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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>User Experience Metric and Index of Integration: Measuring Impact of HCI Activities on User Experience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anirudha Joshi</string-name>
          <email>anirudha@iitb.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Indian Institute of Technology Bombay Mumbai 400076</institution>
          ,
          <country country="IN">India</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tech Mahindra Ltd.</institution>
          <addr-line>Pune 411004</addr-line>
          ,
          <country country="IN">India</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2008</year>
      </pub-date>
      <volume>24</volume>
      <issue>2008</issue>
      <abstract>
        <p>We propose two metrics to demonstrate the impact integrating human-computer interaction (HCI) activities in software engineering (SE) processes. User experience metric (UXM) is a product metric that measures the subjective and ephemeral notion of the user's experience with a product. Index of integration (IoI) is a process metric that measures how integrated the HCI activities were with the SE process. Both metrics have an organizational perspective and can be applied to a wide range of products and projects. Attempt was made to keep the metrics light-weight. While the main motivation behind proposing the two metrics was to establish a correlation between them and thereby demonstrate the effectiveness of the process, several other applications are emerging. The two metrics were evaluated with three industry projects and reviewed by four faculty members from a university and modified based on the feedback.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;User experience metrics</kwd>
        <kwd>HCI-SE integration</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Large contracted software development companies with tens of
thousands of employees are often involved in a wide variety of
software development projects, often in an off-shore mode.
Managers of user experience (UX) groups in such companies
need to track progress of each project and ensure the quality of
deliverables. They are often required to juggle across projects a
limited resource – the time of their best UX professionals. While
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      <p>
        Another challenge faced by UX groups is integrating HCI in
established SE processes. The field of HCI has a large amount of
literature on user-centred design methods, techniques and
processes [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] etc. These proposals are excellent
demonstrations of how user centred design can result in improved
user experience design. Unfortunately, there continue to exist
major gaps between HCI and SE, in academics, literature and
industrial practice. The IFIP working group 2.7/13.4 on User
Interface Engineering remarks that ‘there are major gaps of
communication between the HCI and SE fields: the architectures,
processes, methods and vocabulary being used in each community
are often foreign to the other community’ [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. For example, while
SE literature admits that communication with the customer is an
unsolved problem, even recent editions of standard text books on
software engineering such as [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] do not suggest use of
established user study techniques like [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] during communication.
Example projects shown in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] seem to take HCI design
lightly, prematurely and without following any process. A
detailed critique of SE literature from an HCI perspective is
presented in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. There have been several proposals to integrate
HCI in SE process models (for example, [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]) but none
have become popular in the industry. One reason could be
concerns about return on investments. Though there is plenty of
evidence of the a return on investment of usability activities in
general [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], there is no direct evidence that shows that better
integration of HCI activities in SE processes will lead to better
products at less cost.
      </p>
      <p>Contracted software companies often promise a level of process
compliance to their clients. UX managers need summary
measures of process compliance of their projects to ensure that the
company lives up to its promise. One way would be to measure
how integrated were the HCI activities with SE processes. Our
second proposal is a process metric (IoI) that would be one such
measure. If validated, IoI and UXM can also be used to
demonstrate the return on investment on integration of HCI with
SE – if higher IoI consistently leads to higher UXM, it makes
sense to invest in better integration of HCI with SE.</p>
      <p>The main objective of this paper is to share with other metrics
researchers the lessons we have learned from attempting to
incorporate UXM and IoI in live industrial projects.</p>
      <p>We begin with an introduction to different attempts done in recent
years on applying metrics in HCI. Next, our metrics proposals are
described. Finally, the evaluation methodology used so far to
analyse the results of study is described.</p>
    </sec>
    <sec id="sec-2">
      <title>2. METRICS IN HCI</title>
      <p>
        Metrics are thoroughly discussed in software engineering
literature. Fenton and Pfleeger [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] describe measurement as “the
process by which numbers or symbols are assigned to attributes of
entities in the real world in such a way as to describe them
according to clearly defined rules”. Pressman [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] highlights the
subtle difference between measurement and metrics –
measurement occurs as the result of collection of one or more data
points, while a software metric tries to relate the measures in
some way. IEEE Standard Glossary [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] defines a metric as “a
quantitative measure of the degree to which a system, component
or process possesses a given attribute”.
