standard-built clock is typically
limited in terms of media (a single sound, the alarm, typically a monochrome display), there
are no agents, but the space has been designed for the purpose. A mobile phone has the same
conceptual information, but the presentation opportunities are much greater because of the
richer media that it has (e.g., you can choose the alarm ring tone). Distance and direction
are apparent on my alarm clock when I need to set the alarm time. The display only allows
me to cycle through the hours and minutes in ascending order. On my mobile phone I have
“little” up and down arrows that makes setting the alarm time much easier.

THE. INFORMATION.ARCHITECTURE........
OF. WEB. SITES
Information architecture for Web sites has to do with how the content of the site is
organised and described. Of course, it has to be organised and described for some purpose
and so many authors include the design of navigation systems as part of the information
architecture. We prefer to deal with this separately in the context of navigation as a whole.
Others still might include the design of the information layout as part of the information
architecture.
In Jesse James Garrett’s (2003) book The Elements of User Experience, information
architecture sits alongside interaction design in the central structure plane of his five level
view of Web design (Figure 1). Navigation design along with interface design and information
design sits just above on the skeleton plane. Above that is the surface plane and supporting
all this is the strategy plane and scope plane. Information architecture is about structure. But

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0 Benyon

Figure 1. Garrett’s model of Web site design (Garrett, 2003, p. 33)

this is not the whole story of Web site design. The strategy, scope, interaction, and visuals
also need consideration.
There are many different types, or genres, of Web sites such as news sites, shopping
sites, entertainment sites, and information sites. These different types of sites have to serve
many different purposes for many different people. Getting an information architecture
that is robust enough to serve such multiple interests is difficult, and Web site information
architects are in great demand.
The features of Web sites will clearly, vary widely; however, the conceptual objects
in Web sites are fairly common: pages; files; different types of files such as PDF, GIF, and
JPEG; documents; and links. Physically, sites are distinguished by their use of implementa-
tion method. Simple HTML sites have different physical objects for use at the interface than
dynamic HTML or Flash sites.
Some sites such as stock exchange sites are of course highly volatile. Any site that aims
to provide up-to-date information, for example, airplane arrivals or train departures, has to
deal with the volatility of the content. News sites are more volatile than information sites.
The key issue for the designers is to get the overall structure of the site — the information
architecture — as stable as possible.
Large Web sites are exactly why information architecture for Web sites has become so
important. In large sites it is not possible to fit everything onto a single display. There will
need to be some complex structure and this requires classification and the development of

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a taxonomy. Large sites will have a greater distance between objects. Distance in Web sites
can be measured by the number of clicks it takes to get from one part of the site to another
(Benyon & Wilmes, 2003). We recently worked on a local council Web site with the aim
of achieving a three click rule. It should be possible to access specific information in three
clicks. Of course, this requires getting the ontology of the site at an appropriate level of
abstraction.
The topology is another key element of information architecture as it determines how
easy or otherwise it is to move through a site. The conceptual topology refers to the way
the objects are classified, organised, and related (the taxonomy). The physical topology is
concerned with how this structure is presented at the interface — with things such as menu
structures and links between the different parts of the site.

Classification Schemes: The Conceptual.Topology


As we have seen the choice of an ontology or classification scheme is crucial to how
easy it is to retrieve an instance of an object. With a coarse-grained ontology searching for
an instance of an object means searching within one of the few types of objects. So to find
a particular paper in the pile in my office I have to search through the pile in a serial fash-
ion until I find it. With a fine-grained ontology I search between the types. If I have filed a
particular paper in a folder in the filing cabinet, I can search through the folders (i.e., the
through the types). There is no simple answer to getting the ontology right; it will be more
or less suitable for different purposes.
Whatever the ontology, imposing some structure on how the objects are physically
organised will help access to a particular instance. Rosenfeld and Morville (2002) distinguish
three exact organisation schemes: (1) alphabetical, (2) chronological, and (3) geographical
to which Shedroff (2001) adds continuums (i.e., using some rating scale to rank instances),
numbers, and categories. Alphabetical order is exploited in all manner of information arte-
facts such as phone books, bookstores, and directories of all kinds. Although at first sight
an alphabetical organisation is straight forward, it is not always easy, especially where the
forenames and surnames are muddled up, or where rogue characters can get into the name.
Where is a dot in the alphabet, or a quotation mark? Most mobile phones have an address
book with just one object name. Most PDAs distinguish between first and last name. Notice
how these two ontologies affect retrieval of instances. Another occasion when alphabetical
organisation breaks down is if the formal title of a company or organisation is not the same as
the informal name. Recently, while looking in the paper-based phone directory for the phone
number for Edinburgh City Council, I finally found it under “C” for “City of Edinburgh”!
There was not even an entry under “E” pointing to the entry under “City.”
Chronological organisation is suitable for historical archives, diaries, and calendars
and event or TV guides. Geographical organisation suits travel subjects; social and political
issues; and regional organisations such as wine sites, local foods, and so forth. Organisation
by topic or subject is another popular way to structure information, but here it is important to
prototype the names of topics with the potential users of a site. Often a topic structure used
by people internal to an organisation is different from those outside the organisation.
Task organisation structures the Web site by particular activities that people may want
to do; “Buy ticket,” “Contact us,” and so on aim to structure the site according to task. Audi-
ence is another popular structuring method. This can be very effective when there are a few

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well-defined, different types of users. “Information for staff,” “Information for students,”
and so on helps different visitors find their part of a site.
Hybrid schemes can be used to mix these together and frequently are. Other authors
suggest that there are other organisational schemes. For example, Brinck, Gergle, and Wood
(2002, p. 152) include “department” as a scheme. They give the following example to il-
lustrate the differences:

Task-based “Buy a Car”


Audience “Car Buyers”
Topic-based “Cars”
Department “Sales department”

Any information space can be described in terms of three key features: (1) its dimen-
sions, (2) the facets (or attributes) of those dimensions, and (3) the values that these facets
can take. This is often called a faceted classification and it can have a great impact on locating
instances of the objects. The dimensions come from the ontology — the major concepts in
the site. So, a typical travel site has dimensions of cars, flights, hotels, and so on. Each of
these has certain common facets (such as price) but also may have their own unique facets:
flights go from one city to another; hotels are located in a single city (but maybe part of a
chain); and cars generally are rented and returned to the same location, but may exceptionally
be returned elsewhere. Ferries have a different pricing structure from planes which have a
different structure from trains.
Each if these attributes, or facets, can take certain values. The name of a city, for ex-
ample, could be just about anything, but the name of an airport could be restricted to a known
list of official airports. Classification in terms of the facets of dimensions works particularly

Figure 2. Structure of thesaurus (from Rosenfeld & Morville, 2002, p. 187)

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well in small, clearly defined spaces. Music sites classify music in terms of its main facets
such as genre, artist, and title. Recipe sites will have facets such as country/region, main
ingredient, course/dish, and so on. Wodtke (2003) points out, though, that once such a site
includes things such as cooking utensils, the sharing of facets across such different entities
as utensils and recipes is no longer possible. Faceted classification has important impact
on the user interface that is provided. With clear and known facets and values the interface
can be optimised to exploit the structure.
Rosenfeld and Morville (2002) point out the need to consider the granularity of the
ontology, as this leads to the breadth versus depth debate in Web site design. Often the same
material can be organized as a deep structure — only a few main branches but lots of sub-
branches — or as a shallow and broad structure with lots of branches and only a few sub-
branches. As a general rule 6-8 links per category is about right. There are many theoretical
studies that have been done to try to determine the optimal information structure (e.g., Larson
& Czerwinski, 1998; Miller & Remington, 2004). The trouble with these approaches is that
there is so much interaction between the ontology, the topology, and the navigational aids that
it is difficult to generalise across sites. The nature of the content and how it would naturally
be divided up by the people who will be visiting the site must also be considered.
It would be nice if things could be organised and structured into a neat hierarchy, but
the problem with a hierarchical structure is that no matter what classification scheme is
chosen, some item will not fit nicely into it, and the designer will want to put it under two
or more headings. (Note that this happens more often in Web site design with a fine-grained
ontology as there are more types of object.) As soon as this happens, the nice clean structure
of a hierarchy breaks down and soon the hierarchy becomes a network.
Networks are structures in which the same item may be linked into several different
hierarchies. It is a more natural structure but also a more confusing one for people to un-
derstand. Often the visitor to a Web site navigates down through a hierarchy and by doing
so develops a reasonably clear view of the site structure. However, in a network they may
then go back up another branch or may jump from one part of the site to another. In such
cases understanding the overall logic of the site is much more difficult. Organising pages
into a sequence is ideal for dealing with a straightforward task structure, such as buying a
product or filling in a series of questions.
One of the problems with devising a taxonomy is that different people use different
concepts to organise things. Another is that people use different words and terms to refer to
the same thing. There are synonyms and homonyms. There are slight variations of meaning,
and often it is difficult to find a home for an instance of something. A thesaurus is a book of
synonyms and semantic relationships between words. Similarly, in information architecture
there is often a need to define a thesaurus to help people find what they are looking for.
Rosenfeld and Morville (2002) suggest the structure illustrated in Figure 2.
The preferred term is at the centre of the structure. It needs to be chosen carefully so
that it will be recognised and remembered by the people using the site. Far too often these
terms are chosen by administrative staff and they reflect an administrative view of things.
Our university has a heading of “Facilities Services” on its Web site rather than “Catering”
and the library is now a “Learning Information Service.” Different nationalities will use
different words. The preferred term should be linked to any number of variant terms. These
are synonyms that people might be expected to use, follow, or type into a search engine.
Narrower terms describe subcategories of the term (sometimes called siblings), and these

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are related to other terms (sometimes called cousins). Moving up the hierarchy takes us to
a broader term.
Specifying all these relationships is a lengthy but important activity for the information
architect. This structure will be used to explain the conceptual structure to people using the
site and to people administrating the site. It will be used in displaying the content on the
page as part of the navigation system and to help people searching. This scheme also helps
to provide functionality such as “may we also suggest” on a shopping site. The scheme will
be used to provide category information for people, navigation bars, and the “breadcrumbs”
that show where you are on a site.
Information architecture has become so important that there are now many depart-
ments devoted to managing the information or knowledge in an organisation, and there are
software systems designed explicitly to help in this process. A key aspect of this is metadata.
Metadata is data about the objects in the Web site. It may be data that describes the intrinsic
characteristics of the object such as file size, type of file, and so on; it may describe admin-
istrative issues such as when the file was created, when it was modified, and who created
it; or it may be more descriptive data such as keywords that describe the content in terms of
the main facets associated with that type of object. There are standards for describing data
such as topic maps (Baxter, 2004) and content management systems that handle specifying
and managing metadata and dealing with multiple taxonomies.

NAVIgATION
Information spaces are many and various — from paper documents, to Web sites, to
personal organisers, to DVDs, to the complex combination of objects, information arte-
facts, designs, and people that provide the information in large geographical spaces, such
as airports. Information spaces allow people to plan, manage, and control their activities.

Figure 3. Information space and activity space

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Rarely though, is all the information that someone needs for some activity in one place. We
conceptualise the situation as shown in Figure 3. Here the information space, consisting
of a variety of information artefacts (IA), agents (A), and devices (D), covers a variety of
activities. Accordingly, people have to gather information from a variety of sources; they
move through the information space to gather all the information that is required. This is
what we call navigation of information space.
Navigation is concerned with finding out about and moving through an environment.
It includes three different, but related activities.

• Object identification which is concerned with understanding and classifying the objects
in an environment.
• Exploration which is concerned with finding out about a local environment and how
that environment relates to other environments.
• Wayfinding which is concerned with navigating towards a known destination.

Although object identification is somewhat akin to exploration, the purpose is different.


Exploration focuses on understanding what exists in an environment and how the things are
related. Object identification is concerned with finding categories and clusters of objects
spread across environments, finding interesting configurations of objects, and finding out
information about the objects.
Navigation is concerned with both the location of things and with what those things
mean for an individual. How many times have you been told something like “turn left at the
grocer’s shop, you can’t miss it,” only to drive straight past the supposed obvious landmark.
Objects in an environment have different meanings for different people.

Navigation.in.geographical.Spaces.
A lot of work in psychology has been done on how people learn about environments
and with the development of “cognitive maps”; the mental representations which people
are assumed to have of their environment. These representations are rarely wholly complete
or static. Ecological considerations are concerned with the cues that people draw from the
immediate environment as they interact with it. People develop knowledge of the space over
time and through the experience of interacting with and within a space.
Wayfinding is concerned with how people work out how to reach their destination.
For Downs and Stea (1973) and Passini (1994) the process involves four steps; (1) orienting
oneself in the environment, (2) choosing the correct route, (3) monitoring this route, and
(4) recognising that the destination has been reached. To do this people use a variety of aids
such as signposts, maps, and guides. They exploit landmarks in order to have something
to aim for.
Learning to find ones way in a new space is another aspect of navigation considered
by psychologists (Gärling, Böök, & Ergesen, 1982; Kuipers, 1982). First, we learn a linked
list of items. Then we get to know some landmarks and can start relating our position with
regards to these landmarks. We learn the relative position of landmarks and start building
mental maps of parts of the space in between these landmarks. These maps are not all com-
plete. Some of the “pages” are detailed others are not, and more importantly, the relation
between the pages is not perfect. Some may be distorted with respect to one another.

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In the 1960s psychologist Kevin Lynch identified five key aspects of the environment;
nodes, landmarks, paths, districts, and edges (Lynch, 1961). Districts are identifiable parts of
an environment which are defined by their edges. Nodes are smaller points within the envi-
ronment; those with particular significance may be seen as landmarks. Paths connect nodes.
These concepts have endured, though not without criticism. The main issue is to what extent
are features of the environment objectively identified. Other writers (e.g., Barthes, 1986)
have pointed out that the identification of these features is much more subjective. It is also
important to consider the significance and meanings that are attached to spaces by people.
Different people see things differently at different times. Shoppers see shopping malls in a
different way than skateboarders do. A street corner might feel very different in the middle
of the day than it does at night. There are different conceptions of landmarks, districts, and
so forth, depending on cultural differences such as race, gender, or social group. The ship’s
captain can see many different landmarks in the ebb and flow of a river than the novice.
Navigation in a wilderness is a wholly different activity from navigation in a museum.
In addition to the five features identified by Lynch (1961), it is generally assumed that
there are three different types of knowledge that people have of an environment; landmark,
route, and survey knowledge (Downs & Stea, 1973). Landmark knowledge is the simplest
sort of spatial knowledge in which people just recognise important features of the environ-
ment. Gradually they will fill in the details between landmarks and form route knowledge.
As they become more familiar with the environment they will develop survey knowledge;
the “cognitive map” of the environment.

Navigation.in.Information.Spaces
In information spaces, the physics are different from geographical spaces and, indeed,
some people would consider navigation of information spaces to be quite different from
navigation in geographical spaces as there is no body to be moved. However, we treat them
as essentially similar activities, with the main difference being that the navigators in infor-
mation space have to move without the full range of sensory inputs of a physical body. The
key thing for us is that design principles transfer from geographic to information spaces.
In information spaces people face similar problems and undertake similar activities
as they do in geographical spaces. They may be engaged in wayfinding — searching for a
known piece of information. They may be engaged in exploration of the space or in object
identification. They will move rapidly between these activities and they will pick up new
information from the local environment. Indeed often they will rely on designers putting
information in an environment to remind them of different functions and options that are
available. This is what Pirolli (2003) refers to as “information scent” (p. 173). Information
spaces have different districts, with nodes and paths linking the sections together. Landmarks
will help people to recognise where they are in a space and hopefully help them to plan and
monitor a route to where they want to go. People will have simple route knowledge of some
information spaces and survey knowledge of others.
The essential thing about designing for navigation is to keep in mind the different ac-
tivities that people undertake in a space — object identification, wayfinding, and exploration
— and the different purposes and meanings that people will bring to the space. Of course,
designing for navigation has been the concern of architecture, interior design, and urban
planning for years, and many useful principles have been developed that can be applied to
the design of information spaces.

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Responsive.Spaces
The practical aim of navigation design is to encourage people to develop a good
understanding of the space in terms of landmark, route, and survey knowledge. However,
another aim is to create spaces which are enjoyable, engaging, and involving. Design (as
ever) is about form and function and how these can be harmoniously united.
One commentator on the aesthetics of space is Norberg-Schulz (1971) another is
Bacon (1974). Bacon suggests that any experience we have of space depends on a number
of issues. These include:

• The impact shape, colour, location and other properties have on environment
• The features which infuse character
• The relationships between space and time—each experience is based partially on those
preceding it
• Involvement

These all have an impact on navigation. Too much similarity between different areas
of an environment can cause confusion. The design should encourage people to recognise
and recall an environment; to understand the context and use of the environment; and to
map the functional to the physical form of the space. Another important design principle
from architecture is the idea that to gain a gradual knowledge of the space through use de-
signers should aim for a “responsive environment,” ensuring the availability of alternative
routes; the legibility of landmarks, paths, and districts; and the ability to undertake a range
of activities.
One application of urban design principles to Web sites is described in Benyon and
Wilmes (2003). Wilmes used the serial vision theory of town planner Gordon Cullen (1971)
to design a dynamic site map for a Web site that indicated the distance and direction of the
other pages on a site from the current position of the visitor. Cullen’s theory was based on
the gradual unfolding nature of vistas as one walked through an environment. Wilmes took
these ideas and applied them to Web site design, giving each different category on the Web
site a distinctive character (a sense of place) through use of colour and texture and allow-
ing the site visitors to see the site unfold as they moved through it. Pages of the site were
revealed and got larger as people approached them in much the same way as the vista of a
geographical environment changes as a person walks towards it.

Signage
Good, clear signposting of spaces is critical in the design of spaces. There are three
primary types of sign that designers can use.

• Informational.signs: provide information on objects, people, and activities and hence


aid object identification and classification.
• Directional signs: provide route and survey information. They do this often through
sign hierarchies with one type of sign providing general directions being followed by
another that provides local directions.
• Warning.and.reassurance signs: provide feedback or information on actual or po-
tential actions within the environment.

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Of course, any particular sign may serve more than one purpose, and an effective
signage system will not only help people in getting to their desired destination, it will also
make them aware of alternative options. Signage needs to integrate with the environment
in which it is situated aesthetically so that it will help both good and poor navigators. Con-
sistency of signage is important, but so is being able to distinguish different types of sign.
One of the most important in Web site design is the “you are here” sign giving information
not just about where you are, but also where you can get to.

Maps.and.guides
Maps can be used to provide navigational information and can be supplemented with
additional detail about the objects in the environment — they become guides. There are many
different sorts of maps from the very detailed and realistic to the highly abstract schematic
maps such as Beck’s famous map of the London underground.
Maps are social things with their own conventions, symbols, and style. Maps are
there to help people explore, understand, and find their way through spaces. They should
be designed to fit in with the signage system. Like signs, there will often be a need for
maps at different levels of abstraction. A global map which shows the whole extent of the
environment will need to be supplemented by local maps showing the details of what is
nearby. Maps can be drawn for different perspectives such as a birds-eye view, first-person
view, and third-person view. You are here (YAH) maps are also important as they put the
visitor into the environment.

Social.Navigation
A well-designed environment with good signage and well-designed navigational aids,
such as maps, will be conducive to good navigation. However, even in the best designed
environment people will often turn to other people for information on navigation rather
than use more formalised information artefacts. When navigating in cities, people often ask
other people for advice rather than study maps. Information from other people is usually
personalised and adapted to suit the individual’s needs. People present the information with
additional contextual information or with personal anecdotes that help to focus attention on
important features of the environment that only a “local” might know.
Even when we are not directly looking for information we use a wide range of cues,
both from features of the environment and from the behaviour of other people, to manage
our activities. We might be influenced to pick up a book because it appears well thumbed,
we walk into a sunny courtyard because it looks attractive, or we might decide to see a film
because our friends enjoyed it. We find our way through spaces by talking to or following
the trails of others. The whole myriad of uses that people make of other people — whether
directly or indirectly — is called social navigation.

NAVIgATION. DESIgN. FOR. WEB. SITES


The concepts of navigation outlined previously are common to all information spaces.
A graphical user interface to a database needs good navigation support, clear signage, and so
on. The menu headers are your landmarks or major routes — do you know what lies behind
each item on a menu, or are there sketchy areas of the application? As we saw previously,

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Informaton Archtecture and Navgaton Desgn for Web Stes 

Figure 4. Wire frame

navigational principles apply to electronic and information spaces. But it is perhaps with
Web sites that the principles can be more clearly seen. The Web as a space in which people
use Internet Explorer or Netscape Navigator to seek out information is a very powerful
analogy.
The design of navigation mechanisms is the second main pillar of information archi-
tecture (see Figure 1). Of course, there are many different types of visitors to any site that
need to be accommodated. Brinck et al. (2002, p. 126) advocate short, efficient paths for
the omniscient user or the regular visitor, “distinctive landmarks and orientation cues” for
those who tend use rote memorization (i.e., route knowledge), and putting key information
in the environment for those using satisfying strategies.
Labels and labelling are key issues in Web site navigation. Recall the discussion of
vocabularies mentioned previously and the need to find terms that the site visitors will under-
stand. Miller and Remington (2004) also point to the important interplay between labels and
structure of a site. Labels are used for internal and external links; headings and subheadings;
titles; and related areas. They are the signage system for the site. Not all labels are text, and
iconic labels can be very useful if the context and design is clear. Paying attention to good,
consistent, and relevant labels is a critical part of the information architecture. Information
architects must develop a clear and unambiguous preferred vocabulary.
There is nothing more confusing for people than if a Web site itself changes the vo-
cabulary, for example, referring to the things it has as “products” one minute and “items”
the next. The same labels will be used on search mechanisms as those on the main page and
in the names of the pages and the link names.

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0 Benyon

Navigation support in Web sites is provided through a whole host of methods. It is


common to have a navigation bar across the top of a site which points to the main, top-level
categories of the ontology. This is often called the global navigation. Within each of these
there will be subcategories. These might be placed down on the left hand side of the site or
may drop down when the main category is selected. These are known as local navigation.
It is a good design principle to have the global, top-level navigation bar the same on every
page so that people can easily jump back to the home page, to a frequently asked questions
page, or to one of the other main categories. A useful technique for designing the naviga-
tion support of Web sites is to use wire frames to lay out the main structural components of
pages. Figure 4 shows a typical wire frame.
“Breadcrumbs” are a very useful aid to navigation that show the trail of categories
that someone has visited to get to the current location. Other devices such as indexes and
glossaries are helpful in assisting people find exactly what they are searching for. A site map
should be made available that can be called up when needed. The map displays the structure
and content headers of the various categories.
Navigation bars — both local and global — are essentially signposts and landmarks,
leaving the site visitor to pick their way through the site structure. Site maps and good feed-
back on where people are in the structure will also help. Another alternative is to provide a
clear path through a part of the site. This is particularly important when a number of activities
or pages have to be visited in sequence. A site “wizard” can help here; it guides people and
explains what each activity is for. Often this is simply a succession of pages, such as when
buying a ticket or booking a flight.
One of the significant features of the Web as an information space is that many sites
support searching. Search engines can be bought, and the better ones are quite expensive
but are also effective. Once again the preferred vocabulary should form the basis of search-
ing, and where the synonyms have been defined they too can be used in defining searching
terms and in helping people to refine their search.
There are two main problems with searching a Web site. First is knowing exactly what
sort of documents the search engine is searching. The second is how to express combina-
tions of search criteria. A frequent failing of Web sites is not to make clear which items are
included in the search. Is the content of different documents searched, or is it just the Web
pages themselves? Does it include PDF files or MS Word files in which case is it the whole
content or just some tagged key words? Sites should indicate what is searched and provide
options to search different types of content.

Social.Navigation.of.Information.Space
As we mentioned previously, in the real world much navigation is accomplished by
interacting with other people. Social navigation of information space encompasses a whole
collection of techniques and designs that put people in touch, make people aware of others,
and of what others have done (Höök, Benyon, & Munro, 2003). Some designs such as online
communities exist solely for the purpose of enabling people to maintain and build links with
other people. Other systems are more concerned with making people aware of what others
are doing and others with making aggregate knowledge of others available.
Direct social navigation is concerned with putting people in touch with other people;
or with artificial agents. When we talk to someone else, the information we get back is often
personalised to our needs and the advisor may offer information that changes what we want

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Informaton Archtecture and Navgaton Desgn for Web Stes 

to do or how we might approach it, making us aware of other possibilities. People can judge
to what extent the information given can be trusted depending upon the credibility of the
information provider. Even if the information cannot be trusted, it may still be of value as
people know where it is from. In information spaces, using person-to-person communication
is an important part of the information architecture that is often overlooked.
Direct social navigation comes in many forms. At its most prosaic it consists of a link
such as “mail [email protected]” or mail “webmaster.” At least these impersonal connec-
tions suggest that there is a real person at the end of the line. Having individuals identified
by name adds another level of personalisation (but creates difficulties if that person is not
answering their mail for a few days). From such beginnings rich webs of direct social
navigation support can be developed. There may be an instant messaging facility, video
conferencing, and so on.
If other people are not around to provide help and advice then there are a number
of systems that try to offer forms of indirect navigation. These might be used to filter out
uninteresting information or point people to things that they will find relevant. Just as a
newspaper editor filters news into a form that readers of that newspaper like, so filtering
systems aim to tailor information to people. (Conversely, the newspaper or TV channel that
we choose is selected because we like the way that news is filtered and presented.)
In content-based filtering the information is scanned for specific items that match some
criteria. Based on a statistical analysis the system rates the relevance of the information to
the person. Usually keyword matching techniques are used to filter the information. The
system is supplied with a preference file for each person with keywords that the system
should look for in documents.
Recommender systems make suggestions to people for information based on what other
people with similar tastes, likes, or dislikes (Konstan & Riedl, 2003). Personal profiles are
matched, and the system creates clusters of people with similar tastes. Book recommenda-
tions from the Amazon.com site is probably the best example of a mature recommender
system. People who subscribe to Amazon can have the system recommend books based on
those that they have bought previously and on those that they rank. Amazon also provides
recommendations based on what other people have done. “People who bought this book
also bought these other ones.”
Another method of providing social navigation is to provide a tag so that whenever
someone comes upon a new piece of information he/she can see what other people with
similar interests, as they have, think of that particular piece of information. Some sort of
rating of the information pieces has to be done by the users of the system so the system can
create and cluster personal profiles. The more people that rate items, the more accurate the
system becomes. Implicit ratings may be things such as the time an individual spends reading
an article. Explicit ratings let people score information sources. An excellent example of this
sort of social software is eBay, allowing buyers and sellers to see information on previous
purchases, sales, and ratings from others. At the end of 2005 there was great excitement as
Yahoo acquired two social networking sites, flickr and del.icio.us.
History enriched environments, or readware is another technique for social navigation.
What other people have done in the past can tell us something about how to navigate the
information space. If we get lost in the woods and come upon a trail, a good idea is to follow
that trail. In a similar way we may follow a path through the information space. A familiar
technique in Web site design is to automatically change the colours on the links in a Web
page when a person has visited that page. In some other systems this may be generalised,

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 Benyon

based on the usage of links. Perhaps the main example of this was the Footprints Project
(Wexelblatt, 2003), where ideas of interaction history are associated with an object.
Social translucence is a form of social navigation based on three core principles: (1)
visibility, (2) awareness, and (3) accountability (Erickson & Kellogg, 2003). These principles
have resulted in a number of social proxies: software systems that provide information about
other people based on these principles. The best known of these is Babble: a social proxy
for meetings, chat, and e-mail. People are represented by marbles (coloured blobs), and the
space of discussion by a large circle in the centre of the system. The more active people are,
the closer to the centre they are, and the marbles gradually move towards the periphery if
they do not participate in the chat for some length of time. Other details of the people can
be seen in the panes around the edge of the system.

CONCLUSION
Information spaces are made up from three types of things: (1) information artefacts,
(2) agents, and (3) devices (Benyon et al. 2005). Information artefacts are objects that aim
to provide information about something, but they are static and reactive to interaction.
Agents are distinguished by having intentions. They actively try to achieve some higher-
level goals. Devices just deal with the syntax of interactions. They are the buttons, wires,
and communication channels that are required for the information space to be physically
instantiated. Information architects will design some or all of these components of informa-
tion spaces. In particular they will design the information artefacts and the overall structure
of the information space.
Information architecture is concerned with getting the right structure for the site,
presenting that structure to people, and helping people find their way through the structure.
In order to design a structure an information architect will use all the user-centred design
techniques that are useful elsewhere in the design of interactive systems. This will include
profiling the users of the site by developing personas; developing scenarios of use; and gen-
erating requirements through interviews, questionnaires, and observations. It will involve
developing prototype schemes and evaluating them.
Navigation in information spaces is a key activity that people undertake. We can learn
much from studying navigation in geographical spaces and indeed apply design principles
from urban planning and architecture. The principles of how we find our way in information
spaces are the same as those in geographical spaces. The differences are that we have far less
sensory cues in information spaces, and the physics are different — we can jump to different
parts of the space, fly over data landscapes, and move through virtual walls. In information
spaces, design is even more important. Also important is social navigation, and there are a
number of applications that seek to provide some form of navigation support.
Navigation of information space is concerned with good design through the use of maps,
labelling, and signage. It is also concerned with helping people obtain a survey knowledge
of the whole information space. There are three key activities; wayfinding, exploration, and
object identification, and it is important that each of these is properly supported. People
do not just engage in one of these, they move rapidly between them. Navigation will be
more effective and more enjoyable if the information space is a responsive environment;
designed to provide a pleasant experience. Providing assistance for social navigation using
awareness of other people and what other people have done to help navigate the informa-

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Informaton Archtecture and Navgaton Desgn for Web Stes 

tion space and tailoring and personalising the navigational support is another key aspect of
social navigation.
Underpinning the navigational support, however, is the basic architecture. Just as in the
geographical world the architecture makes certain journeys possible, so it does in informa-
tion spaces. The choice of ontology and how the resultant objects are classified, organised,
and structured will make some informational tasks easy, some more difficult, and some
impossible. Understanding the conceptual information architecture and how that architecture
relates to the physical and perceptual devices that are used to provide the interfaces to it is
critical to effective Web design.

ACKNOWLEDgMENT
This chapter is based on material from chapters 23-26 of Benyon, Turner, and Turner
(2005).

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A Methodology for Web Accessblty Development and Mantenance 

Chapter.IX

A.Methodology.for.
Web.Accessibility.
Development.and.
Maintenance
Julo Abascal, Unversty of the Basque Country, Span

Myram Arrue, Unversty of the Basque Country, Span

Markel Vgo, Unversty of the Basque Country, Span

ABSTRACT
Web design and evaluation are currently framed by legal restrictions and social demands
for full accessibility. The main reason is that currently most Web sites are not accessible
for people with physical, sensory, or cognitive restrictions due to diverse causes, such as
disability, use of nonstandard equipment, or special work conditions. Accessibility aware-
ness has advanced considerably in recent years, but designers are still having difficulties
in updating or creating new accessible pages. Even though useful tools and sound evalu-
ation methodologies are being designed, they are of no use if they are not integrated into
the standard Web design lifecycle, interacting naturally with common design and authoring
tools. This chapter introduces the basic concepts related to Web accessibility and proposes
a method for including accessibility in standard Web engineering methodologies. The key
phases: accessibility, evaluation, and maintenance are described in detail. Finally, a model
is proposed for implementing accessibility policy in organizations.

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 Abascal, Arrue, & Vgo

INTRODUCTION
In recent years the Internet has become an essential means of communication. The
World Wide Web is particularly used for carrying out many different activities in areas such
as business, leisure, learning, and so forth, causing a vertiginous growth in the total number
of Web sites in existence. However, most of the currently existing Web sites are inacces-
sible to varying degrees. For this reason, several categories of users are unable to access a
significant part of the information included in the Web. Among the groups of people who
find difficulties in accessing the Web are people with disabilities — they are most affected
by this situation.
The lifecycle of Web sites is currently very short. In fact, Web designers have to man-
age the design of new Web sites or new versions of existing Web sites in very short time
periods, which has a detrimental effect on the quality and accessibility of the final product.
Although significant research is being carried out on Web accessibility, principally on the
development of automatic accessibility evaluation tools, accessibility is not being sufficiently
considered in the Web site development process. Furthermore, when the issue is consid-
ered, the accessibility of a Web application is usually evaluated in the latter phases of the
development process, when its implementation is almost complete. As a result, correcting
the detected accessibility errors implies a complete redesign of the application which can
hardly be afforded. To avoid these situations developers should consider accessibility from
the very beginning of the product development process.
There is, in fact, a shortage of development methodologies that incorporate accessibility
as an essential property of the product. Such methodologies should be designed and imple-
mented within organizations in order to increase the developers’ awareness of accessibility
and, as a result, to facilitate the development of accessible Web sites. Not only would these
methodologies lead to the production of accessible applications but it would also lead to the
development of higher quality products and facilitate their maintenance.
This chapter describes a methodology for the Web accessibility development and
maintenance process. The establishment of this methodology in an organization will ensure
that accessibility is incorporated as a fundamental characteristic of the product throughout
the development process. In addition, it will increase awareness of the importance of Web
accessibility within the organization.

WEB.ACCESSIBILITy. OVERVIEW
Web.Accessibility.Initiatives
As previously mentioned, most of the currently existing Web sites are to varying de-
grees inaccessible. Various initiatives have been taken in order to overcome this situation,
including the promulgation of laws against electronic exclusion, such as the American with
Disablities Act (ADA) and Section 508 of the Rehabilitation Act in the U.S., the Accessibil-
ity Act in the UK, and so forth.
The main problem for the inclusion of accessibility criteria in Web site design is that
most designers are unaware of the specific needs of people with disabilities. They need
inclusive design criteria, often specified as guidelines, in order to be able to design for
accessibility. In this sense, the Web Accessibility Initiative (WAI, n.d.) of the World Wide

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A Methodology for Web Accessblty Development and Mantenance 

Web Consortium (W3C, n.d.) has developed many specifications, guidelines, software, and
tools for achieving the design-for-all paradigm in the Web environment, actively promoting
a higher degree of accessibility for people with disabilities.
Web Content Accessibility Guidelines (WCAG Overview, n.d.), created by the WAI,
are broadly accepted and used to analyse Web site accessibility. These guidelines determine
specific testing techniques or checkpoints. Each checkpoint has a priority (1, 2, or 3) as-
signed according to its strictness and, therefore, to its impact on accessibility. In addition,
three accessibility conformance levels are defined based on these priorities:

• Conformance.level.A: all priority 1 checkpoints are satisfied.


• Conformance.level.AA: all priority 1 and 2 checkpoints are satisfied.
• Conformance.level.AAA: all priority 1, 2, and 3 checkpoints are satisfied.

New versions of these guidelines are currently being produced. The last version of the
working draft of WCAG 1.0 was released in November 2005 (Caldwell, Chisholm, Slatin,
& Vanderheiden, 2005). This set of guidelines incorporates a new accessibility description,
defining the criteria an accessible Web site has to satisfy. According to this description an
accessible Web site has to be:

1. Perceivable: “Make content perceivable by any user.”


2. Understandable: “Make content and controls understandable to as many users as
possible.”
3. Robust: “Use Web technologies that maximise the ability of the content to work with
current and future accessibility technologies and user agents.”
4. Operable: “Ensure that interface elements in the content are operable by any user.”

These initiatives have heightened awareness of accessibility within the Web developer
community and encourage the production of accessible Web applications. Despite this, they
have proved to be insufficient, as in most cases an acceptable level of accessibility is not
attained.

Accessibility.as.Quality.Measurement
The quality of Web applications should be taken into account, as with any other soft-
ware product design process. The International Organization for Standardization (ISO) 9126
standard (ISO, 2001) defines six software product quality characteristics: (1) functionality,
(2) reliability, (3) efficiency, (4) usability, (5) maintainability, and (6) portability. From this
point of view, quality is a composite product property, involving a set of interdependent at-
tributes (Brajnik, 2001). These characteristics can be taken as the attributes that any software
product has to fulfil. ISO 9126 also defines a quality model for software product quality that
includes both internal quality and quality in use. For evaluation purposes, this standard should
be used in conjunction with the ISO/IEC 14598-1 (ISO, 1999) that provides methods for
the measurement, assessment, and evaluation of software product quality. Specific models
for Web site quality evaluation have also been proposed (see Mich, Franch, & Gaio, 2003).
In addition, different approaches for measuring the quality of software products have been
proposed, but all of them coincide in the importance of creating adequate metrics in order
to efficiently perform the quality evaluation process.

