



The cognitive walkthrough is a technique for evaluating the
design of a user interface, with special attention to how well
the interface supports "exploratory learning," i.e., first-time
use without formal training. The evaluation can be
performed by the system's designers in the early stages of
design, before empirical user testing is possible. Early
versions of the walkthrough method relied on a detailed
series of questions, to be answered on paper or electronic
forms. This tutorial presents a simpler method, founded in
an understanding of the cognitive theory that describes a
userUs interactions with a system. The tutorial refines the
method on the basis of recent empirical and theoretical
studies of exploratory learning with display-based interfaces.
The strengths and limitations of the walkthrough method
are considered, and it is placed into the context of a more
complete design approach.
One of the basic lessons learned in the area of HCI is that
usability evaluation should start early in the design process,
optimally in the stages of early prototyping. The earlier
critical design flaws are detected, the greater the chance that
they can and will be corrected. Empirical usability testing,
still the most comprehensive evaluation technique,
however, is expensive and requires at least a working
prototype. Traditionally, it is used at the end of the design
cycle, where changes to the interface can be costly and
difficult to implement. Unfortunately, usability
recommendations given at this time are therefore often
ignored.
The cognitive walkthrough was developed as an additional
tool in usability engineering, to give design teams a chance
to evaluate early mockups of designs quickly. It does not
require a fully functioning prototype, or the involvement of
users. Instead, it helps designers to take on a potential
userUs perspective, and therefore to identify some of the
problems that might arise in interactions with the system.
The cognitive walkthrough is practical evaluation technique
grounded in Lewis and Polson's CE+ theory of exploratory
learning [3,4,5]. The CE+ theory is an information-
processing model of human cognition that describes human-
computer interaction in terms four steps:
For most realistic tasks that a user would attempt with a
system, these four steps are repeated many times to achieve
a series of subgoals that define the complete task. The
cognitive walkthrough examines each of the correct actions
needed to accomplish a task, and evaluates whether the four
cognitive steps will accurately lead to those actions.
Prerequisites to the walkthrough include: (1) a general
description of who the users will be and what relevant
knowledge they possess, (2) a specific description of one or
more representative tasks to be performed with the system,
and (3) a list of the correct actions required to complete each
of these tasks with the interface being evaluated.
The walkthrough is typically performed by the interface
designer and a group of his or her peers. Small-scale
walkthroughs of parts of an interface can also be done by
individual designers as they consider alternative designs. In a
group situation, one of the evaluators usually takes on the
duties of "scribe," recording the results of the evaluation as
it proceeds, and another group member acts as facilitator, to
keep the evaluation moving.
With the prerequisites assembled and duties assigned, the
walkthrough process involves examining each individual
step in the correct action sequence and trying to tell a
believable story about why the prospective user would
choose that action. Note that this is not an open forum
approach of predicting what activities the user might engage
in, given this interface and task. It is specifically limited to
considering whether the user will select each of the correct
actions along the solution path.
In many cases, the group of evaluators will readily agree
that the user will select the correct action, and no further
analysis is required. For example, the first action in using a
Macintosh program may be to double-click its icon; the
evaluators could readily agree that experienced Mac users
would have little trouble with this step. Other cases,
however, may be less clear. To assess the ease with which
the correct action will be selected, the walkthrough process
suggests four criteria for evaluating the stories told about
the users' actions.
The four criteria for evaluating the stories directly reflect the
information-processing model that underlies the
walkthrough. They ask the evaluators to consider the user's
goal, the accessibility of the of the correct control, the
quality of the match between the control's label and the
goal, and the feedback provided after the control is acted on.
Recent experimental work has provided support for the
theoretical assumptions underlying the cognitive
walkthrough method [1]. New users of display-based (GUI)
applications employ a strategy of first scanning the interface
for a well-labeled action, and then quickly narrowing their
search by selecting that action. If further options are
displayed as a result, the scan-search cycle will be continued
until the guiding goal has been accomplished.
The success of this strategy is dependent on the saliency of
the next correct move in the interaction. Four design
features determine whether an action will "pop out" at a
first-time user. (1) Subjects will try label-guided actions
first (menu items, buttons, etc.) before they experiment
with direct manipulations of unlabeled objects (tools,
double clicking, moving of objects). (2) A well-labeled
action will be especially salient. (3) Providing few actions
in the search set can help to narrow the search if labeling
cannot be provided, or if criteria for a "good" label are
difficult to establish. (4) Set effects may prevent users to
try untypical actions. (5) Users are reluctant to extend their
search beyond the readily available menus and controls.
Frequently used interfaces techniques may bias users to
search for them rather than for less frequent techniques.
These findings suggest that evaluators should check for the
type of interaction, the quality of the label, the number and
grouping of alternative choices, and consider the overall
"flavor" of the interaction techniques when evaluating the
availability of actions and label matches.
Early evaluations of the cognitive walkthrough method
criticized the tedium of form-filling, and the narrow band of
the problems noted [5,6]. The current version and
recommendations for its application therefore rely on a
minimal form. We suggest involving small groups of
evaluators, rotating record-keeping and other duties,
evaluating simple tasks first, keeping track of all problems
identified in the process of the walkthrough (even though
not discovered by it), and loosening the forms orientation
once the evaluators are familiar with it.
As described above, the cognitive walkthrough procedure
supports software developers in the "upstream activities" of
identifying and refining requirements and specifications. It
can be combined with other user-centered evaluation
techniques to yield software products that more closely
match users' work contexts. These techniques affect the
software development process by specifically incorporating
the assumption that requirements will change incrementally.
Under this assumption, developers must plan for change,
along with the additional costs and reduced predictability
that change implies.
One avenue for developers to reduce the cost of evaluation
and simultaneously make it more helpful in workplace
settings is through program instrumentation. An approach
using "expectation agents" adapts the cognitive walkthrough
procedure to support the evaluation of prototypes with real
end users in their work places [2]. Expectation agents
monitor users working with the prototype and report
mismatches between developers' expectations and a system's
actual usage. Simultaneously, the agents provide end users
with an opportunity to communicate with developers, either
synchronously or asynchronously.
The cognitive walkthrough is an usability evaluation
method based on cognitive theory. The tutorial presents the
basic methodology and indicates how it fits into the
software development cycle.
Abstract
Keywords:
Cognitive walkthroughs, usability
inspections, exploratory learning, software engineering.
Introduction
THEORY UNDERLYING THE WALKTHROUGH
THE WALKTHROUGH PROCEDURE
RECENT EMPIRICAL RESULTS
A SIMPLIFIED WALKTHROUGH METHOD
EXTENSIONS
SUMMARY