      </p>
      <p>Though the word ‘metric’ itself is seldom used in the practice of
usability, several measures are often used. Seconds taken to
withdraw money from the ATM, the number of keystrokes to
enter a word in a complex script, the number of errors made to
complete a banking transaction or the percent of users who
abandon the shopping cart on checkout are all examples of
quantitative measures of the user experience afforded by the
product. However, none of these are summary measures that can
be used for apple-to-apple comparison across projects varying in
domains, platforms and contexts. While several research papers
talk about metrics related to usability and HCI, this paper only
focuses on those that give a summary measure.</p>
      <p>
        Lewis [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] used a rank based system of assessing competing
products based on user’s objective performance measure and
subjective assessment. The metric is useful for a relative
comparison between like products with similar tasks but it does
not result in a measure that can be used across unlike products.
McGee [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] derives a single usability scale across users by
including additional reference tasks. However McGee does not
suggest how to derive a single measure for usability from
measures for the different tasks. Further, this work is completely
dependent on the technique of usability evaluation. This is not
always practical in a global contracted software company striving
to move up the HCI maturity ladder. The other limitation of this
method is that it relies only on perception of users and ignores
perspectives of other stakeholders, particularly the goals of
business stakeholders.
      </p>
      <p>
        Lin et al [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] propose the Purdue Usability Testing Questionnaire
based on eight HCI considerations to derive a single weighted
average score for usability. While the approach does lead to a
single usability score, the selected eight considerations
(compatibility, consistency, flexibility, learnability, minimal
action, minimal memory load, perceptual limitation and user
guidance) seem to be a mix of usability goals and heuristics that
achieve those goals. Secondly, the weightage for parameters is to
be assigned by the evaluator during the evaluation without
consulting stakeholders. Thirdly, the listed eight considerations
and the questions listed under each of them seem to be limiting
and do not leave room for project-specific goals (e.g. “do it right
the first time”).
      </p>
      <p>
        Sauro et al [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] proposed a ‘single, standardized and summated’
usability metric for each task by averaging together four
standardized values for task time, errors, completion and
satisfaction. Their calculation however is based on the equal
weightage. Tasks, domains, users, contexts and platforms vary a
lot and it does not make sense to give equal weightage in all
contexts. Moreover, the metric ignores some aspects such as
learnability and ease of use, which might be important in some
contexts.
      </p>
      <p>
        Measuring the wider notion of user experience (as opposed to
usability) is relatively new concept in HCI and is attracting
attention of the academic as well as the industrial world. Usability
parameters are typically related to the processing of information
or completion of tasks. However, affective reactions and
emotional consequences play important role in the overall user
experience [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In some product contexts, we may need to
consider visceral, behavioural and reflective elements [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ],
aesthetics [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], enjoyment [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and creativity [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
      </p>
      <p>None of the summary metrics mentioned above measure the
experience of a product with reference to all user and business
goals relevant to a product. Many are too complex to compute
practically on an on-going basis in the industrial practice. They
lack the flexibility required to serve the needs of a wide variety of
projects or to mature with the UX group. And finally, there seems
to be almost no work on measuring integration of HCI activities
with SE processes.</p>
    </sec>
    <sec id="sec-3">
      <title>3. USER EXPERIENCE METRIC</title>
      <p>
        Fenton and Pfleeger [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] emphasise the importance of goals in
metrics: “a measurement program can be more successful if it is
designed with the goals of the project in mind”. User experience
goals are very important in driving the design of interactive
products. They help speed up the design process, make the design
activity more tangible and help evaluate the design. User
experience goals can be understood easily, even by
non-UXprofessionals, and they have a significant overlap with business
goals. Stakeholders outline the user experience goals and UX
professionals fine-tune them on the basis of their knowledge and
findings from user studies. User experience goals are (and should
be) available early in a project – another plus when it comes to
metric calculation in a practical situation.