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 Abascal, Arrue, & Vgo

Usability is one of the product attributes that has to be measured, rated, and assessed.
This attribute has a bearing on the users’ effort in recognizing the logical concept and its
applicability, learning its application, operation, and operation control. In addition, usability
also refers to the facility with which the user can perform specific tasks in the Web applica-
tion. Accessibility and usability are closely related, as they both enhance user satisfaction,
effectiveness, and efficiency (UsableNet, n.d.). According to Thatcher et al. (2002), acces-
sibility can be understood as a subset of usability. In fact, the concept of accessibility is
related to the absence of physical or cognitive barriers to using the functionality implemented
in a Web site, such as navigation, information searching, and so forth. Although diverse
methods and tools for Web usability evaluation exist (Ivory & Hearst, 2001), accessibility
assessment has not been sufficiently developed, even though accessibility measurement,
rating, and assessment is essential in determining Web site quality.
As previously mentioned, an accessible Web application has to be perceivable, under-
standable, robust, and operable (Caldwell et al., 2005). These principles can be understood as
the interdependent attributes described in the ISO 9126 (ISO, 2001). However, the conform-
ance level specified in WCAG is not sufficiently accurate. For instance, a Web site fulfilling
only all first level success criteria checkpoints would obtain the same accessibility value as
another Web site fulfilling all first level success criteria checkpoints and almost all second
level success criteria checkpoints. Both of them would have an A level conformance. This
illustrates the limitations of current qualitative measurements for performing accessibility
comparisons or ratings. These criteria appear to be based on the assumption that if a Web
page fails to accomplish one of the guidelines in a level, it is as inaccessible as if it fails to
fulfil all of them. That is true for users with specific disabilities, but in general it is essential
to have not only a reject/accept validation but a more accurate graduation of accessibility.
In other words, in addition to the available qualitative measurements, it is necessary to
have quantitative accessibility measurements, such as the ones proposed by Olsina and
Rossi (2002). In this way, it will be possible to reveal the accessibility level of a product as
a quality attribute of it.

ENgINEERINg. WEB.ACCESSIBILITy
According to Sommerville (1992), a well-engineered software application has to ac-
complish four key attributes: (1) maintainability, (2) reliability, (3) efficiency, and (4) an
appropriate user interface. The last attribute, appropriate user interface, refers to designing
the software application, taking into account the capabilities and background of the users.
In the current information society any Web application should be designed with the design-
for-all paradigm (also called universal design) in mind, so that access is guaranteed for all
users. Therefore, accessibility must be taken into account in order to develop an application
with an appropriate user interface.

Software.Engineering.Methodologies.
Developing Web applications is a complex process which requires adherence to a
particular framework or methodology in order to produce good quality products. These
methodologies define concrete steps or phases of the development process in order to reduce
its complexity.

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A Methodology for Web Accessblty Development and Mantenance 

Software engineering methodologies describe the phases required for software applica-
tion development, as well as the way in which these phases are integrated into the process
model (Pressman, 1992). The most commonly applied software engineering models are the
following: waterfall, prototyping, and spiral models.
The waterfall model is a sequential methodology which establishes a fixed order for
the development process. This methodology divides the software methodology into six
activities: (1) system engineering, (2) analysis, (3) design, (4) coding, (5) testing, and (6)
maintenance.
The prototyping model is based on producing prototypes of the software application in
a short period of time. These prototypes are then tested and the results are used to produce
subsequent enhanced prototypes until all the requirements are fulfilled.
The spiral model integrates features from the waterfall and the prototyping models
and adds an element of risk analysis in the development process. The process model is
configured as a spiral where each iteration consists of four major activities: (1) planning,
(2) risk analysis, (3) engineering, and (4) customer evaluation.
In all the presented models three main phases are included: (1) definition, (2) develop-
ment, and (3) maintenance. Requirements research and application analysis are performed in
the definition phase, while the design and implementation of the software application take
place in the development phase. These phases together constitute the lifecycle of the software
application. Selecting one or other methodologies depends on the size and complexity of
the software application to be developed, as well as on time constraints.
However, software engineering methods cannot be directly applied to Web application
development due to the special features of hypermedia. In order to overcome this situation
some new methods have been proposed, that is, hypertext design model (HDM) (Garzotto,
Paolini, & Schwbe, 1993) and relationship management methodology (RMM) (Isakowitz,
Stohr, & Balasubramanian, 1995), and different methodologies (frequently sharing some
features such as some lifecycle stages) have been produced: sequential, iterative, prototype-
based, and so forth.

Incorporating.Accessibility.into.the.Lifecycle.
The objective of this section is to demonstrate the accessibility issues that have to be taken
into account and to describe the decisions to be made within each lifecycle phase of a Web
application: requirements research, analysis, design, implementation, and maintenance.
A preliminary evaluation of the company must be performed in the product require-
ments research phase. This preliminary evaluation will determine whether the company
is able to proceed to the design of an accessible Web application. It aims to detect any
limitations regarding the company’s staff, and technical and economical resources in the
Web accessibility area. As a result, the company’s competence in dealing with upcoming
problems is measured, and the most deficient areas are identified. The main obstacles that
developers have to face in this stage are the lack of an internal accessibility policy and the
shortage of trained staff. These drawbacks are resolved by implementing appropriate poli-
cies which may require additional financial resources, and this would have to be weighed
up by the company.
It is also essential to analyse the availability of tools to automatically evaluate, develop,
correct, and monitor Web accessibility. This analysis is crucial as the selected tools will be
used in the rest of the lifecycle phases. Therefore, a detailed analysis would avoid wasting

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0 Abascal, Arrue, & Vgo

time and effort in the future. Unfortunately, sometimes the lack of financial resources may
rule out getting these tools and the human resources to make appropriate use of them. This
situation could hinder the achievement of the accessibility goal.
In addition, as it is necessary to recruit disabled users to perform accessibility evalua-
tions with users, it is essential to contact associations of users with disabilities at this stage.
Furthermore, the selected user groups should cover the broader range of disabilities in order
to perform a comprehensive evaluation. Thus, it is desirable to include groups of users with
visual, cognitive, and physical impairments, and also deafness. Furthermore, there is also
a wide range of disability within these groups. For example, users with visual impairments
can suffer from total or partial loss of vision, colour blindness, tunnel vision, and so forth.
Finally, the availability of experts to conduct manual evaluations has to be taken into
account.
Adopting the design-for-all paradigm in the analysis stage is a key point to avoid
creating user profiles that would exclude other potential users. Design-for-all philosophy
guidelines are aimed at avoiding unnecessary design barriers and promoting the application
of user characteristic specifications and their operational environment in a positive way.
According to Abascal and Nicolle (2005), the broad diversity of user characteristics makes
it extremely difficult to consider all users in this phase. Nevertheless, avoiding unnecessary
barriers to accessibility is possible by means of universal design guidelines. In this way, user
task analysis produces simple, intuitive, and flexible requirements and specifications.
The results obtained in the analysis phase are formalised in the design stage. Applying
techniques related to the previously adopted guidelines, such as Techniques for Web Content
Accessibility Guidelines (TWCAG) 1.0 (Chisholm, Vanderheiden, & Jacobs, 2000), is advis-
able at this stage as it facilitates conformance to accessibility guidelines. These techniques
are intended to be independent from the development technology used. It is necessary to
identify the most suitable techniques so that the specifications obtained are able to adhere to
the principles of accessible Web design. Moreover, the technical restrictions assumed in the
previous stage have to be taken into account in the design phase. One of the most frequent
and relevant constraints is the shortage of authoring tools which support accessible Web
design. This tends to be the main obstacle to overcome.
The next activity to be addressed is the implementation of the product. It is essential
to bear in mind the universal design principles in order to make appropriate decisions. Tools
that fulfil the Authoring Tools Accessibility Guidelines (ATAG) are helpful as they facilitate
the implementation of products based on these principles. When producing content in this
stage, especially multimedia content, it is necessary to provide equivalent content if appro-
priate. This requirement leads to the fulfilment of some of the most relevant checkpoints in
the accessibility guidelines, that is, the production of equivalent content that provides the
user with the same functionality as the original. For example, attaching a text equivalent to
embedded audio content would help to improve deaf users’ perception.
The evaluation phase is one of the most relevant phases in the accessible Web applica-
tion lifecycle. In a design-for-all oriented analysis, results of the design and implementation
phases are checked to evaluate the fulfilment of the specifications. In order to reach a reli-
able conclusion, tools for automatic accessibility validation; repairing and transformation;
expert-based evaluation; and evaluation with users must all be applied. After removing all
accessibility barriers detected by automatic evaluation tools and by experts, evaluations with
users will help to detect the remaining user-specific obstacles. All these evaluation methods
are complementary and necessary. However, evaluations with users with disabilities should

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A Methodology for Web Accessblty Development and Mantenance 

not be carried out as frequently as automatic ones, due to the difficulty of access and ethi-
cal issues that arise when testing incomplete and poor designs with them. In this stage, it is
useful to use an error publication framework in order to avoid repeating the same mistakes,
thus improving the development process. Producing good quality products should also be
an objective of the development process. Therefore, in addition to evaluating compliance
with Web accessibility guidelines, it is also necessary to verify the quality of the developed
product in the evaluation phase.
Maintenance is a critical phase in any accessible Web site lifecycle. As the Web is
essentially dynamic, its contents change frequently. From the Web accessibility point of
view, the maintenance phase is understood as the phase where accessibility is monitored
in order to measure its evolution. When the content of a Web application is updated, it is
difficult to measure if the accessibility level has increased or decreased since up to now
only qualitative metrics, such as WCAG conformity levels, have been used. It is advisable
to use quantitative metrics, in order to measure more accurately the accessibility level and
its evolution through time. Whatever the evolution is (positive or negative), the decisions
made and the factors involved must be reported and reviewed. An application which reports
these facts and evaluates accessibility quantitatively with a predetermined frequency is a
powerful and essential tool within the context of this lifecycle.
The main objective of taking into account accessibility issues during the whole lifecycle
is to reach the broader spectrum of end users. Furthermore, it is a methodical and easily
maintainable way to manage an accessible Web application.

Process.Model.for.Accessible.Web.Application.Development
Web applications tend to be implemented in short time frames and due to this feature a
specific development methodology is necessary, clearly defining the decisions to be made in
each phase. Generally speaking, the lifecycle is defined as a group of stages that do not have
to follow a determined sequence. On the other hand, a process model defines the sequence
followed by the phases of the lifecycle, and it is important to select an appropriate one for
accessible Web application development.
According to Nielsen (2001), iterative methodologies fit better when developing ac-
cessible Web applications. In this sense, related work can be found at Mayhew (1999) and
Granollers, Lores, and Perdrix (2003). The iterative process model, in contrast to the clas-
sical waterfall model, enables the development of first prototypes in the earlier phases of
the process. This feature facilitates accessibility evaluation during the whole development
process. Consequently, accessibility errors are easier to find and fix. As a result, errors are not
passed on to subsequent phases and similar errors are avoided in the rest of the process. It is
beneficial to use a platform for the reporting of errors detected. In this way, keeping track of
errors improves the development process as it avoids the same errors being made again.
In order to determine the appropriate process model it is necessary to take into account
that a company may face two possible scenarios: (1) development of a new Web applica-
tion or (2) accessibility improvement of an existing application. Figure 1 shows how these
different scenarios are addressed in different ways.
An initial evaluation has to be performed in order to improve the accessibility of an
existing Web application. In this way, accessibility problems will be detected in order to
analyse and correct them and avoid passing them on to subsequent phases. Solutions to the

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 Abascal, Arrue, & Vgo

errors detected will be implemented in an iterative way, allowing a process of debugging


of the application.
It can be seen that both scenarios need to predict and plan accessibility evaluations
during the development process. Once the application has been implemented, an evaluation
is performed. According to the results, if the objective proposed in the specifications is not
met, a re-analysis is carried out. Subsequently, the application will be redesigned. Following
this methodology implies the improvement of the prototype with each iteration. When the
required accessibility level has been fulfilled (depending on the internal policy or on the client
specifications) the development phase will finish and the maintenance phase will start.
In the maintenance phase, periodical accessibility evaluations have to be made in
order to know whether the updates made to the application have a detrimental effect on
the required accessibility level. If these updates have decreased the overall application ac-
cessibility level, the evaluation report must be analysed and the detected errors fixed by
designing and implementing new solutions.

WEB.ACCESSIBILITy. EVALUATION
Web accessibility evaluation is an essential component of the accessible Web devel-
opment process. Accessibility evaluations should be performed frequently throughout the
development process as described in the previous section.
Different methods can be used to carry out these accessibility evaluations, such as
manual evaluation by experts, accessibility testing with users, and automatic validation
of accessibility guidelines (i.e., TWCAG 1.0, Chisholm et al., 2000). A valid accessibility
evaluation methodology should combine all these methods (Abou-Zahra, n.d.). However,
the most widespread practice in the Web developer community is to perform only automatic
validation of accessibility guidelines, resulting in products with poor accessibility levels.

Manual.Evaluation.by.Experts
As with usability testing, accessibility evaluation also requires performing inspection
methods. In this way, heuristic evaluation can be extremely useful as experts are able to
evaluate Web applications according to sets of accessibility guidelines. It is well known
that some of these guidelines can not be automatically tested as they require human judge-
ment, for instance, checkpoint 14.1 of the TWCAG 1.0 (Chisholm et al., 2000): “Use the

Figure 1. Process model for accessible Web applications

Is.it.a.new.Web. Are the specifications


application? fulfilled?
No
Requirements Yes
Analysis Design Implementation Maintenance
research
Yes
No

Evaluation

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A Methodology for Web Accessblty Development and Mantenance 

clearest and simplest language appropriate for a site’s content.” Heuristic evaluations are
able to identify many accessibility problems, as well as to evaluate their significance for
the overall accessibility goal.
Another convenient technique is performing a walk-through in order to detect any
accessibility barrier which obstructs the completion of specific tasks. In this way, experts
are able to determine the main executable tasks in a Web site and browse all the particular
solution paths by using different browsers and different types of assistive technology such
as screen readers, screen magnifiers, mouse emulators, and so forth. This technique will
detect the main accessibility barriers for different user groups.

Accessibility.Testing.with.Users
A correct accessibility evaluation methodology requires testing the Web application
with different groups of users. This method will detect real accessibility barriers for the end
users. This process is even more significant for achieving the overall goal of accessibility
when expert evaluation has been performed by people involved in the development of the
Web application, as they will be accustomed to the interface features.
This type of test is usually carried out in controlled environments such as testing
laboratories where experts can observe and collect data from users. The thinking-aloud
technique, consisting of users continuously vocalising their thoughts, feelings, and opinions
while interacting with the site, is very useful since it allows the detection of barriers found
by users in real time.
In addition, various tasks can be set up in order to encourage users to browse the sys-
tem, and it may be useful to collect data from this interaction so that usability parameters,
such as effectiveness in completing the tasks, can be calculated. If the effectiveness value
in performing a specific task is low, its solution paths should be analysed in order to detect
any existing accessibility barrier.
Enquiry methods such as questionnaires and interviews are broadly used in usability
testing and can also be applied to accessibility testing. The questions within these question-
naires should be designed in such a way that users’ answers help evaluators to determine
the most significant accessibility barriers in the system.

Automatic.Accessibility.guidelines.Validation.
According to Lang (2003), the advantages of this method are several in terms of cost
effectiveness since automatic accessibility evaluation tools, which obtain the evaluation
results in a short period of time, are used (e.g., Watchfire WebXACT, n.d.; Web Acces-
sibility Versatile Evaluator [WAVE], n.d.; EvalAccess (Abascal, Arrue, Fajardo, Garay, &
Tomás, 2003; etc.).
Development and use of automatic tools of this type are increasing. Currently, there
are several Web accessibility evaluation tools with diverse characteristics. Some of them are
executed online on a Web server while others need to be downloaded and run locally. Some
have to be purchased while others are free. Thus, Web developers have a large selection of
tools to choose from. Although this broad choice of tools is of benefit to developers, as they
can select the most appropriate tool according to specific conditions, the lack of methods
for validating these tools creates a number of problems.
Currently, the results obtained by different tools evaluating the same Web resource
frequently differ. Thus, Web developers cannot be sure of detecting all accessibility errors

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in a Web page by using only one evaluation tool. For this reason, it is advisable to evalu-
ate the Web resource with at least two different tools which have dissimilar interfaces and
reporting styles. Therefore, Web developers should be familiar with the interfaces of the
different tools they use. Moreover, they must get used to interpreting the results produced by
different tools. The format of these results can be so unalike that Web developers can become
confused when trying to interpret the various issues reported by each of them. Evaluation
and Report Language (EARL) (see McCathieNevile & Abou-Zahra, 2005) was developed
in order to help in the interpretation of automatic evaluation results.

Accessibility Evaluation Tools


The main objective of this type of tool is to verify the content of a Web page or Web
site according to a set of guidelines and to return a report, detailing all errors discovered. In
addition, this report can also contain methods, techniques, and/or examples explaining how
these errors can be corrected. Some of these tools also offer guidance on error correction.
These tools can be classified according to different criteria. The most relevant are the type
of service offered and the ability to incorporate new guidelines.
According to the type of service offered a tool can offer:

• Analysis service (returns a report of detected errors), or


• Analysis and repair service (also guides the user in the error correction task)

According to the facility for incorporating new guidelines or new versions of existing
accessibility guidelines an automatic accessibility evaluation tool can have:

• Built-in guidelines, so that updating the set of guidelines means modifying the code,
and
• Specification of guidelines separated from the validation code, so that guidelines can
be easily updated

This second type of tool is also useful for other purposes. For instance, an organisa-
tion can define its own style guidelines and validate documents according to them (Takata,
Nakamura, & Seki, 2003).
Watchfire WebXACT (n.d.), WAVE (n.d.), and A-Prompt (n.d.) are well-known, free,
automatic accessibility evaluation tools which have built-in guidelines. WebXACT can
work either online or off-line whereas the current version of A-Prompt works only off-line.
Regarding the service they provide, WebXACT offers only an accessibility analysis service,
returning a detailed and complete report, while A-Prompt also provides support for error
correction. An analysis of these tools can be found in Brajnik (2000) and Blair (2004).
EvalAccess (Abascal et al., 2003) and KWARESMI (Bereikdar, Vanderdonckt, &
Noirhomme-Fraiture, 2003) have an architecture where the specification of guidelines is
separated from the validation code. Although each one specifies guidelines in a different way,
both of them return a detailed report of errors discovered after validating the accessibility
of Web content. Another evaluation tool of this type is AccessEnable (Brinck, Hermann,
Minnebo, & Hakim, 2002), which is a commercial tool.
Other factors which must be taken into account in order to ensure accuracy when
performing automatic accessibility evaluation of Web sites are the correctness and com-
pleteness of tools.

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A Methodology for Web Accessblty Development and Mantenance 

Testing Correctness and Completeness of Tools


According to Brajnik (2004), measuring the correctness (whether the tool implements
the accessibility tests correctly or not) and the completeness (whether it covers relevant
aspects of accessibility) is necessary for determining the efficiency of accessibility evalu-
ation tools.
The correctness of a tool can be seen as the ability to perform the evaluation without
producing any false positives (correct items which are marked as errors).
Completeness is related to the number of tests that are performed by the tool. If an
automatically detectable error is not tested by a tool a false negative (an error that is not
detected) is produced.
Hence, an automatic, validation tool, testing process should report the number of
false positives and false negatives detected, as this data will determine the correctness and
completeness properties of a tool.
Currently, not all accessibility errors can be automatically detected. As already men-
tioned, the validation of some accessibility guidelines requires human judgement. Therefore,
this type of guideline is usually reported as manual checks or warnings and is not taken
into account in testing the completeness and correctness of the tool. Consequently, only
the false negatives produced by automatically detectable items are measured for testing the
validation tool.
Various methods can be used to test or compare accessibility evaluation tools. For
instance, Brajnik (2004) and Diaper and Worman (2003) select several Web sites, evaluate
them using different evaluation tools and compare the results obtained. This process allows
detecting the differences between the results produced by those tools.
Another method for testing evaluation tools is to define a set of test files which cover all
possible accessibility problems and to validate these instead of real Web sites. The problem
with this method is the difficulty in defining efficient and comprehensive test files, which
increases the development cost in terms of time and effort. For instance, the Access Tool
Reviewer (ATR) tool (ATR, n.d.), developed by the Adaptive Technology Resource Centre
at the University of Toronto (ATRC, n.d.), employs this method. Some 260 test files have
been developed (ATR Test Files, n.d.) in order to test accessibility evaluation tools. Some
test files are useful for determining if a tool detects one specific type of error (for instance,
one of the test files defines an html document containing only an image without any text
equivalent), while others are useful for verifying that valid items are not reported as errors
by the tool (for instance, one of the test files defines an html document containing only an
image with a valid text equivalent). The ATR tool provides a helpful environment for re-
cording the verified test files and their results (passes or fails). Thus, the developer should
manually validate all the test files with the evaluated tool and record each result in the ATR
tool, which is quite a tedious task. ATR then records these results in EARL format. Accord-
ing to these results, ATR will automatically calculate the false positives and false negatives
produced by the automatic accessibility validation tool.
The advantage of the first method is that the errors detected in the evaluation will also
be real-world problems, since the testing is based on real Web sites. Nevertheless, selected
Web sites may not have instances of all detectable accessibility errors. Then, results obtained
by the first method may not be of use in determining the completeness of the tool. The second
method, in contrast, gives a valuable indication of the completeness of the tool. However,
of course, it depends on the quality of the test files compiled.

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 Abascal, Arrue, & Vgo

The best approach would be to combine both methods described: performing real Web
site based evaluation, as well as test-file-based evaluation.

A.Comprehensive.Method.for.Accessibility.Evaluation
Accessibility evaluations have to be performed according to a rigorous method in order
to ensure their effectiveness. This method should cover the evaluation of all accessibility
aspects and should specify all the required steps in the evaluation process.
This section presents a Web accessibility evaluation methodology based on the recom-
mendations issued by the WAI (Abou-Zahra, n.d.). This methodology combines automatic
evaluation, manual evaluation, and user evaluation. These three different types of evaluation
are required in order to detect all accessibility errors. The evaluator should be conversant
with a wide range of techniques and software configurations in order to perform these three
types of evaluation. It will require some familiarity with mark-up languages, accessibility
guidelines, error correcting techniques, automatic accessibility evaluation tools, browser
configuration options, different assistive technologies, and skills in coordinating user groups
with different needs. Therefore, the most effective way of performing accessibility evalu-
ations is to establish a group of evaluators, each one having some knowledge of different
areas, so the group as a whole has the required background. This would improve the quality
of the evaluations. Should it be required, further information on the evaluator groups ap-
proach can be found in Brewer (2006). The steps required in order to perform a complete
accessibility evaluation will be discussed next.

Identify the Conformance Level the Web Site has to Fulfil


The conformance level the Web site has to achieve is defined in the requirements
analysis phase of the lifecycle. It could be determined by the internal accessibility policy of
the organization, external requirements (for instance, requirements specified by the client),
or external legislation.

Select and Identify the Web Pages to Evaluate


If the Web site consists of a large number of Web pages, a sample of them must be
selected. This sample will be manually evaluated, as well as tested with users. The Web
pages included in it should be sufficiently representative to ensure that at least one Web
page of each type in the site is included. In addition, the Web pages requiring major user
interaction and the most visited ones should also be included in the sample.

Perform Automatic Accessibility Evaluation


All the Web pages in the site should be automatically evaluated in order to ensure
comprehensive evaluation results, but if the total number of Web pages is too large, a repre-
sentative sample should be selected. This sample should consist of Web pages from different
sections: those that have different design, automatically generated Web pages, those produced
according to different sets of guidelines, the most important Web pages for the organization
(such as the one containing contact information), and so forth. Another criterion is selecting
Web pages according to the most significant tasks in the site (such as Web pages where the
user has to fill in a form, view the site map, select a product to buy, and so on).
Different types of automatic evaluation tools (Abou-Zahra, 2006) will be used for this
purpose. These tools can be used for evaluating the correctness of the mark-up language or

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A Methodology for Web Accessblty Development and Mantenance 

the style sheets (cascading style sheets [CSS]), as well as for evaluating the accessibility of
Web pages. As mentioned earlier, it is advisable to automatically evaluate the selected Web
pages with at least two different tools (as the results returned may differ). However, all Web
pages in the site should be automatically evaluated with at least one tool.

Perform Manual Accessibility Evaluation


Manual evaluation should be carried out for checkpoints which cannot be automati-
cally evaluated and are significant in determining the accessibility level of the Web site. It
should be performed at least for those checkpoints whose conformance is necessary in order
to achieve the conformance level identified in a previous step.
In addition to performing the manual evaluation, it is also necessary to analyse the
layout of the selected Web pages with different browsers and on different platforms. For all
configurations the following should be carried out:

• Access the Web pages without loading images in order to analyse if adequate text
equivalents are defined for all of them.
• Access the Web pages without loading audio files and ensure that the audio content
is also available as text equivalents.
• Change font sizes using the browser options and verify that the text size changes cor-
rectly and that the Web pages are still usable.
• Verify that using horizontal scroll is not necessary when changing the resolution of
the screen and the size of the browser window. This is useful for determining if there
are any references to absolute sizes or positions in the mark-up.
• Verify if the colour contrast is adequate by viewing the Web page or printing it in grey
scale.
• Navigate through the Web site using only the tab key without using the mouse, es-
pecially in forms, in order to verify that all the elements are accessible. In addition,
ensure that the target of all links is clearly defined.
• Access the Web page without loading scripts, style sheets, and applets and verify that
all functionalities are available through alternative mechanisms.

It is also necessary to access the Web pages using text browsers such as Lynx (n.d.),
screen readers such as Jaws for Windows (n.d.), and talking Web browsers such as IBM
Home Page Reader (n.d.). This will verify whether all the information and functions are as
easily available when accessing Web sites with special browsers as with graphical browsers.
In addition, it is advisable to verify that all information is presented in the correct order,
whether accessing with a text browser or with a voice browser. Usability testing techniques
such as walk-through are applicable in this step by selecting specific tasks in the Web site
and trying to perform them by using different browsers and assistive technology.
Reading through the text, in order to determine if the text is clear and simple, is essential
in carrying out a complete manual accessibility evaluation. This aspect of accessibility can
also be tested in the next step.

Web Site Accessibility Testing with Users


This step requires coordinating a group of users with different disabilities, diverse
levels of technical experience, different levels of familiarity with the Web site, and using

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diverse assistive technology. These users should evaluate the selected Web pages and navigate
through the whole site in order to detect any real error within it. Sometimes these types of
evaluations are carried out in controlled environments, such as specific laboratories, but it is
also important that users evaluate the Web site in their actual navigation environment. Use
of the specific consolidated techniques for Web site usability studies, described in previous
sections, such as, thinking aloud, performing specific tasks, and collecting interaction data
and enquiry methods is recommended (Nielsen & Mack, 1994; Rubin, 1994).

Documenting the Results of the Evaluation


The results of this process have to be summarised and documented. This results report
should contain all the detected errors, clearly identifying the method used for the validation
as well as the list of the evaluated Web pages. If an area of the Web site has been omitted
from the scope of the evaluation process it should be pointed out in this final report. The
more detailed an accessibility evaluation report is, the easier the correction of detected er-
rors will be, so it is desirable to produce as detailed a report as possible. It is advantageous
to have a standard organizational template for developing this report as it will facilitate the
production of accurate results for the evaluation process. Recommendations for the design
of templates for evaluation results reports are available in Brewer 2002c).

Evaluating Accessibility of Dynamically Generated Web Pages


Dynamically generated Web pages have the same presentation, which is defined in a
template, but their content may vary as it is obtained from a database. In this case, it is not
sufficient to evaluate the accessibility of the template because the dynamically generated
content may have accessibility errors and should also be evaluated. In addition to selecting
some dynamically generated Web pages for the Web pages sample, it is also necessary to
evaluate separately the template and the information contained in the database.
Accessibility of the templates should be evaluated as with the rest of the Web pages.
In addition, the information stored in the database should be verified in order to ensure that
all the necessary information for generating accessible pages is recorded (for example,
equivalent texts for images and audio files).
Finally, it has to be said that, for many reasons, it is difficult to perform frequent ac-
cessibility evaluations with impaired users. Thus, the frequency of each type of evaluation
(automatic, manual, and with users) need not necessarily be the same, and each one may be
performed in different iterations of the lifecycle.

WEB.ACCESSIBILITy. MAINTENANCE
The maintenance stage can be understood as the accessibility evolution monitoring
phase. This process starts once fulfilment of all specifications and requirements have been
proved in the evaluation phase. Accessibility maintenance requires performing of automatic
accessibility evaluations at a previously defined frequency. Furthermore, Web accessibility
has to be evaluated when either a change has been made in the application or new code
has been added, as these could cause the nonfulfilment of the accessibility guidelines. The
results of these evaluations would monitor accessibility evolution.
In order to know if the changes made in the application have modified the accessibil-
ity level, accurate measurements must be carried out. Whatever the accessibility evaluation

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A Methodology for Web Accessblty Development and Mantenance 

results are, it is useful to publish the decisions made that have resulted in the present condi-
tion of the Web site, in order to fix problems and to avoid them in the future. As developers
tend to produce their Web applications in short periods of time and as application updates
are also usual, it is useful to automatically monitor accessibility evolution.
An efficient measurement requires design of a metric whose results are accurate and
reliable at a given time. Therefore, measurement of Web accessibility in a quantitative way
is essential in order to determine the evolution of accessibility of different Web sites in a
more rigorous way.

Quantitative.Metrics.for.Web.Accessibility
The maintenance phase of the lifecycle requires the definition of quantitative Web
metrics. In this section the main factors to be taken into account when defining these quan-
titative metrics are discussed.
Quantitative accessibility measurements are based on accessibility guidelines, so
this section is focused on the WCAG 2.0 guidelines (Caldwell et al., 2005). Thus, the four
properties of an accessible Web site are the objects of measurement: Perceivable, Operable,
Understandable, and Robust (POUR). The parameters which have to be measured are the
following:

• Depth of the Web page in the Web site where the error has occurred
• Number.of.errors for each guideline
• Number of times a guideline is checked
• The priority (or level of success criteria) of the erroneous guidelines should be re-
flected in the result of the metric, as different priorities impact in different ways.
• The metric should give one value for each accessibility attribute (POUR) as well as
the overall accessibility value of the Web page.
• Type of guideline: related to layout or to content

However, there are also other aspects that have to be taken into account when design-
ing a quantitative metric. In addition to the number of errors (absolute value), the number
of times a guideline has been checked must also be measured. This makes it possible to
obtain a relative measure which involves real and potential errors. For instance, if a Web
page contains only one element which is an image without any text equivalent, this Web
page would be completely inaccessible. On the other hand, if one Web page has several
elements and one of them is an image which has no text equivalent, it would be more ac-
cessible than the former. This is due to the greater number of options the user has while
interacting with the Web page.
The navigational context where the error has occurred has to be taken into account in
order to measure the accessibility accurately. In some cases this parameter is more illustra-
tive when measuring Web applications. The impact of an error in a deeper Web page within
a Web site would be lower than the impact in a Web page which is closer to the home page
since the probability of browsing a deeper level page is lower (Lazar, 2003). Therefore, the
deeper an error occurs, the less impact it produces.
It is also necessary to distinguish between the types of guidelines. Structural guidelines
are those which refer to elements used for the layout of the Web page — such as frames,
tables, and embedded objects, such as applets and flash technology. Content guidelines

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00 Abascal, Arrue, & Vgo

refer to the information provided by elements such as text, images, and audio elements and
should have less impact on the accessibility than the former type of guidelines. This is due
to the fact that if a structural guideline is not accessible, content elements which may be
integrated in these inaccessible structural elements would not be accessible anyway. For
instance, a table designed in an inaccessible way, even if it has accessible contents, makes
the resulting Web page inaccessible.
As a result, the right combination of all these parameters would ensure an accurate
measurement of accessibility.
On the other hand, it would be advisable to use tools that automate the quantitative
accessibility measurement. The main problem with integrating the two processes (qualita-
tive and quantitative accessibility evaluation) in a single tool is that automatic validation
results are often reported in natural language. A possible error report could be the following:
“Guideline 1.1 from WCAG 1.0 has been checked 15 times and has failed 10 times. The
guideline has priority 1 and has occurred in the home page.”
In order to automatically perform this process, the output report has to be machine-
understandable so that integration between tools is easily performed. In this way, the W3C,
specifically the Evaluation and Repair Tools Working Group (n.d.) from the WAI is develop-
ing EARL. This XML-based language aims at the standardization of the reports produced
by accessibility evaluation tools in order to provide interoperability among tools.

IMPLEMENTINg. THE. METHODOLOgy............


IN. ORgANIZATIONS
Establishing an accessibility-driven development methodology in an organization is
a complex task that should be performed incrementally in a precisely planned way. Sev-
eral organization characteristics must be taken into account in this process and significant
decisions must be made. First of all, the definition of organizational, internal, accessibility
policies is essential in order to implement an appropriate development and maintenance
methodology. This means taking into account the available human and material resources
in the organization.

Definition of Organizational Accessibility Policies


The commitment of an organization to producing accessible Web content requires
the development of internal accessibility policies (Brewer, 2002a). The principal objective
of these internal policies should be to establish a development process which incorporates
accessibility as an essential property of the product and includes continuous evaluation of
this process.
In the case of an organization which does not develop Web applications, but decides
to implement and maintain its own accessible Web site, this internal policy can be quite
simple. However, if the business of the organization is based on the development of Web
applications the implemented accessibility policy will be more complex, as in this case a
comprehensive product development methodology, which includes accessibility as the main
feature, has to be defined. This policy will become more complex if the development requires
external suppliers to develop part of the Web content or Web applications.

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A Methodology for Web Accessblty Development and Mantenance 0

Defining an internal accessibility policy that specifies the accessibility guidelines (such
as WCAG) to be complied with and at the level of conformance (A, Double-A, Triple-A)
will suffice in the first case. An example of this type of policy could be the following:
“[This organization] commits itself to ensuring the accessibility of its Web site. All
the Web pages that form the site will conform to the W3C/WAI Web Content Accessibility
Guidelines 1.0, with a level of conformance of Double-A by the [date].”
If the main activity of the organization is the development of Web applications, it is
necessary to ensure that both the implemented applications and the Web content supplied
by external entities or organizations conform to the accessibility guidelines. The end users
should be able to access all of its component parts with the same ease (with no differences
between the parts implemented by the organization and those from suppliers). The following
could be an example of policy for this case:
“[This organization] commits itself to ensuring the accessibility of all the developed
Web applications. The new or modified Web content produced by this organization and by
the collaborating organizations will conform to level Double-A of the W3C/WAI Web Con-
tent Accessibility Guidelines by the [date]. In addition, an accessibility monitoring process
will be implemented. Information about the conformance to the W3C/WAI Authoring Tool
Accessibility Guidelines will be required from our software providers by the [date]. The
Web site of this organization will contain a link to this policy. This policy will be revised
in the future in order to consider its modification to reflect new versions of accessibility
guidelines.”
The involvement of third parties in the development of internal policies requires ad-
ditional effort, as the Web content developers in those organizations should be trained in
the accessibility guidelines specified in the policy. It is sometimes advisable to specify in
the internal policy the terms under which these organizations are going to be involved, for
instance:
“This internal policy is applied to all the Web content produced or modified by [the
organization]. In addition, this organization is performing a number of actions in order to
ensure the accessibility of the content provided by external developers or suppliers. These
actions are the following:

• Inform about the internal accessibility policy developed by this organization


• Provide links to information on how to implement Web accessibility
• Give incentives for accessible design
• Monitor and provide information on the inaccessible Web content produced

If the Web content developers of the external organizations or collaborators do not


produce accessible Web content by the [date] the organization will seek alternative devel-
opers.”
In some cases, due to the organization’s stance on accessibility, it will be necessary to
apply an incremental internal accessibility policy, making it possible to establish a date for
attaining the A-level of conformance, a later one for Double-A level, and so on. It is also
possible to apply the policy to some restricted areas of the Web site and later to extend its
applicability to other areas.

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Planning.Accessibility-Driven.Development.Methodology.
Implementation
The accessibility-driven development methodologies implementation plan will vary
depending on the type of organization. Some essential steps for successful implementa-
tion are described hereafter, although their execution order may change depending on the
organization type.

Establish Responsibilities
It is essential that the responsibilities are clearly established within the organization
in order to correctly implement an accessibility-driven development process. Then, a man-
ager responsible for aspects of Web accessibility has to be identified, and it is advisable to
establish a coordinated group responsible for the implementation plan.

