Chapter+Twelve


 * By **evaluation**, we mean reviewing, trying out or testing a design, a piece of software or a product to discover whether it is learnable, effective and accommodating for its intended user population.
 * **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.


 * Evaluation is concerned with different issues at different times during the development of a product or system
 * You might need to evaluate initial concepts
 * Paper prototypes/software can help
 * Evaluating competitor products/previous versions can also feed into the design process --> relates to how Rikako Sakai looked at previous Photoskitch models to compare and contrast (Tutorial 7 - [])
 * Testing will identify potential problems of the product
 * Perhaps not all data processing components may be fully operational
 * Perhaps the system may be completely functional but only in some parts
 * What is important is that you leave enough time to conduct the testing
 * If you make a note of problems earlier on in the process, you can fix them earlier on in the project, or justify evaluation work at an earlier stage in the next project
 * Evaluation of the types described above is sometimes called **formative evaluation** because the results help to form the design


 * Assessing the usability of a finished product
 * test against in-house guidelines
 * test formal usability standards
 * to provide evidence of usability required by a customer
 * This type of evaluation is sometimes called **summative**.


 * In participatory design approach, users help designers set the goals for the evaluation work. Involving users have great benefits in terms of eventual uptake and use of the technology.
 * Long-term evaluations as a means of understanding the success: these might include problems reported by customers or end-users, customer reactions to salespersons' pitches or requests for modifications

Norman's Principles (review of chapter 3)
 * 1) Visibility
 * 2) Consistency
 * 3) Familiarity
 * 4) Affordance
 * 5) Navigation
 * 6) Control
 * 7) Feedback
 * 8) Recovery
 * 9) Constraints
 * 10) Flexibility
 * 11) Style
 * 12) Conviviality