      </p>
      <p>We propose user experience metric (UXM), a product metric that
measures the quality of user experience. The motivations are:
• to measure the user experience of a product in reference
to its user experience goals
• to develop a flexible metric that can be applied across a
variety of projects, irrespective of domain, context,
platform, process model or usability technique
• to develop a flexible metric that that will mature with the
organization
• and to compute the metric with minimal additional costs
and efforts.</p>
      <p>UXM is product metric on a scale of 0-100, where 100 represents
the best user experience possible and 0 represents the worst.</p>
      <sec id="sec-3-1">
        <title>UXM consists of these distinctions:</title>
        <p>Goals: High-level user experience goals guide the design of
interactive systems.</p>
        <p>Parameters: Each high-level user experience goal is broken
down into a set of parameters that help the designer to achieve
and measure the higher-level goal in a direct manner. For example
Learnability can have parameters like Conceptual model clarity,
Language understandability, Minimal training time, Consistency
with earlier version etc.</p>
        <p>Weightage: Each goal has a weightage between 0-5 where 0
represents that the goal is not important, 2 represents the typical
importance and 5 represents that it is very important. Further,
each parameter under a goal also has a weightage attached.
Score: Each parameter has a score between 0-100, where 0
represents the worst possible user experience on account of that
parameter and 100 represents the best possible user experience.
Guidelines: The purpose of the guidelines is to help evaluators
assign a score to the parameters. Guidelines let the goal-setters
express themselves better and interpret goals for the context of a
project – e.g. “‘Consistency with earlier version’ means all
frequent and critical tasks from earlier version are unchanged.”
Further, guidelines tell the evaluators when to assign which score:
“The interface clearly communicates the correct conceptual
model. Strongly agree = 100, Weakly agree = 75, Neutral = 50,
Weakly disagree = 25 and Strongly disagree = 0”.</p>
        <p>
          Goals and parameters are a way to express the desired user
experience and performance in the design. Though expressing
user experience goals is a common activity in HCI design, there is
no standard way of doing so. There are many ways to describe the
high level user experience goals. For example, ISO 9126-1
describes usability in terms of understandability, learnability,
operability and attractiveness [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. ISO 9241 on the other hand
defines usability 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 [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
Shneiderman [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] describes goals for user interface design in
terms of five human factors central to evaluation: time to learn,
speed of performance, rate of errors by users, retention over time
and subjective satisfaction.
        </p>
        <p>We adopt goals from Shneiderman as the high-level user
experience goals for a product and express them as: learnability,
ease of use, speed of use, error-free use, retention and subjective
satisfaction. We added ‘ease of use’ to the list as we thought that
it is an important user experience goal distinctly different from
the other factors such as speed. We also generalized the
expressions of some of the goals. For example we express ‘time to
learn’ as ‘learnability’ since it allows for expression of other
concerns such as understandability of language or clarity with
which the interface communicates the conceptual model in
addition to the time users take to learn the interface. We believe
that this allows the designers to express a wider set of goals.
Our proposal of an initial set of goals and parameters are listed in
Table 1. However, we must highlight that this is not a prescribed,
exclusive set. We give the evaluators and stakeholders freedom to
derive additional, relevant parameters that express their goals.
Goals and parameters could be added, removed or combined
according to the context of the project, the needs of the users, the
vision of the stakeholders and UX professionals and to fit the
terminology that the product development team is familiar and
comfortable with. The initial list is meant to give users a starting
point, while the flexibility is meant to allow the metric to mature
with the experience of the organization using UXM.</p>
        <p>
          As Shneiderman [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] states, ‘a clever design for one community
of users may be inappropriate for another community’ and also,
‘an efficient design for one class of tasks may be inefficient for
another class’. Weightages express the relative importance of
goals and parameters in the context of a project. For example, a
product meant to be used several times a day by a call-centre
agent is likely to have higher weightage for ‘speed of use’. A
onetime use product like a web site for visa application for a tourist
might insist on learnability and error-free use. On the other hand,
a life-critical product to be used in a operation theatre is likely to
rate highly error-free use and may sacrifice learnability. A game
would perhaps give highest weightage to ‘subjective satisfaction’.
The evaluators and stakeholders assign the weightage to set the
context of the project. Goal-setters should be aware that while it
may be tempting to set a high weightage to each goal, it may not
be necessary, practical, or even possible to achieve such a design.
The weightages should reflect the priorities of the stakeholders
and users. The weightage would also help prioritize usability
evaluation activity – the highest rated goals and parameters must
be evaluated more thoroughly, while the lower weighted goals
could be perhaps evaluated by a discount method.