Define and Implement a Clear Accessibility Policy in the Organization


Incorporating a methodology for accessible Web development requires some previous
analysis of the accessibility awareness and management in the organization. This preliminary
organization evaluation will lead to the definition of an appropriate accessibility policy. A
correct accessibility policy should clearly define the accessibility levels that all implemented
applications must fulfil.
The implementation of the defined policy can be a complex process since there are
many aspects that have to be taken into account, such as resource assignment, selection of
appropriate tools, planning of accessibility training courses, and so forth.
It is vital to perform an initial evaluation of the organization before defining a specific
internal accessibility policy. The result of this initial evaluation determines the type of policy
to be applied. Consequently, if Web accessibility awareness were sufficiently extensive in
the organization it would be possible to apply more stringent accessibility policies, requiring
a higher level of conformance.
Firstly, it is necessary to find out if the organization has to conform to any external
Web accessibility requirement such as legislation on accessibility. If there is any obligation
of this kind, the defined internal policy should be at least as stringent as this legislation.
Interviews, accessibility evaluations of the organizational Web site, and evaluations
of the methodology applied for Web content development should all be carried out in or-
der to evaluate organization members’ knowledge of Web accessibility. Web developers’
knowledge about accessible content design has to be especially evaluated, and the type
of support for accessibility offered by the currently used development software has to be
meticulously analysed.
After defining the accessibility policy, all members of the organization should be in-
formed about it. It is necessary to implement a plan for its initial and continuous development
so that awareness about the new organizational policy is disseminated internally as well as
externally to clients and Web content suppliers.

Select Suitable Software


It is essential to select suitable development software in order to implement an acces-
sibility-driven development process. The selected software has to comply with the ATAG
set of guidelines and has to be installed with the recommended configuration for accessible

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A Methodology for Web Accessblty Development and Mantenance 0

Web content development. Some recommendations for selecting appropriate software can
be found in Brewer (2002b).
In this respect, the Authoring Tool Accessibility Guidelines Working Group (AUWG)
of the WAI periodically performs existing development software validations (Richards,
2002) in order to evaluate their conformance to the ATAG.
There are some applications that evaluate and also assist in correction of the acces-
sibility errors. More information about the existing evaluation and correction tools can be
found in Abou-Zahra (2006). These types of tools are useful for evaluating, repairing, and
monitoring accessibility of the applications in development. It will be beneficial for the
organization to select tools of this kind.
In addition, it would be very useful to obtain an application for publishing the errors
or deficiencies found in the selected tools or the common errors made in the development
of accessible Web content.

Provide Training
It is essential to plan training options that will satisfy the needs of people with differ-
ent responsibilities in the organization, in order to successfully implement the development
process. Some recommendations on how to prepare training to suit different audiences can
be found in Brewer (2000). It is also important to take into account the changes of respon-
sibilities and staff in the organization when planning the training, so that all the training
courses should be held as often as required.

Incorporate Accessibility into Each Lifecycle Phase


Accessibility must be taken into account throughout the product lifecycle. This ensures
that accessibility errors will be detected and suitably corrected in the early phases of de-
velopment. Therefore, accessibility should be incorporated into each phase of the lifecycle:
analysis, design, implementation, and maintenance.
Currently, some organizations are only concerned with publishing accessible prod-
ucts and not with maintaining their accessibility afterwards, so it is important to highlight
the significance of the maintenance phase of the lifecycle. The maintenance phase can be
understood as an accessibility monitoring phase, and it must keep track of product acces-
sibility evolution, as modifications and the introduction of new features may affect the
accessibility of the product.

Establish an Adequate Process Model which Leads to the Development of


Accessible Products
The process model defines the correct sequence of the product lifecycle phases so that
selection of an appropriate process model is crucial. Web application development has its
own particular characteristics. The lifecycle of these applications is usually quite short and
it is important to produce a prototype of the product in a short period of time. These specific
characteristics should be taken into account when choosing an appropriate process model.
The most suitable process models for developing Web applications have proved to be the
iterative ones since they enable rapid production of simple versions or prototypes, which
can then be evaluated and improved in subsequent process model stages.

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Design a Correct and Accurate Accessibility Evaluation Method


Acessibility evaluation is the most important task and should be performed thoroughly
and reiteratively throughout the product lifecycle. Therefore, an appropriate and accurate
accessibility evaluation method must be defined in order to obtain useful and comprehensive
information on accessibility errors. The completeness and correctness of these evaluations will
permit the development of quality products. In addition, an appropriate evaluation method
would enable the detection of development methodology failures regarding accessibility.
This would lead to a continuous evaluation of the development methodology itself.

Monitoring Accessibility-Driven Development Implementation


Monitoring the development process is as important as implementing it because if
regular development process evaluation and monitoring are carried out it enables its defi-
ciencies to be detected. Monitoring the development process can be crucial as it allows it
to be enhanced. Therefore, it is essential to specify and plan periodical evaluations which
determine the quality of the development process itself, as well as evaluations of all aspects
of the internal accessibility policy. These evaluations should also be performed for the
Web content developed by suppliers or external developers, and these suppliers should be
informed of the results obtained in the evaluations.
If the implemented accessibility policy is incremental, this step is useful in determining
whether the organization is ready for the introduction of a more stringent policy in terms
of required conformance level or increasing the number of development areas in which the
policy is applied.
It is also useful to define a channel for communication with the users in this process,
in order to get their opinions, requests, and critiques on the Web content developed by the
organization.

CONCLUSION
Useful tools for automatic accessibility evaluation, repair, monitoring, and measure-
ment have been designed, and sound methodologies for accessible design, evaluation, and
maintenance have been proposed in recent years. Nevertheless, these tools and methodologies
are frequently used in isolation from the standard Web design process. Usually, accessibility
is addressed after all the other aspects of the design have been decided, with little scope for
in-depth modifications, if they are required, to enable full accessibility. This chapter advo-
cates integration of Web accessibility tools and methodologies in the standard Web design
lifecycle. With this approach, accessibility is addressed throughout the process in parallel
with other design objectives, and accessibility tools and methodologies are integrated in
standard authoring and design tools. This process involves extra effort and requires that
companies and institutions make a clear compromise in favour of universal accessibility.
Integration of accessibility within the Web software lifecycle is the only way to produce
coherent and durable accessible Web sites.

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A Methodology for Web Accessblty Development and Mantenance 0

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UsableNet—Website Testing Systems (n.d.). Retrieved June 9, 2006, from http://www.
usablenet.com/
Watchfire WebXACT. (n.d.). Retrieved June 9, 2006, from http://webxact.watchfire.com/
Web accessibility initiative (WAI). (n.d.). Retrieved Juen 9, 2006, from http://www.w3.org/
WAI/
Web Accessibility Versatile Evaluator (WAVE) (Version 3.0). (n.d.). [Computer software].
Retrieved June 9, 2006, from http://wave.webaim.org/index.jsp
World Wide Web Consortium (W3C). (n.d.). Retrieved December 2005 from http://www.
w3.org/

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0 Abascal, Arrue, & Vgo

Section IV:

Evaluation

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Usablty Evaluaton 0

Chapter.X

Usability.........................
Evaluation
Zhjun Zhang, UsabltyHome.com, USA

ABSTRACT
This chapter introduces the different ways of conducting usability evaluation, which is cat-
egorized under four methods: (1) model/metrics based, (2) inquiry, (3) inspection, and (4)
testing. Under each method, a list of techniques is described, focusing on when and how each
technique should be applied. The chapter also summarizes various studies that compare the
effectiveness of different usability evaluation techniques. At the end, guidelines for practi-
tioners and an agenda for researchers are offered. After reading this chapter, the audience
should gain an overview of the research and practice of usability evaluation and understand
the different criteria for selecting the appropriate technique for a particular project.

INTRODUCTION
Usability evaluation is an important activity in the development of interactive sys-
tems. The design of a user interface should go through an iteration of design and evaluation
process until usability evaluation shows satisfactory results (Dix, Finlay, Abowd, & Beale,
1998; Nielsen, 1993).

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0 Zhang

Table 1. The differences between the three usability evaluation methods

Method User.Involved? Role.of.Usability.Evaluators


Use the model or tool to generate usability
Model/Metrics-based No
measures
Observe users using the system; collect and
Testing Yes
analyze data to identify problems
Review the user interface and try it out to
Inspection No
find problems
Communicate with users to gain insights
Inquiry Yes
into usability problems

Ideally, once a user interface is designed, a tool can be used to take the design as input,
and generate usability evaluation results. However, since usability has much to do with
human cognitive behavior that is hard to predict, many aspects of usability evaluation still
cannot be automated. Therefore, in current practice, usability evaluation typically involves
usability experts and representative users.
Usability evaluation can be summative or formative. Summative evaluation aims
to collect usability metrics and gain an understanding of the overall usability of the user
interface design. Formative usability evaluation is meant to identify usability problems in
the design and thus provide input for redesign in order to improve usability.
Typical summative usability measures include task success rate, task completion time,
error rate, subjective satisfaction rating, and so forth. It is also possible to summarize all
these measures into one number, much like the Six-Sigma approach for quality improve-
ment (Sauro & Kindlund, 2005).
Formative evaluation strives to identify usability problems as much as possible and
provide designers the basis for improving the design. Then, based on the priority of the
problems and how they may relate to each other, the designers can make decisions on how
to modify the design to maximize usability improvement with the available resource.
Operationally, usability evaluation methods can be categorized into the following:
model/metrics based, inquiry, inspection, and testing (see Table 1).

MODEL/METRICS-BASED......................
. USABILITy. EVALUATION
These techniques are quantitative and are relatively easy to automate. The challenge
is to prove that the results generated by the model or the calculated metrics correlate to the
actual usability of the system.

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Usablty Evaluaton 

Layout.Appropriateness
Sears (1993) developed a tool to use a set of metrics for layout appropriateness (LA) to
evaluate the usability of the user interface layout based on user tasks. The metrics take into
account the sequences of actions users perform and how frequently each sequence is used.
The appropriateness of a given layout is computed by weighting the cost of each sequence
of actions by how frequently the sequence is performed, which emphasizes frequent methods
of accomplishing tasks while incorporating less frequent methods in the design. In addition
to calculating the metrics, a tool is developed to generate LA-optimal layout. The designer
can compare the LA-optimal and existing layouts or start with the LA-optimal layout and
modify it by taking additional factors into consideration.

Web.Metrics.
Ivory, Sinha, and Hearst (2001) developed 157 metrics for measuring Web pages and
Web sites. These metrics assess many aspects of Web interfaces, including the amount of
text on a page, color usage, and consistency. They used these metrics to analyze 5,300 Web
pages and 330 sites and further developed several statistical models for distinguishing good,
average, and poor pages with 93-96% accuracy and for distinguishing sites with 68-88%
accuracy. These statistical models can be used by designers to assess the quality of a page
or site design and get ideas on how to improve it.

gOMS.and.Other.Models
Card, Moran, and Newell (1983) proposed the goals, operators, methods, and selection
(GOMS) rules model. They postulated that users formulate goals that they achieve using
methods (procedures for achieving goals). A method is carried out through a set of opera-
tors, which are elementary perceptual, motor, or cognitive acts. The selection rules are the
control structure for choosing among the several methods available for accomplishing a
goal. They also described a model human processor by a set of memories and processors,
together with a set of principles of operation.
GOMS model and the model human processor have been used to derive the GOMS
technique for user interface evaluation. This technique decomposes user tasks into goals,
operators, methods, and selection rules to predict users’ task completion time, based on a
set of standard processing time for human cognitive, perceptual, and motor processors. It
focuses on task completion time for error-free, expert use. This estimated task completion
time can be used during the design of a Web or other interface to determine how efficient
each design will be for core user tasks. In order to predict a user’s learning time, GOMS
model has been extended to create natural GOMS language (NGOMSL) (Kieras, 1994).
Similarly, the executive-process/interactive control (EPIC) system (Kieras, Wood,
& Meyer, 1997) was developed to simulate the human perceptual and motor performance
systems. The EPIC tool can simulate a user’s interaction with a user interface system. EPIC
has been used to study users engaged in multiple tasks.
The adaptive control of thought-rational (ACT-R) (Anderson, Matessa, & Lebiere,
1997) is a model of the human cognitive process developed and used by cognitive psycholo-
gists. It was developed to model problem solving, learning, and memory. Based on ACT-R,
adaptive control of thought in information foraging (ACT-IF) (Pirolli & Card, 1998) was
developed to model information foraging in Web sites. It is used to simulate user interactions
with Web sites in order to predict optimal behavior in large collections of Web documents.

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The model can be used to understand the decisions that Web users make in interacting with
Web sites to achieve information goals.

NIST.WebMetrics
WebMetrics (Scholtz & Laskowski, 1998), developed at the National Institute of Stan-
dards and Technology (NIST), consist of a collection of tools for developing and evaluating
Web sites and Web applications.
Web Statistic Analyzer Tool (WebSAT), among other similar tools, examines the hyper
text markup language (HTML) files of a Web page against usability guidelines and advises
the developer about potential usability problems.
Web Category Analysis Tool (WebCAT) lets a usability engineer quickly construct
and conduct a simple category analysis across the Web. It is a variation upon traditional
card sorting techniques. The usability engineer establishes a set of categories and a number
of items. Then, test participants assign items to those categories. The engineer can then
compare the actual assignments with the intended usage to make sure that the categories
match users’ intuitions.

Web.Log.Based
Web logs are readily available for most Web sites. However, since Web logs are an
indirect record of what the user has done, there are limitations in terms of how the logs can
be analyzed to accurately represent the usability of a Web site. Nonetheless, because data
are available with no extra cost, it is attractive to use the data to uncover some patterns in
order to spend more efforts for further investigation.
Commercial products from companies such as WebTrends and Keynote Systems can
be used to summarize log data in graphical or report formats in order for the usability evalu-
ator to conduct further analysis.
In the research community, much work has focused on visualizing Web log data for
usability evaluators to identify trends and potential usability problems.
Starfield visualization (Hochheiser & Shneiderman, 2001) allows evaluators to interac-
tively explore Web log data in order to gain insights into usability issues. The visualization
provides a high-level view of usage patterns such as usage frequency, correlated references,
bandwidth usage, hyper text transfer protocol (HTTP) errors, and repeated visits over time.
The visualization supports zooming, filtering, and dynamic querying to help the evaluator
identify usability problems.
As part of the Web Metrics program, NIST developed tools for analyzing and visual-
izing Web log data (Cugini & Scholtz, 1999). Framework for logging usability data (FLUD)
is a file format and an associated parser for representation of the behavior of Web site users.
The VisVIP tool lets the usability evaluator visualize (in 3D graphics) and analyze the navi-
gational paths of Web site users as captured in a FLUD file. VisVIP automatically lays out
a 2D graph of the Web site and then overlays the paths of selected subjects to show which
pages were visited. A vertical bar indicates how much time users spent at various pages.

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Usablty Evaluaton 

USABILITy. INQUIRy.
In these techniques, usability evaluators obtain information about users’ experience
with the system by talking to them, observing them using the system in real work (not for
the purpose of usability testing), or letting them answer questions (verbally or in written
form). These techniques are qualitative and are most suitable in collecting subjective in-
formation. The key to these techniques is to have the right users participate and to cover
the right issues.

Field.Observation
During field observation (Nielsen, 1993), usability evaluators go to representative
users’ workplace and observe them work, in order to understand how they use the system
to accomplish their tasks, and what kind of mental model the users have about the system.
This method can be used when users have started to use the system to be evaluated. More
than one user in each role should be observed.
With field observation, the usability evaluators should not only look at the use of the
system -- like in all usability evaluations, the context of use has to be taken into consideration.
The context includes the user’s workflow in which the system is part of, the information
flow related to the system, and the user’s communication pattern (if any) while using the
system. Such information should be collected before observing users using the system, by
conducting research before the site visit or at the beginning of the site visit.
While observing users use the system, observers should minimize the amount of inter-
ruptions to the users. Questions should be held until the user has completed a task, or at least
a stage of the task. Observers could ask questions to help understand the user’s behavior, and
whether the observed behavior is typical for the particular user as well as among all users.
Besides taking notes, after getting the user’s permission, observers could also consider
using an audio or even a video recorder to record the observation session, or ask users to send
screen shots to the observers by e-mail. At the end of the observation session, the evaluators
should ask the user for permission for a possible follow-up by phone or e-mail.
After each observation session, the usability evaluators should gather the notes, record
observations, identify areas that may need to be clarified with the user observed, and see if
anything needs to be adjusted for the next observation session. After all the observation ses-
sions are over, the usability evaluators should put together all the observations, as identified
by user ID and role, and identify which ones suggest usability problems. For each potential
usability problem, the evaluators should identify which user role has the problem, for what
task, and on what screen(s).

Focus.groups
In a focus group (Nielsen, 1993) session, six to nine users are brought together to
discuss issues relating to the system. Usability evaluators prepare the list of issues to be
discussed beforehand. One of the evaluators plays the role of a moderator during each focus
group session. The moderator seeks to gather information from the discussion with regard
to the target list of issues. A focus group can capture spontaneous user reactions and ideas
that evolve in the dynamic group process.
The moderator plays a critical role in making a focus group session successful. The
moderator needs to be skilled in creating an atmosphere in which participants feel at ease
and are willing to share their thoughts, keeping the discussion on track without inhibiting

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the free flow of ideas and comment, and ensuring that all participants get to contribute to
the discussion instead of having the discussion dominated by a single participant.
Besides talking, a focus group can include other interactive activities such as real-time
surveys, opinion polling, card sorting, and having participants write their comments on sticky
notes and put the notes on the printout of some critical screens.
For each study, consider having more than one focus group session, since the outcome
of a single session may not be representative and may have focused on a subset of the issues.
Besides the moderator, one or more usability evaluators should be present to take notes and
possibly ask some questions. With the participants’ permission, each focus group session
should be video recorded.
Even though technologies have made it possible to conduct real-time online meetings,
in most cases, conducting a focus group session using online technologies tends to create a
bias in favor of participants with better technology savvy.

Interviews
In this technique, usability evaluators formulate questions about the system based on the
kind of issues of interest. Then they interview representative users to ask them these questions
to get answers (Nielsen, 1993). This technique is good at obtaining the user’s perception of
the system, and the user’s feedback on system functions that are repeatedly used.
Interviews can be structured or unstructured.
Unstructured.interviews are used during earlier stages of usability evaluation. The
objective at this stage is to gather as much information as possible concerning the user’s
experience. The evaluator does not have a well-defined agenda and is not concerned with
any specific aspects of the system. The primary objective is to obtain information on pro-
cedures adopted by users, their overall satisfaction with the systems, and areas they have
the most feedback about.
A.structured.interview has a predetermined agenda with specific questions to guide
and direct the interview. It is more of an interrogation than unstructured interviewing, which
is closer to a conversation. A structured interview is designed to uncover the detailed answers
to each specific issue:

• When does the problem occur?


• What is the nature of the problem?
• How frequent does the problem occur?
• How severe is the consequence?
• How would the user wish the system to behave differently?

During an interview, the evaluator should ask questions in an open and neutral way—
formulate questions in a way that would encourage the user to answer with a full sentence,
instead of a simple “yes” or “no” answer. For example, ask, “What do you think of this
feature?” and not “Did you like this new feature?” The evaluator should remain neutral and
avoid agreeing or disagreeing with the user. Furthermore, the evaluator should not try to
explain or even justify the system design to the user.
The evaluator should use probes to obtain further information after the original ques-
tion is answered. The goal is to encourage the user to continue speaking or to guide the

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Usablty Evaluaton 

response in a particular direction so a maximum amount of useful information is collected


for the topic. Types of probes include:

• Addition.probe:.encourages more information or clarifies certain responses from the


user — either verbally or nonverbally, the message is, “Go on, tell me more.”
• Reflecting probe: encourages the user to give more detailed information. The evaluator
can reformulate the question or synthesize the previous response as a proposition.
• Directive.probe: specifies the direction in which a continuation of the reply should
follow without suggesting any particular content. A directive probe may take the form
of “Why is this (the case)?”
• Defining probe: requires the user to explain the meaning of a particular term or
concept.

Ideally, each interview session should be carried out by two evaluators, so that one
can take notes while the other is asking the questions. With the permission of the user, the
interview session should be recorded. After the interview, it may be necessary for the evalu-
ators to follow up with the user for clarification or important questions that were missed
during the interview.

Questionnaires
Questionnaires are a technique for gathering subjective usability ratings from users
(Root & Draper, 1983). Each questionnaire consists of a list of questions. For each ques-
tion, the user is asked to choose one out of a series of choices. The choices typically range
from “Strongly disagree” to “Strongly agree,” or simply to choose from a numerical scale
such as 1 to 9.
When designing a questionnaire, the usability evaluator should pay attention to whether
the options provided have a “middle point.” Typically a “neutral” answer does not provide
much value in understanding the usability of the product. If it is desirable to get a positive
or negative answer, then there should not be a middle point in the options (i.e., provide an
even number of options).
There are predefined questionnaires that are applicable to most applications. These
include the Questionnaire for User Interface Satisfaction (QUIS) by University of Maryland
(Chin, Diehl, & Norman, 1988); Computer System Usability Questionnaire (CSUQ) by IBM
(Lewis, 1995); and Purdue Usability Testing Questionnaire (PUTQ) by Purdue University
(Lin, Choong, & Salvendy, 1997).
Questionnaires can be easily administered over the Web. For the rare case where some
users may not have access to the Web, questionnaires can be sent to the users by mail. One
challenge with the questionnaire technique is that not all recipients will return the question-
naire. Therefore, there should not be too many questions included in the questionnaire; this
would discourage participation.

USABILITy. INSPECTION
These techniques involve usability engineers and sometimes software developers, users,
and other professionals; they also examine usability-related aspects of a user interface. The

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inspectors use their knowledge and expertise to uncover potential usability problems in the
system. The key is to cover most issues with a limited number of inspectors.

Cognitive.Walk-Through
Cognitive walk-through (Polson, Lewis, Rieman, & Wharton, 1992) involves one or a
group of evaluators inspecting a user interface by going through a set of tasks and evaluat-
ing its understandability and ease of learning. Besides the user interface itself, the input to
the walk-through also includes the user profile, especially the users’ knowledge of the task
domain and of the interface, and the task cases. The evaluators may include human factors
engineers, software developers, or people from marketing, documentation, and so forth.
Blackmon, Polson, Kitajima, and Clayton (2002) modified the original cognitive
walk-through technique to develop cognitive walk-through for the Web, which uses Latent
Semantic Analysis to objectively estimate the degree of semantic similarity (information scent)
between representative user goal statements and heading/link texts on each Web page.

Heuristic.Evaluation
A heuristic is a guideline or general principle that can guide a design decision or be
used to critique a decision that has already been made. Heuristic evaluation (Nielsen &
Molich, 1990) is a method for structuring the critique of a system using a set of relatively
simple and general heuristics.
The general idea behind heuristic evaluation is that several evaluators independently
evaluate a system to come up with potential usability problems. It is important that there
be several of these evaluators, and that the evaluations be done independently. Nielsen’s
experience indicates that having around five evaluators usually results in about 75% of the
overall usability problems being discovered.
Heuristic evaluation is best applied at design time, when it is still relatively easy to fix
a lot of the usability problems that arise. This technique can be applied very early during the
design process. All that is really required to do the evaluation is some sort of artifact that
describes the system, and that can range from a set of storyboards giving a quick overview
of the system all the way to a fully functioning system that is in use in the field.

Variants.of.Heuristic.Evaluation
Sears (1997) developed heuristic walk-through by providing each inspector a priori-
tized list of user tasks, a list of usability heuristics, and a list of thought-focusing questions.
The inspection is a two-pass process. Pass one is task-based exploration, guided by the list
of thought-focusing questions. Pass two is free exploration, guided by usability heuristics.
Inspectors detect usability problems in both passes. An empirical study found that heuristic
walk-through detected about the same number of usability problems as heuristic evaluation
did, but reported much less false positives.
Kurosu, Sugizaki, and Matsuura (1998) developed structured heuristic evaluation,
where each usability session was divided into subsessions, with each subsession focusing
on one of the following: operability, cognitivity, pleasantness, novice/expert, and disabled
users. They reported that their proposed method revealed more than twice the number of
problems revealed by heuristic evaluation.

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Usablty Evaluaton 

Pluralistic.Walk-Through
This technique involves a meeting of usability experts, software developers, and us-
ers, where they work on task scenarios and discuss usability issues (Bias, 1994). The idea
is to have a diverse group of people to walk through the tasks to identify potential usability
problems from different points of view.
While walking through a task, at each step participants are presented with the inter-
face design in the form of a screen panel and are asked to write down separately the action
they want to take. Then a discussion begins, in which the users speak first. Only when the
users’ comments are exhausted do the usability experts and the product developers offer
their opinions. After the discussion, the coordinator will tell the participants what actions
they are supposed to take according to the user interface design and present the new screen
panel after the actions. Thus the walk-through moves to the next step.

Perspective-Based.Inspection
This technique asks the inspector to focus on one of several usability perspectives during
each inspection session (Zhang, Basili, & Shneiderman, 1999). The combination of these
different perspectives should provide a full coverage of all usability issues. An example set
of perspectives are novice use, expert use, and error handling. The idea is that by focusing
on a subset of issues, each inspection session would be able to uncover a higher percent-
age of usability problems. During the inspection, evaluators are asked to walk through the
representative tasks to make sure that they focus on how users will use the system, instead
of just looking at the appearance of the user interface.
Perspective-based inspection can be applied by multiple inspectors, each of which
inspects the user interface once using one of the perspectives. It can also be applied by a
single inspector, who would inspect the user interface multiple times, each time from one
of the perspectives.

USABILITy. TESTINg
In usability testing, representative users (referred to as test participants) work on typi-
cal tasks using the system (or the prototype), and the evaluators use the results to see how
the user interface supports the users to do their tasks. During the development lifecycle,
it is very important to conduct usability tests before it becomes expensive to change the
user interface. When usability testing is toward the end of the lifecycle, few, if any, of the
reported usability problems will get fixed because the cost to fix them becomes very high
once the system is fully built.
The followed usability testing techniques have been used.

Thinking-Aloud.Protocol
Using this technique, during the course of a usability test, the test participants are asked
to verbalize their thoughts, feelings, and opinions while interacting with the system (Rubin,
1994). It is very useful in capturing a wide range of cognitive activities.
Thinking aloud allows usability evaluators to understand how the user approaches the
interface, and what considerations the user keeps in mind when using the interface. If the
user expresses that the sequence of steps dictated by the product to accomplish their task

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goal is different from what they expected, perhaps the interface is convoluted.
Although the main benefit of the thinking-aloud protocol is a better understanding of
the user’s mental model during their interaction with the product, there are other benefits
as well. For example, the terminology the user uses to express an idea or function should
be incorporated into the product design or at least its documentation.

Shadowing.Method
This is a variant of the thinking-aloud protocol. With this technique, while the test
participate is using the application to complete the tasks, an expert user sits next to the us-
ability evaluator to interpret what the test participant is doing (Zhang, 1996).
This technique can be applied when it is not desirable or not possible for the test
participant to think aloud while working on the tasks. It is also useful when the usability
evaluator is not familiar with the user interface or the task domain.

Co-Discovery.Learning
This is another variant of thinking-aloud protocol. With co-discovery learning, dur-
ing a usability test, two test users attempt to perform tasks together while being observed
(Dumas & Redish, 1999). They are to help each other in the same manner as they would
if they were working together to accomplish a common goal using the product. They are
encouraged to explain what they are thinking about while working on the tasks. Compared
to the thinking-aloud protocol, this technique makes it more natural for the test participants
to verbalize their thoughts during the usability test.
To make the technique successful, it is helpful to have two participants who have
worked with each other before, and therefore will be able to communicate with each other
comfortably and effectively.

Coaching.Method
With this technique, during a usability test, the participants are allowed to ask an expert
(the coach) any system-related questions. The coach will answer to the best of his or her
ability (Nielsen, 1993). Usually the usability evaluator serves as the coach. One variant of
the method involves a separate expert user serving as the coach, while the evaluator observes
both the interaction between the participant and the computer, and the interaction between
the participant and the coach.
The purpose of this technique is to discover the information needs of users in order to
provide better training and documentation, as well as possibly redesigning the interface to
avoid the need for the questions. When an expert user is used as the coach, the expert user’s
mental model of the system can also be analyzed by the evaluator.
The evaluator can also control the answers to certain predetermined information. In an
extensive series of experiments, one could vary the coach’s answers in order to learn what
types of answers helped users the most. But this requires skilled and careful coaches since
they need to compose answers on the fly to unpredictable user questions.

Question-Asking.Protocol
This technique can be used in conjunction with the thinking-aloud protocol. During a
usability test, besides letting the test participants verbalize their thoughts as in the thinking-

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Usablty Evaluaton 

aloud protocol, the evaluators prompt them by asking direct questions about the product,
in order to understand their mental model of the system and the tasks, and where they have
trouble in understanding and using the system (Zhang, 1996). This is a more natural way
than the thinking-aloud technique in letting the test user proactively verbalize their thoughts.
It is also useful when the test participants forget or are not used to thinking aloud.
For example, during the usability test, when the test participant says “I’m going to
click on the ‘View More’ button,” the usability tester can ask, “What do you expect to see
on the next screen once you click on this button?”

Teaching.Method
When using this technique during a usability test, the test participants are asked to
interact with the system first, so that they get familiar with it and acquire some expertise in
accomplishing tasks using the system. Then, a novice user is introduced to each test partici-
pant. The novice users are briefed by the usability evaluator to limit their active participation
so that they do not become an active problem solver. Then each test participant is asked
to explain to the novice user how the system works and demonstrate to him or her a set of
predetermined tasks (Vora & Helander, 1995).
This technique is very useful in understanding the user’s mental model of the system and
verifying if what the user has perceived is the same as what the designer has intended.

Retrospective.Testing
If the video of a usability test session has been captured, the usability evaluator can
collect more information by reviewing the video recording together with the test partici-
pants and asking them questions regarding their behavior during the test (Dumas & Redish,
1999). This technique could be used along with other techniques, especially those where
the interaction between the evaluator and the test participants is restricted. It is ideal for
the review to happen right after the actual testing session, so that there is a greater chance
that the participants accurately remember what they were thinking or trying to do at each
step during the test.

Performance.Measurement
This technique is used to obtain quantitative data about test participants’ performance
when they complete tasks during a usability test (Nielsen, 1993). This will generally prohibit
an interaction between the participant and the usability evaluator during the test because any
interaction will affect the quantitative performance data. It should be conducted in a formal
usability laboratory so that the data can be collected accurately and unexpected interfer-
ence is minimized. Quantitative data is most useful in doing comparative testing, or testing
against predefined benchmarks. To obtain dependable results, at least five user participants
are needed, while eight or more participants would be more desirable. The technique can
be used in combination with retrospective testing, post-test interview, or questionnaires so
that both quantitative and qualitative data are obtained.

Remote.Testing
Remote usability testing is used when usability evaluators are separated in space
and/or time from the test participants (Hartson, Castillo, Kelso, Kamler, & Neale, 1996).

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0 Zhang

This means that the evaluator(s) cannot observe the testing sessions at the place and time
that they are happening. It also means that the participants are usually not in a formal us-
ability laboratory.
There are different types of remote testing. One is same-time but different-place, where
the usability evaluator can observe the test participant’s screen through the computer net-
work, and hear what the test user says during the test, through the network or the speaker
telephone. The evaluator can also interact with the participant over the network.
Another type of remote testing is different-time different-place testing such as jour-
naled sessions, where the user’s test session is guided and logged through a special piece
of software as well as additional code added to the system being tested.
Various tools have been developed and used for remote usability testing. An early solu-
tion included using CU-SeeMe software for the evaluator to remotely view the participant’s
computer screen in real time and to interact with the participant through a speaker telephone.
More recently, video conferencing technologies such as WebEx are used for doing remote
usability testing. Morae Inc. offers a technology that is specifically designed for remote
usability testing. The Morae tool not only allows for remote observation and interaction,
but also captures the test session, records the user actions, and allows for the evaluator to
search for certain actions during post-test analysis.

Using.Eye-Tracking.Devices
In recent years, the use of eye-tracking devices has been applied to the usability evalu-
ation of Web sites (Duchowski, 2003). Usability practitioners and researchers have been
attempting to identify the specific contributions of eye-tracking devices to Web site design
and usability evaluation. Many such studies involve the identification of the pattern of the
users’ visual attention to different parts of the interface, or areas of interest (AOI). Then by
trying out different designs and observing their impact on the user’s visual attention, the
designers can gain insights as to how to lead the user to the important information in order
for them to complete the tasks at hand.
Some eye-tracking devices can be obtrusive (e.g., the user needs to wear a helmet),
thus may impact the user’s performance during the usability test. There are nonobtrusive
eye-tracking devices that include a high resolution camera and near infrared light-emitting
diodes that are attached to the computer monitor.

EMPIRICAL. STUDIES. OF.......................


. USABILITy. EVALUATION. TECHNIQUES
Much research has been conducted to compare the different usability evaluation tech-
niques. These studies are summarized based on the main variable in the study.

Prescriptiveness
Prescriptiveness means with how much detail a usability evaluation technique provides
instruction to the evaluator on how to conduct the evaluation.
Jeffries, Miller, Wharton, and Uyeda (1991) conducted a study in which cognitive
walk-through was compared against guideline inspection (i.e., conducting usability evalu-
ation against usability guidelines). The subjects were three software engineers, who used

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Usablty Evaluaton 

both techniques. The results showed that both techniques detected about 1 of the 6 problems.
Among the problems found using guidelines inspection (33 in total number), only about 1
of the 3 were found via the technique itself, with others found as side effect (e.g., while ap-
plying a guideline about screen layout, a problem with menu organization might be noted)
or through prior experience. Most (30 out of 35) problems detected using cognitive walk-
through were via the technique. The reason could be that cognitive walk-through was more
prescriptive so that the inspectors were following the technique most of the time. On the other
hand, subjects reported that cognitive walk-through was tedious and sometimes required
too much detail. As a result, inspectors were only able to finish 7 of the 10 tasks during the
evaluation session, which was longer than the session for guidelines inspection.
Nielsen and Phillips (1993) used GOMS and three forms of heuristic evaluation to esti-
mate user performance with two alternative designs for database query tasks. The estimated
performance (time to complete tasks) was compared to results from usability testing. The three
forms of heuristic evaluation are (1) cold estimates, (2) warm estimates, and (3) hot estimates.
For the cold estimates, 12 inspectors were given a written specification of the two designs.
For warm estimates, 10 inspectors were given the running prototype of one design and the
written description of another design. For hot estimates, 15 inspectors were given running
versions of both interfaces. For GOMS, 19 evaluators were given the same specification of
the two interfaces as used by the cold estimates. Therefore, GOMS was comparable to the
cold estimates situation. The results showed that all methods gave a good estimation of the
relative advantage of one design over the other. For absolute user performance (i.e., time
to complete tasks), GOMS was always better than the cold estimates, but was not as good
as the other two forms of heuristic evaluation. GOMS had much less variance among its 19
evaluators than any form of the heuristic evaluation methods. The variance for GOMS was
19% of the mean, while for the cold, warm, and hot estimates (using heuristic evaluation)
the variance was 108%, 75%, and 52% of the mean, respectively.
Desurvire, Kondziela, and Atwood (1992) conducted a study in which a phone-based
interface was evaluated by groups of three evaluators of different experience levels by using
either heuristic evaluation or cognitive walk-through. The three different experience levels
were: (1) experts who had at least 3 years of human factors work experience; (2) software
developers; and (3) nonexperts who were not experts in usability or user interface design.
The total number of evaluator groups was six, one for each technique and experience level.
All groups used task-based evaluation, with six basic tasks representative of the system’s
usage. User testing data was collected from observing and videotaping 18 potential end users
of the system, who performed the same six basic tasks. The identified usability problems
were classified into the following three categories:

• Minor annoyance or confusion


• Problem that caused error
• Problem that caused task failure

The results (summarized in Table 2) showed that the groups of nonexperts and soft-
ware developers had almost the same performance for the two different techniques. But
the expert group using heuristic evaluation did better than the expert group using cognitive
walk-throughs. Again it was reported that cognitive walk-through was very time consum-
ing. Perhaps this has caused the experts to spend too much time dealing with the inspection
procedure, which made their inspection performance poorer.

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Table 2. Results from the (Desurvire et al., 1992, p. 95) study: Number of problems de-
tected

Technique User. Heuristic. Cognitive.


testing evaluation walk-through

Evaluators Users Experts Developers Nonexperts Experts Developers Nonexperts

Problems that did


25 11 4 2 7 4 2
occur

Potential problems 29 9 7 1 9 6 2

Minor annoyance
5 4 2 1 2 2 1
or confusion
Problems caused
3 2 0 0 2 0 0
error
Problems caused
17 5 2 1 3 2 1
task failure

In summary, these studies provide evidence that the more prescriptive cognitive walk-
through technique seems to be more helpful than guidelines inspection for software develop-
ers to detect usability problems (the Jeffries et al., 1991 study); that the more prescriptive
GOMS evaluation generates more consistent results among the evaluators than heuristic
evaluation (the Nielsen & Phillips, 1993 study); and that neither heuristic evaluation nor
cognitive walk-through is effective when used by software developers or nonexperts for
usability inspection (the Desurvire et al., 1992 study).

