| Literature DB >> 26196385 |
Kamran Khowaja1, Siti Salwah Salim1, Adeleh Asemi.
Abstract
In this paper, we adapted and expanded a set of guidelines, also known as heuristics, to evaluate the usability of software to now be appropriate for software aimed at children with autism spectrum disorder (ASD). We started from the heuristics developed by Nielsen in 1990 and developed a modified set of 15 heuristics. The first 5 heuristics of this set are the same as those of the original Nielsen set, the next 5 heuristics are improved versions of Nielsen's, whereas the last 5 heuristics are new. We present two evaluation studies of our new heuristics. In the first, two groups compared Nielsen's set with the modified set of heuristics, with each group evaluating two interactive systems. The Nielsen's heuristics were assigned to the control group while the experimental group was given the modified set of heuristics, and a statistical analysis was conducted to determine the effectiveness of the modified set, the contribution of 5 new heuristics and the impact of 5 improved heuristics. The results show that the modified set is significantly more effective than the original, and we found a significant difference between the five improved heuristics and their corresponding heuristics in the original set. The five new heuristics are effective in problem identification using the modified set. The second study was conducted using a system which was developed to ascertain if the modified set was effective at identifying usability problems that could be fixed before the release of software. The post-study analysis revealed that the majority of the usability problems identified by the experts were fixed in the updated version of the system.Entities:
Mesh:
Year: 2015 PMID: 26196385 PMCID: PMC4510389 DOI: 10.1371/journal.pone.0132187
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Processes carried out to develop heuristics for the evaluation of interactive systems for children with ASD.
Group of similar heuristics.
| Group | Guidelines |
|---|---|
| G1 | 1, 2 |
| G2 | 3, 4, 5 |
| G3 | 6, 7 |
| G4 | 8, 9, 10, 11, 12 |
| G5 | 13, 14, 15 |
| G6 | 16, 17, 46, 50 |
| G7 | 18, 19, 20, 21 |
| G8 | 22, 23, 24 |
| G9 | 25, 67, 68 |
| G10 | 26, 27 |
| G11 | 28, 29, 30 |
| G12 | 31, 32 |
| G13 | 33, 34 |
| G14 | 35, 36, 37 |
| G15 | 38, 39, 40 |
| G16 | 41, 42, 43 |
| G17 | 47, 48, 49, 52, 63 |
| G18 | 53, 64 |
| G19 | 57, 58 |
| G20 | 59, 60 |
| G21 | 55, 61, 62 |
| G22 | 69, 70 |
| G23 | 44 |
| G24 | 45 |
| G25 | 51 |
| G26 | 54 |
| G27 | 56 |
| G28 | 65 |
| G29 | 66 |
Fig 2Mapping between guidelines and original heuristics.
Fig 3Grouping of remaining guidelines and creation of heuristics.
Modified set of heuristics.
| No. | Heuristics |
|---|---|
| 1 |
|
| The system should always keep users informed about the activities, for instance, what is going to happen, how long it will take, what is going on, through appropriate feedback within reasonable time. | |
| 2 |
|
| The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. | |
| 3 |
|
| The system should use clear and consistent language so that users do not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions in the design for consistency. | |
| 4 |
|
| Minimise the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the screen to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. | |
| 5 |
|
| The design of user interface screens should not contain information which is irrelevant or rarely needed as it may distract these children’s attention. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. | |
| 6 |
|
| Users often choose system functions by mistake and will need a clearly marked ‘emergency exit’ to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. | |
| 7 |
|
| Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. | |
| 8 |
|
| Accelerators—unseen by the novice user—may often speed up interactions for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. | |
| 9 |
|
| Error messages should be expressed in plain language (no error codes), precisely indicate the problem, and constructively suggest how to avoid this error. | |
| 10 |
|
| Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easily available to the user, focus on the user's task, | |
| 11 |
|
| The system should allow personalisation of screen items based on needs, abilities and preferences of an individual child. Screen items should be large enough for children to read and interact with. It should also allow them to change various settings of system background, font, colour, screen size and others. | |
| 12 |
|
| The change on the screens of user interface of the system should take place step-by-step as children with ASD will not be able to cope with sudden or drastic changes made. | |
| 13 |
|
| Each action performed by children with autism (for instance click and select) should have no latency as children with autism have shorter attention span, typically forget quickly and can easily get frustrated. | |
| 14 |
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| The system should keep a history of all the activities performed by the user, time spent, responses provided, results and others. They should be allowed to view their performance over a period of time and can return to any of the past activities to repeat it. | |
| 15 |
|
| Users should be given the option to use different devices to provide input to the system. The communication between users and the system should take place using multimedia (text, digitised audio, images, animation, video and others). |
Demographic profiles of experts.