        </p>
        <p>The process for computing UXM for a product has these steps:
Goal Setting: Early in the project, typically just after user studies
but before design, an HCI professional and stakeholders identify
goals and parameters for each goal, assign weightage to each goal
and parameter and decide evaluation guidelines for the
parameters.</p>
        <p>Scoring: Immediately after a usability evaluation, one or more
independent HCI professionals assign a score to each parameter
of each goal. The usability evaluation could be either user-based
(e.g. a usability test) or review-based (e.g. heuristic evaluation).
UXM Calculation: UXM is the sum of the weighted average of
the scores of all goals. UXM = ∑ ( Wg x Sg / ∑ Wg ), where Wg is
the weightage of a goal and Sg = ∑ ( Wp x Sp / ∑ Wp ) where Wp is
the weightage of a parameter and Sp is the score of that parameter.
Scores of some of the parameters can be directly linked to the
findings of the usability evaluations (for example, % of users who
did not make errors while doing benchmark tasks, or % of users
who thought the product was engaging). Other parameters may
not be so easily linked numerically (e.g. conceptual model
confusions discovered during a think aloud test or problems
identified during heuristic evaluation). In such cases, evaluators
consider the guidelines and their own experience to arrive at a
score for each parameter. If there are multiple evaluators, a simple
average across evaluators is deemed to be the score for a given
parameter. Multiple evaluators assign scores independently to
begin with. If there is a significant variation in their scores, the
evaluators discuss the parameter and have the opportunity to
converge their scores before the average is calculated.
In case of applications with multiple user profiles, separate UXM
should be calculated for each profile. Calculation of UXM could
be a part of every usability evaluation of the project, but we
recommend that it should certainly be a part of the final usability
evaluation, beyond which no design changes are planned for.
column of the upper part of Table 1). Next, they broke down
goals into parameters and assigned them weightages (shown in
the second column of the lower part of Table 1). The team’s
experience from previous Indic text input projects and mobile
phone projects helped them arrive at these weightages.
The team then evaluated the interface and assigned scores to each
parameter (shown in the third column of the lower part of Table
1). A weighted average of parameter scores gave the score for
each goal (shown in the light grey cells of the third column of
lower part of Table 1). A weighted average of the goal scores
gave the UXM value (shown in the dark grey cells of the upper
part of Table 1). Parameter evaluation guidelines have not been
listed in this paper due to space constraints.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. INDEX OF INTEGRATION</title>
      <p>We conceive Index of Integration (IoI) as an empirical process
metric, nominally on a scale of 0-100, where 100 represents the
best possible integration of HCI activities in the software
development activities and 0 represents the worst. The metric
consists of these distinctions:</p>
      <sec id="sec-4-1">
        <title>Software Engineering Phases: These are the broad phases as</title>
        <p>described in a software engineering process model.</p>
        <p>HCI Activities: These are prescribed for each phase of the
software engineering process model.</p>
        <p>Weightage: Each HCI activity will have a given weightage on the
scale of 0-5 where 0 represents that the activity is not important, 3
reflects the typical importance in most projects and 5 indicates
that this activity is very important in the context of that project.
Score: Each activity has a score associated with it. The score is
given on a rating of 0-100, where 100 represents the best case
situation where the activity was done in the best possible manner,
in the most appropriate phase of software development and with
the best possible deliverables. 0 represents the worst case
situation where the activity was not done at all.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Activity evaluation guidelines: These spell out considerations</title>
        <p>that help the evaluation of each activity.</p>
        <p>
          Software engineering phases have been extensively described in
literature. For example, the phases of the waterfall process model
are Communication, Planning, Modelling, Construction and
Deployment [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
        </p>
        <p>
          On the other hand, no widely accepted industry-wide
specifications of HCI activities for given SE phases have emerged
so far. But there have been a few proposals. For example, [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]
prescribes that the Communication phase of the waterfall model
should have these HCI design activities: Contextual user studies
and user modelling, Ideation, Product definition and Usability
evaluation and refinement of product definition. Figure 1
summarizes the HCI activities suggested for the waterfall model
phases based on these recommendations.