Individual.Responsibility
In the studies reviewed in the previous section, inspectors using the same technique
all had the same responsibility and were not asked to take different perspectives at different
stages of the inspection. In the following studies, inspectors were asked to review the inter-
face with a particular perspective, or focusing on a different set of usability issues during
each inspection session. Sometimes, an inspector is asked to review the interface multiple
times, changing perspectives from time to time.
In a study by Desurvire (1994), each of the three levels of inspectors — (1) human
factors experts, (2) nonexperts, and (3) developers — were asked to study flowcharts of a
voice interface (the same interface as in the Desurvire et al., 1992 study described previously)
several times, once from each of several quite different perspectives. The perspectives used
were of: the inspector’s own, a human factors expert, a cognitive psychologist, a behavior-
ist, a Freudian, an anthropologist, a sociologist, a health advocate, a worried mother, and a
spoiled child. All evaluators received the same order of perspectives. For each perspective,
after reading a short orientation toward that perspective, the evaluators looked at the flow-
chart and each of the three tasks and recorded possible user problems.

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Usablty Evaluaton 

Table 3. Comparison of problem detection by perspectives (Desurvire, 1994) and other


techniques (Desurvire, 1992)

Method Evaluators %.of.problems.that. %.of.potential.


occurred problems
Experts 37 27
Perspectives Developers 29 33
Nonexperts 34 40
Experts 44 31
Heuristic.
Developers 16 24
evaluation
Nonexperts 8 3
Experts 28 31
Cognitive.
Developers 16 21
walk-through
Nonexperts 8 7

Compared to the study (Desurvire et al., 1992) using the same interface under a similar
setup (as described earlier in this section), the author (see Table 3 for comparison) suggested
that the perspectives approach may offer substantial promise as a technique to enhance in-
terface evaluations by nonexperts and developers in several dimensions, such as avoiding
false positives, finding real problems, and offering suggestions for improvements.
Kurosu et al. (1998) compared heuristic evaluation and structured heuristic evalua-
tion. Each usability session was divided into subsessions, with each subsession focusing
on one of the following: operability, cognitivity, pleasantness, novice/expert, and disabled
users. Two variations of structured heuristic evaluation were used in the experiment: one
with 32 guideline items and the other with 41. There were five subjects for each technique,
all nonexpert inspectors. Each subject spent a total of 3 hours inspecting the usability of
a walkman. The results were that structured heuristic evaluation with 41 guideline items
revealed more than twice the number of problems revealed by heuristic evaluation, and the
other condition (with 32 guideline items) revealed about 1.5 times as many problems as
revealed by heuristic evaluation.
Zhang (1999) conducted three experiments to compare perspective-based usability
inspection against heuristic evaluation. The user interfaces being inspected were a Web-based
data collection form (experiment I) and a commercial Web site (experiments II and III). The
subjects included both professionals (experiments I and III) and students (experiment II),
who worked either individually or in two-person teams. The experimental results showed
that on average each inspector using a perspective-based technique detected not only more
problems related to the assigned perspective, but also more problems overall. For the com-
bined effectiveness of multiple inspectors, perspective-based inspection showed a significant
improvement over heuristic evaluation (30% for three inspectors in experiment I, 90% for
four inspectors in experiment II, and 45% for four inspectors in experiment III).
In summary, results from these studies suggest that it is promising to have each inspector
focus on a subset of issues or inspect from a specific perspective, especially for nonexpert
inspectors in usability inspection.

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Inspector.Experience
In a study conducted by Nielsen (1992), one voice response user interface was subject
to heuristic evaluation by three groups of evaluators: (1) usability novices with knowledge
about computers in general but no special usability expertise; (2) single experts who were
usability specialists but not specialized in the domain of the interface; and (3) double experts
with experience in both usability in general and the kind of interface being evaluated. In the
study, the novice inspectors were 31 computer science students who had completed their
first programming course but had no formal knowledge of user interface design principles.
The single experts were 19 usability specialists. The double experts were 14 specialists in
usability for the specific application domain. On average, the novice evaluators each found
22% of the usability problems in the interface; the single experts found 41% of the problems
each; and the double experts found 60% each.
Accordingly, it was estimated that to achieve 80% coverage, about two double experts,
four single experts, or 16 novices are needed.
In the two Desurvire (1992, 1994) studies mentioned earlier (see Table 2 and Table
3), it is clear that inspector expertise on usability had a substantial impact on the inspection
results. Using the same technique, the same number of expert inspectors found 5 times more
problems than the nonexpert inspectors.
In two of the studies conducted by Zhang (1999, experiments II and III, as described
previously), everything was pretty much the same except that the participants were full-time
students in one study, and full-time professionals in another. The results showed that the
professionals were able to identify more usability problems than the students, especially
when using a nonprescriptive technique such as the heuristic evaluation.
Therefore, evaluator expertise can play an important role in determining the effective-
ness of a usability evaluation.

SUMMARy
Different usability evaluation methods and techniques have been developed: practices,
and studies. A practitioner needs to be able to decide which technique is the best for a par-
ticular situation. Researchers need to continue validating the effectiveness of the different
techniques, improving existing ones, and developing new ones. The outcome of such research
activities will provide further guidance for usability practitioners.

Practitioner’s.guide
Usability professionals should get familiar with the various usability evaluation methods
and techniques. Each organization should build a toolbox of such evaluation techniques by
building expertise; creating standard procedures and document templates; and establishing
the necessary resources such as pools of user participants and the supporting technology
that is needed.
For each particular evaluation project, it is important to understand where in the devel-
opment lifecycle the application is; how many usability evaluators and user participants are
available; what kind of usability attributes are the focus for the evaluation; and so forth. Then
a tool such as the Usability Advisor (n.d.) can be used to screen the evaluation techniques
that can potentially be used for the effort.

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Usablty Evaluaton 

Researcher’s.Agenda
There are many open issues in usability evaluation that need further research. A major
challenge is that usability evaluation results vary dramatically when applied by different
evaluators. This is highlighted by the series of comparative usability evaluation (CUE) stud-
ies, CUE-1 (Molich et al., 1998); CUE-2 (Molich et al., 1999); CUE-3 (Hertzum, Jacobsen,
& Molich, 2002); and CUE-4 (Dumas, Molich, & Jeffries, 2004).
CUE-1 and CUE-2 had different teams conduct usability testing of the same user in-
terface (a graphical user interface [GUI] interface in CUE-1 and a Web interface in CUE-2).
The results showed little overlap in identifying usability problems among the four and eight
independent teams. For example, in CUE-2, 8 of the 9 teams missed 75% of the usability
problems, and only one team reported more than 25% of the collective total.
CUE-3 had multiple teams conduct usability inspection and was considered a pilot
study with no conclusions. In CUE-4, 17 teams of experienced usability specialists indepen-
dently conducted either a usability inspection or a usability test of a hotel reservation Web
site. This time, there was a strong level of agreement of the usability problems identified.
However, there was much less agreement on which usability problems were the highest pri-
ority. There was also a significant inconsistency in the granularity of the problems reported.
One problem reported by one team is often reported as several more granular problems by
another team.
The results from these comparative usability evaluation studies strongly call for further
research of the following questions:

• Where do variations of usability evaluation results come from? Is there any systematic
way of reducing such variations so that when different people apply the same technique
in evaluating a user interface the results would be consistent?
• Why is a significant portion of existing usability problems not uncovered during a
usability evaluation? How can we improve these techniques?
• Can we develop a taxonomy of usability problems across the industry with appropriate
granularity so that when a usability problem is identified there is a consistent way of
reporting it, and it becomes unambiguous for others to understand the problem?
• Can we develop a more objective way of ranking usability problems instead of relying
on the evaluator’s “gut feeling”?

To study these questions, we need a community of researchers that collaborate with each
other and share research agenda and materials. A usability evaluation test bed would also be
helpful for researchers to compare research results and build on each other’s work.

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Walkthroughs n Web Usablty 

Chapter.XI

Walkthroughs.in..
Web.Usability:.
Cognitive,.Activity,.and.
Heuristic.Walkthrough
Hokyoung Ryu, Massey Unversty, New Zealand

ABSTRACT
The evaluators of a Web site have a need for robust and easy-to-use usability inspection
methods to help them to systematically identify the possible usability problems of the Web
site being analysed. Three usability inspection methods — heuristic walk-through (HW),
cognitive walk-through (CW), and activity walk-through (AW) — are reviewed in this chap-
ter. This chapter discusses the relative advantages and weaknesses of all of the techniques,
and suggestions for Web evaluation are offered, with a short Web site example. Based on
these analyses, we suggest some changes to Web site evaluation to improve accuracy and
reliability of the current walk-through methods; however, this chapter is not a comparison
between the walk-through techniques in order to determine which technique is best at de-
tecting usability problems of a Web site.

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0 Ryu

INTRODUCTION
Studies of human computer interaction (HCI) have established numerous usability
inspection methods that can be applied by Web designers without the effort and expense of
setting up evaluations with real users. This has ensured that measurement and concern of
usability issues can be readily brought into an early Web design process.
The existing usability inspection methods are mostly based on and directed to the
evaluation of the user interfaces of software or products that have been the catalyst of the
HCI studies thus far. Recently, the relatively new medium — Web-based information sys-
tems — has been a driving force to extend the findings and theories from previous studies
of HCI, in terms of its different use and use contexts compared with the traditional user
interfaces. For instance, the design principles and guidelines of interface design have been
rephrased for the Web context (e.g., Nielsen, 2000), likewise some advances of previous
psychological theories have also been made for the Web context (e.g., Blackmon, Polson,
Kitajima, & Lewis, 2002).
Following these advances, this chapter reviews usability inspection methods based on
the walk-through methodology, with the aim of assessing how they collectively provide a
reasonable suite of usability inspection tools for Web-based information systems. The first
section looks at the theoretical foundations of Web evaluation. In the following sections,
we take a brief look at different Web usability inspection techniques and describe the prin-
ciples and concepts that each method is grounded on. Finally, we discuss the strengths and
weaknesses of the methods as they currently exist and suggest improvements for assessing
Web sites.

THEORETICAL. FOUNDATIONS.................
OF. WEB. EVALUATION.
Let us first consider the typical situations in which people use a Web site. Quite often,
there are two simple ways to access a Web site that the users want to use. Firstly, when they
are aware of the Web site that matches their current objectives they will, either type the URL
of the Web site, or simply use a previously established bookmark of the Web site. Otherwise
they will employ a particular search engine for finding a best-fit Web site for their current
objectives. Either way, all of their subsequent actions would be organised by only interacting
with the current Web page appearing in a piecemeal and iterative way as follows.
Firstly, it is generally believed that users will analyse the Web page, separating it into
several subregions and concentrate on the subregion(s) of the page that is semantically most
similar to their current objectives. An action selection process that selects and acts on the rel-
evant widgets from the chosen subregion follows (Kitajima, Blackmon, & Polson, 2000).
In such common Web navigation situations, there seems to be two interaction styles:
recognition-based and recall-based interaction. In general, it is believed that most Web
users are completely dependent on the labels, or the information presented on a Web page.
Such individuals, especially new or infrequent visitors to a Web page, will have only ab-
stract representations of their tasks and its goal structure with little or no knowledge of the
consequences of their actions, so they have a strong tendency to select graphical widgets on
the Web page based on how well they semantically match one or more components of their
current goal sets. On the contrary, a recall-based interaction style is used by very frequent

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Walkthroughs n Web Usablty 

Figure 1. Cyclic interaction in the typical Web use situations

visitors to a Web site, or users of a well-standardised Web site such as an online bookshop
site, who would have knowledge of how to decompose a task into a collection of subtasks
in order to make effective use of the relevant subregions of the Web site. Therefore, the
extensive knowledge of possible actions and the actual consequences of those actions would
allow them to easily apply their prior experience to the current Web site use.
The difference between the two interaction styles implies that the evaluation of rec-
ognition-based interaction patterns, particularly for novice users, needs to encompass the
measurement of congruence between the tasks and the corresponding Web specifications;
and the recall-based interaction style used by frequent visitors, or users who have general
expectations of a well-standardised Web site, should be evaluated on knowledge transfer
as to how their prior knowledge is readily transferable to other situations. This difference
also indicates that a set of reasonable speculations about a user’s background knowledge
and state of mind while carrying out a task should be specified first, which would catego-
rise which interaction style would be the most likely to be used. Hence, the evaluation of
Web sites should accommodate the knowledge states of targeted users, which is one of the
primary assumptions of the walk-through-based usability inspection methods, for example,
CW (Polson, Lewis, Rieman, & Wharton, 1992).
In conjunction with this assumption, the Web use would be mainly as a result of recog-
nising the large number of choices and information content in a single Web page, based on
a psychological foundation: cyclic interaction.
The concept of cyclic interaction was initially introduced by Card, Moran, and Newell’s
(1983) model human processor as their recognise-act cycle for reifying cognitive constructs
of human activities. Further, it has been extensively engineered in Norman’s (1986) seven
stages model of user activities, stipulating the role of user’s goals in the recognise-act cycle.
Naturally, the recent HCI theories, for example, situated action (Suchman, 1987), distributed
cognition (Hutchins, 1996), and even activity theory (Engestrom & Middleton, 1996; Kutti,
1996; Nardi, 1996), intrinsically follow the accounts of cyclic interaction, but covering a

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Figure 2. Categorisation of Web usability problems in terms of cyclic interaction

GOAL

(U
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red
ict
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d a lem
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fec on
go
icte rob

t-g str
red ion p

oa uct
l p ion
t

rob a
(U l-ac

lem nd
a
np
Go

s elim
ina
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Action-effect problems
ACTION (Unpredicted effect) EFFECT

broader context, weighing how actions are informed, how actions are taken, and how users
decide on the next step in the various contexts of use.
The key characteristics of cyclic interaction can be expressed simply as shown in Figure
1, which delineates three paths in an interactive cycle: goal-action path, action-effect path,
and effect-goal path. It only illustrates a recognition-based interaction. That is, an action
results from the user side having some goal and recognition of the environment. The action
leads to system effects on the environment. The new state of the environment (or world)
is evaluated, leading to new goals and recognition that in turn leads to new actions, and so
on. Indeed, general Web use situations are obviously explained by the three paths in cyclic
interaction. For instance, an interactive cycle begins with the reformulation of goals arising
from the tasks or relevant visible parts of the current Web page (Ryu & Monk, 2004b). In
roughly identifying their immediate subgoals from visible parts of the current Web page,
users will seek to take a semantically relevant action or a series of actions on the Web page
for accomplishing their current goal set on the goal-action path. It is highly reliant on the
repertoire of actions in the specifications of the current Web page, for example, buttons or
text links and so on. Accordingly, the chosen action then triggers system effects on the current
Web page on the action-effect path. When new system effects are presented, the following
effect-goal path deals with changes in what is perceived by the users, and then continues to
generate new goals, or eliminate completed goals in their interaction context. This newly
organised goal set initiates another cycle, until they accomplish their original goals.
Naturally, the three paths in cyclic interaction suggest three possible usability problems
would be concerned in Web evaluation, as sketched out in Figure 2: action-effect problems,
effect-goal problems, and goal-action problems (Ryu & Monk, 2004a).
Firstly, action-effect problems can be thought of as unpredicted effects, compared
with user’s expectations. To set out these problems in evaluative terms, the concept of

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Walkthroughs n Web Usablty 

affordance should be understood first. Gibson (1979) referred to perceptible affordance


simply as affordance in line with his theory of direct perception. However, its most basic
meaning, in the typical Web use situations, is the effects (or how to operate) a visible ob-
ject affords. Icons, photos, or widgets on a Web page are often intended to allow users to
perceive affordances without learning, or at least to not forget once learned. Another sense
of affordance is whether users can perceive how to operate objects (or widgets) and what
to accomplish with the objects on the Web page, for example, the link in underlined text
affords clicking, a gloved, pointing finger affords clicking, and this clicking leads to a new
Web page. Hence, any widget used differently from their own intrinsic affordance would
result in action-effect problems.
Second, effect-goal problems refer to whether system effects will generate any new
subgoals relevant to the overall goal or eliminate completed subgoals not required in sub-
sequent interactions. To demonstrate this problem in Web evaluation, consider a Web site
designed to book accommodation. If the current user goal set has a brief and-then goal
(Polson et al., 1992) such as checking availability of a single room and then making a res-
ervation with a credit card, but the first thing the Web page demands is to enter credit card
details before checking availability, we see the current Web page (system effects), per se,
as providing subgoals inconsistent with the user’s current goal set at the time of interaction.
For this assessment, we need detailed assumptions of the user’s current goal structure of
the task being analysed.
Finally, goal-action problems in Web evaluation can be described as mapping between
the current goal set assumed by task analysis and the actions available at the time of inter-
action. As discussed earlier, it is generally believed that Web users would prefer to learn
the systems by doing (Polson et al., 1992; Polson & Lewis, 1990), which means they will
start with an abstract description of the task they want to accomplish and explore the Web
site and select actions they think will accomplish the task. Hence, if the mapping between
the current goal set and the actions available is not so obvious, then goal-action problems
are inevitable.
Thus far, we have seen the theoretical foundations of Web evaluation and briefly
reviewed the assumptions that should be made for evaluating Web sites in terms of the
user’s cyclic interaction behaviour. We note that walk-through-based usability inspection
method, for example, CW operationalises this cyclic interaction behaviour at each action
step, to assess if the human information processes are congruent with the expectations of
the interface. Therefore, in the following section, three walk-through methods are applied
to evaluate a Web site, and the findings are expected to expose the strengths and weaknesses
of each walk-through method in Web evaluation.

DETAILED. DESCRIPTIONS. OF............


WALK-THROUgHS
There is no formal definition as to which usability inspection methods fall into the walk-
through methods. So, as a practical criterion, this chapter first reviews whether a particular
usability inspection method complies with the general assumptions of the walk-through
approach. Of course, this broad concept means that many usability inspection methods
can be described as walk-throughs; however, we note that the essence of the walk-through
approach is to take a hypothetical process, that is, simulating step-by-step human informa-

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Figure 3. The home page of ITtext

Note: This Web site was developed by a group of students at Massey University.

tion processes and provide an evaluation of the practical situation, how people actually use
the system. Therefore, if a usability inspection method conforms to this perspective, it is
regarded as a walk-through method.
Three usability inspection methods are considered in this chapter: heuristic, cognitive,
and activity walk-through. It is debatable whether the first method — heuristic walk-through
— is a walk-through method, but it is deliberately embraced in this chapter as a contrasting
technique against the other two walk-through methods.

An.Example:.University.Students.Trading.........................
Second-Hand.Textbooks
One of the easiest ways to envisage the nature of the walk-through approach is to
demonstrate how it can be applied to a real Web evaluation. For this reason, a Web site
for University students to trade second-hand textbooks was designed as shown in Figure
3. You can see the Web site and/or try doing the walk-through yourself (www.massey.
ac.nz/~hryu/ITbook).
The representative task on this Web site is to trade second-hand textbooks relating
to the university’s information technology (IT) related courses. We note that this Web site
is a walk-up-and-use application, therefore, many users find themselves in the position of
needing to use the system without training.

general.Procedure.of.Walk-Through.Methodology
While there are many variations of walk-through-based usability inspection, they mostly
consist of two phases: a preparatory phase and an analysis phase. In the preparatory phase,
the evaluators are given the basic inputs for the walk-through. The main analytical work

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Walkthroughs n Web Usablty 

follows, during which the evaluators step through each action of every task being analysed.
The details of the analysis phase vary with each walk-through technique.

Preparatory Phase
In this phase, four input conditions are considered: (1) assumptions of targeted users,
(2) tasks, (3) action sequence for each task, and (4) the interface that will be subjected to
analysis. The following sets out the inputs of the evaluation of the ITtext Web site.

• Assumptions.of.targeted.users:This may be simple such as “people who use the


Web site.” But the walk-through asks more clarifications of targeted users, including
the user’s specific background or technical knowledge that can influence the users as
they attempt to deal with a Web site. The users’ knowledge state of the tasks and of
the Web site should both be specified, for example.

The users of our ITtext Web site would be the university students who have a computer
but are not frequent visitors to the ITtext Web site and are seeking to buy the cheapest
book for their courses in the university, and generally have an e-mail client system on
their computers. It is also assumed that the users have previously seen information
about the ITtext Web site so they know the home address and have both the skills and
motivation to turn on a computer, operate a mouse, open an Internet browser, and go
to the site’s home page. The users also possess standard Web navigation skills.

This assumption seems to be very hypothetical; however, it will justify each decision
in the course of the walk-through process.
• The.tasks.that.the.targeted.users.are.to.perform.on.the.Web:.The walk-through
also needs detailed task analyses of a suite of tasks. They should be the representative
tasks that most of the targeted users would like to do. However, it is not cost-effective
to analyse all the tasks of a Web site. In general, regardless of the complexity of any
Web site, the analyses should be limited to a reasonable but representative collection
of primary tasks.
The selection of representative tasks should be based on the results of needs analysis,
task analysis, and/or requirement analysis. For more details of these analytic techniques,
please see Kirwan and Ainsworth (1992); Vicente (1999); and Duke and Harrison
(1995). As a rule of thumb, some tasks might be sampled from the core functional-
ity of a Web site, that is, the basic functions that the Web site is intended to support.
Task descriptions of all selected tasks must include the necessary context, such as the
contents of the Web site that the users are most likely to use at each action step.

For our ITtext Web site, a representative task is examined, which is, logged-in users
search and buy an IT book, by logging in the system, searching for a named book,
selecting a search result of the named book, and getting a particular seller’s details.
The search task asks to specify both the title and the categorisation of the named
book.

• A.complete,.written.list.of.the.actions.sequences.needed.to.complete.the.tasks:.
There must also be a description of the sequence of actions for each task. These ac-
tions might be a machine level operation such as “click the link,” or they may be the

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sequence of several simple actions that a typical user could execute as a block such
as “login to the Web site.” The decision as to what level of action granularity is ap-
propriate depends on the level of expertise of the targeted users. Our evaluation of
the ITtext Web site aims at infrequent visitors to the Web site, so that machine-level
operations are considered.
In specifying action sequences, a crucial assumption of the walk-through approach,
which has provoked many criticisms against it, even if there may be a major problem
with the Web site and digressions from the correct actions may occur, the evaluation
merely proceeds to the next steps, as if the correct action had been performed. The
critiques of this assumption say that sometimes the wrong actions would indicate
true meanings of the usability problems of the current task being analysed, reflecting
how to avoid the usability problems in a way that the users are expecting. While this
account is highly reasonable, the assumption that the users always choose the correct
action would guarantee to widely cover all the possible usability problems in Web
evaluation. The action procedures of the representative task in our ITtext example are
described next.
• The specification of the Web site: The walk-through proposes that the preparatory
phase should describe the prompts preceding every action required to accomplish the
tasks being analysed, as well as the reactions of the interface to each of these actions.
For our example, in carrying out the representative task, the following specifications
were given:

Step 0: Initial state


The initial Web page of this Web site is shown in Figure 3.

Step 1
Current system prompt: Figure 3
Action(s): In the Login area in Figure 3, type “user” in User Name textbox and “user1”
in Password textbox; then click the Enter button in the login subregion.
System response(s): Logged-n-page appears, as shown in Figure 4.

Step 2
Current system prompt: Figure 4
Action(s): Select Search for a book button
System response(s): Search page appear, as shown in Figure 5.

Step 3
Current system prompt: Figure 5
Action(s): In the Ttle text box, type “The C++ programming language,” select Program-
mng from the Category drop-down list box, then click the Search button.
System response(s): Search Results page appears, as shown in Figure 6.

Step 4
Current system prompt: Figure 6
Action(s): Click the first search result, “The C++ Programming Language (Special 3rd
Edition)”
System response(s): Book Detals page appears, as shown in Figure 7.

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Figure 4. Logged-in page in completion of the action(s) in step 1

Figure 5. Search page in completion of action(s) in step 2

Step 5
Current system prompt: Figure 7
Action(s): Along the Avalablty row click the Clck here link.
System response(s): Sellers detal page appears, as shown in Figure 8.

Step 6
Current system prompt: Figure 8
Action(s): Click the e-mail address cocoman of the first seller
System response(s): E-mail client application is open, as shown in Figure 9.

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Figure 6. Search results page in completion of action(s) in step 3

Figure 7. Book details page in completion of action(s) in step 4

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Figure 8. Sellers detail page in completion of action(s) in step 5

Figure 9. E-mail client application in completion of action(s) in step 6

Analysis Phase
In completion of the preparatory phase, the analysis phase of the walk-through exam-
ines each action, attempting to evaluate each action against predefined checklists or probing
questions. The assessment should be based on the assumptions about the user’s background
knowledge and goals, which were speculated in the preparatory phase.
The predefined checklists or probing questions limit the analytic outcomes of possible
usability problems with a distinct theme of usability problems. For instance, HW judges
whether each action conforms to the established 10 usability heuristics (Nielsen, 1994).
By contrast, CW (Polson et al., 1992) provides a more detailed evaluation of each action,
checking if the simulated user’s goals for the following actions can be reasonably assumed
to lead to the next correct action. A modified version of the original CW — cognitive walk-

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through for Web (CWW) (Blackmon et al., 2002) — is specially used in the evaluation of
Web sites, and the low-level interaction walk-through (LW) (Ryu & Monk, 2004a, 2005)
focuses on the other problem set, that is, effect-goal problems, which cannot be explicitly
evaluated with the original CW. Finally, the AW (Bertelsen, 2004, p. 253) directs evaluator’s
attention from the sequence of machine operations to human actions as a meaningful unit
of analysis. To demonstrate the different analytic outcomes of the walk-through methods,
the same ITtext Web site is assessed in the following sections.

HEURISTIC. WALK-THROUgH
It is very contestable to deem heuristic evaluation (Nielsen, 1994) as part of the walk-
through approach, in that it is based on neither the evaluation of cyclic interaction, nor a
theory of learning by exploration. However, it has a very similar procedure with the other
walk-through methods, that is, inputs in the preparatory phase and a step-by-step evaluation
in the analysis phase, and assuming the correct action at each action step, which means it is
worthwhile to be examined in this chapter, with the additional aim to reveal the strengths
and weaknesses of the other walk-through techniques.
HW based on Nielsen’s (1994) heuristic evaluation is a simple method for structuring
the evaluation of each action step using a set of general Web heuristics.
In the actual analysis phase, the evaluator is provided with a set of heuristics, which is
specialised to a particular domain. Table 1 is an extended version of the original heuristics
(Nielsen, 1994) to describe common properties of Web usability. While stepping through
each action, the evaluator is asked to state which established usability heuristics in Table 1
is violated by each usability problem.
As all of the possible problems are collected, the mean severity ratings of the usabil-
ity problems are determined in order to assess the relative severity of each of the usability
problems. Severity ratings can then be used to allocate the appropriate resources to fix the
problems.
The following short report shows the evaluation of our ITtext Web site with HW,
conducted by four usability experts. Each identified problem is assessed as to the frequency
with which the problem may occur, the impact of the problem if it does occur, and the
persistence of the problem. Possible solutions are also discussed by the evaluators to avoid
the usability problems.

Heuristic 2: Match Between the System World and the Real World Based
on Targeted Users

• Comments/findings: In step 3, users might find there was no superfluous information


on the Web pages. However, one expert questioned the purpose of the “Brand new
price…” wording for books on the search results page (see Figure 6). He believed it
made users confused as to whether they were buying a second-hand or new book.
• Problem.frequency: 1 of the 4 evaluators identified this as a usability issue. This
problem would occur each time in the system.
• Problem.impact:.Users might be confused as to whether they were buying a new or
used book. Users may think that is the actual price.

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Walkthroughs n Web Usablty 

Table 1. Heuristics of Web usability evaluation, extended from Nielsen (1994)

Web.usability.heuristics Description/Examples

Users need to know at each Web page as to “Where am I?” and “Where can
I go next?”
Visibility of current
For example, (1) making sure each page indicates which section it belongs
Web page status
to. (2) internal or external links should be clearly marked; and (3) use the
clear URL for distinguish the different Web pages

Match between the system Word and phrase uses on the Web site must be familiar to the user
world and the real world For example, (1) a multiple-language support for the Web site of a globalised
based on targeted users firm and (2) a Web site for children should use child-friendly phrases.

Users often choose system functions by mistake and will need a clearly
Support user control
marked emergency exit to leave the unwanted state.
to Web navigation
For example, a “home” button on every page is a simple way to let users feel
and relevant links
in control of the Web site.

Users should not have to wonder whether different words, situations, or ac-
Consistent Web design and
tions mean the same thing
conformation to standards
For example, consistent wording with links, page titles, and page headers.

Even better than good error messages is a careful design which prevents a
Error prevention with problem from occurring in the first place.
informative contents For example, (1) use JavaScript to prevent some missing parts before users
submit and (2) the essential items to be filled in should be clearly indicated

Make objects, actions, and options visible. The user should not have to re-
member information from one part of the dialogue to another.
Recognition rather than
For example, (1) if users can recognise where they are by looking at the cur-
recall
rent page, without having to recall their path from the home page, they are
less likely to get lost. (2) The mouseovers for the links should be avoided

Shortcuts may often speed up the interaction for the frequent visitors.
Flexibility and efficiency
For example,(1) bookmarks and (2) single sign-on process (e.g., Amazon.
of use for frequent visitors
com)

Dialogues should not contain information which is irrelevant or rarely


Aesthetic and minimal needed.
scrolling design For example, put the more general information higher up in the contents
hierarchy and let users scroll down deeper if they want the details.

Error messages should be expressed in plain language.


Help users recognise,
Every error message should offer a solution (or a link to a solution) on the
diagnose, and recover
error page. For example, if a user’s search yields no hits, do not just tell him/
from errors
her to broaden their search; provide a link that will broaden the search.

Even though it is better if the system can be used without documentation,


Help and documentation it may be necessary to provide help and documentation. For example, help
pages

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• Problem.persistence:.This would be a persistent problem, confusing new and existing


users.
• Possible.solution:.Remove the “Brand new price…” wording from the Search Results
page to reduce ambiguity.

Heuristic 2: Match Between the System and the Real World Based
on Targeted Users

• Comments/findings: In step 4, users might feel that on the Book detals page (Figure
7) the Clck here link could have been worded better. Other links were considered to
be well branded.
• Problem.frequency:.2 of the 4 evaluators identified this area of usability as being an
issue. This problem would occur each time in the system.
• Problem.impact:.Although the users could identify what was required of them to
obtain details of sellers, they might feel the link could be more “intuitive.”
• Problem.persistence:.This problem would only affect new users. Existing users would
quickly recognise the link from previous experience.
• Possible.solution:.Changing the Clck here link to wording more descriptive such as
“view sellers” could solve this problem.

Heuristic 3: Support User Control to Web Navigation and Relevant Links

• Comments/findings: In steps 5 and 6, users might identify a key area of functionality


that was not provided: an automatically composed e-mail message or message subject
line (see Figure 9).
• Problem.frequency:.All four of the evaluators identified this omission in functional-
ity.
• Problem.impact:.This would lead to inconsistent messages being sent to the sellers.
It would be likely that wrong information could be sent. The seller could not identify
e-mails in regard to the ITtext site, as there was no template subject line.
• Problem.persistence:.This would occur each time the system was used. Problems
could be inconsistent and different each time.
• Possible.solution:.An automatically generated message with a subject header refer-
encing the book sale.

Heuristic 10: Help and Documentation

• Comments/findings: In step 5, users might not be sure what to do to contact a par-


ticular seller (see Figure 8).
• Problem.frequency:.2 out of 4 identified this omission as a major usability prob-
lem.
• Problem.impact:.This would lead to a user’s lack of confidence before as to whether
they can send an e-mail on their own e-mail client or directly on the Web site. This
system uses the e-mail client installed on the user’s computer, but if the users do not
have any client, they cannot contact a seller with this functionality. If possible, the

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Walkthroughs n Web Usablty 

Table 2. Different question set for Web evaluation. Extended from Polson et al. (1992),
Blackmon et al. (2002), and Ryu et al. (2004a)

Method Effect-goal.problems goal-action.problems Action-effect.problems


(2) Will the users notice the (3) Will the users associate the
(1) Will the users try to
CW correct action or control avail- correct action with the effect
achieve the right effect?
able? trying to be achieved?
(2) Will the users connect the
correct subregion of the page
with the goal, using heading
information and their under-
standing of the sites page lay-
(1) Will the users connect the
out conventions? (4) Will the users interpret the
correct action’s description
CWW system effect to the chosen
with what they are trying to
(3) Will the users connect the action correctly?
do?
goal with the correct widget
in the attended to subregion
of the page using link labels
and other kinds of descriptive
information?

(1) Will the system effects (4) Will the users associate
strongly suggest the subse- the correct action with
quent goals? the affordance of the
(2) Will the other system ef- corresponding object that is
fects suggest that the user relevant to the current goal (6) Will the correct actions
conceive goals that do not set? trigger the system effects that
LW pertain to the overall goal? are sufficient for the users to
(5) Will the system effects justify their action?
(3) Will the system effects prompt the users to take an in-
sufficiently allow the user correct action from the strong
to recognise (rather than affordance of the correspond-
recall) that the goal has been ing object that is not relevant
achieved? to the current goal set?

Web site has to provide a Web mail system for them to compose an e-mail or simple
text message.
• Problem.persistence:.This problem would only affect new users, and the missing
Web mail functionality would help the users who do not have their own computer
with an e-mail account.
• Possible.solution:.Add a minimal amount of instruction to the Sellers detal page, in
order to direct users how to contact a particular seller.

It is generally believed that there are two concerns of HW in Web evaluation. Firstly,
according to Hertzum and Jacobsen’s study (2001), the HW method significantly suffers

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 Ryu

from substantial evaluator effects in that multiple evaluators result in the different set of
problems depending on their prior experience. Even though this evaluator effect is inevi-
table in walk-throughs, HW seems to lead to dramatically different outcomes of usability
problems in the complex system, compared with the other walk-through methods. Secondly,
as Nielsen (1994) claimed, HW tends to pinpoint more salient usability problems such as
labels or inconsistent layout between Web pages. How these two issues are dealt with in the
other walk-through methods is drawn on possible ways forward.

COgNITIVE. WALK-THROUgH. FAMILy:..........


CW,. CWW,. LW.
CW was originally proposed by Polson et al. (1992), as an attempt to introduce an
informal and subjective walk-through of user interfaces. Since then there have been many
variations of the original CW, for example, CWW (Blackmon et al., 2002) and LW (Ryu &
Monk, 2004a), in order to deal with some known limitations of the original CW. Yet, the
core nature of CW is the same, attempting to provide a detailed step-by-step evaluation of
the user’s interaction with an interface in the process of carrying out a specific task. Both
the narrow focus on a single aspect of usability and the fact that the method provides a
more detailed evaluation of ease-of-learning are the nature of the method’s strengths and
weaknesses against HW.
The evaluation steps through each action sequence, answering the probing questions
that address the exploratory learning behaviour, are shown in Table 2. The first question in
both the original CW and CWW, “will the users try to achieve the right effect?,” refers to
whether the users will consider the proposed action as a logical action based on their current
goal set at the time of interaction. It can be thought of identifying effect-goal problems, in
the sense that the judgement of this question is based on whether the current system status
(or system effects) is recognised as their original task, or it clearly tells them what to do.
However, the question does not explicitly reflect the nature of effect-goal problems. By
contrast, the three probing questions in LW are designed to identify that effect-goal prob-
lems, considering how the current system effects would reorganise the current goal set to
maintain the subsequent interactions (Ryu, 2003).
The second question of CW is whether the controls are visible or easily perceived.
This also indicates whether users experienced success in their choice of proposed actions.
The specification of the proposed actions or affordance of the widgets corresponding to the
actions on the Web page will determine the outcome of this question. Further, CWW as-
sumes a common Web use situation in which generating an action on a Web page consists
of an attention process and an action selection process. An attention process indicates that
the users would separate a Web page into subregions and concentrate on the subregions of
the page that are semantically most similar to the user’s goal. The question (see Table 2)
“(2) will the users connect the correct subregion of the page with the goal using heading
information and their understanding of the sites page layout conventions?” addresses this
level of goal-action problems. In the following action selection process, the corresponding
question (see Table 2), “(3) will the users connect the goal with the correct widget in the at-
tended to subregion of the page using link labels and other kinds of descriptive information?”
examines whether the proposed actions with the corresponding widgets would be congruent
with the user’s current goal set. In these two processes, the measurement of congruence

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Walkthroughs n Web Usablty 

between the user’s current goal set and the subregions or the widgets is based on latent
semantic analysis technique (Laundauer & Dumais, 1997). By contrast, LW simply focuses
on the affordances of the widgets on the Web page, considering whether the widgets would
provide appropriate affordance resulting in being selected, or not being selected, compared
with the user’s current goal set.
The final question is to check action-effect problems; whether the controls can be
understandable at the time of interaction. That is, if a Web page presents a clear label that
connects the proposed action to what users are trying to do and all the other actions seem
to be wrong, the users will expect the unique action will trigger the relevant system effects
that they want to achieve.
Both the original CW and CWW predominately address goal-action problems which
are their intended focus, that is, whether the current user’s goal set can clearly be accom-
plished by the proposed actions. Yet, sometimes answering some of the questions from CW
or CWW may be difficult unless there are additional assumptions about how users interpret
what they see (Bertelsen, 2004). In other words, both CW and CWW assume that the users
are very likely to see the proposed actions on the current Web page and in turn they will
choose the actions; however, this assumption is not explicitly supported in the course of the
interaction, as what many of the users are able to see depends on what they actually want
to do under the real context.
The impact of the problem with CW and CWW can be reduced in two different ways.
Firstly, some interaction modelling tools, for example, state-transition scenarios (Monk,
1999), and interaction unit model (Ryu & Monk, 2005), explicitly specify what the users
would like to perceive, and how the perception of system effects would affect the following
interactions. Therefore, they can address the concerns identified and point to a possible solu-
tion, retaining some of the efficiency of CW or CWW, and at the same time providing more
systematic help for the evaluators. Secondly, Bertelsen (2004) claimed that the assumptions
that perception and action are separated, and the correct actions are always chosen, are not
reasonable. Rather, he emphasised that the basic unit of walk-through analysis should be
on the level of human performance that is motivated and directed to human needs in the
real context of interaction. Following on from this, he proposed the AW, which is further
discussed in the following section.
The basic inputs to the CW family are the same as those of HW. Given this informa-
tion, the evaluators step through the action sequence and tell an imaginary story about its
usability, using the questions specified in Table 2. The answers are based on the evaluators’
understanding of both system specifications and the current user’s goal set. In the author’s
experience, as a rule of thumb, an answer scheme, that is, yes, probably yes, probably not,
and no, with the credible story of their judgement would be very useful to indicate the
severity of possible usability problems. The following analyses present a short CW of our
ITtext Web site conducted by the author.