| Expert# | Gender | Experience | University/Institution |
|---|---|---|---|
| 1 | Male | 6 years | University of Maryland Baltimore County (UMBC) |
| 2 | Female | 11 years | University of Malaya (UM) |
| 3 | Female | 3+ years | University of Maryland Baltimore County (UMBC) |
| 4 | Male | 10 years | University of Central Lancashire (UCLan) |
| 5 | Male | 10+ years | Vienna University of Technology |
| 6 | Male | 10+ years | University of Iowa |
| 7 | Female | 5 years | UCL Institute of Education |
| 8 | Female | 15 years | Multimedia University (MMU) |
Questions and options.
| Q# | Text | Options | ||
|---|---|---|---|---|
| 1 | Is heuristic relevant? | Agree | Disagree | Not sure |
| 2 | Is the description of heuristic clear? | Agree | Disagree | Not sure |
| 3 | Does the name and description of heuristic match each other? | Agree | Disagree | Not sure |
| 4 | Does it require more details to be added? | Agree | Disagree | Not sure |
| 5 | Is there any heuristic that is missing? | Yes | No | Not sure |
| 6 | Missing heuristic (if any): | |||
| Name of the heuristic: ____________________________________________________ | ||||
| Description of the heuristic: _______________________________________________ | ||||
| ______________________________________________________________________ | ||||
| 7 | Remarks (if any): ________________________________________________________ | |||
| ______________________________________________________________________ | ||||
Descriptions of questions.
| Q# | Focus of question | Description |
|---|---|---|
| 1 | Relevance | To determine if a heuristic can help to identify issues in the design of interactive systems for children with ASD. |
| 2 | Clarity | To understand if the description of a heuristic is easy to read and interpret; and whether all the details mentioned in the description are related to the heuristic. |
| 3 | Relation | To confirm if the name and description of a heuristic are related to each other. |
| 4 | Additional details | If there are any additional details missing in the name or description of a heuristic. |
| 5 | Missing heuristic | If there is any heuristic missing in the modified set that can be helpful in finding usability problems in the systems for children with ASD. |
Comments of experts and the actions performed.
| Heuristic | Comments by the experts | Classification | Actions performed |
|---|---|---|---|
| 1 | The word Visibility is quite ambiguous. Perhaps can explain ‘visible’ in terms of so and so. System status is also not so clear. Can you provide an example for system status? | Suggestion | We have updated and modified the description of this heuristic. |
| 1 | Particularly predictability is very important for many children with ASD. So, provide a plan beyond the current status, e.g., what will happen, when will it finish etc. | Suggestion | This information has been incorporated in the heuristic. |
| 1 | You might want to think about the form of feedback which could be appropriate for children with ASD such as visual | Suggestion | This is mentioned in heuristic 15 that the system should use multiple modalities for communication with the user. |
| 8 | I’d say the important thing is personalisation, no matter how it’s accomplished (it could be through the system, it could be based on the child’s choices, or on what an adult who knows the child thinks will work best). Better to say what your goal is (personalisation), than to say specific ways of getting there. | Suggestion | This heuristic focuses on finding the correct level of user with respect to contents available in the system by conducting a small-scale relevant test. It is different from heuristic 11 in which a user is allowed to change settings. |
| 8 | Very difficult to do by a system. Every assessment of autism is by definition crude and may not help the system to adapt its behaviour. Autism is too unpredictable for this adaptation to work properly, also because too little can be sensed by machines (emotional state, for example) | Concern | There are various systems which provide multiple levels of activities (for instance, easy, medium, hard among others) for users to choose from. The purpose of this heuristic is to check if the system is flexible enough to test the level of users and provide recommendation according to the level. |
| 8 | Suddenly moves from being general to being about educational software. This heuristic was not originally referring the level of educational content but the interface design. | Suggestion | The context of this heuristic has been changed from the educational level to general. |
| 9 | Aim for error-free systems | Suggestion | No changes are made in the heuristic but developers should try to ensure that chances for errors to occur are minimal as children may feel frustrated easily. |
| 9 | I think this means Help Functions similar to what contains in Heuristics no 10. Perhaps can combine these as one heuristic | Suggestion | This heuristic is about how children can be informed of what has happened and how they can avoid these errors in the future. On the contrary, heuristic 10 is about providing multimedia based help and documentation than just the text. |
| 9 | Good language is important, but more importantly, is it to reassure children with autism, make them feel that they know what will happen. I am unconvinced, that multi-media makes a whole lot of difference | Disagreement | It may be difficult for these children to interpret text-based errors. These children are visual learners and showing them visually how errors can be avoided will be more effective than the former method. |
| 9 | How would it suggest a suitable solution? | Concern | Based on the type of error that has occurred, the system can inform children why this error has occurred and how they can avoid this error in the future. The description of the heuristic has been changed to reflect a means of avoiding errors rather than providing solution. |
| 14 | It needs clarification. You want to provide feedback on the long-term use of a system, both for children and adults. | Suggestion | The description of this heuristic has been modified to convey better understanding. The purpose of this heuristic is to see if the system retains information across multiple sessions so that long-term performance analysis can be provided to these children. |
| 15 | Clarify if this is for one-way or two-way communication. Also, look up the term multi-modal, which works better in this case (I think) | Suggestion | This heuristic is more towards providing multiple modalities for a child to interact with the system. Therefore, the term multimedia is changed to multi-modalities in the heuristic. |
| 15 | Depending on the child, too much choice might be difficult for them, and too much multimedia is too distracting. | Suggestion | This concern needs to be taken into consideration when designing an interactive system for these children. |
Demographic information of participants.