        </p>
        <p>Communication
Project initiation</p>
        <p>User studies</p>
        <p>Ideation
Product definition</p>
        <p>Evaluation and
refinement
Requirements
ifPilanining</p>
        <p>Estimating
Scheduling
Tracking</p>
        <p>Modelling
Detailed UI
prototyping
Usability
evaluation
Requirements
anCaolnysstirsuction</p>
        <p>Code</p>
        <p>Test
Usability
evaluation</p>
        <p>Deployment</p>
        <p>Delivery
Support</p>
        <p>Feedback</p>
        <p>Weightage of some HCI activities could vary within a range in the
context of a project. For example, if the domain or users are
unknown to the UX team, it may be very important to do
contextual user studies in the communication phase (weightage =
4). On the other hand, if the UX team is already very familiar
with the context and the domain and if they have a lot of
experience designing similar products, it may be less important
(weightage = 2). Table 2 summarises loosely recommended
weightages for HCI activities for the waterfall model.
Guidelines may define the techniques used to carry out activities,
the skills and experience levels of the people doing the activities,
the deliverables and other parameters that affect the fidelity of the
activity. For example, following are the guidelines for the activity
of Contextual user studies and user modelling in Table 2:</p>
        <p>Organizational data gathering and user studies were done
before requirements were finalised
User studies were done in the context of the users by the
method of contextual inquiry
User studies were done with at least 10 users in each profile
User studies were done by people with experience in user
studies in a similar domain in at least 2 projects
The findings including user problems, goals, opportunities
and constraints were analyzed, documented and presented in
6.
7.</p>
        <p>an established user modelling methodology such as
personas, work models, affinity diagram or similar
Competitive products and earlier versions of the product
were evaluated for potential usability problems by using
discount usability evaluation methods such as Heuristic
Evaluation or better
User experience goals were explicitly agreed upon before
finalizing requirements
100 = All the above are true; 75 = At least five of the above
are true, including 7, 50 = At least three of the above are
true, including 7; 25 = At least two of the above are true, 0 =
None of the above are true</p>
        <sec id="sec-4-2-1">
          <title>Communication</title>
        </sec>
        <sec id="sec-4-2-2">
          <title>Contextual user studies and user modelling</title>
        </sec>
        <sec id="sec-4-2-3">
          <title>Ideation</title>
        </sec>
        <sec id="sec-4-2-4">
          <title>Product definition</title>
        </sec>
        <sec id="sec-4-2-5">
          <title>Usability evaluation and refinement of product definition</title>
        </sec>
        <sec id="sec-4-2-6">
          <title>Modelling</title>
        </sec>
        <sec id="sec-4-2-7">
          <title>Detailed UI Prototyping</title>
        </sec>
        <sec id="sec-4-2-8">
          <title>Usability Evaluation</title>
          <p>Refinement of the Prototype</p>
        </sec>
        <sec id="sec-4-2-9">
          <title>Construction</title>
        </sec>
        <sec id="sec-4-2-10">
          <title>Development support reviews by usability team</title>
        </sec>
        <sec id="sec-4-2-11">
          <title>Usability evaluation (summative) IoI Value and 4</title>
          <p>2
3
1
5
4
3
1
39
6
75
63
53
44
29
46
45
The process for computing IoI for a project has these steps:
Company HCI Process Prescription: The HCI group in the
company prescribes what HCI activities should be done in which
phase of SE process, expected deliverables from each activity,
suggested weightages for each activity and suggested activity
evaluation guidelines. As it often happens, a contract software
development company may follow not one SE process, but
several. In that case the HCI design process needs to be integrated
with each SE process. The prescribed process also suggests a
weightage for each HCI activity and guidelines to score each
activity.</p>
          <p>Project HCI Process Definition: After getting a project brief, the
UX professional fine-tunes the weightages for the prescribed HCI
activities after considering the domain, the users and project
context. For example, if the HCI team has recently done
contextual user studies in the same domain for a similar product
and is already very knowledgeable about the context, then he may
reduce the weightage of contextual user studies. On the other
hand if the team is less knowledgeable, he may increase the
weightage. He should consult colleagues in the development team
and business stakeholders before finalizing the weightage.