Step 1
Current system prompt: Figure 3
Action(s): In the Logn area, type “user” in User Name textbox and “user1” in Password
textbox; then Click the Enter button in the login subregion.
System response(s): Logged-n-page appears, as shown in Figure 4.
Criterion of effect-goal problem: Will the user be trying to achieve the right effect?

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Yes, the user will be putting their personal identification followed by their
password to logon the system as a registered user, which is a general task
procedure in other Web use situations and the system effects clearly explain
why the logging in is needed.
Criterion of goal-action problem: Will the users notice the correct action or control
available?
Probably yes, the user will be seeking the logon process, as the Web page
clearly describes why the user has to logon first. In addition, the widgets
for logging in are very common, so it is very unlikely to result in some
usability problems to our targeted user group who has a general Web
navigation skill. However, if the users cannot recall either the correct ID
or the password, it is not explicitly described how to sort this problem out
on this Web page.
Criterion of action-effect problem: Will the users associate the correct action with the
effect trying to be achieved?
Yes, the correct action is clearly worded, and the widget has a strong af-
fordance to be clicked.

Step 2
Current system prompt: Figure 4
Action(s): Select Search for a book button
System response(s): Search page appear, as shown in Figure 5
Criterion of effect-goal problem
Yes, it is very likely that the users will still be attempting to buy a book,
so they will be searching for a book first; otherwise they will be seeking
to sell a book.
Criterion of goal-action problem
Probably not, actually the button widget ‘Search for a book’ is very visible,
with the support of the description on the Web page, but the subregion
on the left side would also be competing in this action step, showing no
clear distinction between ‘Search for a book’ and ‘Quck search’. Further, the
inconsistent wording ‘Clck here’ above the button ‘Search for a book’ will
make the users confused what the correct action is, even though they will
provide the same Web page.
Criterion of action-effect problem
Yes, the correct action is clearly worded, and the widget has a strong af-
fordance to be clicked.

Step 3
Current system prompt: Figure 5
Action(s): In the Ttle text box, type “The C++ Programming Language,” select Pro-
grammng from the category drop-down list box, then click the Search button.
System response(s): Search Results page appears, as shown in Figure 6.
Criterion of effect-goal problem
Yes, the user will still be attempting to find a relevant book with the an-
swer.
Criterion of goal-action problem

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No, there seems to be three issues relevant to failure. Firstly, the Category
drop-down list box enlists a lot of competing elements such as program-
ming, information management, and system design. Hence there may be
another selection by our users who have little knowledge of the category.
Secondly, the paper number is actually used under a particular university
system so it will not be clearly understood by many other users. Finally,
in some Web sites the first textbox for input is selected as a default, Ttle
textbox in here, so users may not realise they need to select the field first
(so they never looked for the control). The first two problems would be
relatively major problems, the last one would be minor. In addition, the
radio buttons next to both the Ttle textbox and the bottom textbox may
not be clearly understandable as to how these operators would specify the
search criterion.
Criterion of action-effect problem
Yes, the standard widgets have a strong affordance to be used.

Step 4
Current system prompt: Figure 6
Action(s): Click the first search result, “The C++ Programming Language (Special 3rd
Edition)”
System response(s): Book Detals page appears, as shown in Figure 7.
Criterion of effect-goal problem
Yes, the user will still be attempting to find a relevant book with the an-
swer
Criterion of goal-action problem
Yes, the gloved, pointing finger over the icons is a standard within the
Web indicating this is a link to a page. In addition, the icons are clearly
described by text links next to themselves.
Criterion of action-effect problem
Yes, if the cursor moves over the link, the gloved finger appears.

Step 5
Current system prompt: Figure 7
Action(s): Along the Avalablty row click the Clck here link.
System response(s): Sellers detal page appears, as shown in Figure 8.
Criterion of effect-goal problem
Yes, the user will still be attempting to find a relevant book with the an-
swer
Criterion of goal-action problem
Probably yes, the gloved and pointing finger over the unique link on the
content is a standard indicating a link to a page. However, the label ‘Clck
here’ does not reveal the exact meaning of the link as to what the link leads
them to.
Criterion of action-effect problem
Yes, if the cursor moves over the link, the gloved finger appears.

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Step 6
Current system prompt: Figure 8
Action(s): Click the e-mail address of the first seller
System response(s): E-mail client application is open, as shown in Figure 9.
Criterion of effect-goal problem
Yes, it is part of their original task, and the Web page clearly tells who bids
at the cheapest price along with e-mail addresses and telephone numbers. In
particular, the e-mail address presents a subsequent task to be followed.
Criterion of goal-action problem
Yes, the gloved, pointing finger over the unique link is a standard widget
indicating it has a link.
Criterion of action-effect problem
No, the users may have two different expectations. The e-mail client on their
own computer will be open by default, or the internal Web mail system on
the Web site will be linked to send a message. Whichever, the users will
expect that it should specify the e-mail address and the subject heading of
the e-mail automatically, such as “Re: The C++ Programming Language
(Special 3rd Edition).”

Empirical studies of the original CW, for example, Cuomo and Bowen (1992); Hertzum
and Jacobsen (2001); Jacobsen and John (2000); and Blackmon, Kitajima, and Polson (2003),
demonstrated that CW has been especially promising. Yet, they also revealed around 15%
of usability problems, compared with usability testing, could not be detected by the original
CW due to the wrong interpretation or judgement on each question used in the original CW.
Of course, the judgements are dependent on the evaluator’s personal experience with the
method, but it is also affected by the way that the question is expressed. It is thus possible to
reduce the effect of the interpretation of the probing questions, employing more specialised
probing questions as those of both CWW and LW (Blackmon et al., 2003).

ACTIVITy. WALK-THROUgH..................
THROUgH. CONTEXTUALISATION
The CW family is a popular theory-based method that is easily applicable for a practi-
cal assessment of Web design. They evaluate a Web site based on the knowledge states of
the targeted users. Consequently, if the same knowledge states are applied, the evaluation
must be the same irrespective of the situations in which the activities take place. However,
human activities naturally occur in a context, and that context, to some extent, defines the
nature of the activities. The same performance, according to the CW family, that is per-
formed in different contexts may be fundamentally different. Therefore, activities cannot
be understood and so should not be analysed outside the context in which it occurs. Most
contemporary learning theories, such as situated cognition (Suchman, 1987), constructiv-
ism (Kintsch, 1988) and activity theory (Kutti, 1996; Nardi, 1996), emphasised the role of
context in learning.
To encompass this context issue in interface evaluation, some studies, for example,
Bertelsen (2004) and Quek and Shah (2004), proposed a novel approach based on activity
theory (Engestrom & Middleton, 1996; Kutti, 1996; Nardi, 1996). They claimed that the

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Walkthroughs n Web Usablty 

activities in which people are engaged, the nature of the tools (or artefacts) they use in those
activities, the intentions of those activities, and the objects or outcomes of those activities
should be more focused on an interface evaluation. Following on from this, Bertelsen (2004)
proposed the AW method. A note of the walk-through method described in this section is
needed. While Bertelsen (2004) provided an exhaustive list of potential questions or issues
of his walk-through method, several aspects are not necessary for Web evaluation. Therefore,
the author reasonably condensed Bertelsen’s AW to guide Web evaluation, considering a
number of other studies (e.g., Engestrom & Middleton, 1996; Nardi, 1997; Quek & Shah,
2004).
AW for Web begins with the understanding of relevant contexts in which activities
occur. The relevant contexts involve the environment in which activities occur, the targeted
users who perform the activities, their intentions that motivate the activities, the tools and
rules that can be used for the activities. They will help the evaluator to pay attention to how
users’ actions are informed, how they are taken, and how users decide on the next step in
the various contexts of use. The following analyses show the descriptions of the trading
activity system.

• Understand.relevant.environment.in.which.activities.occur:.The community to
which targeted users belong is a university. In particular, this activity system is for the
students who enrol in one of New Zealand’s universities. Generally, undergraduate
students must buy a particular textbook for a course, because the basic course struc-
ture normally follows the contents structure of the textbook. In contrast, postgraduate
students are asked to refer to many recommended books for one course, so a major
textbook may not be specified. All the university students who have New Zealand
citizenship or permanent residency can have student allowances from the government,
which can partially cover the cost of some textbooks. However, it is not sufficient to
buy all the new textbooks for their 4 to 5 courses in each semester. Therefore, many
students would like to use their second-hand textbooks for buying or selling. This
activity of trading second-hand books mostly arises at the beginning of every semester
(January and June in New Zealand). Generally, undergraduate students would like
to buy more second-hand books rather than graduates, because they tend to take at
least four courses in each semester. Currently, the university runs both a Web-based
system for small ads and many notice boards in each department building. The cur-
rent Web page is plain-text based, so the information is very limited. In particular, if
the students want to use the Web system, they have to logon first with their university
account. Therefore, most of the university students prefer to place their ads on the
largest notice board at the library, with the photos of their selling items.
• Understand.the.users,.their.motivations,.and.intentions.of.the.current.activity.
systems:.Most of the users of this activity system are individual undergraduates. The
primary motivation for them is to buy or sell second-hand books. From the seller’s
perspective, they want to sell the books that they do not need any more at the best bid
and very quickly; the buyers seek to find the best quality books at the cheapest price
before taking the courses. The notice board at the library is not so big as to contain
all their adverts, so if they cannot place their adverts on the notice board, they put
their adverts into the Web-based system. Each department has their own small notice
board at the foyer of each building, so it is used for adverting more special textbooks

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that are dedicated to particular majors. When they find someone who wants to sell or
buy, they individually contact them to negotiate the bargain.
• Understand.what.tools.(artefacts).can.be.used.to.accomplish.the.activities:.There
are two different tools in the current activities. The one is the notice boards at the
library and each department building. The Web page under the university Web site is
also being used for this trading activity. To contact someone, phone calls or e-mails
are simply used.
• Understand.relevant.rule(s).which.can.be.used.to.accomplish.the.activities:.Once
potential buyers find an appropriate seller either on the notice board or on the Web
page, they tend to contact the seller via e-mail or phone call. In this line of activi-
ties, all of them are enthusiastic to buy books at a cheaper price or to sell books at
a higher price. In turn, to check whether the book is what they are looking for, they
ask the book title and the course name. If it is the one they are looking for, they begin
to negotiate the price starting from the seller’s bid. After mutually agreeing with a
bid, the buyer wants to see the book in person and the buyer and the seller meet in
a particular place. As the buyer is satisfied with the book status, he/she will pay the
seller in cash. Normally, cheques are not acceptable. In addition, if the buyer and the
seller are enrolling in the same major, they mutually check whether the seller has other
books to be sold for the major courses, and the buyer would like to purchase other
books for the major courses.

Based on the understanding of the relevant contexts of activity systems, the next step
— contextualisation — conceptually situates the targeted application, such as the ITtext Web
site in this chapter, in the context of use by identifying users’ intrinsic activities in which
the typical tasks are supposed to be embedded. The procedure for this contextualisation of
our ITtext Web site is outlined as follows:

• Describe.the.intrinsic.human.activities.in.using.the.Web.site:.The students using


the ITtext Web site may be oriented to find the books for their own courses in the
university. In particular, they seek to find the cheapest and best quality one. From
a seller’s perspective, they want to sell their books at the highest offer and quickly.
If the buyers find the book they are looking for from this Web site, they contact the
sellers in order to buy it quickly, negotiating the price. When they are satisfied with
the price and the status of the book, they are willing to buy it as quickly as they can.
• Describe.the.actions.for.the.intrinsic.human.activities.and.the.objects.or.outcomes.
that.these.actions.are.directed.to:.The potential buyers are oriented to getting the
best and cheapest book when using the Web site. For this reason, they will search the
books, contact the sellers as quickly as they can, and negotiate with them. The outcomes
of this line of actions will be the cheapest book obtained. Reversely, the sellers want
to sell their books as quickly as possible, so they will put the details (e.g., photos) of
their books and carefully decide what prices will attract possible buyers. After being
contacted, both parties are enthusiastic to negotiate the price in a reasonable price
range.
• Consider.other.artefacts.of.realising.the.activity.independent.of.the.application:.
Most of the students at the university use the notice boards to trade their second-hands
at the end of the semester or at the beginning of semester. Sometimes, local newspapers

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Walkthroughs n Web Usablty 

are being used, only if the bulk of items need to be sold, because the cost of the advert
in the newspapers should be justified. Considering the wide use of Instant Messenger
by the students, the contacts with this artefact are applicable.
• Consider.the.user’s.horizon.of.expectation:.The students have quite a lot of experi-
ence trading or buying something on the Web. In this textbooks trade, the buyers are
very likely to search for the book using the title of a course rather than the title of a
particular book, because different books may have the same title. In addition, both
the buyers and the sellers want to check whether the other party has other books to
trade.
• Consider.the.application.as.being.a.mediator.between.various.activities.by.situ-
ating.it.in.a.web.of.activities.where.it.is.used,.and.analysing.contradictions.or.
tensions.between.these.activities:.The ITtext Web site mediates the seller and the
buyer on the Web-based system, thus the application should not only be usable but
it should also support effective contacts between the seller and the buyer. Especially,
the negotiation between the seller and the buyer should be considered first. That is,
the sellers want to sell their books at the best offer, and the buyers would like to buy
them at the cheapest price.
• Consider.the.historical.development.of.the.web.of.activities.and.the.historical.
predecessors.of.the.application: Currently, the preferred medium of these activities
is the notice boards at the library and at each building. The use of these physical notice
boards has proven to be less effective for trading books.

This contextualisation step would be used for the evaluators to verify whether each task
is corresponding to the user activities in which the application is going to be embedded. That
is, if a particular task is not likely to take place, compared with the current user’s activity,
the redesign of the task itself would be firstly considered rather than simply following walk-
through analysis. In our ITtext Web site, the task in step 3 is accomplished by filling in the
title and categorisation of a particular textbook on the search page. It is very straightforward
if our users are aware of the title of the textbook; otherwise, there is no meaning in terms of
the current user’s horizon of expectation. In addition, the task in step 6 considered the e-mail
contact as the primary user’s activity; however, the negotiation process via e-mails would
not be so effective in the user’s activity. Considering the wide use of Instant Messengers by
the university students, the negotiation process can be supported by this mediating artefact
in order to support intrinsic human activities in using this Web site. Consequently, the tasks
in step 3 and step 6 must be redesigned before taking the walk-through analysis.
In completion of this verification of each task in terms of contextualisation, the evalu-
ators can step through each action, using the probing questions as shown in Table 3. For a
short AW, step 6 of our ITtext Web site was taken; however since the machine operation is
not necessarily making sense as purposeful actions for the users, the more neutral formula-
tion is used in this example — “contacting the seller to negotiate.”

Step 6
Current system prompt: Figure 8
Action(s): contacting the seller to negotiate
System response(s): Figure 9
Criterion of effect-goal problem: Will the system effects match users’ horizon of ex-
pectation so that they will be confident that progress has been made?

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Probably not, simply, the application supports the contact with one of the sellers via
e-mail. However, the users will expect the negotiation process between the sellers and
themselves to buy the book as soon as possible.
Criterion of goal-action problem:
(i) Will the required machine operation make sense in the context of users
action towards the goal?
No, it only looks like an e-mail link rather than an indication of the nego-
tiation process.
(ii) Will the users associate the correct machine operation with the affordance
of the corresponding object?
Yes, but this is only for e-mail link.
(iii) Will the user be able to develop matching actions in the situation?
Probably yes, if the users can refer to the two e-mail addresses on the Web
page, they can send the same e-mail to both sellers for a simple negotia-
tion.
(iv) Will the user need instruction to be able to use the application?
No, because there is no machine operation to be matched with the current
user’s expectation.
Criterion of action-effect problem: Will the machine operation match user’s horizon
of expectation?
No, the negotiation process should be considered first.

Table 3. Web evaluation question set in activity walk-through, extended from Bertelsen
(2004)

Method Effect-goal.problems goal-action.problems Action-effect.problems

(2) Will the required machine


operation make sense in the
context of users action to-
wards the goal?

(3) Will the users associate


(1) Will the system effects the correct machine operation
match users’ horizon of with the affordance of the cor- (6) Will the machine
AW expectation so that they will responding object? operation match user’s
be confident that progress has horizon of expectation?
been made? (4) Will the user be able to
develop matching actions in
the situation?

(5) Will the user need


instruction to be able to use
the application?

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As a final stage, Bertelsen proposed that, together with the outcomes of the walk-
through, the evaluators should review how well the sequence of machine operations matches
the user’s operations or actions, and the consistent flow of operations throughout the task.
In our ITtext example, there are three possible conflicts between the system specification
and the user’s expectations: (1) logging in first before finding the textbook they are looking
for, (2) specifying a textbook search without any references to course names or majors, and
(3) no negotiation process support between the seller and the buyer.
Loosely speaking, the other walk-throughs leave considerations of context and envi-
ronment as afterthoughts, often considered only when a given interventions fails. Instead,
AW can provide a systematic way of identifying and understanding important contextual
factors in a particular situation, using historical factors to guide evaluators of the current
Web site and situating performance within the real context within which it actually takes
place. Yet, it has not been widely tested, so it is very difficult to tell what extent AW can
be employed in the usability inspection domain. Nonetheless, it is very obvious that the
benefits of contextualisation processed in AW are the most important advance over the CW
family. In particular, it can easily spot various alternatives of design solutions, which is not
expected in the CW family.

DISCUSSION.AND. CONCLUSION
Thus far, we reviewed the three walk-through methods that can be used in the Web
evaluation context. Table 4 summarises the walk-through methods.

Table 4. Appropriate use of the walk-through methods in Web evaluation

Method Description Proposed.to.use Main.advantages Main.disadvantages

Three or four evalu-


In the course of the
ators separately re- Lack of details and
design process check
view an interface and A fast and ease-of-use the very subjective
HW for immediate pos-
categorise and justify evaluation method explanation of the
sible usability prob-
problems based on a problems
lems
short set of heuristics

A method that em- A deep account of


Lack of consideration
CW ploys task scenarios A relatively formal how users would like
of the context where
family to assess the user’s usability session to use the system,
the actions occur
cognitive process given the users’ goals

A method that in- In a very early design


cludes the use con- process to get exten- A detailed explana-
May be tedious and
texts into the evalu- sive insights of the tion of the contex-
AW unable to cover the
ation to assess the contextual reasons tual issues in Web use
entire use contexts
intrinsic user’s activi- for possible usability situation
ties problems

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As discussed earlier, it is not intended that this chapter provides a comparison between
the usability inspection methods, in order to determine which technique is best at detecting
usability problems of the Web site. Rather, we want to examine the strengths and weaknesses
of each walk-through method, so that they can collectively serve to provide a reasonable
suite of usability inspection tools for Web sites.
In summary, firstly, we noted that the review-based inspection methods, such as the
design principles or guidelines, have successfully generated a set of characteristics with which
to define successful Web interfaces; however, this sort of inspection does not provide the
detail that task-based usability inspection can. In contrast, the task-based usability inspec-
tion methods, such as HW, CW, and AW allow a greater number of usability problems to be
identified, because the methods follow a narrow path of analysis for each task, one after the
other. Although HW is not a true walk-through method, it can provide insights into how well
each task follows the general Web heuristics. However, it does not provide a true evaluation
of task performance, nevertheless, its ease-of-use can compensate for the lack of detail in
Web evaluation. Therefore, it might be very useful in the course of the design process for
designers to have an immediate check of possible usability problems.
Although there are a small numbers of studies to draw on, an extensive success of
the CW family in Web evaluation seems to be obvious. It would appear to yield roughly
the same number of problems as the other inspection methods, and in some cases slightly
more; further, it allows the evaluators to gain knowledge of how the users actually use the
Web site, rather than simply focusing on the individual tasks being analysed (e.g., Blackmon
et al., 2003; Blackmon et al., 2002; Cuomo & Bowen, 1992; Hertzum & Jacobsen, 2001;
Jacobsen & John, 2000). Yet, we noted that they emphasise task performance irrespective
of the context where the actions (or activities) occur, so that the Web evaluation is enhanced
by adding the context to walk-throughs, such as happens with AW. Therefore, AW can be
performed in a very early design process to get extensive insights into the contextual reasons
for possible usability problems that may occur. The CW family, by comparison, would be
useful to identify usability problems with a detailed design specification.
In conclusion, Web evaluation tends to be a very subjective activity. To lessen this is-
sue, this chapter reviewed the walk-through methods because they provide a strict procedure
to examine each task and include more explicit questioning with which to detect usability
problems for Web sites. Yet, different walk-through methods have their own strengths and
weaknesses, so that several methods will be needed by the evaluators to ensure good Web
evaluation coverage in different design stages.

ACKNOWLEDgMENTS
The author owes much of these works to the students who developed the Web site used
in this chapter. Also, the author thanks Sue Pritchard, Chris Messom, and Ramesh Lal for
their thorough comments and helpful suggestions on the first draft of this chapter.

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User-Centered Evaluaton of Personalzed Web Stes 

Chapter.XII

User-Centered.Evaluation.
of.Personalized.Web.Sites:
What’s.Unique?
Sherman R. Alpert, IBM T. J. Watson Research Center, USA

John G. Vergo, IBM T. J. Watson Research Center, USA

ABSTRACT
In addition to traditional usability issues, evaluation studies for personalized Web sites
and applications must consider concerns specific to these systems. In the general case, us-
ability studies for computer-based applications attempt to determine whether the software,
in actual use, meets users’ needs; whether users can accomplish their goals in using the
software; whether users can understand and use the application (whether they comprehend
what they can do and how); the rate, frequency, and severity of user errors; the rate of and
time duration for task completion; and so on. But in the case of user-centered evaluations
of personalized Web sites, there are additional questions and issues that must be addressed.
In this paper, we present some of these, based on our experience in usability studies of a
personalized e-commerce site.

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 Alpert & Vergo

INTRODUCTION
Personalized Web sites attempt to adapt and tailor the user experience to a particular
user’s preferences, needs, goals, interests, knowledge, or interaction history. A personalized
site adapts its content, content structure, the presentation of information, the inclusion of
hyperlinks, or the availability of functionality to each individual user’s characteristics and/or
usage behavior. Such a site may place specific information, which it “thinks” you will be
interested in, at a distinguished or obvious location on a Web page. Another personalized site
may choose to add or elide specific content or hyperlinks to additional information based on
what it “knows” about the current user’s knowledge or interests. An e-commerce site that
knows what model laptop you own may only show accessories compatible with that model. A
site that displays information about movies and theater schedules may use knowledge of the
user’s postal code to display only theaters within n miles of the user’s location. A personalized
news site may elect to show (or not) today’s baseball scores, depending on whether the user
has viewed this sort of information in previous site visits. A book seller may use knowledge
of the books you have ordered in the past to recommend new works by the same author or
other authors of the same genre, or may suggest additional books purchased by other users
that have bought the same book as you are now ordering. Data about the user, used to drive
the site’s personalizations, may be obtained by information explicitly provided by the user
and by inferences made by the system based on previous user interactions.
The personalization approach begs many questions, Do personalized Web sites actually
improve the user’s experience when using such sites? Do specific personalization features
improve and others detract from user experience? Does personalization actually add value
to users? Is the site not only usable but acceptable, attractive, and desirable to users?
Personalized Web sites are a specific example of the more general field of adaptive
systems. The literature of the evaluation of adaptive systems is replete with evaluative stud-
ies of how well the “system” works. These evaluations have focused on algorithms and user
model representations for programmatically “implementing” the systems’ adaptive behavior,
including determining how well the detection and gathering of implicit information about
users’ functions, how appropriately are inferences drawn about users, and how robust are
the systems’ techniques for using such information to provide some type of adaptive func-
tionality. For example, evaluations of adaptive systems might consider whether the system’s
inferences about the user indeed coincide with the user’s prior behavior (Weibelzahl &
Weber, 2003). As another example, “evaluators need to check if [the system’s] inferences or
the conclusions drawn by the system concerning the user-computer interaction are correct
since it is not necessary that there will be a direct one to one mapping between raw data and
their semantically meaningful counterparts” (Gupta & Grover, 2004). Thus many adaptive
system evaluations focus on how well the system functions in an (objective) application-
centered sense. Many such studies focus on an individual personalization technique, such
as recommender systems or collaborative filtering (e.g., Mobasher, Dai, Luo, & Nakagawa,
2001; Zhu & Greiner, 2005). Still others have focused on success of a personalized site as
measured by the number of site visits and return visits, number of purchases on an e-com-
merce site, click-throughs to suggested content, and so forth.
Of course, many of these measures are useful and must be considered in the evaluation
of a personalized site. However, evaluations of personalized Web sites must also consider
the more subjective user-centered perspective, and the literature is considerably sparser in
this regard. User satisfaction is only partially determined by the accuracy of the algorithmic

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User-Centered Evaluaton of Personalzed Web Stes 

implementation and, further, user satisfaction may not be achieved even in systems that do
provide accurate information (Swearingen & Sinha, 2001). In a user-centered design ap-
proach, design decisions are based on the experimentally validated value to users of a system’s
features and facilities (Vredenburg, Isensee, & Righi, 2001). Thus user-centered evaluations
must involve the testing of the system by (and for) users. Some of the existing evaluation
literature has suggested using an evaluator who attempts to take the role of a “typical” user
of the system; but we have learned from experience (Alpert, Karat, Karat, Brodie, & Vergo,
2003; Karat, Brodie, Karat, Vergo, & Alpert, 2003) that testing must involve actual intended
users of the system because doing so may elicit results that are unexpected based solely on
the system developers’ analysis, and reveals more accurately the real user’s perspective.
In the general case, usability studies for computer-based applications attempt to deter-
mine whether the software, in actual use, meets users’ requirements; whether the software
performs as it should in supporting users as they attempt to accomplish specific tasks;
whether typical users are successful in achieving their goals; whether users can understand
and use the application (whether they comprehend what they can do and how); the rate,
frequency, and severity of user errors; the rate of and time duration for task completion;
and so on. The goal is to test “how well the functionality fits user needs, how well the flow
through the application fits user tasks, and how well the response of the application fits user
expectations” (Usability First, n.d.). Usability testing may involve such abstract issues as the
appropriateness of an overall system metaphor and such low level details as the placement
of widgets on the screen, the use of color, and the wording of textual content. Usability test-
ing informs the design of interactive software by obtaining the user’s perspective regarding
the design, rather than simply relying on the intuitions of the designers and implementers
of the software.
Even when researchers have spoken directly to the idea of evaluating the usability of
adaptive or personalized systems, they have not addressed the entire problem: Such discus-
sions often revolve around traditional usability issues or around Boolean comparisons of
a whole system with and without its entire adaptive functionality (Weibelzahl, Lippitsch,
& Weber, 2002). Of course, standard usability issues must be addressed when evaluating
adaptive systems: We do care whether users can accomplish their goals using the system,
and further, whether they can accomplish their goals faster or more accurately using a system
that adapts to their needs than when using a system that does not. And usability evaluations
and system evaluations will have interdependencies: If the system’s personalization mecha-
nisms simply do not function well, the user will lose confidence in the system and all of its
personalized recommendations (McLaughlin & Herlocke, 2004). But there are other factors
that must be considered, issues that go to the heart of the user experience.
As in the design of any software, developers of personalized solutions begin with
what they consider to be “good ideas” regarding the sorts of adaptations that would serve
users, using intuitions about users and the software’s functionality. And as in case of other
interactive software, these intuitions must again be verified by contact with actual users at
some time before application deployment. In the case of personalized applications, however,
additional questions that go beyond traditional usability must be addressed by user-centered
evaluative studies. The functionality offered by personalized applications must not only
match users’ needs and, perhaps even more importantly than before, their expectations, but
also their desires and level of trust in computational systems. User studies in this domain
must not only assess ostensibly quantitative measures such as time-to-task completion, but
qualitative issues such as users’ confidence and belief in the system’s recommendations,

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0 Alpert & Vergo

personalizations, and other adaptive behaviors. We must determine not only whether the
system is usable for performing tasks, but also whether it is acceptable to users and enhances,
rather than degrades, the user experience. In this paper, we discuss some of these issues that
go beyond the purview of traditional usability evaluations.
The issues discussed in this paper are derived from user studies of personalized Web
sites in a particular e-commerce context, specifically the Web site of a large computer
hardware, software, and services provider (Alpert et al., 2003; Karat et al., 2003). As such,
the issues themselves are derived from empirical evaluations. They may be considered a
step moving toward the full realization of the issues and factors that must be addressed in
personalized Web site evaluations.

USER-CENTERED................................
PERSONALIZATION. MEASURES
As mentioned previously, there are many proposals in the adaptive systems literature
aimed at evaluating whether the application or Web site in question performs its adaptations
correctly or accurately. And usability studies of (nonpersonalized) Web sites have shown that
ease of use can increase the number of revisits and purchases (e.g., Nielsen, 2003). We touch
only gently on general usability issues here. Instead, this discussion focuses on the user’s
views and opinions of personalized adaptations, not only whether they work as intended, but
even if they do so, whether users want the Web site to be making and using inferences and
data about the user to influence or direct an adaptive presentation to the user. Evaluations of
adaptive and personalized applications must ultimately address the question, do the adaptive
features actually improve the user’s experience when using the site? (see also Chin, 2001).
Designers, researchers, and developers may have many ideas for personalized functionality
for a Web site that they think would provide users with some benefit. But actual users when
confronted with such features may find them useless or, worse, objectionable. The intuitions
of the builders of (personalized and all) interactive software must be confirmed by actual
potential users of that software.
Here we introduce some of the questions and issues that must be addressed when
performing user-centered evaluations of personalized Web sites. These must be addressed
in addition to traditional usability concerns, which we will not discuss but that, of course,
must be incorporated into the user-centered evaluation. For example, fundamental to any
evaluation is whether the site (and its adaptive behaviors) supports users in accomplish-
ing their goals. Or, even more specifically related to personalization, does the inclusion of
personalized features make the user more “efficient” and decrease time-to-goal completion.
These are important, and ignoring such issues would be foolish. In this paper, we only touch
on these more traditional concerns but go further in discussing issues that are of a more
subjective nature and relate to the overall user experience, not simply quantitative efficiency
measures such as time-to-task completion.

Do.Users.Want.the.Personalized.Behavior?
Beyond whether site adaptations support the user in accomplishing tasks and goals,
the next question we must ask in a user-centered analysis of a personalized site is whether
users actually desire the personalizations the site intends or purports to provide. For example,

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User-Centered Evaluaton of Personalzed Web Stes 

Alpert et al. (2003) found many users were not pleased with a site’s attempts to infer their
needs, goals, or interests to thereby provide user-specific adaptive content. A number of
study participants declared they would prefer that the site not attempt to infer their inten-
tions, declaring their opinion that “computers are not smart enough” to do a good job of
inferring users’ goals and plans, and therefore personalized interactions may be based on
specious inferences. “Users say things like ‘don’t stereotype me -- just give me the options
because I prefer choosing for myself rather than having the computer tell me what’s good
for me’” (Nielsen, 1998).
One type of adaptive system behavior is to intervene while a user is working. The in-
tervention might be to offer advice relating to the user’s plan for achieving particular goals;
to offer just-in-time instruction related to information currently in view; to offer additional,
related information or an alternative or associated product; and so on. In a user-centered view
of the system, the question is, is an intervention wanted or timed correctly? For example,
“Clippy” is the assistive agent in Microsoft Office applications (who by default appears in
the form of an interactive paper clip), who offers advice on how to accomplish goals while
using the application. The question is, should Clippy intervene while users are working,
and when? Overwhelmingly, at least anecdotally, users dislike the assistive agent and its
interventions, and many users disable the advice-giving assistance. Problems here include
not wishing to be interrupted while focusing on actual work. This can be considered the
annoyance factor and may be based on the cognitive load of having to interrupt a plan to
focus on advice for an alternative plan. Perhaps more important is the fact that the assistant
often does a poor job of inferring the user’s goals and plans. Thus, not only is the interruption
unwanted, but the advice is not useful anyway! Due to the extensive use of these application
products, many users are wary of computer applications’ attempts to infer their needs and
simply do not trust them to be smart enough to do a good job at it.

Questions.Regarding.the.Use.of.Prior.User.Behavior.for.
Adaptive.Site.Behavior
In personalized Web sites, a user may attempt to find or explicitly ask for information on
a particular topic, and the site uses information explicitly provided by the user and implicitly
inferred about the user to find and (perhaps adaptively) display or recommend pointers to
the appropriate information. The first question this raises is, what implicit information does
the site use in making personalization decisions? Where (sites, pages, topics, products, etc.)
has the user browsed before? Which search hitlist items has the user clicked on before? Does
the site use information about the user’s apparent current information needs, for example,
current task and inferred goals; recent needs; needs some time in the past; general long-term
interests; where the user navigated and the topical or product information the user viewed;
or information gathered about other users? How does a personalized site adapt to individual
users — that is, on what information are the system’s adaptations based?
First, personalized sites typically use information explicitly provided by users about
themselves, in either questionnaires or in the course of performing actual tasks (e.g., the
user’s mail zip code is obtained when the user makes a purchase; this can later be used
to provide information personalized by location, such as nearby movie theater listings).
In the case of multi-user systems such as Web sites, personalized systems may also use
information about other users, including their behavior on the site (e.g., for collaborative

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 Alpert & Vergo

filtering, what did other users purchase?). In addition, intelligent personalized sites use
implicit information gathered about the user, based on the user’s previous behavior on the
site. This includes information obtained by observing the user’s previous navigations (e.g.,
what topics, products, genres did the user look at before?) and clickstream data (e.g., what
links did the user click?).
An application-centered evaluation of such a site might ask questions about how well the
system’s algorithms perform, for example, does the collaborative filtering engine accurately
display the most popular related items? (McLaughlin & Herlocke, 2004). A user-centered
evaluation of such an application must ask at least two questions. First, does it make sense
— in the context of this site — to use prior user behavior to decide what to present to that
user? And, do users want such personalized site features and have it based on their own
previous performance and/or the previous behavior and decisions of other users?
Personalized content, based on implicit information, such as previous navigation
paths, also met with mixed reactions in our previous studies. The notion of basing content
on previous navigation was rated positively by participants overall, but some participants
were so adamant in their disapproval of this feature, and their opinions were so clear and
passionately articulated, that they must be considered by developers of personalized sites.
One participant stated the explicit-implicit problem succinctly: “I like to have more control
and less assumptions made.” Other participants expressed skepticism that this feature could
be implemented in a way that would make it generally valuable to them. Specifically, par-
ticipants expressed some level of concern about a site’s ability to do this well enough to be
useful. The overarching message was, “adapting content based on past navigation would be
a nice thing, but we don’t believe you can do it well, so don’t do it at all.”
Clearly, using a particular user’s previous behavior is not always useful: “I viewed
pages about x before, but I have very different goals and needs now; don’t bias what I can
view based on what I did before.” Participants mentioned “shifting goals” as a problem that
they believe would not be handled well by systems that use inferred goals to guide current
and future presentations. They asserted that their needs, even on a single site, change over
time, and they do not want adaptive behavior of the site to be based on their obsolete goals.
As Nielsen (1998) puts it, “Having the computer personalize the website to the user assumes
that the computer can guess the user’s needs. This is difficult to do and even more difficult
when you consider that the same person may have different desires at different times.”
Refining this result further, adapting content based on immediate context was met
with favor by our participants. For example, personalized recommendations can be based
on the content of the Web page that is currently visible. It appears that using the immedi-
ate or current context to influence concurrent or immediately ensuing content is seen to be
useful, whereas attempting to infer current goals based on navigation or other information
from the past was not universally welcome. Overall, participants agreed that there ought
to be a logical “limit” regarding how far back into one’s past history the site should look
for implicit information about goals and interests, and further that this limit should be the
current “session.” That is, the consensus view was that a user’s past history should have a
limited life span: It is acceptable for the site to adapt content based on the user’s current
task and navigation context and even the user’s context and history since he/she logged on
today, but it should not look at past behavior beyond this point to a disjoint time or session
in the past.
A further complicating issue relating to the implicit gathering of information about
a user’s past interaction history is: Is all navigation behavior and clickstream data even

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User-Centered Evaluaton of Personalzed Web Stes 

relevant or meaningful, shifting goals notwithstanding? Therefore exactly when should


such information not be collected by the site? Participants in our studies did not want data
collected implicitly about them — and “remembered” in their profile — during exploratory
sessions on a site unless they specifically authorize it. As one participant explained, “Hey,
I might just be knocking around the site for a while...it doesn’t mean anything, and you’ll
fill up my profile with a lot of junk if you implicitly collect that information. Wait until I
know that I’m really after something before you start collecting data about what I’m doing,
and let me tell you when that is.”

