Frank,

An interesting study.

I think the issue with using heuristic evaluations is the well known issue
with the evaluator effect.

For example see:
http://akira.ruc.dk/~mhz/Research/Publ/IJHCI2001_preprint.pdf<http://akira.ruc.dk/%7Emhz/Research/Publ/IJHCI2001_preprint.pdf>

On to the issue of the brief.
Was the market research given to the teams both Qualitative and
Quantitative?


All the best

James
http://blog.feralabs.com

2009/5/29 frank long <[email protected]>

> Oh, man. This is hardly solid research. Now you're just begging for a
> debate. ; )
>
> 1. They tested the effectiveness of personas by performing heuristic
> evaluations. That's like testing the happiness of a cat by
> determining the ground speed of a duck. Usability and the
> effectiveness of personas have little to do with each other. Any
> decent designer can put something together that does well in a
> heuristic evaluation %u2014 it doesn't mean the app meets the needs
> of its audience. Not even remotely.
>
> 2. They say they set up the teams to be of relatively similar
> strength, but how was that done, exactly? How do you make sure each
> team has a relatively equal level of experience, skill, talent,
> knowledge, and an ability to persuade? How do you set up three teams
> in a way that no one person on any one team is able to talk the rest
> of that team into a bad idea based on faulty knowledge? It may seem
> like I'm nitpicking on this one, but I think this is a pretty
> important point. Human beings are slippery.
>
> 3. The paper doesn't indicate what the control group used instead of
> personas beyond "image boards" (which are meaningless as research
> tools). All three of these teams were comprised of people from the
> same class %u2014 meaning they all had received education on personas
> by the same instructor. What else did the instructor teach these
> people that they could put to use to come up with a good design
> without personas?
>
> The only thing this study shows is that 2 out of the 3 teams created
> a more usable design as measured against heuristics (this assumes, of
> course (and it's a big assumption), that the evaluators did good
> evaluations), and that they happened to be the same groups that used
> personas in the project. At the absolute best, this is a loose
> correlation. It's absolutely not proof of genuine causation. I could
> have fared as well as any of them without personas and without a team.
>
> 4. Even if you throw out arguments # 2 and # 3 above, # 1 still makes
> it all a moot point.
>
> All that said, I still love you Jared. : )
>
> -r-
>
> Hi Robert,
> Thanks for taking the time to read the paper %u2013 In answer to the
> 3 points that you made regarding the validity of the paper.
>
> Point 1 %u2013 happiness of cats V ground speed of ducks.
>
> Everyone knows that cats like to chase ducks. The happiness of the
> domestic feline is therefore inversely proportional to the ground
> speed of said duck.
> But seriously, the research did not use heuristics to evaluate the
> effectiveness of personas. I used heuristics to evaluate the
> usability of the resulting designs %u2013 allowing me to compare all
> of the diverse design solutions consistently with each other. (user
> testing would have been preferable but not feasible). The measure of
> effectiveness was based on a number of factors including the
> usability of the solution, interviews with students, observations
> from their tutors and group discussions after the project. My initial
> research question was to see if using personas made any difference
> %u2013 and based on the research I found that they did.
>
> Point 2 %u2013 teams of equal strength.
>
> The students had completed 2.5 years of industrial design course when
> I conducted the experiment. The course is entirely project based. The
> same tutors work with the students day-in, day-out. After 2.5 years
> you have a pretty accurate idea of each student%u2019s ability.
> The fact that all students were working in close proximity was an
> acknowledged weakness of the study. To work around this unavoidable
> problem we informed all students of the experimental nature of the
> project %u2013 not the specific goals, but the fact that each group
> would be using a different design tool to solve the brief. The
> importance of secrecy between the groups was stressed and we simply
> asked for the student%u2019s cooperation in this regard.  At the end
> of the research we gathered feedback on the level of
> %u2018information leaks%u2019 between groups.  While a small degree
> of information did pass between groups, it was not significant.
>
> Point 3 %u2013 The control group
>
> All teams received a set of briefing documents outlining the product
> specifications, the manufacturing constraints, and a market research
> file outlining the target user demographics. The brief stated that
> the user-friendliness of the product was of paramount importance
> %u2013 especially the set-up task as this was seen as a barrier to
> product sales. The market research outlined the user profile and the
> personas were created from this same user profile.
> The image boards were given to the control group covered 3 areas,
> Product environment, lifestyle and brand landscape. The items shown
> on the image boards were also mentioned in the personas so that the
> information provided to all teams were as uniform as possible.
>
> Point 4 - conclusion
> The conclusions of the study find that using personas is an effective
> tool and did produce more user-focused solutions. It also acknowledges
> that personas are only one of many design tools %u2013 and does not
> claim that it is the most effective method. As the saying
> goes%u2026there is more than one way to skin a cat, or to make a duck
> happy.
>
> :)
>
> Regards
> Frank
>
>
>
>
> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> Posted from the new ixda.org
> http://www.ixda.org/discuss?post=42315
>
>
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