Process Evaluation: After the project is over, a group of
independent UX professionals review the HCI activities and
evaluate them for process compliance and give a score for each
activity on a scale of 0 to 100. They may reduce the score if an
activity was done with lower fidelity, resulted in poor quality
deliverables or was done later than prescribed. In case of multiple
evaluators, an average across evaluators is deemed to be the
score.</p>
          <p>IoI Calculation: The metric is found by computing the weighted
average of the scores of all activities: IoI = ∑ ( Wa x Sa / ∑ Wa ),
where Wa is the weightage for a particular HCI activity, Sa is the
score (from 0-100) for that activity. In case there is a lot of
divergence in scores of a particular HCI activity, the activity is
discussed and reviewers are given a chance to change their score
before an average is taken.</p>
          <p>Table 2 shows calculation of IoI for an example project. First,
senior UX professionals defined the HCI activities, activity
weightages and evaluation guidelines that the company should be
following. Then a project that had recently ended was selected for
retrospective review. The project manager and the UX
professionals working on the project fine-tuned the weightages for
the project context. The second column of Table 2 contains these
weightages. A group of reviewers comprising of some project
insiders and outsiders reviewed and rated the HCI activities in the
project and its IoI was calculated. The third column of Table 2
contains the average scores assigned to each activity by the
reviewers.</p>
          <p>Guidelines for evaluating all HCI activities listed in Table 2 have
been created. More guidelines for evaluating HCI activities as
part of extreme programming process have been created as well.
Both have been omitted here due to space constraints.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. METRICS EVALUATION</title>
      <p>The authors evaluated the metric in two ways. First, UXM and IoI
metrics were computed for retrospectively projects in Tech
Mahindra, a large contracted software development company. In
each case, the metrics computation was done by HCI
professionals from the project, independent HCI professionals and
project stakeholders. At the end of metrics computation, feedback
was taken from participants of each project about the metrics.
Second, the metrics were presented to a group of faculty members
from a reputed university and their comments were noted. Three
of these were faculty members from the computer science
discipline. One was a faculty member from a design school who is
also an expert in cognitive psychology.</p>
    </sec>
    <sec id="sec-6">
      <title>5.1 Findings</title>
      <p>It typically took about 3 hours to compute both IoI and UXM for
each project. The time included explaining the two metrics,
weightage assignment and scoring. This seemed to be optimum
time, longer meetings were difficult to schedule. The projects
performed similarly in IoI and UXM scores – the one project that
had a high UXM value also had a high IoI value. Participants,
particularly project stakeholders, were at home with the activity
of metric calculation. To them, the activity seemed to bring HCI
closer to SE. It seemed to create lot of buy-in for HCI activities
from the project stakeholders. One project stakeholder said “I
never thought we could think so much [about user experience].”
The activity seemed to be more successful in projects where
several stakeholders from the project participated as it stimulated
discussion among stakeholders. While the participants appreciated
the organizational perspective, the metrics seemed of less use to
the projects as the projects were already over. Participants
suggested that metrics should be calculated mid-way through the
project while course correction was still possible.</p>
      <p>Specifically, UXM helped the HCI designers and project
stakeholders to make goals explicit. One HCI designer remarked,
“Had we done this earlier, I would have known where to focus.”
The teams usually added a few goal parameters (typically 2-3 per
project) and adjusted weightage to suit UXM to their project.
They confirmed that this flexibility is indeed desirable. Though
parameter evaluation guidelines for UXM helped, more details
were desired. Participants did not make changes to the parameter
evaluation guidelines except when new parameters were added.
Giving examples of HCI goals (learnability, ease of use etc.)
helped participants to set goal parameters and weightages. One
stakeholder remarked: “without these inputs it would have been
difficult to [assign weightage and scores].”
In case of a few UXM parameters, divergent scores emerged for
some parameters in each project. Usually variations happened in
parameters where the evaluation guidelines were not understood
well or were interpreted differently by evaluators. In such cases, it
was felt, that it was better to let participants discuss the parameter
and change ratings to converge scores if they so desire. Reducing
the number of steps in scoring a parameter (e.g. 0-25-50-75-100)
helped reduce variation among scores. More detailed UXM
parameter evaluation guidelines with examples will further help
in reducing divergence.</p>
      <p>Computing IoI was useful for project stakeholders as they could
see the importance of HCI activities in the SE context. The HCI
activities integrated in SE process models were acceptable as
suggested. Though they were explicitly prompted, none of the
project stakeholders wanted changes to the prescribed HCI
activities, their weightage or evaluation guidelines. An important
feedback was need for process models specifically targeted to
redesign projects. Process models typically discuss new product
development. Given that many industry projects are “next version
of X” type, process models must be specifically adapted for them.