| Participant# | Gender | Age | Years of experience | Expertise |
|---|---|---|---|---|
| 1 | M | 33 | 1 | Researcher |
| 2 | F | 33 | 4 | Academic staff |
| 3 | F | 32 | 5 | Academic staff |
| 4 | M | 30 | 1 | Researcher |
| 5 | F | 32 | 3 | Researcher |
| 6 | M | 31 | 2 | Researcher |
| 7 | M | 42 | 3 | Academic staff |
| 8 | F | 35 | 6 | Academic staff |
| 9 | F | 30 | 1 | Researcher |
| 10 | M | 32 | 2 | Researcher |
Fig 4Hypothesis model.
Fig 5Number of usability problems and average severity ratings found in System 1 by both groups.
Fig 6Number of usability problems and average severity ratings found in System 2 by both groups.
Number of problems and average severity rating using different types of heuristics in both of the systems reported by control and experimental groups.
| System #1 | System #2 | |||||||
|---|---|---|---|---|---|---|---|---|
| Control | Experimental | Control | Experimental | |||||
| Heuristics | # of problems | Average severity | # of problems | Average severity | # of problems | Average severity | # of problems | Average severity |
|
| 29 | 3.1 | 40 | 2.8 | 27 | 2.5 | 42 | 3.0 |
|
| 16 | 2.1 | 33 | 2.9 | 17 | 2.1 | 29 | 2.1 |
|
| 19 | 2.9 | 14 | 2.5 | ||||
|
| 45 | 2.6 | 73 | 2.8 | 44 | 2.3 | 71 | 2.5 |
|
| 92 | 2.8 | 85 | 2.5 | ||||
Fig 7Number of usability problems and average severity ratings found in System 1 and System 2 using 5 new heuristics of the modified set.
Examples of problems found using 5 improved heuristics.
| System | Heuristic | Sample problem found |
|---|---|---|
| System 1 | Documentation | There is no documentation provided in the games on what needs to be done and how the game is to be played. |
| Flexibility | It is difficult to differentiate between main icons and sub-icons on each page. | |
| Recover | The system does not show any error message but hangs indefinitely if a user unintentionally clicks on a wrong option. | |
| System 2 | Error | In ‘exploring the garden’, clicking on multiple explorers generates various sounds at the same time, which can be difficult for user to understand. |
| Error | In the lounge area, once user has completed the decoration, nothing else happens. | |
| Documentation | A user needs to click on PLAY button continuously to increase the volume of music in the music room and no such instructions are given. |
Examples of problems found by frequently violated heuristics.
| Heuristic | System | Sample problem found |
|---|---|---|
| Responsiveness | System 1 | In the majority of the screens, the system takes a few seconds to respond upon clicking. |
| System 2 | A mouse icon on the list of components indicates a clickable item, whereas on other screens, a circle icon shows that it is a clickable item. Such inconsistencies may confuse users in using the system. | |
| Consistency | System 1 | The system does not have ‘minimise’, ‘restore’ and ‘close’ buttons, which are available in all typical systems. |
| System 2 | On the login screen, pressing enter key after inputting username and password does not verify information provided. | |
| Minimalist | System 1 | In the games section, there is a house on the right side of the main screen; the colour of the house is white and other colours are included as well. With the white colour of the house, it is difficult to read the names of icons in front of the house, namely ‘Buried Treasure’ and ‘Chill for Boowa’. |
| System 2 | The items in the bedroom and lounge are placed too close to one another, and the audio clip is continuously and repeatedly played as mouse is moved over those items. | |
| Control | System 1 | The system should let the user perform the tasks one after another to ensure they understand the activity properly. |
| System 2 | In the kitchen, if a user mistakenly changes some setting pertaining to specifying nutrition for the entire week, there is no way to undo it. |
Fig 8Estimated marginal means of problem identification by both sets of heuristics.
Fig 9Estimated marginal means of problem identification among four groups at different severity levels.
Fig 10Estimated marginal means of problem identification by groups 2 and 4 at different severity levels.
Fig 11Analysed model when a = 0.
Fig 12Analysed model when a≠0.
Results of both phases of study.
| Expert | Phase 1 | Phase 2 | |||
|---|---|---|---|---|---|
| Problems found | Problems fixed | Problems unresolved | Not sure | New problems identified | |
| 1 | 15 | 15 | - | - | 2 |
| 2 | 16 | 15 | 1 | - | - |
| 3 | 12 | 10 | 2 | - | - |
| Total | 43 | 40 | 3 | - | 2 |