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Task Analysis

The document discusses task analysis methods like hierarchical task analysis that are used to understand human-system interaction and identify potential problems, it also covers design evaluation methods like heuristic evaluation and usability testing to iteratively improve designs based on user data. Task analysis examines the tasks and cognitive processes needed to achieve goals while hierarchical task analysis structures tasks into goals, sub-goals and operations to systematically identify sources of error.

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Wong Yan Xin
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0% found this document useful (0 votes)
41 views34 pages

Task Analysis

The document discusses task analysis methods like hierarchical task analysis that are used to understand human-system interaction and identify potential problems, it also covers design evaluation methods like heuristic evaluation and usability testing to iteratively improve designs based on user data. Task analysis examines the tasks and cognitive processes needed to achieve goals while hierarchical task analysis structures tasks into goals, sub-goals and operations to systematically identify sources of error.

Uploaded by

Wong Yan Xin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TA S K A N A LY S I S &

D E S I G N E VA L U AT I O N

C h r i s t o p h e r Ta n
PSY 340 c h r i s t o p h e r. t a n @ h e l p . e d u . m y
OVERVIEW

• Task Analysis
• Hierarchical Task Analysis (HTA)
• Design Evaluation
o Heuristic Evaluation (usability heuristics/principles)
o Usability Testing (data collection methods)
TASK ANALYSIS
Why do a Task Analysis?
• “Study of what an operator needs to do to achieve system goals” (Kirwan & Ainsworth, 1992)
• Examine tasks to be performed by humans to achieve certain goals
o Includes all necessary actions for task (includes cognitive processes)

• Compares system demands and operator capabilities; alter demands to reduce error
• Systematic description of human-system interaction to understand how to match system
demands to human capabilities (Lee et al., 2017)
• Task analyses help…
o Describe tasks in detail
o Understand system/task demands on operator
o Understand users and their goals and behaviours
o Identify potential obstacles/roadblocks – what problems do users run into?
o Understand how users work around roadblocks (workarounds) – may not be ideal/safe
TASK ANALYSIS
Why do a Task Analysis? – Roadblocks
Roadblocks: Obstacles that users face when trying to complete tasks; interferes with achieving goal
• May cause users to circumvent safety features (unsafe workarounds)
o “This will take too long”, “This is a hassle”
o May cause abandonment (e.g., Expedia case study - $12m data field)
• Lack understanding of available actions
o “What now?”, “I’m clicking this, but nothing happens”
• Irreversible actions / Unforgiving to errors
o Cannot ‘go back’
o Stuck on long road in wrong direction
o Clears entire form
• Poor feedback
o Lack certainty
o “What happened?”, “Did it work?”
TASK ANALYSIS
Why do a Task Analysis? – Workarounds
Workarounds: Using other (often less ideal/roundabout) methods to overcome roadblocks;
bypassing of safety restrictions

• Using many methods to do one thing (especially when there is a lack of a unified system)
o E.g., Post-its, whiteboard, app, calendar, paper journal

• Roundabout & unnecessary methods


o Clicking multiple links to get to the desired outcome rather than available shortcut links
o Analogy – Driving from A → B → C rather than A → C

• Turn off settings to get around restrictions


o Unadvisable and unsafe actions
o E.g., Disabling safety features/software when going into websites
HIERARCHICAL TASK ANALYSIS

• HTA → One of the task analysis methods

• Identifies goals, sub-goals, operations, and plans of tasks

• Goal: What does the operator want to accomplish?


o Accomplished via completing tasks

• Sub-goal: Goals (highest-order) can be broken down into sub-goals

• Operations: Actions necessary to complete a goal/sub-goal


o Smallest individual steps (should not be broken down any further)

• Plans: Method of executing goals and operations


HIERARCHICAL TASK ANALYSIS
Example

Activity

• Goal: Send an email

• Sub-goals:

• Operations:

• Plans:
HIERARCHICAL TASK ANALYSIS
Benefits of HTA

• Structured and organized representation of tasks; documentation purposes

• Helps systematically identify sources of potential error (analyzing task processes)


o Redundancies, opportunities for errors, frustrations
o Often things don’t seem like problems until documented in a systematic manner
o Is the structure and order of activities logical?

• Helps compare between different approaches to same tasks


o No. of steps, redundancies, errors, etc.