Walking through the activity evaluation guidelines helped in
scoring as all stakeholders were not aware of all HCI activities. It
was felt that IoI should be computed before computing UXM as
this minimizes bias.</p>
      <p>The metric descriptions presented in this paper are a result of
iterative modifications that reflect the feedback and lessons learnt.</p>
    </sec>
    <sec id="sec-7">
      <title>6. DISCUSSIONS</title>
      <p>It is important to discuss the limitations and risks of the two
metrics proposed. Both UXM and IoI are summary measures that
leave out much information. They allow a drill-down to
constituent components, but do not point to specific problems or
give suggestions for improvement. But summary measures are
useful in many contexts, particularly for comparison across
projects. Such comparisons can help UX groups understand what
works and what doesn’t and improve performance year-on-year.
Perhaps most important limitation of UXM comes from the
ephemeral nature of a ‘user experience’. Any attempt to
numerically embody such an abstract phenomenon is bound to be
subjective and measures could differ according to the
interpretation of the evaluators. Further, large companies are
involved in software development projects for many clients,
across domains, platforms, users, use contexts and task
complexity, frequency and criticality.</p>
      <p>Finally, there is a risk that because UXM measures are low cost,
organizations may be tempted to sacrifice all user-facing activities
(such as usability tests or field studies) in its favour. We do not
recommend this at all. The purpose of UXM is not to replace
these established methods but to supplement them and to help
them mature.</p>
      <p>In spite of these limitations, we believe that UXM is useful. UXM
shows the extent to which user experience goals were achieved in
a particular project. We found that breaking up abstract notions of
user experience into specific goals and parameters helped
evaluators focus on one issue at a time and reduced the
subjectivity in measurement. Making the evaluation criteria
explicit and averaging across several evaluators further reduced
the subjectivity in judgement. The risk of variety in products (the
apples-and-oranges risk) was partly mitigated by selecting
goalparameters relevant to each project and giving custom weightage
to each parameter.</p>
      <p>The main limitation of IoI is that it does not measure the absolute
process quality of the project, rather how compliant was a project
to the prescribed process. There are no widely-accepted integrated
process models at this stage. Yet, IoI in conjunction with UXM
may be used to verify the effectiveness of new process model
proposals. If UXM and IoI are correlated, the new proposal seems
acceptable. On the other hand if the UXM and IoI do not show a
correlation, it questions the prescribed process model.
UXM and IoI have an organizational perspective and make more
sense while looking across hundreds of projects rather than within
each project individually. They have very low additional
overheads on the process and are easy to integrate in the process.
Overall feedback indicates that UXM and IoI are useful and
practical in evaluating products and processes. There was a lot of
buy-in from project stakeholders calculating metrics as there was
a lot of willingness to track, control the user experience of the
product. The aspects that metric calculation was light-weight and
independent of specific usability methods were particularly liked.</p>
    </sec>
    <sec id="sec-8">
      <title>7. FUTURE WORK</title>
      <p>In future, we plan to use metrics prospectively throughout the
duration of projects and demonstrate their usefulness during the
project. We will be building more elaborate tools and guidelines
to improve the consistency of weightages and scores. We also
propose to do a rigorous validation of the two metrics in
experimental and industrial situations.</p>
      <p>In its current form, UXM goals, parameters and weightages have
to be chosen on the basis of experience of individuals. However,
it is possible to design tools in future that will collate experience
of several practitioners to help in choices of future goals,
parameters and weightages. A similar tool for IoI can also evolve
the specification of processes.</p>
    </sec>
    <sec id="sec-9">
      <title>8. ACKNOWLEDGMENTS</title>
      <p>We thank the anonymous reviewers for invaluable comments on
improving our presentation of this material. In particular, we
thank Ved Prakash Nirbhay and Deepak Korpal from Tech
Mahindra for allowing us to interact with their team members
while testing the metrics in different software projects. We also
thank members of User Interaction Design Group at Tech
Mahindra Ltd. for participating in User Experience metrics
evaluation. We also thank Pramod Khambete for his continuous
support and appreciation. We thank Prof. NL Sarda, Prof. UA
Athavankar, Prof. Umesh Bellur and Prof. S Sudarshan for their
continuing guidance and suggestions in developing the two
metrics.</p>
    </sec>
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