Consideration.of.Context
Some personalization features are based on the behavior, attitudes, likes and dislikes,
navigation, or purchases of other users. For example, many existing e-commerce sites rec-
ommend additional “related” products to the user when a purchase transaction is about to
be completed: “People who bought this product also bought products X, Y, and Z.” This is
a simple form of collaborative filtering or recommender technologies (e.g., Burke, 1999;
Resnick & Varian, 1997; Schafer, Konstan, & Riedl, 2001). When applied in the context
of e-commerce, these technologies use the buying behavior of prior customers to attempt
to “predict” which products a new customer may be interested in purchasing. But in our
user studies, some participants expressed objections such as, “I am not like other people, I
have different needs.” Additionally, this feature might be perceived simply as an intrusive
marketing ploy: One of our participants found it to be an “obnoxious” attempt at marketing
more products.
Looking a bit deeper, it appears that user attitudes about collaborative filtering may in
fact be influenced by a variety of factors including the type of e-commerce site involved,
the particular product being purchased, the type of user, and the reason an item is being
purchased. Our previous evaluation studies involved a specific class of user, a particular
type of e-commerce site, for a particular category of products and services: Users were
business managers buying computer equipment for their enterprises, driven by specific busi-
ness requirements in their actual jobs. What other customers purchased is not interesting or
important to these users. The upshot is that our users had equivocal reactions to a feature
that is nonetheless in extensive use: Collaborative filtering is clearly viewed by users as a
benefit in other e-commerce settings, such as book and music sellers like Amazon.com. The
clear conclusion is that individual personalization strategies, such as recommender systems,
are not necessarily effective or beneficial across the spectrum of users and activities. Instead,
user opinions and desires regarding such technologies may depend on multiple dimensions of
the e-commerce scenario in question, such as the type of product being purchased, whether
the purchase is for one’s self or for one’s company, and whether subjective parameters such
as taste or genre are relevant to the item being purchased.

Confidence in and Understanding of the Site’s


Personalizations
As we can already see, usability measures for personalized systems are significantly
interconnected; For example, if a user does not trust that the site is capable of making
reasonable inferences regarding his/her current goals, the he/she will not want the site’s
(perhaps specious) adaptations. From the user’s perspective, then, an important question
is, do users believe computer systems can do the proposed adaptations well (enough to be

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 Alpert & Vergo

useful)? Are users confident that a site can perform the personalized adaptation without
annoying them or wasting their time? As we have noted, in our previous studies we found
that the confidence issue is so important that some participants disclosed that they do not
want any information that has been collected implicitly by the site to become a part of their
persistent personal profile. Instead, they wanted only information explicitly provided by
them to be remembered by the site: “I want the stored information to be based on what I
told you, not what you think I’ve said.”
Especially if the site is making decisions regarding the customizing of information
shown to individual users, are users confident the site is giving them “good” or the “best”
information available? “When the user knows that a screen has been adapted to them, it is
natural for them to wonder just what has been adapted to them. What might a different user
see? Are they missing out on something?” (Kay, 2001). These thoughts may intensify a user’s
lack of confidence in an individually customized site. In a survey of Web users, 94% said
that being able to trust the information on a site is very important or somewhat important to
them as they decide to (re)visit a Web site (80% said very important; 80% also said that it
is very important that the site be easy to navigate) (Consumer Reports WebWatch, 2002).
Confidence in the site also relies heavily on being able to make sense of the site and
its behaviors. In a user-centered analysis of a personalized site, one ought to ask, does the
user understand what is being adapted due to personalization, and why? The issue is one
of determinism and comprehension. “To navigate through web-sites (e.g., presentations,
online-shops, or learning courses) the user requires a mental model of the site’s structure”
(Weibelzahl & Weber, 2001, p. 74). It may be difficult to form a coherent model of the
structure, content, and behavior of a site when these change over time and circumstance
(although Weibelzahl & Weber argue that an adaptive site may require building a less com-
plex mental model than a nonadaptive site). A site may be more difficult to understand and
learn to use when multiple instances of the same user-system interaction result in different
behavior by the system. Does the user understand what is changing and why it is changing?
These are questions that must be addressed in a user-centered evaluation of a personalized
site. Does the user understand why the site is “adapting” its behavior and output? Is the
system predictable: “Will the user know, with a reasonable degree of certainty, what will
happen when (s)he takes an action?” (D’Hertefelt, 2000).. Can the user understand how
the site behaves and is he/she disconcerted by the fact that the content shown in a specific
context is not always the same? Is the user experience degraded because the ability of the
user to understand and predict what the site will do is diminished? Paramythis, Totter, and
Stephanidis (2001) refer to this issue as transparency. Users want to readily be able to make
sense of site behavior, to understand a site’s rationale for displaying particular content. When
past behavior or other nonobvious implicit information is used to generate content, the users’
confused reaction — “Where did this come from?” — conveys to users the notion that they
are not in control. On the other hand, content whose origin is obvious or readily inferable
is met with favor, while content that is based on something the user, or other users, did at
some temporally distant time is often met with disapproval.
Users seem to have similar expectations of a dialog with a software application or Web
site as with other people. That is, it appears that users desire responses from a Web site to
follow logical conversational conventions (Grice, 1975; Searle, 1969); for example, they
expect responses to be relevant to the ongoing dialog and to be as informative as required but
not more so. This result coincides with the experimental work of Reeves and Nass (1999).
After conducting numerous studies, Reeves and Nass concluded that users’ expectations

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User-Centered Evaluaton of Personalzed Web Stes 

regarding their interactions with computers and other media are based in large part on social
interactions in real life, that is, users expect computers to obey rules that come from the
world of interpersonal interaction. When a site provides more information — or, in some
manner, other information — than what is expected, the user may not immediately know
what to make of the “extra” information. In discussing many features, we heard from our
users that they want to understand, without difficulty, why and how the computer side of
the ongoing bilateral conversation, represented by the content the Web site displays, chose
to “say” what it has displayed.
Further, does a user’s need to understand what is happening vary with the type of per-
sonalized site? If personalized adaptation is based on, say, previous navigation, the resultant
application behavior may not always be clear to the user. For example, the simple collabora-
tive filtering mechanism implemented on the Amazon site is explained as “Customers who
bought [this book] also bought…” Thus the attempt is made to have users understand this
simple personalization. On the other hand, when personalized results for a particular search
query result in differing output at different times, does the user understand why the results
differ? During usability evaluation, we must also be sure that when a site does explain its
behavior, the explanation is satisfactorily informative from the user’s perspective.
Andersen, Andersen, and Hansen (2001) assert that users of adaptive e-commerce sites
wish to be surprised by the site, but in a very different manner than what is being discussed
here. They mean pleasantly surprised in terms of value-added services as a reward for using
the site. First, they state that users wish to see recommended products related to what they
are already purchasing. We saw in our user study that this is dependent on the e-commerce
context: Users of book seller sites (as in Andersen et al.) may wish to have this feature,
whereas in many other product-purchasing contexts this is not a welcome feature. Andersen
et al. also state that users wish to be surprised by special offers associated with use of the
site (e.g., lower prices than in brick-and-mortar stores and flexible delivery options). On the
other hand, users do not wish to be surprised in the conventional sense; if they ask, “What
color is the sky?” they do not expect a response about shoe sizes in North America.
Confidence and trust in a site of course also touch on the broader issue of privacy. The
importance of this issue is brought into relief by a survey in which Web users were asked to
rate their confidence in various types of organizations and enterprises (businesses, newspapers,
banks, charities, government, etc.). Web sites rated among the lowest, and the overwhelming
reason was lack of trust regarding the handling of private information (Consumer Reports
WebWatch, 2002). For a given site then, usability evaluations must also determine whether
users are willing to divulge information about themselves to the site. Do users of the site
under evaluation believe that the value added by the site’s personalization features is worth
the user-perceived risk in disclosing private information? Are they confident that the site will
use the personal information in ethical ways? Is an official privacy statement — in which
the site spells out a legally binding description of how it will use and disseminate (or not)
personal information — necessary?

Who.is.in.Control?.
In our previous studies regarding personalized Web sites, the most important issue
to users was their fervent desire to be — or at least feel like they are — “in control.” “The
feeling of security experienced by a user of an interactive system is determined by the user’s
feeling of control of the interactive system” (D’Hertefelt, 2000). The issue is one of trust,

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 Alpert & Vergo

and again has interdependencies with other issues, such as confidence and comprehensibil-
ity. “An interactive system that allows the user to feel in control should in the first place be
comprehensible” (D’Hertefelt, 2000). But also, does the user trust that the inferences the
personalized site has made about him are correct? “People usually do not know the reasons
behind some of the personal recommendations, which often results in their distrust of the
personalization mechanism” (Wang & Lin, 2003). Is there a way for the user to understand
the kinds of inferences the site is making? Should there be? Can the user correct the infer-
ences and other profile information? How granular is the control — that is, is it simply on/off
for all adaptation, for subsets of the adaptation features? What is the accuracy rate required
for the adaptation to become a net benefit to the user? If content or features are elided as a
result of inferences made about the user, can the user easily “see” what they are missing:
While users may feel that at times personalization may be useful, they also believe the ap-
plication must provide ways to view the “full,” nonpersonalized or nonadapted content or
information (Nielsen, 1998). Can the user view, and even modify, his/her personalization
profile? These are the sorts of questions that must be addressed in a user-centered evaluation
of a personalized Web site.
In our studies, this control issue emerged most strikingly in terms of being in control
of one’s profile, the persistently stored personal information collected by the site about the
user. As noted previously with regard to confidence and trust in a site, users ask, “What are
you going to do with this data; can I trust you to maintain ‘intimate’ information about me?”
While this result is certainly no surprise, it is prevalent among all users and is a strongly
emotional issue. As such, it can be considered a “deal breaker” — users will not provide
personal information and will not perform transactions on a Web site that in their opinion
cannot be fully trusted to use profile information in an ethical and private manner. Andersen
et al. (2001) also discuss this issue. Users want to be able to review, modify, delete, or add
personal information to their profile at any time. This should be another focus of usability
evaluations of personalized Web sites, to determine how the users of the specific site feel
regarding these issues and what might be done to ameliorate their concerns (for example,
Kay and her colleagues have attempted to address these sorts of “feeling in control” issues
in personalized systems with scrutable user models and adaptations; see, e.g., Kay, 2001;
Czarkowski & Kay, 2005).
Of course, there is a delicate balance that must be maintained between adaptability
of the system and the user’s sense of control: “Increasing the flexibility can also increase
complexity and diminish comprehensibility” (D’Hertefelt, 2000)..Thus the need for actually
testing personalized sites with users is further intensified — personalized systems attempt to
balance adaptability versus users’ sense of control, and usability testing must be performed
to determine whether the site has succeeded in this balancing act.

How.Much.Work.is.Involved.on.the.Part.of.the.User?
Web site users are loath to spend extra time and effort to enter personal information,
even to enable a site to “know” more about them for personalization purposes. Nielsen (1998)
invokes the notion of the paradox of the active user to explain this user behavior and pref-
erence. When encountering a new application, users wish to immediately engage in actual
tasks, tasks that further their own goals. This is especially true when visiting Web sites; users
have a specific goal in mind (e.g., purchasing a CD) when they visit an e-commerce site,

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User-Centered Evaluaton of Personalzed Web Stes 

and have little desire to first enter into an extended session of entering information about
themselves before being able to accomplish that goal. “Web users are extremely impatient
and want to get something useful out of a site immediately” (Nielsen, 1998).
An alternative to lengthy data-entering sessions is a technique known as “permission
marketing” (Godin, 1999), in which a user’s profile or user model is incrementally constructed
over time as the user interacts with a service or product provider, such as an e-commerce
site. In this scenario, customers are asked only for information sufficient to complete a spe-
cific transaction or obtain a particular service, but over time a more complete user profile is
obtained. An important aspect of permission marketing is that users receive an observable
and immediate benefit in return for the small amount of information explicitly provided to
the site and are therefore motivated to comply.
Notably, in our e-commerce studies in which permission marketing was evaluated, users
rated the feature very highly. Users also expect that information explicitly entered once will
persist — that is, users do not want to be asked by the site to enter the same information at
a later time for a subsequent transaction or interaction.
The clear implications for usability evaluations are to determine whether users consider
the explicit entering of personal information onerous or annoying, and whether there is con-
sensus among users regarding the implied cost-benefit relationship. Do users ultimately find
benefit in the site’s personalization features in spite of the amount or level of work involved
in enabling the site to personalize or adapt its interactions?

WHAT. IS. THE. SAME?


The aforementioned discussion focuses on what is different about evaluations of per-
sonalized Web sites and systems, that is, what distinguishes evaluations of such sites from
other Web sites. It enumerates questions and issues that must be addressed in the assessment
of personalized sites from a user-centered perspective, including asking not only is the site
usable, but does it provide functionality and affordances users actually desire, that provide
obvious value to users, and that users will choose to use. The evaluation process must address
these many questions posed previously. The pragmatics of evaluating these issues is where
things are the same as other thorough and comprehensive user-centered assessments. The
techniques and approach are the same, the focus and issues addressed are expanded.
As for other types of Web sites, user-centered evaluations of personalized sites certainly
ought to involve a system prototype that users can view and perhaps minimally interact with.
Upon deciding what personalized features you wish to potentially incorporate into the site,
a prototype that reifies those features should be constructed. Evaluation studies should be
performed early in the design process using site prototypes; this can be a money- and effort-
saving technique if designers’ initial intuitions regarding adaptive features and functionality
do not match users’ opinions of them. This savings may be greater in the case of adaptive
functionality than traditional software because the former may involve techniques that are
difficult and time consuming to implement. As Paramythis et al. (2001) suggest, “Eliciting
user feedback regarding the modeling process requires that at least a prototype of the system
exists.” Taking this a step further, initial user testing should begin when only a prototype
exists, that is, before the site is fully implemented, so that many design and implementation
decisions are made prior to the expense and time of building the full site.

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 Alpert & Vergo

A reasonable method of putting the site and its personalization behaviors in front of
users without the expense of actually building the system (including its adaptive functionality,
which is often complex to implement) is to use paper prototypes, a technique often used in
formative usability evaluations. Here, drawings of potential screens are shown to potential
users, providing a sense of what the fully implemented system would look like. The images
may be skeletal wire frames of the proposed screens or fully rendered realistic images of
actual Web pages. Here, drawings of potential screens are shown to potential users who
may express their opinions of particular screens, including their content and affordances.
Usability study experimenters may be “in control,” demonstrating the proposed site design
to focus groups or individual users by walking the study participants through scenarios of
interaction, an approach much like the Design Walk-through technique for usability evalu-
ation (Vredenburg et al., 2001). Or participants may discuss what they would choose to
do at the interface, what actions they would take to accomplish some scenario-based goal.
Experimenters can then show the appropriate image of the site’s response to the user action
— for example, a new Web page or the same page with updated information — and the
evaluation process iterates over several scenarios.
Evaluations of design ideas might be also performed with prototype Web pages built
using presentation software, such as Microsoft® PowerPoint®, thus using digital images on
a screen rather than paper. Realistic screen shots can be created using a graphical drawing
and editing tool. Taking this notion a step further, in addition to being able to show users
static screen images, PowerPoint possesses the ability to easily add programmatic behaviors
to provide true interactivity, without the cost of a full, “real” implementation of the actual
system. Users cannot only see what screens might look like in the implemented site, but
can push buttons, enter text, and in general “use” the interactive prototype, whose behaviors
mimic the ultimate implementation, in hands-on, scenario-based interactions. This technique
offers a prototype for user testing of greater fidelity than merely showing static screen im-
ages and gives users a truer sense of the look-and-feel of the site.
Of course, this implies that driving the evaluation should be realistic scenarios of use
of the Web site. Each scenario should involve a “story” in which the user must accomplish
a particular goal by using the Web site. The full corpus of scenarios must include ones that
exercise the personalization features the site offers. For example, a scenario of use for a
computer-purchasing site might involve the goal of purchasing a memory card that is com-
patible with a particular computer (Alpert et al., 2003; Karat et al., 2003).
One approach might be to contrast performing a particular scenario using two differ-
ent prototype sites, with and without specific personalization features that might or might
not support the user in accomplishing specific goals. Experimenters can walk users through
interaction with mock-site prototypes, or users can use, hands on, a minimally interactive
prototype, to accomplish this same scenario goal with the two prototypes. Or the walk-
through or interaction may occur with only a single prototype, one that incorporates and
demonstrates a particular personalization feature. Then, experimenter-led discussions with
focus groups and with individual study participants, written and oral questionnaires, time-
to-task completion, number of clicks, and keyboard interactions — those materials and
procedures typically incorporated into user evaluations of interactive systems — would also
be employed (as in the personalization evaluation studies reported in Alpert et al. (2003)
and Karat et al. (2003).
For example, questionnaires might list features such as “The site will conduct constrained
searches for accessories and upgrades, searching only among those that are compatible with

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User-Centered Evaluaton of Personalzed Web Stes 

the products you already own,” and study participants would be asked to rate each feature
in terms of its value to the participant using a Likert scale ranging from “Highly valuable”
to “Not at all valuable.” Evaluations must interrogate whether the personalization features
actually helped the user accomplish his/her goals. Questionnaires might include assertions,
including such general statements as, “I believe the system helped me in accomplishing
my goals” and “The site did not understand very well what I wanted to do and did not of-
fer information helpful to accomplishing my goals,” and more specific statements such as,
“When I wanted to purchase memory compatible with my laptop, I found the site helped
me in accomplishing my goal” and “When I wanted to purchase memory compatible with
my laptop, it was helpful that the site showed only those accessories that are compatible
with my particular computer model.” Assertions might also probe the affective issues that
have been discussed; for instance, “I liked when the site tried to understand what I was
trying to accomplish,” “I’m comfortable with the Web site trying to figure out what my
goals are,” and “The site should not try to infer what I’m trying to accomplish and should
let me be completely in control.” These too would require Likert ratings from “I strongly
agree” to “I strongly disagree.” Group and individual discussions should be sure to focus as
well on issues such as the desirability or acceptability of the site’s attempts to infer users’
needs and goals, and how well the system’s intervention indeed facilitated the success of
goal achievement.

CONCLUSION.
Design of personalization or user-adaptive systems (or any software technology) cannot
occur in a vacuum, specifically, it cannot usefully proceed without assessing the value and
usefulness to users of the concepts proposed and implemented by researchers and develop-
ers. Is the overall user experience enhanced due to the inclusion of personalized features
and functionality?
We can see that many of the presented user-centered measures interact and overlap:
User trust and confidence in a Web site will plainly be affected by the quality of the system’s
inferences regarding what the user wants to see; if a user cannot understand why particular
information is being displayed, he/she will have less confidence in the site; if the user is
confused by the site’s actions, they will feel less in control of the user-system interaction,
and so on. The measures may be evaluated with and by users as individual items or joined
to form more complex evaluation issues. In either case, the evaluation of personalized Web
sites must consider several features, issues, and questions, including:

• Do users desire the particular personalization adaptations provided by the site?


• Do adaptations that apparently succeed in one application context (e.g., collaborative
filtering on Amazon.com) necessarily enhance the user experience in the context of
the site being evaluated?
• Is the site using appropriate information for its adaptations (e.g., previous navigation,
explicitly entered information, previous click-throughs, etc.)?
• Do users find the site’s adaptations predictable and acceptable, or unintelligible and
even unnerving?
• Are users confused by seeing information they did not explicitly request?

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0 Alpert & Vergo

• Do users have confidence and trust in the site based on experiencing its personalized
adaptations?
• Are users satisfied with the amount of work they must perform to allow the site to
personalize user interactions?
• Do users have an adequate sense of being in control (even though the site may behave
differently at different times and circumstances)?
• Are users willing to relinquish control to the extent required to allow the site to per-
sonalize interactions?

Many of the questions, issues, and measures we have raised and studied are qualitative
(and at times, emotional) in nature. Assessments of personalization features will of course
vary across Web site domains, user types, and individual users. Researchers, usability pro-
fessionals, and developers need to have a broad sensitivity to the issues we have listed, and
will be well-served by investing in appropriate user-centered studies before implementing
personalization features on their Web sites.

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Remote Usablty Evaluaton of Web Interfaces 

Chapter.XIII

Remote.Usability.
Evaluation.of..
Web.Interfaces
Naouel Moha, Unversty of Montreal, Canada

Ashraf Gaffar, Concorda Unversty, Canada

Gabrel Mchel, Unversty of Metz, France

ABSTRACT
Usability testing is a process that employs a sample of future users to evaluate software
according to specific usability criteria. With the unprecedented growth and reach of the
Internet, it is hard to reach representative users of Web sites across the world. The new
branch of remote usability testing has emerged as an alternative. While it is prohibitively
expensive to conduct usability testing on a global range of users, it is technically possible
and is more feasible to remotely collect the necessary information about usability problems
and to analyze them the same way we do local tests. In this chapter, we present systematic
methods and tools to support remote usability testing and evaluation of Web interfaces.

INTRODUCTION
Before launching a Web site on the Internet, one should test and validate it in order to
ensure that the software fulfills the criteria defined in the requirements stage. The costs and
the benefits of usability tests are largely demonstrated by the human-computer interaction
(HCI) community (Karat, 1990; Pressman, 1992). Therefore, different types of usability

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 Moha, Gaffar, & Mchel

labs have been proposed and implemented in order to offer organizational, physical, and
software infrastructure to support and conduct these tests. These laboratories are used to
observe, gather, and analyze different data generated during test sessions.
However, research shows that only large companies and big research centers can
afford fixed usability labs because of their relatively high costs. Small companies have
neither enough financial resources to equip themselves with usability labs nor the expertise
to conduct usability tests (Moha, Li, Seffah, & Michel, 2004). Furthermore, for small com-
panies, investing in the equipment of such a system is not an economically viable solution.
A usability lab requires large investment in terms of well-equipped rooms and qualified
personnel in order to successfully undertake usability tests.
Moreover, fixed usability labs cover only local population. But Web interfaces are
often dedicated to a large public and accessible by users across the world. Users have dif-
ferent languages, different cultures, and are geographically separated. Taking these factors
into account is essential for effective use of Web sites. Besides translating a Web site or a
Web-based application into different languages, cultural views and concepts for different
populations should be integrated in the design in order to be well perceived. After these
aspects have been considered and modifications added, the resultant Web interfaces need to
be tested to ensure the new versions are equally usable by different populations (Nielsen,
1996). It is technically impossible to test those interfaces by physically displacing testers
and test materials to different countries. It is equally costly to invite representative users
to a local test lab because it necessitates acquiring the staff and the material and financial
resources to support the tests, making it prohibitively expensive.
Mobile usability labs essentially emerged to compensate for the economical and lo-
gistical disadvantages of fixed test platforms. However, these laboratories provide only a
subset of the facilities offered in fixed labs. And above all, they do not remedy the major
disadvantage of fixed labs: the recruitment of a sufficiently large number of test subjects
that accurately represent the population of actual users.
An emerging trend to efficiently solve this problem is to test the usability of Web inter-
faces remotely. Several companies are building software to support the infrastructure needed
for remote testing. The idea is based on enabling small and big companies alike, employing
usability professionals or not, to integrate remote usability tests in their software development
process; remote usability tests appear to be a less expensive and effective solution.

Remote.Usability.Testing
Remote usability tests can be defined as the usability tests where the testers performing
observation and analysis are separated in space and/or time from the participants (Hartson,
Castillo, Kelso, Kamler, & Neale, 1996). One of the undeniable advantages of remote us-
ability testing is the fact that it is a cost-effective solution; it enables testing a large panel of
participants in their own environment by remotely located testers and observers. In addition
to identifying major usability problems similar to those found in traditional lab testing, re-
mote tests uncover more problems because of the larger number of test participants (Tullis,
Flieschman, McNulty, Cianchette, & Bergel, 2002).
The emphasis of this chapter is on systematic methods and tools to support remote
usability testing and evaluation of Web interfaces. It also presents the advantages and limi-
tations associated with the different infrastructures for conducting usability testing (Moha

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Remote Usablty Evaluaton of Web Interfaces 

et al., 2004). First, we will go over the roles and limitations of both fixed and mobile labs.
Then, we will present the advantages and challenges of remote usability tests. The results
of a study conducted on remote usability testing methods and tools will also be presented.
Finally, the concept of internationalization will be illustrated through a case study.

USABILITy. TESTINg
Usability testing is not directly concerned with testing for bugs in the application source
code, or testing for matching colors and working hyperlinks in the interface. Rubin (1994)
defines usability testing as a process that employs participants who are representative of the
target population to evaluate the degree to which a software system meets specific usability
criteria. The International Organization for Standardization (ISO) 9241-11 defines usability
testing as a structured approach to evaluate the quality in use of an interactive system and
measure the degree of effectiveness and efficiency of the system in accomplishing its goals
as well as the degree of users’ satisfaction.
Due to the wide range and diversity of Web users, usability testing of Web applica-
tions requires a sufficient number of users for Web sites. The agreement on how many test
participants are considered “sufficient” greatly varies among experts. The number depends
on the type of Web site, the target audience, and the budget available to perform tests.
Originally, Nielsen and Landauer (1993) provided a mathematical model to argue for the
sufficiency of five users in usability testing. They claim that 85% of the usability problems
in any software are found by the first five users. This became an “industry standard” for
some time. Contrarily, others recommend a large number of users (Faulkner, 2003; Perfetti
& Landesman, 2002; Spool & Schroeder, 2001). Consequently, Spool and Schroeder (2001)
performed a large experiment to measure the relationship between the number of users and
the number of usability errors found in tests. They concluded that many more users are
needed to find the satisfactory level of 85% of errors. Indeed, serious usability problems
were found first in tests 13 and 15. They showed that five users only found approximately
35% of the problems in the interface, which is unacceptable as an industry standard. In 2003,
several experts organized an ACM panel to debate the issue from different sides (Bevan et
al., 2003). In this debate, Cockton (Bevan et al., 2003) indicated that the break even on cost-
benefit of usability testing varies depending on specific cases, and that in some cases one
user is enough, while in other cases even 100 users will be too few. After great controversy
and many discussions, Nielsen (2004) recently called for caution and pointed at the danger
of quantitative studies. He warned against using unnecessary numbers, calling it “number
Fetishism” in qualitative research. Therefore, we believe that determining the number of
users in a usability test should be left to individual cases. Our own experience with testing
Web sites aligns with the majority of usability experts regarding Web-based applications.
In this particular field, the number of users needs to be sufficiently large and versatile to
suite the global reach of the Web.

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DEFINITIONS,. ROLES,.AND. LIMITATIONS. .


OF. FIXED.AND. MOBILE. LABS.
While recommendations and procedures proposed by usability experts provide general
rules and guidelines for testing, the type of software under test as well as users and context
may affect the selection of the test environment. In some occasions, it is equally possible to
run tests in a fixed or mobile environment. In other occasions, careful considerations may
show great advantages of one environment over the other. In this section, we go through
the forces and challenges behind setting up and conducting tests in both fixed and mobile
labs.

Fixed.Usability.Labs
Typical usability labs are equipped with audio visual materials necessary to capture
observation data. They contain the entire software infrastructure for controlling test sessions
and realizing the analysis of collected data.
Traditional usability labs include two rooms separated by a one-way mirror (Figure
1). A front room, intended for use by the participants to perform the test, simulates the user
environment. The term participant designates the user who has been selected — and pos-
sibly recruited — for testing the software. In the other room, the back room, are observers
who can watch the participants in action. Generally, there is also a reception hall for the
participants’ convenience. These traditional laboratories allow the observers to watch and
study the participants’ behavior while performing the test. Walls between the front and
back room are usually sound proof, allowing observers to talk and exchange ideas between
themselves during the tests without disturbing the participants. Recently, some usability
labs started offering the possibility to observe the observers and provide feedback to help
improve the testing techniques.

Figure 1. Fixed usability laboratory

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Limitations of Fixed Usability Labs


In spite of their considerable contribution to software engineering and to the compre-
hension of HCI, common laboratories do have some limitations. The first constraint is that
fixed labs are costly in equipment and software for analysis and observation.
As a matter of fact, the cost of a typical infrastructure for fixed labs is estimated between
$100,000 and $150,000 including the cost of management and test analysis software. There-
fore, only big companies or research centers can afford usability laboratories. Furthermore,
there has to be dedicated rooms, making it even less suitable for small companies.
The second constraint is that fixed labs force the participants as well as the testers and
the observers to move and gather all in the same place and at the same time. It becomes
difficult to recruit a representative sample of the target population since participants’ mov-
ing is costly and sometimes practically impossible. Moreover, the number of participants
is often limited due to financial reasons and restricted availability. Tests that involve more
than few users are often plagued by the delay or absence of some participants. This would
often void parts of the test session even when all preparations and testers are ready. It is
also common for some persons to arrive late, making tests run behind schedule and causing
a chain of delays to other participants. Contingency plans and standby participants are not
always feasible as they impose more loads on test resources and time.
For all of these reasons, a test session does not typically count more than 10 participants.
Thus, the tests results are deducted from a small sample and consequently their reliability
is limited.
A third constraint that cannot be ignored is that the tests are realized out of the par-
ticipants’ natural work environment. Even when the front room is made to simulate a work
environment, in reality it hardly resembles one, and it cannot be made “perfect.” Addition-
ally, the typical work environment varies significantly between individual users. For this
reason, test results can be biased. The test environment and workstations are not familiar to
the participants. Feeling surrounded and watched by the observers and by the testers, even
when they are concealed in the back room, the participants are generally anxious about not
being able to achieve assigned tasks. We have observed this behavior repeatedly during tests
that we conducted within our lab. The environment and the formal character of tests have a
negative influence on the participant’s behavior and on their own actions and consequently,
on the pertinence and the reliability of test results.

Mobile.Usability.Labs
A mobile usability lab generally comes in the form of a suitcase, which contains all
necessary equipment for conducting usability tests. In general, the suitcase contains a camera,
a laptop and eventually a camcorder and a video recorder. The equipments used in mobile
labs are not excessively expensive. Rubin (1994, p. 57) estimates the approximate cost of
the basic equipments between $10,000 and $15,000. When taking the costs of necessary
software into account, the total cost amounts from $15,000 to $20,000, which constitutes
an undeniable advantage in comparison with fixed labs. Moreover, these equipments are
portable; so, it is easy to install it in the participant’s place of work and conduct the tests in
their work environment. Nevertheless, the observers and the testers are still forced to move,
and for similar reasons as mentioned in the Fixed Usability Labs Section, the number of
participants is often limited. In addition, even though the users are in their own work envi-
ronment, they are still influenced by the presence of the observers and the testers.

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REMOTE. USABILITy. TESTS


Remote usability tests can be defined as the usability tests where the testers, performing
observation and analysis, are separated in space and/or time from the participants (Hartson
et al., 1996).

Advantages.of.Remote.Usability.Tests
Remote usability testing has several advantages over traditional labs testing. It allows
testing with many more participants with diverse backgrounds. The tests are performed with
reduced budget, and they take less time. In addition, the participants are hardly influenced by
the test environment. During an empirical study carried out by Tullis et al. (2002), usability
tests of Web sites have been performed within a traditional usability lab on 8 participants
and on 29 remote participants via the Internet with the aim of comparing and determining
the efficiency of these two techniques. The study has shown that both techniques enable the
testers to collect the most significant problems. However, remote tests enable researchers to
get the most reliable subjective affirmations of Web sites because of the significant number
of participants involved, but also considering the fact that users are not influenced by the
test environment. As a result, they can provide feedback closer to their perception.
Another advantage is that neither the participants nor the testers need to make costly or
timely travel. Indeed, the testers test and interact with the participants remotely. The testers
themselves can also be geographically remote to each other and collaborate all together
during the same test session. Consequently, it is possible to take advantage of the expertise
of professionals and specialists, who are located in many places across the world. In addi-
tion, participants’ sample can be broad, diverse, and international, which is a determining
advantage, especially if it is for developing specific applications that target a foreign popu-
lation (Dray & Siegel, 2004).
Moreover, since there is almost no environmental influence while conducting remote
usability tests, participants feel at ease, and as a result, their comments are more reliable.
Participants can remain anonymous, which makes their comments even richer. In this case,
testers focus only on recording a user’s screen and possibly their interactions with the key-
board. In addition, tests made in the participant’s real work environment in his/her office or
at his/her home reveal relevant problems related to specific work environments that could
not be detected otherwise (Tullis et al., 2002).
Finally, remote testing often involves the transfer of large multimedia files in audio and
video format as well as data logs. Real time remote interaction like Internet video conferencing
is also gaining popularity. The recent advances in software and hardware technologies are
allowing it to be feasible. Just a decade ago, it was practically impossible to run advanced
remote usability tests as we have now. The much greater bandwidth available to Internet users
today make it possible to remotely run the tests and send back the collected information in
large amounts. However, some tests do not require a real time connection between testers
and the participant. There is no constraint of time as the test can be done at anytime. Data
is collected automatically by a software agent. When the test is finished, these agents send
back the collected test results to the testers via Internet (Hilbert & Redmiles, 1998).

Challenges
In spite of all their advantages, remote usability tests have some challenges to be ad-
dressed.

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It is difficult to remotely control the participant’s environment. Indeed, participants


can be distracted by their family or their colleagues during the tests or suddenly stop the
test session (Bartek & Cheatham, 2003). In some cases, this disruptive environment can be
considered as part of the final user’s environment, and hence recorded and included in test
information and analysis. Thus, this loss of control can be seen as an advantage because the
collected data truly reflect the participant’s work environment.
In addition, the limited scope of visual feedback leads to information loss because of
nonverbal communication and participants’ attitude. Although the participants have a cam-
era, practical considerations often allow only their face to be captured; the rest of the body
gestures, in particular the hands and the room where the participant is located, are hard to
visualize even when they may be important to consider in a usability test.
Another disadvantage of remote usability tests is that they involve a more significant
workload for the preparation and the setup of tests like putting the questionnaires online, or
ensuring the feasibility of remote tests.
Despite these challenges, remote usability tests propose a viable alternative for certain
types of tests. For example, they are particularly adapted to tests of Web applications, desk-
top applications, and Web sites (Tullis et al., 2002) and for test sessions not longer than 3
hours (Bartek & Cheatham, 2003). More research and technology advances are gradually
widening the range of remote testing applicability.

REMOTE. USABILITy. TESTINg...............


METHODS.AND. TOOLS
Methods and tools to support remote usability testing and evaluation of Web interfaces
have been surveyed in order to provide practical materials for performing such tests.

Remote.Evaluation.Methods
Hartson et al. (1996) identified three main categories of remote methods: (1) video
conferencing via the Internet; (2) instrumented remote evaluation; and (3) semi-structured
remote evaluation.

Video Conferencing via the Internet


This mechanism allows testers to remotely observe and interact with users and locally
record video data in real time. Lotus Sametime (n.d.) and NetMeeting (n.d.) are among the
tools for performing video conferencing.