• Useful for improving upon existing designs


HIERARCHICAL TASK ANALYSIS
Building the HTA

1. Determine overall goal of task


o Highest-order goal

2. Determine task sub-goals

3. Sub-goal decomposition
o Operations

4. Analysis of plans
HIERARCHICAL TASK ANALYSIS
Building the HTA – 1. Determine overall goal of task

• Overall goal of task that you are trying to analyze; highest-order goal

• What is the user trying to achieve?


o Clean the house
o Make an online purchase
o Cook a meal

• Level 0.0 in the HTA

• Note: Goals vs. Tasks


o Goals & sub-goals, tasks & sub-tasks
HIERARCHICAL TASK ANALYSIS
Building the HTA – 2. Determine task sub-goals

• Highest-order goals are accomplished via sub-goals

• Highest-order goals (0.0) are broken down into smaller steps


o If too many (e.g., more than 10), likely a deeper level; try regrouping to form higher
level sub-goals
o Broken down depending on how critical and/or complex sub-goals are

• Example: Buy a movie ticket on the GSC app


o Open GSC app
o Find movie schedule for _____ (movie title)
o Book ticket for selected movie time
o Pay for ticket
HIERARCHICAL TASK ANALYSIS
Building the HTA – 3. Sub-goal decomposition
Example:
• Sub-goals can be broken down further into sub-goals or
operations 0.0 Highest-order goal
o Breaking down sub-goals can be arbitrary; stop when
not useful to go deeper

• Operations → bottom level of HTA branches 1.0 Sub-goal 2.0 Sub-goal


o What actions need to be done?
o Accomplishes sub-goals
1.1 Operation
• Examples:
o Press ‘submit’
1.2 Operation
o Click on the desired movie time
o Turn ignition key
o Lift lever 1.3 Operation
HIERARCHICAL TASK ANALYSIS
Building the HTA – 4. Analysis of plans
Plans dictate how goals are achieved / tasks are executed
• Order of sub-goals/operations

Some variations with examples:


• Linear: Do 1.0 – 5.0 in that order
• Non-linear: Do 1.0 – 5.0 in any order
• Simultaneous: Do 1.1 and 1.2 simultaneously
• Cyclical: Repeat steps 1.0 – 3.0 as required
• Selection: Do either 1.0 or 2.0
• Other examples:
o Do 1.1, 1.2, and 1.4; when X occurs, do 1.3
o Do 1.1; if X occurs, do 1.1.1 – 1.1.3
HIERARCHICAL TASK ANALYSIS
Building the HTA – Exercise
1. Call a friend (mobile phone)

2. Pumping tires on car


DESIGN EVALUATION

• Designs need to be evaluated for effectiveness and usability – does it help users achieve
their goals easily and quickly?

• Recall: Double Diamond Model & UCD Cycle


o Iterative approach to design

• Iterative design and continuous evaluation during prototyping stages help identify
deficiencies early in the product life cycle
o Fixing problems later are more costly

• Common methods of evaluating design:


o Heuristic Evaluation
o Usability Testing
DESIGN EVALUATION
Heuristic Evaluation

• Heuristics – Mental shortcuts; allows people to efficiently solve problems and make
judgements/decisions

• Usability heuristics can be used to explain most problems in machine interfaces (and
other designs in general)
o The 10 usability heuristics/principles – Nielsen (1995)

• Evaluators (usability experts) individually evaluate the design


o Judge how well interface adheres to usability heuristics
o Generate potential problems by principle
o Recommended 3-5 evaluators
DESIGN EVALUATION
Usability Heuristics/Principles (Nielsen, 1995)
Heuristic Description
• Interface simplicity – interfaces should match the task
Simple & natural dialogue
• Only present relevant information – ask “does it help accomplish task?”

Speak the users’ language • Avoid jargon; use familiar terminology

Minimize the users’ memory • Allow user to rely on recognition over recall
load o E.g., Select from list/category vs. Type in keyword

• Use same commands, symbols, terminology throughout interface


Consistency
• Consistency with other interfaces – recall: conceptual models

Feedback • Inform users about how their input is interpreted – “what’s going on?”
DESIGN EVALUATION
Usability Heuristics/Principles (Nielsen, 1995)
Heuristic Description
• Allow users to easily exit interface
Clearly marked exits
• Avoid feeling “trapped”
• For frequent operations
Shortcuts
o E.g., Ctrl + C / V; Alt + Tab

Good error messages • Inform of problems and suggest solutions

Prevents error • Clear and intuitive design

• Provide help/additional info beyond what is present in interface


Help and documentation
o E.g., FAQs, “help”, “?”
DESIGN EVALUATION
Usability Testing
• Usability: Quality attribute; assess how easy user interfaces are to use (Nielsen, 2012)

• UT: Empirical way of measuring a product’s ease of use (Rubin, 1994)

• Measures of usability / task performance metrics:


o Task success/failure rate (i.e., rate of completion)
o Time taken to complete task
o No. of errors; No. of steps (vs. no. of required steps)
o Perception of ease, overall satisfaction – via scales (e.g., System Usability Scale; NASA-TLX,
etc.), observation, questioning
DESIGN EVALUATION
Usability Testing – Data Collection
• Typically involves testing a product with participants
o Facilitator instructs; no guidance – need to observe participants in a natural context
o Collect data (users’ experience) from the process
• Various forms of data (objective, subjective)

• Identify potential users


o Target user population – who’s likely to use your product/interface?
o Sample size – 5??? (Nielsen, as cited in Norman, 2013)

• Common methods of collecting data


o Observation
o Think-Aloud Protocol
DESIGN EVALUATION
Usability Testing – Data Collection
Observation

• Examine users’ behaviour/interaction with the system – natural setting

• Avoid interfering/prompting unless users are struggling severely (which is data in itself)
o E.g., “What do you notice in this area of the display?”; “Do you think there’s anything of
interest in this bar?”

• Observe non-verbal behaviours (video record if possible)


o Do they seem to understand the interface, or are they hazarding guesses?
o Are they ignoring certain features? – Salience/visibility issues?
DESIGN EVALUATION
Usability Testing – Data Collection
Think-Aloud Protocol

• Observation is rarely enough; important data is in the form of cognitive processes

• Why users struggle / behave in certain ways are revealed through their thoughts
o Especially if task is primarily cognitive – little behavioural activity to observe

• Get users to “think aloud” during task


o Reveals thought structure, knowledge, expectations, past experiences
o Reveals their goals, strategies, and intentions
DESIGN EVALUATION
Usability Testing – Data Collection
Think-Aloud Protocol

• Concurrent protocol
o Spoken during task performance

• Retrospective protocol
o After task performance; while reviewing video or by memory

• Prospective protocol
o Think aloud while imagining performing a hypothetical task
DESIGN EVALUATION
Usability Testing – Data Collection
Think-Aloud Protocol

• Retrospective protocols may yield deeper insights into usability than concurrent
(Ohnemus & Biers, 1993; Bowers & Snyder, 1990)

• Concurrent protocols → more procedural information


o “I‘m trying to find the search bar”
o “I‘m going to click this and see what happens”
o “That‘s annoying, it doesn‘t do anything”

• Retrospective protocols → more explanations


o “I was looking here because…”
o “I was confused because other websites usually…”
o “I didn’t turn that knob because it looked set in place; I didn’t know you could turn it”
DESIGN EVALUATION
Usability Testing – Data Collection
Think-Aloud Protocol

• Useful to combine both concurrent and retrospective protocols

• Concurrent → helps pinpoint exact roadblocks or good design


o May exclaim or voice frustration
o Or express happiness over doing something easily

• Retrospective → helps understand thought processes; reasons for behaviours


o Try to ask open-ended questions
o Probe on key parts of task
DESIGN EVALUATION
Usability Testing – Summarizing & Analysing Data
• Draw up task analysis – tables, charts, hierarchical diagrams, etc.
o To represent goals and required tasks/activities
o Documentation purposes
• Written notes/observations
o Important/interesting observations (verbal & non-verbal)
o Errors, roadblocks, workarounds
o Info from think-aloud protocols
• Analysing data - What patterns emerged from the task analysis data?
o Compare UT data with HTA – where do errors, roadblocks, & workarounds occur?; map onto
HTA steps
o E.g., “4 of 5 users experienced difficulties in steps 1.1.4 and 2.4.2”
• Reasons for difficulty? (elicited via observations, think-aloud protocols, or interviews)
GROUP ASSIGNMENT

HTA
• Analysis of specific task (i.e. making an e-purchase, uploading a video, planning public transport route)
• What the system requires of its users (vs. how they actually perform the tasks)
• Some systems have multiple goals
o Analysing several tasks within a system; depending on complexity

Data collection
• No. of participants?
• Concurrent & retrospective think-aloud protocols; guiding, probing, follow-up questions
• Task performance measures; emerging patterns
o Where did most errors commonly occur? (e.g. 4/5 participants failed to notice…)
o Common frustrations
• Post-task ‘interview’
o Overall satisfaction? Impressions? 3 things they liked/didn’t like, etc.
• Video recording + notes
GROUP ASSIGNMENT

Prototyping
• Communicate & document designs
• Not meant to be time-consuming or overly detailed
• Demonstrate to viewers how the product will work
• Different ways to approach prototyping:
o Wireframes – Initial layout/sketch of where things should be
o Physical prototypes – Physical products; demonstrate how they will work
o ‘Wizard’ paper prototypes – Digital displays and interfaces

• Depends on the nature of what you are redesigning


o Website, app, digital camera, microwave, etc.
GROUP ASSIGNMENT
Prototyping – Wireframes
GROUP ASSIGNMENT
Prototyping – Physical Prototypes
GROUP ASSIGNMENT
Prototyping – Physical Prototypes
GROUP ASSIGNMENT
Prototyping – ‘Wizard’ Prototypes
GROUP ASSIGNMENT
Prototyping – ‘Wizard’ Prototypes
RESOURCES

• Introduction to Human Factors: Applying Psychology to Design (Stone et al., 2017)

• Introduction to Human Factors Engineering (Wickens et al., 2003; Lee et al., 2017)

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