Instrumented Remote Evaluation


An application and its interface can be instrumented with embedded code to collect
and return a journal or log of data representing user actions. This category includes surveys,
questionnaires, and automated usage tracking. WebQuilt, a proxy-based approach, is a Web
logging and visualization system. It helps Web design teams run both local and remote us-
ability tests and analyze the collected data (Hong, Jeffrey, Waterson, & Landay, 2001).

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Semi-Instrumented Remote Evaluation


The user and the system gather the data, and evaluators look only at data that relate
to usability problems. This method is known as the user-reported, critical incident method
(Castillo, 1997). The user-reported, critical incident method is defined as a usability evaluation
method that involves real users located in their own working environment, doing everyday
tasks and reporting critical incidents without direct interaction with evaluators (Castillo,
1997). However, not all users have the ability to recognize and report critical incidents ef-
fectively. Mainly, “homemade” programs and tools enable usability testers to perform this
semi-instrumented evaluation.

Synchronous vs. Asynchronous


In general, synchronous remote testing is the current preferred method when applicable
(Brush, Ames, & Davis, 2004). Synchronous testing allows the tester to be present at the
same time the remote user is performing the test, hence capturing essential information and
observations not recorded by the testing software. Synchronous testing can be done using
software tools that allow the evaluator to view the remote user’s screen. Audio connections
may be established and voice recorded synchronously by the software or separately by us-
ing phone lines in real time. Asynchronous tests can be done by electronically distributing
the software and the test procedures and providing a way for the results to be captured and
returned to the evaluator. Asynchronous tests with simple tools may cause important user
feedback and real-time debriefing to be lost. Even when user movements and comments are
recorded along with their interaction activities and screenshots of their interface, it is hard
to fully resynchronize them again for later analysis. Therefore, synchronous remote testing
is currently more accurate than asynchronous testing in most circumstances. Morae (n.d.)
is one of the commonly used tools in the market for synchronous remote testing. A large
scale survey was conducted to evaluate actual use of usability tools by industrial settings and
usability experts (Moha, Li, Gaffar, & Seffah, 2005). Among the wide range of general and
specialized usability tools available today, the study showed that Morae was predominantly
used by most. Other tools included in-house developed tools to suit specific needs. This
remote testing software allows observing users and their interaction with Web applications.
It records users’ behavior and synchronizes it with the collected test data for more accurate
usability analysis. In the next section, we provide a review of most of the tools commonly
used in remote testing and their applicability in different test phases.

Remote.Usability.Tools,.Procedure,.and.Roles
The platforms for conducting remote usability tests can be equipped with various
software and material mechanisms ranging from a simple camera and a microphone to
powerful and efficient software for control and remote observation. The aim of all these
mechanisms is to make the execution of real usability tests as efficient as those performed
in traditional labs.
Usability and empirical studies generate a huge quantity of both qualitative and quanti-
tative raw data that needs to be analyzed in order to draw conclusions and to make objective
and valid recommendations. That is why tool support is essential to help in capturing and
classifying data as well as in data analysis (statistics, data mining, neural networks).
Moha et al. (2005) showed that many companies have developed a little assortment of
homemade tools for their own usability studies. But, these tools are not adapted for tests other

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Remote Usablty Evaluaton of Web Interfaces 

Figure 2. Classification of remote usability testing tools

than those for which they were intended. It is in this perspective that we have conducted a
study of a wide range of other tools. This study focused on finding, comparing, and analyzing
several tools with the aim of developing a platform for remote usability tests. The platform
provides an infrastructure for designing and controlling test sessions as well as analyzing
test results with the help of various tools. A classification of the tools found on the market
has also been established with respect to the usability testing process that we had defined.
The quality of the way tests are conducted has a great impact on the pertinence of
results (Manning, Dalton, & Amato, 2003). The procedures, in which tests are conducted,
have much more impact on test results than the equipment that is used.
Based on the analysis of previous work on local usability testing process (Mayhew,
1999; Nielsen, 1993; Rubin, 1994) as well as some emerging standards such as ISO 13407
and the usability maturity model, we adopted and combined the common features in some
of them. We added some modifications to be more suitable for remote testing. Some major
milestones were redefined for the new paradigm. These milestones need to be done differently
since they proved to have major impact on the accuracy of the tests results. They include
activities associated with hiring the remote participants, setting the remote environment,
conducting the remote tests and pre-tests as well as retrieving and compiling the data results
collected from different sources.
The procedure of remote usability testing comprises 10 phases to cover all activities
needed for a comprehensive remote test.

1. Plan: This activity consists of producing a testing plan which answers the following
questions: what, why, how, when, and where to test.
2. Design: It consists of defining the profile of the participants; selecting and adapting the
research methods; and preparing the required equipment for conducting the tests.

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Figure 3. The remote testing process model

3. Acquire: Generally needed for large tests, this step consists of remotely selecting,
hiring and interviewing participants.
4. Setup: During this step, the hardware equipment and the software tools needed for
tests are deployed, installed, configured, and tested.
5. Preview:.Most often neglected even after being highly recommended by experts, this
step focuses on conducting a series of pilot tests to ensure that the test environment,
materials, and resources are appropriate and functional. It is also an opportunity for
any last minute refinement of the test design and the acquisition of additional equip-
ments and materials.
6. Conduct: The real test is performed in this step. Several quantitative and qualitative
data are remotely gathered including participant feedback, video observations, and
screen snapshots.
7. Debrief: This step refers to remotely interviewing the participants and reviewing with
them their reactions during the test and getting their feedback.
8. Compile: The data are aggregated, consolidated, annotated, and properly archived to
facilitate their later retrieval and analysis.

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9. Analyze: Using appropriate data analysis and data mining techniques, this step aims
to transform the qualitative and quantitative test results into findings and patterns.
10. Report: This step consists of transforming findings and patterns into recommenda-
tions. This step generally delivers a report that states all the findings and recommen-
dations.

In each of the phases, several tools can be applied. Figure 2 depicts the applicability of
common tools in each of the test phases. These commercial tools allow testers to reduce the
workload related to the preparation and the execution of remote usability tests. Some tools
such as OvoStudios and Noldus Observer cover a big part of the testing process while oth-
ers cover only one step. Each of the tools presented in this classification have been studied
and tested for applicability.
Figure 3 presents the workflow of the different steps. Some steps can be done in paral-
lel such as the Acquire and Setup steps while others are performed sequentially. The deci-
sion-making boxes allow us to check if the previous steps have been performed correctly,
otherwise it is required to go back to the previous steps to fix the issues.

People’s.Roles.and.Responsibilities
Here, we identify and describe the different actors involved in the usability testing
process as well as roles and responsibilities. Each person involved can have several roles.
Each role refers to some responsibilities and functions carried out by this person.

• Monitors: They are responsible for managing and ensuring the smooth functioning
of test sessions. A monitor is, in a way, the conductor or a test moderator.
• Coordinators: Their tasks are to select, recruit, and schedule participants for the
tests.
• Evaluators: They are the primary persons responsible for testing the product; analyz-
ing and documenting the results; and providing the report to the development team.
• Data.loggers: They attend preview, conduct, and debrief steps. The data loggers also
help the evaluators to compile usability data into electronic format. In formal test
sessions, data loggers use predefined data collection sheets or computers to record
all usability data needed to be collected.
• Observers: They observe the users during tests sessions. Normally, they do not in-
tervene during the tests, but provide their feedbacks at the end of each session. Any
person who has an interest in the test and in the product being tested can participate
as an observer. Observers may include different stakeholders of the product, the de-
signers, and the project development team.
• Users/participants: They are a representative sample of people who use the system
and are selected to test it. They may be end users who use the system to complete their
tasks, or indirect users who use it for other purposes such as system administrators,
installers, or demonstrators. They perform the tasks handed to them by the evaluator
and provide their comments.

Figure 4 presents a use case diagram that illustrates the associations between the actors
and the different steps of the remote testing process.

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Figure 4. User roles in the user-oriented testing process

USABILITy.AND. INTERNATIONALIZATION:..
A. CASE. STUDy
To sell software in another country besides the country of origin, the interface may
need to be modified. Translation of text included in the interface is not always enough to
make it equally acceptable and usable by the new population. Simple translation often causes
problems when it fails to integrate the cultural aspects of the target country. Cultural aspects
are essential in order for the product to be accepted. Significant research has been done to
study the effect of international and cultural aspects on user interfaces (Bastien & Leulier,
2001; Del Galdo & Nielsen, 1996; Hofstede, 1997; Maner, 1997). They focus on challenges
associated with the creation of Web sites intended for use by different cultures and propose
solutions to guide Web designers. Culture is the beliefs, norms, myths, and structural elements
of a given organization, tribe, or society (Nakakoji, 1996). This case study illustrates some
impediments associated with the global reach of Web sites and testing them for usability,
which illustrates the necessity of remote usability testing over traditional methods.

Internationalization.of.a.Web.Site
The internationalization of a Web site corresponds to the first stage in the process of
adjusting a Web site for an international audience. One first isolates the elements which are
specific to local cultures in the country of origin (texts, format of the numbers, of the dates,
etc.). These elements are then modified into a format which the end user is accustomed to.

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Remote Usablty Evaluaton of Web Interfaces 

The latter process corresponds to localization which is the adaptation of the software to a new
country. The same interface can be localized several times to suit different local populations,
or a single version can be made general enough to cover multiple populations.

Cultural Form Aspects


The meaning of certain cultural form aspects such as icons and metaphors can vary by
the country. It is preferable to avoid using symbols that have cultural connotation which may
be unclear to a foreign user. The use of the American mailbox with a small flag to indicate
the arrival of new mail is one example. This metaphor is commonly used in many Web sites
but users outside North America will not necessarily recognize the symbol as representing
a mailbox, full or empty. For an international Web site, a more efficient and universally
recognized symbol would be the envelope.
In general, the following symbol groups can be confusing and misunderstood in a Web
site intended for a general audience:

• Hand gestures
• Images whose interpretation is multiple
• Symbols with religious connotations such as crosses or stars
• Forms and shapes related to particular cultures (traffic signs such as the “Stop” sign
and sport signs)

A better solution in integrating a different culture in software is to work directly with


users belonging to that culture from the very start of the internationalization process and
to create tests adapted to these cultures and performed on representative users. The same
approach can be more effective for testing software intended for users with special needs
such as the handicapped, the elderly, and children. Hence, distant user tests on the various
versions of the site are essential to ensure the acceptability and success of the Web site by
the actual users of the new cultures.

Case.Study
A usability test was performed to evaluate the effectiveness of a Web site in terms
of language used by multicultural users. (De Wet, Blignaut, & Burger, 2002) The results
indicate that — as one example — South African developers should take into account
the fact that African-speaking people find it easier to search information in Afrikaans (in
contrast to English). South Africa has a multicultural population (different origins, cultural
backgrounds, and languages). The dominant cultures are African, Anglo-Saxon, Indian, and
Afrikaans. South Africa is a country with 11 official languages, and this clearly indicates
that many South African users use the interfaces in a second or even in a third language
and not necessarily in their original language. Thus, in order to create a Web site for this
country, it is necessary to know the cultural or subcultural groups for which it is intended.
And for a designer of a Web site who is not a sociologist or a native of this country, it is a
very difficult task, and distant test users prove to be absolutely essential.
To address this new challenge, we provide a solution in form of a remote usability test.
Figure 5 illustrates the environment setup for conducting this remote test. Multi-disciplin-
ary teams located in several countries observe, collaborate, and communicate during a test.
Remote usability tests open borders for Web applications to cross local markets toward an

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Figure 5. Remote usability tests performed in South Africa from Canada

international audience by enabling the integration of cultural and linguistic parameters. Only
testing gives accurate feedback about the level of acceptance of these parameters.
Several companies have international reach and have several testing and research labs
in different countries. They are relying more on remote accessibility and virtual meetings for
planning, development, and testing. Remote usability and the distributed nature of involved
parties are suitable to this already-distributed nature. While the main goal of remote testing
is to access test participants remotely, testers and experts can also be distributed in several
places. In the case of a Web site designed by a Canadian company for a South African public,
remote tests are valuable in testing the usability of the Web site. We visualize the schema
of setting up the remote usability test as in Figure 5.The testers are located in Canada and
interact remotely in synchronous or asynchronous mode with a sample of the target popu-
lation located in South Africa. The test participants are equipped with a microphone and a
camera in order to visualize their behaviors during the test sessions. Other people located in
Canada, in England, or in United States also participate in the tests as observers or actors.
The actors are usability professionals (ergonomists, interface developers, designers, etc.)
who collaborate with the testers in Canada and share their expertise. This type of remote
test enables us to obtain the reaction of the target population with the prototype before its
launching on the Web, and this without physically displacing the target population or the
testers. Thus, remote usability tests open borders to Web sites and Web applications designed
for a local public toward an international public.
After a product has been sold, appreciated, and accepted in a given country, its success
cannot be guaranteed in another country even if they speak the same language. The interface
and the interaction bring cultural values that only remote tests will enable to reveal (Bastien
& Leulier, 2001). Remote tests can thus be used for verifying the acceptability of products
(although usability is an essential aspect).

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Remote Usablty Evaluaton of Web Interfaces 

CONCLUSION
In this chapter, we analyzed the advantages and disadvantages of fixed and mobile
laboratories and we compared them with remote usability tests. We also proposed a set of
tools and methods to support remote tests. In general, remote usability tests enable us to
have the same results as the tests made in a lab. As we have seen, in some cases, these results
turn out to be richer and more reliable. However, the two techniques of tests, on site and
remote, that support the three types of laboratories, are complementary. They bear different
advantages and disadvantages depending on the type of performed tests. One of the undeni-
able advantages of remote usability testing is the fact that it is a cost-effective solution; it
allows testing a large panel of participants in their own environment by remote testers and
observers with various cultures and professional competences. An increasing number of
software, Web applications, and Web sites are designed for both national and international
markets. Remote usability tests meet the need to test those products on a sample of the target
population. Moreover, remote tests create an environment to allow multi-disciplinary teams
located across the world to collaborate and exchange ideas during tests sessions. Remote us-
ability tests open borders for Web applications to cross local markets toward an international
audience by testing the success and acceptability of software after integrating new cultural
and linguistic parameters. Only testing in remote locations will give accurate feedback about
the level of acceptance of these parameters. Moreover, the development of the remote user
tests will transform the profession of ergonomists: They can interact with other profession-
als with different cultures, and thus develop intercultural skills, since a professional may
familiarize themselves with other working manners, other strategies of problem resolution,
and other working methods and techniques. This intercultural and professional enrichment
is an opening to the world for the usability and HCI professionals.

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290 Peebles & Cox

Chapter XIV

Modelling Interactive
Behaviour with a Rational
Cognitive Architecture
David Peebles, University of Huddersfield, UK

Anna L. Cox, University College London, UK

ABSTRACT
In this chapter we discuss a number of recent studies that demonstrate the use of ratio-
nal analysis (Anderson, 1990) and cognitive modelling methods to understand complex
interactive behaviour involved in three tasks: (1) icon search, (2) graph reading, and (3)
information retrieval on the World Wide Web (WWW). We describe the underlying theoreti-
cal assumptions of rational analysis and the adaptive control of thought-rational (ACT-R)
cognitive architecture (Anderson & Lebiere, 1998), a theory of cognition that incorporates
rational analysis in its mechanisms for learning and decision making. In presenting these
studies we aim to show how such methods can be combined with eye movement data to
provide detailed, highly constrained accounts of user performance that are grounded in
psychological theory. We argue that the theoretical and technological developments that
underpin these methods are now at a stage that the approach can be more broadly applied
to other areas of Web use.

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 291

INTRODUCTION
With the rapid increase in Internet use over the past decade there is a growing need for
those engaged in the design of Web technology to understand the human factors involved in
Web-based interaction. Incorporating insights from cognitive science about the mechanisms,
strengths, and limits of human perception and cognition can provide a number of benefits
for Web practitioners. Knowledge about the various constraints on cognition, (e.g., limita-
tions on working memory), patterns of strategy selection, or the effect of design decisions
(e.g., icon style) on visual search, can inform the design and evaluation process and allow
practitioners to develop technologies that are better suited to human abilities.
The application of cognitive psychology to human-computer interaction (HCI) issues
has a long history going back to Card, Moran, and Newell’s (1983) introduction of the goals,
operators, methods, and selection rules (GOMS) task analysis technique and model human
processor (MHP) account of human information processing in the early 1980s. Since then,
their cognitive engineering approach has developed into a family of methods (John & Kieras,
1994; Olson & Olson, 1990) which are widely used to produce quantitative models of user
performance in interactive tasks.
Another, more recent approach to modelling human performance in interactive tasks
has emerged in the last decade from theoretical and technological advances in research into
cognitive architectures. Cognitive architectures are theories of the fundamental structures
and processes that underlie all human cognition, of which there are several currently in
existence including EPIC (executive process / interactive control; Kieras & Meyer, 1997),
Soar (Laird, Newell, & Rosenbloom, 1987; Newell, 1990), and ACT-R (Anderson & Leb-
iere, 1998; Anderson et al., 2004). An important feature of these architectures is that they
are all implemented as computer programming systems so that cognitive models may be
specified, executed, and their outputs (e.g., error rates and response latencies) compared to
human performance data.
Originally ACT-R and Soar were theories of central cognition only and did not explic-
itly specify mechanisms for perception or motor control. EPIC however, was unique in that
from its inception it incorporated processors for cognition, perception, and motor control.
Recent adaptations to ACT-R (Byrne & Anderson, 1998) and Soar (Chong & Laird, 1997)
have now ensured that both architectures incorporate perceptual motor components that al-
low models to include visual attention processes and manual interactions with a keyboard
and mouse. This is an important development for the study of HCI as cognitive models can
now be embodied (Kieras & Meyer, 1997) in the sense that the architectures are now able
to simulate perceptual-motor contact with computer interfaces and devices and so capture
the complex interactions between the task environment, cognition, and perceptual-motor
behaviour.
Modelling interactive behaviour with an embodied cognitive architecture has a number
of advantages over the traditional cognitive engineering approach exemplified by GOMS
and its relatives. Perhaps the most important of these is that computational models can actu-
ally execute the task, allowing a direct test of the sufficiency of the hypothesised processes.
Second, although most cognitive architectures contain built-in timing parameters taken from
the psychological literature, unlike cognitive engineering models, they do not require prior
estimated times for all subcomponents of a task. In addition, some architectures — such as
ACT-R and Soar — contain learning mechanisms which allow them to model various effects

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292 Peebles & Cox

of practice on performance. This allows cognitive architectures to be used to model novel


tasks, novice users, or tasks involving components without prior time estimates.
One of the promises of embodied cognitive architectures is that, once they are equipped
with sufficient knowledge, they will begin to provide a priori predictions of user performance
and eventually evolve into artificial users that can be employed to evaluate novel tasks and
environments (Ritter, Baxter, Jones, & Young, 2000; Young, Green, & Simon, 1989). In this
chapter we will describe one of these architectures, ACT-R, and show how it has been used
to provide detailed and sophisticated process models of human performance in interactive
tasks with complex interfaces. ACT-R is an appropriate choice for this discussion because,
in contrast to other cognitive architectures, ACT-R also embodies the rational theory of
cognition (Anderson, 1990) which analyses cognitive phenomena in terms of how they
are adapted to the statistical structure of the environment. Rational analysis and ACT-R’s
mechanisms have been used recently to provide novel insights into Web-based interactions.
The chapter proceeds as follows: First we describe the basic assumptions and mechanisms
of rational analysis and the ACT-R cognitive architecture. We then show how these have
been used to develop a model of information foraging on the Web and discuss the model
in relation to a rational analysis model of the task and the data from eye-tracking studies of
interactive search. In the final sections of this chapter we briefly outline ACT-R models of
two interactive tasks; graph reading (Peebles & Cheng, 2003) and icon search (Fleetwood
& Byrne, in press). Although neither of these studies involves a specifically Web-based
task, they both describe user interaction with items commonly found on Web pages. They
are also illustrative of a methodology that combines task analysis, eye tracking, and formal
modelling to provide a detailed account of the cognitive, perceptual, and motor processes
involved in the performance of the task. These studies are also useful because in both cases
the model is validated by comparing the simulated eye movements with those recorded from
human subjects. Both studies, therefore, are clear demonstrations of a novel approach to
understanding interactive behaviour that can be applied to Web-based tasks.

RATIONAL ANALYSIS
Rational analysis (Anderson, 1990) is a method for understanding the task an agent
attempts to complete. It assumes that humans have evolved cognitive mechanisms that are
useful for completing tasks that we encounter in our environment, and that these mechanisms
work in an efficient way to complete these tasks. Therefore, rather than concerning ourselves
with firstly trying to define the cognitive mechanisms required by the agent to solve the
task, rational analysis suggests that we should consider the structure of the task itself, the
environment in which it is encountered, together with some minimal assumptions about the
computational limitations of the system. From these initial statements the analysis proceeds
by the specification of an optimal solution to the problem and the comparison of human
behavioural data to see how close an approximation it is to the optimal solution.
By identifying the best way to complete the task (the optimal strategy) we can often
infer what the cognitive mechanisms of a rational agent must be as although humans do
not always complete tasks in the most optimal way their behaviour is usually similar to the
optimal strategy. That is, humans usually behave in such a way that they appear to be try-
ing to complete their tasks in the most efficient manner, that is, they try to maximise their
returns while minimising the cost of achieving their goals.

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 293

Figure 1. The modular structure of ACT-R 6.0

Rational analysis has been applied to several aspects of human cognition (see e.g.,
Oaksford & Chater, 1998), from the original analyses of memory, categorisation, causal
inference, and decision making conducted by Anderson (1990), to more recent analyses of
exploratory choice (Cox & Young 2004; Young, 1998) and the updating of memory during
tasks in dynamic environments (Neth, Sims, Veksler, & Gray, 2004).

THE ACT-R COGNITIVE ARCHITECTURE


ACT-R is a theory of human cognition developed over a period of 30 years by John
Anderson and his colleagues (Anderson & Lebiere, 1998; Anderson et al., 2004) that in-
corporates the theory of rational analysis. It is a principal effort in the attempt to develop a
unified theory of cognition (Newell, 1990). As a cognitive architecture, ACT-R attempts to
specify the basic cognitive structures and processes that underlie all human cognition.
Figure 1 illustrates the components of the architecture relevant to our discussion. ACT-
R consists of a set of independent modules that acquire information from the environment,
process information, and execute motor actions in the furtherance of particular goals. There
are four modules that comprise the central cognitive components of ACT-R. Two of these are
memory stores for two types of knowledge: a declarative memory module that stores factual
knowledge about the domain, and a procedural memory module that stores the system’s
knowledge about how tasks are performed. The former consists of a network of knowledge
chunks whereas the latter is a set of productions, rules of the form “IF <condition> THEN
<action>”: the condition specifying the state of the system that must exist for the rule to apply
and the action specifying the actions to be taken should this occur. The other two cognitive
modules represent information related to the execution of tasks. The first is a control state
module that keeps track of the intentions of the system during problem solving, and the
second is a problem state module that maintains the current state of the task.

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294 Peebles & Cox

In addition to these cognitive modules there are four perceptual-motor modules for
speech, audition, visual, and motor processing (only the latter two are shown in Figure
1). The speech and audition modules are the least well-developed and, at present, simply
provide ACT-R with the capacity to simulate basic audio perception and vocal output for
the purpose of modelling typical psychology experiments. The visual and motor modules
are more well-developed and provide ACT-R with the ability to simulate visual attention
shifts to objects on a computer display and manual interactions with a computer keyboard
and mouse.
Each of ACT-R’s modules has an associated buffer that can hold only one chunk of
information from its module at a time, and the contents of all of the buffers constitute the
state of an ACT-R model at any one time. Cognition proceeds via a pattern matching pro-
cess that attempts to find productions with conditions that match the current contents of the
buffers. There then follows a process to select the “best” production from those that match
the conditions, after which the most appropriate production “fires” and the actions (visual
or manual movements, requests for the retrieval of a knowledge chunk from declarative
memory, or modifications to buffers) are performed. Then the matching process continues
on the updated contents of the buffers so that tasks are performed through a succession of
production rule firings. As an example, two production rules (written in English rather than
in ACT-R code) that instantiate part of a search task may look something like this:

IF the goal is to find the meaning of “eudaimonia” (control state)


AND there is nothing in declarative memory about “eudaimonia” (declarative)
THEN set the goal to search the WWW for “eudaimonia” (control state)

IF the goal is to search the WWW for “eudaimonia” (control state)


AND the Web browser is open (problem state)
THEN look for the menu labelled “Bookmarks” (visual)
AND update the problem state to “looking for Google” (problem state)

The processing in ACT-R’s modules is serial but the modules run in parallel with each
other so that the system can move visual attention while also moving the mouse and attempt-
ing to retrieve knowledge from declarative memory. ACT-R processes also have associated
latency parameters taken from the psychology literature. For example, it typically takes 50
ms for a production to fire and the time taken to move the mouse cursor to an object on the
computer screen is calculated using Fitts’ Law (Fitts, 1954).
ACT-R implements rational analysis in two ways. The first is its mechanism for
retrieving knowledge chunks from declarative memory which is based on the notion of
activation. Each chunk in declarative memory has a level of activation which determines
its probability and latency of retrieval, and the level of activation for a chunk reflects the
recency and frequency of its use. This enables us to understand how rehearsal of items in a
short-term memory task can boost the activation levels of these chunks and consequently
increase the chances of recall/retrieval from declarative memory. The level of activation of
a chunk falls gradually over time, and without retrieval or activation spreading from chunks
in the current goal, it may fall below a threshold level which then results in retrieval failure.
This enables ACT-R models to forget knowledge without having to explicitly delete chunks
from the declarative memory store.

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 295

The second way that ACT-R implements rational analysis is in its mechanism for
choosing between alternative production rules. According to rational analysis, people choose
between a number of options to maximise their expected utility. Each option (i.e., production
rule) has an expected probability of achieving the goal and an expected cost. It is assumed
that when carrying out computer-based tasks people interact with the task environment and
choose actions that will optimise their efficiency (i.e., maximise the probability of achiev-
ing the goal while minimising the cost, usually measured in units of time). At each decision
step in the cycle, therefore, all possible production rules that match against the current goal
are proposed in a choice set, and the one with the highest level of efficiency is chosen and
executed.
ACT-R has been used to model a wide range of cognitive phenomena (Anderson &
Lebiere, 1998), and in recent years, with the inclusion of the perceptual-motor modules, it
has been applied to a number of complex interactive tasks in the area of HCI and human
factors research, for example, menu selection (Byrne, 2001), cell phone menu interaction
(St. Amant, Horton, & Ritter, 2004), and driving (Salvucci & Macuga, 2002). Although
individually these models do not yet offer us a virtual “user” which can be sat in front of a
Web browser and asked to complete any goal, together they provide us with insights into
how and why users behave in particular ways, for example, when searching for informa-
tion on the Web. In this chapter we will concentrate on three particular areas of work that
are relevant to understanding Web behaviour: icon search, graph reading, and information
foraging on the WWW.

MODELLING INTERACTIVE BEHAVIOUR


In the following section, we will summarise a number of recent studies which em-
ploy rational analysis, cognitive modelling, eye tracking, or a combination of all three, to
understand human performance in Web-based or HCI tasks. We first discuss recent efforts
to model information foraging and interactive search on the WWW. These studies show
how ACT-R and rational analysis can be successfully applied to explain different aspects of
people’s behaviour when conducting interactive search tasks. This can include both high-
level behaviours such as backtracking through Web-pages and low-level behaviours such
as patterns of visual attention obtained from eye-tracking studies. We then describe two
studies which combine experimental data collection, eye movement recording, and cognitive
modelling methods using ACT-R to provide detailed accounts of the cognitive, perceptual,
and motor processes involved in the tasks. These studies were chosen because both develop
a detailed process model which not only captures the human response time data from the
experiment, but also provides a close match to the patterns of visual attention revealed by
the eye movement study. This level of detail in modelling is still relatively uncommon and
the strong constraints added by seeking to match model and human eye movement scan
paths during the course of the task provide a further validation of the models.

Information Foraging on the World Wide Web


Information foraging theory (IFT; Pirolli & Card, 1999; Pirolli, 2005) describes an
account of information gathering behaviour based on the ecological behaviours of animals
when foraging for food. The account can be applied to situations in which people are search-
ing for information in a number of different situations such as in a library or on the WWW.

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296 Peebles & Cox

The theory rests on rational analysis in that it proposes that human behaviour is directed
by the objective to maximise gain and minimise effort, and that this process is sensitive
to changes in the environment. In contrast to animal studies, where the assumption is that
animals seek to reduce the ratio of calorie intake to energy expenditure, the assumption in
IFT is that people attempt to reduce the ratio of information gained to time spent.
The way in which the environment is structured determines the costs of search for
information. For example, the structure of a Web site will determine how many pages the
user has to navigate through in order to satisfy his/her goal. When searching for information
on the WWW, many people make use of search engines. After entering some key words
the user is presented with a list of search results which are usually ordered in terms of their
relevance to the key words. Each of the results returned can be considered to be a “patch”
of information. The user has to choose to either investigate one of the patches or to redefine
their search criteria. Conducting another search using different key words will result in a
change in the environment. This process is known as enriching the environment as it is
hoped that the result is that the cost of obtaining the required information will be reduced
compared to the perceived cost of obtaining it in the previous environment. Decisions
about whether or not to pursue a particular information patch or to continue enriching the
environment are based on a number of factors such as the perceived value of the informa-
tion returned, the perceived costs of acquiring that information, interface constraints, and
previous knowledge.
The decision to forage within a particular patch of information is based on an ongo-
ing assessment of information scent. Information scent is the perception of the value of the
distal information based on the proximal information available, that is, it is an estimate of
the relevance of the information contained on a yet unseen page based on the cues from the
icon or wording of the link on the page currently viewed. The theory predicts that as more
time is allocated to within-patch foraging, the rate of information return increases but only
up to an optimal point, after which the rate starts to decrease. Therefore, after a particular
amount of within-patch foraging (searching within a Web site) it becomes more profitable to
move to the next patch (select another Web site from the list of search results) even though
there are still pages within the previous patch that have not yet been visited.

SNIF-ACT
Scent-based Navigation and Information Foraging in the ACT architecture (SNIF-
ACT) (Pirolli & Fu, 2003) is a model of human behaviour in an interactive search task.
The model makes use of ACT-R’s spreading activation mechanism so that the information
scent of the currently viewed Web page activates chunks in declarative memory as does the
spreading activation from the goal. Where these two sources of activation coincide there are
higher levels of activation and this indicates a high degree of relevance between the goal
and the page being attended to. This activation is what ultimately drives the behaviour of
the model. The model includes the use of search engines to provide a set of search results
and the processing of the page that is returned. The links on the page are attended to and
eventually one of the links is selected.
The behaviour of the model is compared to user behaviour and successfully demon-
strates that people tend to select the highest scent item in a list. SNIF-ACT does this by
assessing the information scent of all the links on a page and then choosing the highest one.

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 297

The model is also able to explain the point at which a user abandons a particular Web site
and returns to the search results in order to select another item from the list or selects a link
that takes them to another Web site. If the mean information scent of the currently viewed
page is lower than the mean information scent of a page on another site the model selects
that action that takes them to the other site.

Eye-Tracking Experiments in Interactive Search


When presented with a list of search results or items on a menu within a Web site
(i.e., a patch of information), the user has to choose between selecting an item which will
move him/her to another patch and doing some assessment on either the currently attended
item or some other item in the list (i.e., consume the information presented within the cur-
rent patch). As has been mentioned previously, IFT proposes that the user will make use
of the information scent of the items to guide their behaviour. If the information scent of
a particular item in the list is higher than the rest (i.e., that item appears to be relevant to
the task and the user believes that clicking it will lead them to better information) then the
item will be selected.
Eye-tracking experiments have been used to investigate what people attend to when
conducting interactive search tasks (Brumby & Howes, 2004; Silva & Cox, 2005). Partici-
pants were given an information goal and a list of items and asked to select the label that
they thought would lead to the information they required. Brumby and Howes demonstrated

Figure 2. A simplified scan path of a participant performing an interactive search task

-1

-2

-3

-4

-5

-6

-7

-8

-9

- 10

- 11

- 12

- 13

- 14

- 15

- 16

- 17

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298 Peebles & Cox

that people often examine only a subset of the list before selecting the target item, and that
this behaviour is affected by the relevance of the other items in the list. When the other
items in the list are more relevant to the goal (i.e., they have high levels of information
scent), people tend to look at more items in the list and also tend to look at individual items
on more occasions than when the items are irrelevant. When there are a number of items
with high scent (i.e., two or more items look like they would lead to relevant information)
people need to consider more items than when only one item looks sensible.
However, one limitation of this work is that the analysis of eye-tracking data is rarely
sensitive enough to determine whether a lack of fixation of the eyes on an item really means
that people have not assessed the relevance of the item. In order to address this, Silva and
Cox (2005) additionally employed a recognition task in their study in order to assess the
level of processing of each item in the list.
Figure 2 represents a simplified scan path of a participant completing one of these
tasks. The items are represented on the y axis with time along the x axis. The highlighted
item is the target item and was selected by the participant. The figure demonstrates how
the user starts at the top of the list and scans down the list fixating items in the list. Some
of the items (3 & 6) are skipped over. The results from Silva and Cox’s (2005) recognition
task suggest that in such cases the lack of fixations of particular items in the menu can be
explained by parafoveal processing. However, parafoveal processing can only explain lack
of fixations on up to two items below the last fixation (i.e., items 8 & 9) and cannot explain
why the user does not attend to other items in the list (i.e., items 10 to 16).
SNIF-ACT would be able to produce a trace that would match the behaviour of users in
these studies in terms of which items from the menus the user selected. However, the model
does not account for the fact that some of the items in the menus were not assessed by the
users as it assumes that users have knowledge about information scent of all the items in
the list and then selects the item with the highest level of scent. Consequently, SNIF-ACT
is unable to provide us with any explanation for why users should choose to select an item
when they have not even read the entire list presented to them.
Cox and Young (2004) propose an alternative model to that of SNIF-ACT that is
able to capture this fine-grained level of detail of user behaviour. Their model is a rational
analysis of an interactive search task that provides a rational explanation of why the user
would select an item without first assessing all the items in the list.
In interactive search, the agent has the goal of selecting the item that will lead to goal
completion. However, as the menu presented is novel, the first thing that the model has to
do is to gain some information about the menu. The model therefore includes two types
of exploratory acts (EAs) (these are the different types of things the model can do): assess
information SCENT and ANTICIPATE the result of selecting this item. The SCENT EA
should be thought of as being an amalgamation of perceiving the label, reading the label (at a
lexical level), and considering the semantic similarity between the label and the current task.
The ANTICIPATE EA should be thought of as some additional cognitive effort that consid-
ers whether the label is likely to lead to the goal. For example, given the goal of finding an
armchair for your living room on a furniture shop Web site, imagine the model considering
the first item in the menu “home.” The SCENT EA would return a moderately high rating
as the label has a moderately high level of information scent given the goal (“home” and
“armchair”). The ANTICIPATE EA models the agent’s consideration of whether the label
home is likely to lead to the home page of the site, or to a list of home furnishings. Each

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 299

of these EA types has a cost associated with it with the ANTICIPATE EA type being more
expensive in mental effort than the first type. There is also a fixed cost of moving attention
from one item in the menu to the next.
Before assessing any items, the model “knows” the number of items in the menu and
considers each of these items to be equally (ir)relevant to completing the task. The scent
ratings of the items in the menu are used as the basis for determining the new relevance
(R) value of an item following an assessment. On each page, the set of relevancies Ri are
mapped into a set of probabilities Pi by the transformation Pi = odds(Ri)/∑odds(Rj), where
odds(R) is defined in the standard way as odds(R) = R/(1–R). Note that ∑Pi = 1, reflecting
the fact that exactly one option on the page leads to the goal.
When the model is run on a set of menus it demonstrates how different patterns of
information scent result in different behaviours. As Brumby and Howes (2004) demonstrated,
the levels of information scent of both the goal item and the distractors affect behaviour.
However, it is also interesting to note that the model predicts that just the change in position
of the goal item relevant to the distractors results in different patterns of behaviour: Some-
times the model predicts that users will scan to the bottom of the menu before selecting the
target item, and other times they will select the item immediately after assessing the item
leaving other items in the menu unassessed. To explain how this occurs we will compare
the behaviour of the model when the high scent item is in position two (as an example of
occurring early in the menu) and in position 12 (as an example of occurring late in the
menu) in more detail. In both examples, initially, all 16 menu items are rated equally and
all have an R value of 0.06. The relevance values are translated into efficiencies (E) which
are then used to determine which of the EAs is most likely to lead to the goal and therefore
which EA is executed in each cycle. In the first cycle, the EA that proposes assessing the
scent of the first item in the menu is rated as having the highest E value due to it having the
lowest cost. Consequently, the model assesses the first item which gets rated as very low
scent. As a result, the new R value of this item is set at 0. On the next cycle, the EA that
proposes SCENT assessment on the second item in the list is the most efficient (due to the
lower cost) so this item gets assessed. This behaviour continues until the model assesses
the high scent item.
In menus where the high scent item occurs early on in the menu, the second item in
the menu gets an R value of 0.5097 which raises the probability that this item will lead to
the goal to 0.6220. On the following cycle the R value of the high scent item leads to an E
value of 0.008 while the second best item (an item yet to be assessed) has an R value of 0.06
which results in an E value of 0.006. Although the E values of the two EAs are very similar,
one is larger than the other, and this is what determines which EA is chosen.
In our example of a menu where the high scent item occurs later on in the menu, the
relevance of each of the low scent items that have already been assessed falls to 0. When
the model assesses the twelfth item its R value is 0.5097, which raises the probability that
this item will lead to the goal to 0.6220. On the following cycle the R value of the high scent
item only has an E value of 0.005 while the item with the best efficiency (an item yet to be
assessed) has an R value of 0.05 which results in an E value of 0.006. The result is that the
model continues to assess each item in the menu until it reaches the bottom because the ef-
ficiency of conducting a SCENT assessment of a new item is greater than the efficiency of
conducting the ANTICIPATE assessment on the high scent item in position 12. This has the
effect of slowly increasing the probability of the item in position 12 leading to the goal.

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300 Peebles & Cox

The detail of the model explains that the reason the behaviour is different for the two
types of menus is because the detail of the mathematics of the rational analysis. Comparisons
of the traces of the model with the empirical data suggest that the model provides a good
explanation of the cognitive processes involved in this task. This suggests that participants
make an assessment of the relevance of a label to the current goal and then, together with
the estimated relevance of previous items, choose to either (1) select that item as the one that
will lead to the goal, (2) conduct some further assessment of the current item, or (3) move
on to another item and assess that. Which of these EAs is chosen is driven by the pattern of
information scent that has been experienced so far.
The model provides us with an explanation of how and why the position of the goal
and the quality of the distractor items affect the behaviour of the participants on the task.
Regardless of the pattern of scent of the menu, the model predicts that the agent will tend
to stop exploring the menu as soon as it comes across a menu item that has high informa-
tion scent (self-terminates) if this is encountered early in the menu. On menus where there
is one high scent item among a set of low scent items and the high scent item occurs later
in the menu, the agent continues to assess the other items in the menu before conducting
further assessment of the high scent item and finally selecting it. The model enables us
to explain why we see these different patterns of behaviour on menus which have such
similar patterns of information scent. This is due to the effect of the interdependence of
the probability that each of the items will lead to the goal. The actual point on the menu at
which the model swaps from one behaviour to the other is sensitive to a number of factors
such as the length of the menu and the costs of the EAs. It would appear therefore that it is
in the nature of interactive search that there are close calls which suggest that people can
rationally do either behaviour and that a number of factors have an effect on the behaviour
of participants exploring real menus.
Together the two models described previously provide us with a good understand-
ing of how people perform search tasks on the WWW. SNIF-ACT and the rational model
explain different aspects of the interaction: SNIF-ACT demonstrates the higher level, page
by page, link following behaviour seen in such tasks, whereas the rational model explains
the lower level interactions with just one page. Given information about the information
scent of the items on a new Web site both models are able to make predictions about user
behaviour on the site.

Modelling Graph Reading


Peebles and Cheng (2003) conducted an experiment, eye movement study and cognitive
modelling analysis to investigate the cognitive, perceptual, and motor processes involved in
a common graph-reading task using two different types of Cartesian graph. The purpose of
the study was to determine how graph users’ ability to retrieve information can be affected
by presenting the same information in slightly different types of the same class of diagram.
The two types of graph, shown in Figure 3, represent amounts of UK oil and gas production
over two decades. The only difference between the two graph types is in which variables are
represented on the axes and which are plotted. In the Function graphs, the argument variable
(AV: time in years) is represented on the x-axis and the quantity variables (QV: oil and gas)
on the y-axis whereas in the Parametric graphs, the quantity variables are represented on
the x and y axes and time is plotted on the curve.

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 301

Figure 3. Function and parametric graphs used in Peebles and Cheng (2003) depicting
values of oil and gas production for each year

Notes: The graphs on the left (labelled 1) show years 1970 to 1979 while those on the right (labelled 2) show years
1980 to 1989. Dashed lines indicate the optimal scan path required to answer the question, “when the value of
oil is 3, what is the value of gas?”

In the experiment, participants were presented with the value of a “given” variable
and required to use the graph to find the corresponding value of a “target” variable, for
example, “when the value of oil is 2, what is the value of gas?” This type of task has typi-
cally been analysed in terms of the minimum sequence of saccades and fixations required
to reach the location of the given variable’s value and then from there to the location of the
corresponding value of the target variable (Lohse, 1993; Peebles & Cheng, 2001, 2002;
Peebles, Cheng, & Shadbolt, 1999). Experiment participants (some of whom had their eye
movements recorded) completed 120 trials, each participant using only one graph type. The
120 questions were coded into three classes (QV–QV, QV–AV, and AV–QV) according to
which variable’s value was given and which was required (QV denotes a quantity variable,
oil or gas, and AV denotes the argument variable, time). On each trial, a question (e.g.,
“GAS = 6, OIL = ?”) was presented above the graph and participants were required to read

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302 Peebles & Cox

the question, find the answer using the graph on the screen and then enter their answer by
clicking on a button labelled Answer in the top right corner of the window which revealed a
circle of buttons containing the digits 0 to 9. RTs were recorded from the onset of a question
to the mouse click on the Answer button.
The RT data from the experiment, displayed in Figure 4, showed that the graph used
and the type of question asked both had a significant effect on the time it took for partici-
pants to retrieve the answer. This was all the more surprising because, for two of the three
question types, participants were faster using the less familiar parametric graphs by nearly
a second.
The results of the eye movement study were also surprising. It was found that in 63%
of trials (irrespective of the graph used or question type being attempted), after having read
the question at the start of a trial, participants redirected their visual attention to elements
of the question at least once during the process of problem solving with the graph. This was
not predicted by the simple minimal fixation sequence account outlined previously but two
possible explanations may be provided: (1) participants initially encode the three question
elements but are unable to retain all of them in working memory and retrieve them by the
time they are required to do so, or (2) to reduce the probability of retrieval failure, participants
break the problem into two sections, the first allowing them to reach the given location and
the second to then proceed to the target location corresponding to the solution.
Peebles and Cheng (2003) constructed two ACT-R models of the experiment (one for
each graph type) that were able to interact with an exact replica of the experiment software.
The models consisted of a set of productions to carry out the six basic subgoals in the task;
(1) read the question; (2) identify the start location determined by the given variable; (3)
identify the given location on the graph representing the given value of given variable; (4)
from the given location, identify the target location representing the required variable; (5)
identify the target value at the target location; and (6) enter the answer. Many of the produc-
tions were shared by the two models, the main difference between them being the control
structure that sequences the execution of the productions. Figure 4 shows that the mean RTs

Figure 4. Mean response times for experimental participants and ACT-R models for each
question type (Peebles & Cheng, 2003)

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 303

from the parametric and function graph models are a good fit to the observed data (R2 =
.868, RMSE = 0.123, and R2 = .664, RMSE = 0.199 respectively). Perhaps more importantly
however, were the insights into the observed eye movement data that came from the model-
ling process itself. When ACT-R focuses attention on an object on the screen, representa-
tions of the object and its location are created in the system’s visual buffers which can be
accessed by productions. Eventually these representations go into declarative memory with
initial activation values and, as long as these values are above a certain threshold, they can
be retrieved by the cognitive system and replaced in a buffer. However, ACT-R includes a
mechanism by which the activation of representations in declarative memory decreases over
time which allows it to simulate processes involved in forgetting. These mechanisms played
a crucial role in the ACT-R models’ ability to capture the eye movement data observed in
the experiment. At the start of each trial, the models read the three question elements and
during the problem solving these elements are placed in declarative memory. As a conse-
quence, at least one question element must be retrieved from memory at each stage of the
problem in order to continue. However, as soon as a question element is placed in declarative
memory its activation starts to decay and, as a consequence, the probability that it cannot
be retrieved increases. Typically, if a retrieval failure occurs, an ACT-R model will halt as
it does not have the appropriate information to solve the problem. During the process of
model development it was found that on a significant proportion of trials the model was not
able to retrieve question elements at the later stages of the trial because their activation had
fallen below the retrieval threshold. As a consequence new productions had to be added to
allow the model to redirect attention to the question in order to re-encode the element and
then return to solving the problem. This was precisely the behaviour observed in the eye
movement study. This is illustrated in Figure 5 which compares screen shots of the model
scan path and eye movements recorded from one participant for the same question using

Figure 5. Screen shots showing an experimental participant’s eye movement data (left) and
the ACT-R model’s visual attention scan path (right) for the QV–QV question “oil = 6, gas
= ?” using the 1980’s parametric graph

Note: In the model screen shot, numbered circles on the scan path indicate the location and sequence of fixa-
tions.

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304 Peebles & Cox

the 1980’s parametric graph. The numbered circles on the model screen shot indicate the
sequence of fixations produced by the model. The pattern of fixations in both screenshots
is remarkably similar.

Modelling Icon Search


Fleetwood and Byrne’s study of icon search (2002, in press) is a another demonstra-
tion of how an ACT-R cognitive model can provide a detailed account of the cognitive and
perceptual processes involved in a common HCI task that closely matches people’s response
times (RTs) and patterns of eye movements. Fleetwood and Byrne’s model differs from that
of Peebles and Cheng (2003) in that it incorporates eye movements and movement of at-
tention (EMMA) (Salvucci, 2001), a computational model of the relationship between eye
movements and visual attention. EMMA can be easily integrated into the ACT-R architecture,
allowing models to make more detailed predictions of actual eye movements, rather than
simple shifts of visual attention.
One of the main aims of Fleetwood and Byrne’s research is to investigate the notion
of icon “quality” (defined in terms of an icon’s distinctiveness and visual complexity) and
to examine the effect that differences in quality may have on identification performance.
They created three classes of icon (examples of which are shown in Figure 6). “Good”
quality icons were designed to be easily distinguishable from others based on the primitive
features of colour and shape. All icons in this set were a combination of one colour (from
six) and one shape (from two).
In contrast, “poor” quality icons were designed to be distinguishable only by a rela-
tively careful inspection but to be relatively indistinguishable in a large distractor set. These
poor quality icons were all of the same basic shape and colour (a combination of black,
white, and shades of grey). An intermediate class of “fair” quality icons was also designed
with shapes more distinctive than the poor quality icons but more complex than the good
quality icons, and with the same range of greyscale colours as the poor quality icons. The
main effect of the manipulation was to produce a different similarity structure for each class
of icons. Good quality icons could be identified as a single combination of features, for
example, “yellow triangle.” In contrast, fair quality icons were defined by more than one
combination of features (typically three, for example: “grey rectangle; black square; black
diagonal-right”), some of which were shared with other icons. In the poor quality group,
icons were defined by an average of four feature combinations and many more of these
were shared by several other icons in the group. From the visual search literature, it can
be predicted that search time will increase as icon distinctiveness decreases. An additional

Figure 6. Examples of icons of good, fair, and poor quality used in the experiment of Fleet-
wood and Byrne (in press)

Fair - No Border Good - Circle Poor - Square

Fair - Square Good - No Border Poor - Circle

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 305

factor in Fleetwood and Byrne’s (2006) study also known to affect search time (at least for
certain stimuli) is the number of distractors in the display, with search time increasing with
the number of distractors in the search set. In their experiment, Fleetwood and Byrne had
search sets of 6, 12, 18 and 24 icons.
In the experiment, participants were required to find, as rapidly as possible, different
quality target icons in search sets of differing sizes. On each trial, a target icon and file
name were presented followed 1500 ms later by a button labelled Ready for the participant
to click when he/she felt ready to continue. When this button was clicked, the target icon
was replaced by the search set and the participant had simply to look for the target icon
and click on it as quickly as possible; when an icon was clicked upon, the next trial started.
Participants completed a total of 144 trials, involving all levels of the search set and icon
quality variables, and on each trial the participant’s RT (the duration between clicks on the
Ready button and an icon in the search set) was recorded. The results of the experiment
(shown in Figure 7) revealed that, as predicted, both icon quality and search set size had a
significant effect on search time.
To provide an explanation of their data, Fleetwood and Byrne (2006) produced an
ACT-R model of the task that was able to interact with the same experiment software as
the participants. As described previously, each experiment trial is comprised of two stages,
the first where the target icon and its file name are encoded and the second in which it is
sought. The model has a set of seven productions to carry out the first stage: (1) locate the
target icon and (2) encode an attribute pair (e.g., “grey rectangle”), (3) look below the icon
and (4) encode the associated file name, and finally (5) locate and (6) click on the “Ready”
button. In the second stage, the model locates and attends to an icon with the previously
encoded target feature and then shifts visual attention to the file name below it. If the file
name matches the target file name, visual attention is returned to the icon and the mouse
clicks on it. If the file name is not the target, however, the model continues the search by
locating another icon at random with the same target features. This sequence of events
requires four productions and takes 285 ms to complete.

Figure 7. Response time by set size and icon quality for Fleetwood and Byrne’s (in press)
revised model and the experiment data.
4000

3500 Data-P oor


Data-F air
3000 Data-G ood
R es pons e Time (millis econds )

Model- P oor
2500
Model- Fair
Model- G ood
2000

1500

1000

500

0
6 12 18 24
S et S ize

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306 Peebles & Cox

Figure 8. Mean number of shifts of visual attention per trial made by Fleetwood and Byrne’s (in
press) revised model relative to the mean number of gazes per trial made by participants
8
Data-P oor
Avera ge G azes / S hifts of V is ua l A ttention per T ria l
7 Data-Fa ir
Data-G ood
6 Model-P oor
Model-F air
5
Model-G ood

0
6 12 18 24
S et S ize

Figure 7 reveals a close correspondence between the mean RTs produced by the model
and those of the experiment participants (R2 = .98, RMSE = 126ms) and shows that an ACT-
R model based on the similarity structure of the search set and the strategy of identifying a
single combination of features and random search can provide a reasonable account of the
data. However, Byrne, Anderson, Douglass, and Matessa (1999) had shown in an earlier
study of visual search in a menu selection task that alternative strategies can produce similar
aggregate RTs, necessitating the incorporation of eye movement data to add further con-
straints on the proposed theory. As a result, Fleetwood and Byrne (2006) carried out an eye
movement study to test their model further and found two major discrepancies between the
observed eye movements and the patterns of visual attention produced by their model. First,
they found that, although the model successfully reproduced the patterns of visual attention
across the icon quality and set size conditions, for all conditions the number of saccades per
trial produced by the model was significantly greater than those recorded in the experiment.
Second, when analysing the eye movement data, Fleetwood and Byrne found that patterns
of icon search were not random as their model predicted, but were systematic, in the sense
that participants sought to minimise the distance between successive fixations, typically
looking at target icons closest to their current fixation point. This produced a search pattern
that revealed a systematic scanning of areas of the display.
Both of the discrepancies between the model and human data are explained by Salvucci’s
(2001) EMMA model. It is been demonstrated previously that the relationship between
eye movements and visual attention is not direct, and that people often do not move their
eyes to their focus of attention (e.g., Henderson, 1992; Rayner, 1995). EMMA attempts to
capture this relationship by providing an account of if and when eye movements occur, and
if they do occur, the location of their landing relative to their targets. Integrating EMMA
into ACT-R allows models to simulate actual eye movements rather than just visual atten-
tion shifts and provides a more realistic output to be compared with human eye movement
data. In addition, EMMA predicts that efficient search strategies minimise average saccade

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Modelling Interactive Behaviour with a Rational Cognitive Architecture 307

distance, resulting in search patterns in which objects nearest to the current fixation point
are examined soonest.
Fleetwood and Byrne (2006) modified their model’s search strategy according to the
EMMA account and incorporated EMMA’s eye movement computations into their model,
resulting in a greatly improved fit (shown in Figure 8) to the human eye movement data
(R2 = .99, RMSE = 0.58).

CONCLUSION
In this chapter we have presented a number of recent examples of research that we
believe clearly demonstrate the value of rational analysis and cognitive modelling in the
study of complex interactive behaviour. Such tasks typically involve the complex interaction
of three elements: (1) the perceptual and cognitive abilities of the user; (2) the visual and
statistical properties of the task environment; and (3) the specific requirements of the task
being carried out. The use of rational analysis and an embodied cognitive architecture such
as ACT-R allows all three of these elements to be brought together in an integrated theoretical
account of user behaviour. Rational analysis provides a set of assumptions and methods that
allow researchers to understand user behaviour in terms of the statistical structure of the task
environment and the user’s goal of optimising (i.e., reducing the cost/benefit ratio of) the
interaction. Developing cognitive models of interactive behaviour in a cognitive architecture
such as ACT-R allows researchers to specify precisely the cognitive factors (e.g., domain
knowledge, problem-solving strategies, and working memory capacity) involved. In addi-
tion, the recent incorporation of perceptual-motor modules to cognitive architectures allows
them to make predictions about users’ eye movements during the entire performance of the
task, which can be compared to observed eye movement data — a highly stringent test of
the sufficiency and efficacy of a model. The use of these methods has increased rapidly over
the last 5 years, as has the range of task interfaces being studied. Although we are still a long
way from achieving the goal of an artificial user that can be applied “off the shelf” to novel
tasks and environments, the models of interactive behaviour described here demonstrate a
level of sophistication and rigour still relatively rare in HCI research. As these examples
illustrate, developing more detailed accounts of interactive behaviour can provide genuine
insights into the complex interplay of factors that affect the use of computer and Web tech-
nologies, which may inform the design of systems more adapted to their users.

NOTE
All correspondence to: David Peebles, Department of Behavioural Sciences, University
of Huddersfield, Queensgate, Huddersfield, HD1 3DH, UK; [email protected].

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0 About the Edtors

About.the.Editors

Panayiotis. Zaphiris is a senior lecturer at the Centre for Human-Computer Interaction


Design, School of Informatics of City University, London. Before joining City University,
he was a researcher at the Institute of Gerontology at Wayne State University from where
he also got his PhD in human-computer interaction (HCI). His research interests lie in HCI
with an emphasis on inclusive design and social aspects of computing. He is especially in-
terested in HCI issues related to the elderly and people with disabilities. He is also interested
in Internet related research (Web usability, mathematical modelling of browsing behavior in
hierarchical online information systems, online communities, e-learning, Web-based digital
libraries, and finally, social network analysis of online human-to-human interactions).

Sri.Kurniawan is a lecturer at the School of Informatics of the University of Manchester


and a visiting lecturer at the Centre for Human-Computer Interaction Design, School of
Informatics of City University, London. She joined the University of Manchester upon
completion of her PhD in HCI and her postgraduate research assistantship at the Institute of
Gerontology, Wayne State University. Her research focuses on facilitating access to infor-
mation for people who are technologically-frail, including older persons and persons with
disabilities. She has published numerous articles and has been invited to provide seminars
and keynote speeches in the areas of assistive technology, HCI for technologically-frail user
group, and design and evaluation of user interfaces for this user group.

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About the Authors 

About.the.Authors

Julio.Abascal.(BSD, physics, Universidad de Navarra, 1978; PhD, informatics, Univer-


sidad del País Vasco-Euskal Herriko Unibertsitatea, 1987) is a professor of the Computer
Architecture and Technology Department of the University of the Basque Country, Spain,
where he has worked since 1981. In 1985 he co-founded the Laboratory of Human-Com-
puter Interaction for Special Needs that has participated in several R&D projects at national
and international levels. His research activity is focused on the application of HCI methods
and techniques to assistive technology, including the design of ubiquitous, adaptive, and
accessible user interfaces. Currently he coordinates a research group aiming to develop
methods and tools to enhance physical and cognitive accessibility to the Web. He has been
the Spanish representative in the IFIP Technical Committee 13 on HCI since 1991, and the
former and founder chairman (in 1993) of IFIP WG 13.3 Human-Computer Interaction and
Disability. Currently he serves as a member of the Management Committee of COST 219
ter Accessibility for All to Services and Terminals for Next Generation Networks.

Sherman.R..Alpert has been at the IBM T. J. Watson Research Center (USA) since 1987.
He received a BS in computer science from the State University of New York at Stony Brook
and an MA in computing in education from Columbia University’s Teachers College where
he has pursued additional graduate studies. He has been involved in research and software
development in a variety of domains including educational technology, HCI, multimedia,
funds transfer systems, and object-oriented programming and design. He has published

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission
of Idea Group Inc. is prohibited.
 About the Authors

widely in these fields, including a book on object-oriented software design, The Design
Patterns Smalltalk Companion (1998). He serves on the advisory board and editorial boards
of several journals as well as conference and program committees.

Myriam.Arrue is an engineer in informatics (Universidad del País Vasco-Euskal Herriko


Unibersitatea, 1999). After her graduation she joined the industry to work on Web applica-
tion development. In 2001 she moved to the Laboratory of Human-Computer Interaction for
Special Needs (UPV-EHU) to work on the IRIS European Project on tools for automatic Web
accessibility evaluation. Currently she is a lecturer in the Department of Computer Architec-
ture and Technology (UPV-EHU), and she is finishing her PhD on Web accessibility design
methods. She is a member of the WAI Evaluation and Repair Tools Working Group.

David.Benyon is a professor of human-computer systems at Napier University, Edinburgh,


Scotland. His research focus is on navigation of information space, a new view of HCI that
focuses on how people find their way around the information spaces created by new media.
He has also published on semiotics and new media and on applying experientialism to new
media. The book, Designing with Blends is due to be published by MIT Press in 2006. In
2005 he published Designing Interactive Systems with Phil and Susan Turner, the latest and
most up-to-date textbook on HCI and interaction.

Anna.L..Cox is a lecturer in HCI at UCLIC, University College London. She received her
PhD in cognitive science from the University of Hertfordshire in 2002.

Madelon. Evers helps companies design innovative, interactive products and services.
With a PhD in design, she focuses on creative and qualitative processes in cross media
and multimedia projects. Evers started out as multimedia publisher for Jumbo (games) and
Meulenhoff (edutainment). In 1995 she founded Human Shareware (The Netherlands), an
international design consultancy firm. Clients include broadcasters, publishers, marketing
agencies, nonprofits, insurance, and information and communication technology (ICT)
companies. Evers is often invited as speaker and guest lecturer on design at European uni-
versities and professional training institutes. Her mission is to embed human-centred design
in organizations, so that products and services can better serve human needs.

Rod. Farmer is a recent PhD graduate from the Department of Computer Science and
Software Engineering at The University of Melbourne, Australia. He currently lectures in
applied linguistics at the Horwood Language Centre within the University of Melbourne. He
possesses a BA (magna cum laude) in arts and computer science. Possessing over a decade
of experience in the Australian ICT industry, he has provided HCI and software engineer-
ing consulting services to several of Australia’s largest defense, corporate, and charitable
organizations. His research interests include HCI, software engineering, computer-assisted
language learning, philosophy of mind, natural language processing, multimodal interac-
tion, and machine learning.

Catherine.Forsman is currently an independent consultant, providing training and assistance


in usability and usability testing, analyzing users and users’ tasks, and reviewing products
and documentation. From 1996 to the present, Catherine has worked on numerous projects
for major American and European companies such as Siemens, NY Times, Goldman Sachs,

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Idea Group Inc. is prohibited.
About the Authors 

MapInfo, and Delta Airlines. Her most current endeavor is documenting user behavior in
the United States after hurricane Katrina in New Orleans.

Ashraf.gaffar.is a part time faculty member at Concordia University (Montreal, Canada).


His research combines software engineering, interface design, and usability testing. He
participated in the design and building of Concordia’s first usability lab. He also participated
in several usability tests jointly with industrial and research partners like Daimler Chrysler
and the Natural Sciences and Engineering Research Council of Canada (NSERC).

Rebecca.A.. grier is a human-systems engineer with Aptima (USA) in the interaction


engineering team. Primarily, her work entails domain analysis and knowledge elicitation
to inform the system requirements and user interface design for software and Web-based
systems. Prior to joining Aptima, Grier worked in the Human Factors Group at SBC. In this
position, she conducted usability tests and participated in the design of a variety of telecom-
munication systems. She earned her PhD in human factors/experimental psychology from
the University of Cincinnati.

Paul.gruba is a senior lecturer at the Horwood Language Centre within the School of
Languages at The University of Melbourne, Australia. His work is widely recognized in L2
listening assessment and serves as the basis of the listening section of the Web-based Lan-
guage Assessment Project at UCLA. Gruba is also known as an expert in computer-assisted
language learning. He has served as a research consultant to Australia’s largest online, task-
based teaching resource, the Virtual Independent Learning Centre (VILC). At the University
of Melbourne, Gruba acts as deputy director for the Horwood Language Centre.

Marie. Jefsioutine is faculty research fellow in digital media at University of Central


England, Birmingham Institute of Art and Design and is involved in design and usability
research. Jefsioutine has worked in digital media for over 10 years, previously at the BBC
Open University and Goldsmith’s College. She studied experimental psychology at Sussex
University, and has an MSc in computing, cognition, and psychology from Warwick Univer-
sity. Memberships include the Design Research Society, the BCS HCI Group, the Museums
Computer Group, and The British Association of Counseling & Psychotherapy. She contributes
to conferences and publications in the field of design, e-learning, and museums.

John.Knight is director of User-Lab at Birmingham Institute of Art and Design. His work
includes academic and commercial research in usability and accessibility. He studied at Uni-
versity College Wales and completed an MSc in user-interface design at London Guildhall
University. He has worked for a variety of major international clients including McCann
Erikson, The British Council, and Honda. He is a longstanding member of The BCS HCI
Group, Design Research Society, The Usability Professionals’ Association, and an associate
editor of The Design Journal. As a regular contributor to Usability News, he reviews HCI
and design issues for Leonardo and Interactions.

Philip.Kortum is currently a professor in the Department of Psychology at Rice University


in Houston, Texas (USA), having recently joined the university after working for almost
a decade at SBC Laboratories. Kortum has performed extensive work in the research and
development of user-centric systems in both visual (Web and equipment design, image

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission
of Idea Group Inc. is prohibited.
 About the Authors

compression) and auditory domains (telephony operations and interactive voice response
systems). He received his PhD in biomedical engineering from the University of Texas at
Austin.

gabriel.Michel is an associate professor in the University of Metz (France). He has been


an ergonomist and usability labs specialist for about 10 years. His main research interests
include usability testing, Web accessibility (for disabled people, seniors, and children), and
intercultural problems (in learning and in the interfaces).

James.T..Miller is currently a principal member of the technical staff at SBC Laboratories,


Inc. (USA). For the past several years, he has been responsible for the development, testing,
and evaluation of products for consumer and business customers on the Web. In addition
to this work, he has been responsible for developing and evaluating a number of telephony
products, interactive voice response systems, and telephones. He received his PhD in psy-
chology from the University of Colorado at Boulder.

Naouel.Moha is a PhD candidate in computer science at the University of Montreal (Canada).


She worked during the last 2 years as a research assistant with a specialized research group
in HCI at Concordia University. Naouel Moha has been involved in collaborative projects
with industrial and research groups including the Interaction and Cognition Lab Team at
the University of Metz (France) and the Usability Professional Association in Montréal
(Canada). Her main research interests include remote usability testing; methods and process
for conducting tests; and human-centred, software engineering.

Elizabeth.D..(Betty) Murphy was selected to lead the Census Bureau’s Human Factors
and Usability Group, after 7 years as a research psychologist with the U.S. Census Bureau.
She holds a PhD in psychology from the University of Maryland and an MA in psychol-
ogy from George Mason University. Betty has over 20 years of experience in conducting
human-factors evaluations for government agencies. Her areas of specialization include
the usability and accessibility of human-computer interfaces, focusing on the design and
evaluation of Web-based, national censuses and surveys. Betty has authored or co-authored
over 40 papers in journals and conference proceedings.

Theresa.A..O’Connell.is a well-published, usability engineering researcher and practitioner.


After senior positions with major information technology firms, she formed Humans and
Computers, Inc. (USA). She played a major role in machine translation evaluation in the
DARPA Machine Translation Initiative. Her research includes human interaction with personal
autonomous intelligent agents. Access to technology for users with physical disabilities is
an area of expertise. Her consulting track record includes integrating usability engineering
practices into over 100 software development projects in North America and Europe, in fields
ranging from telecommunications to finance, and for industry and government clients.

David.Peebles is a senior lecturer in cognitive psychology in the Department of Behavioural


Sciences, University of Huddersfield, UK. He received his PhD in cognitive science from
the University of Birmingham in 1998.

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of
Idea Group Inc. is prohibited.
About the Authors 

Hokyoung.Ryu is a lecturer of information systems at Massey University in New Zealand.


He is also a member of the British Computer Society. Ryu obtained his doctorate at the
University of York (UK) in psychology. Ryu is active on how new information and com-
munication technologies (ICTs) such as interactive TV and mobile systems, will change
human social behavior in the community or person-to-person relationship.

Napawan.Sawasdichai holds a BA in industrial design from the King Mongkut’s Institute


of Technology Ladkrabang (KMITL) and an MA in graphic design from the Rochester
Institute of Technology (RIT). She received her PhD from the Institute of Design at Illinois
Institute of Technology (IIT) in 2004 for research in the area of user-centered communica-
tion design, for which she developed a framework to formulate alternative design strategies
for structuring and presenting information to better serve user purposes and enhance user
experience in processing information through Web-based media. She is currently a full-time
faculty at the Department of Industrial Design, Faculty of Architecture, King Mongkut’s
Institute of Technology Ladkrabang in Thailand. Her current research interest concerns
information design in new media.

John.g..Vergo is researcher and program manager for Component Business Modeling (CBM)
in the Business Informatics Group at the IBM T. J. Watson Research Center in Hawthorne,
New York. His research interests include CBM, enterprise analysis methods, research strategy,
HCI, user-centered design methods, multimodal user interfaces, e-commerce user experiences,
speech recognition, natural language understanding, scientific visualization, 3D graphics
and software development methods. He has a BS in mathematics and psychology from the
University at Albany, and an MS in computer science from Polytechnic University.

Markel.Vigo is an engineer in informatics (Universidad del País Vasco-Euskal Herriko


Unibersitatea, 2004). After his graduation he joined the Laboratory of Human-Computer
Interaction for Special Needs (UPV-EHU) to collaborate on research projects on Web ac-
cessibility. Currently he is working on his Ph.D on Methods and Tools for Web Accessibility
Measuring, Monitoring, and Maintenance.

Zhijun.Zhang received his BA degree in computer science from Peking University, Beijing,
China, in 1990. He developed interactive computer software for 3 years before starting his
graduate study at the University of Maryland, where he became interested in software usabil-
ity and conducted research in usability evaluation. He received his PhD degree in computer
science from the University of Maryland in 1999. He has worked for various organizations
in the field of human factors and usability, as an intern, full-time employee, or consultant.
Most recently, he has been a technology researcher (focusing on emerging technologies
for user interaction) and enterprise architect at a large financial service company. Zhang
maintains the UsabilityHome.com Web site, which hosts information about various usability
evaluation methods and techniques.

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316 Index

Index

A class definition 13
click-through 258
ABCNews.com 53 CNN.com 53
accessibility 3, 185 co-discovery learning 218
action-effect path 232 coaching 157, 218
action learning 155, 157 coarse-grained ontology 167
activity checklist 96 cognitive engineering 79
activity theory 92, 231 cognitive science 83, 291
activity walk-through 229 cognitive task analysis 13, 84
adaptive site behavior 261 cognitive task model 85
addition probe 215 cognitive walk-through 216, 229
American with Disablities Act 186 cognitive work analysis 88
Apple.com 52 collaborative Web design 148
artefact 167 color 24, 259
asynchronous testing 280 communication 138, 154, 186
audience reception workshop 143 computer interaction 3
audio 136 computer interface 132
conceptual design workshop 142
B
conceptual distance 169
behavior 113, 260 conceptual topology 171
behavioural task analysis 84 confidence 265
browsing 48, 123 culture 139, 274, 285
cyclic interaction 231
C
D
cascading style sheets 197
clarity 136 defining probe 215

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Index 317

demographics 113 H
descriptive modelling 88
design-for-all paradigm 187 heuristic 35, 216
development team 139 heuristic walk-through 229
directive probe 215 hierarchical task analysis 80, 86
DiscoveryHealth.com 53 human centered 108, 148
distance 169 human computer interaction 3,
distributed cognition 92, 231 43, 79, 108, 166, 230, 273
human interaction 6
E human needs 135
hybrid scheme 172
e-commerce 29, 257 hypertext design model 189
e-mail 152, 213, 239, 243, 252 hyper text markup language 212
ecological task analysis 89 hyper text transfer protocol 212
effect-goal path 232
efficiency 187 I
empathy 139
end user 3, 139 icons 24
ethics 135 information architecture 165
ethnographer 116 information artefact 167, 175
ethnography 109, 138 information device 175
ethnomethodology 138 information gathering 123
expected location 35 information seeking 42, 51
Expedia.com 51 information sharing 115
experience design 131, 141 information space 165
experience model 122 information system 108
experiencing 135 information technology 234
eye tracking 26, 220 infrastructure 131
instrumented remote evaluation 279
F intelligent learning 79
interaction 97, 230
Faraday model 22, 34 interactive interfaces 5
fixed usability lab 276 interactive systems 209
focus group 213 interface design 15
FoodTV.com 53 interface requirements 11
formative modelling 88 internationalization 284
Internet 111, 119, 186, 273
G interview 141, 214
gender 119
geographical space 175 K
goal-action path 232 knowledge 149
goals 38
graphical user interface 132 L
graphics 24
GroupWare task analysis 87 language 138
layout appropriateness 211
learning 218

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318 Index

M question-asking 218
questionnaires 215
maintainability 187
map 178, 258 R
mental model 5, 154, 264
micro-planning 83 recall-based interaction 230
mobile phone 18, 133, 139, 166, 169 recognition 26
mobile usability lab 277 recognition-based interaction 230
multi-disciplinary design 148 recommendation 113
multi-disciplinary design team 148 recruiting 114
reflecting probe 215
N Rehabilitation Act 186
relationship management methodology
natural language 96 189
navigation 174 remote testing 219, 280
navigation design 165 remote usability evaluation 273
normative modelling 88 remote usability test 219, 278
requirements definition 2
O
responsive space 177
observation 139 retrospective testing 219

P S
Paris-ile-de-France.com 52 salient visual element (SVE) 23
participants 114 scenario-based design 94
participatory prototyping 142 search behavior 49
perceptual mechanisms 22 shadowing 218
performance measurement 219 shopping 113
permission marketing 267 signage 177-182
persona 111 situated action 91, 231
personal interests 48 situated task analysis 95
personality 124 social navigation 178
personalization 259 software development life cycle 2, 79
personalized Web site 257 software engineering 8, 131, 188
photographs 24 South Africa 285
physical distance 169 stakeholder 7, 142
pluralistic walk-through 217 store visit 121
pre-motor theory 23 structured interview 214
prescriptiveness 220 survey 114
probe 215 synchronous remote testing 280
process analysis 13 systematic search 35
product use 135
prototyping model 189 T
task 82, 235
Q
task-as-activity 82
qualitative study 42 task analysis 78
quality 187 task flow 120
teaching 219

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Index 319

team learning 148, 154, 162 Web-based media 43


technology 78 Web accessibility 185, 186, 188
testing activities 8 Web design 78, 80, 95, 130, 148, 18,
thinking aloud 217 279
three click rule 171 Web evaluation 27
tolerance 149 Web functionality 45
topology 168 Web information 45
Toyrus.com 52 Web interface 273, 274
trust 265, 270 Web log 113, 212
TVGuide.com 53 WebMD.com 53
WebMetrics 212
U Web page design 23, 38
unified modeling language 97 Web page 23, 38
unstructured interview 214 Web site 22, 131, 165, 186, 229, 257
usability 1, 187, 209, 274, 284 Web site design 1, 170
usability engineer 1 Web site development 1, 42
usability engineering 2 Web Statistic Analyzer Tool 212
usability inspection 215 Web usability 229
usability testing 273, 275 word-of-mouth 113
user 235, 257 World Wide Web 186
user-centered approach 42 World Wide Web Consortium (W3C) 4,
user-centered design (UCD) 1 133
user-centered personalization 260
user-centered processes 1
user behavior 5, 25
user centred design 130
user characteristics 4
user expectation 6, 30, 48
user interface 3, 27, 210
user needs 13, 71
user participation 5
user requirements 11
user research 43
user satisfaction 3
user types 13

V
value-added service 265
video conferencing 279
visioning workshop 141
volatility 168

W
walk through 229
waterfall development lifecycle 132
waterfall model 189

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