The cognitive walkthrough is a usability evaluation method in which one or more evaluators work through a series of tasks and ask a set of questions from the perspective of the user.<
The focus of the cognitive walkthrough is on understanding the system's learnability for new or infrequent users. The cognitive walkthrough was originally designed as a tool to evaluate walk-up-and-use systems like postal kiosks, automated teller machines (ATMs), and interactive exhibits in museums where users would have little or no training. However, the cognitive walkthrough has been employed successfully with more complex systems like CAD software and software development tools to understand the first experience of new users.
Related Links
Wharton, C., Rieman, J., Lewis, C. & Polson, P. (1994). The Cognitive Walkthrough: A practitioner’s guide. In J. Nielsen & R. L. Mack (Eds.), Usability inspections methods (pp. 105-140). New York: Wiley.
Formal Publications
Curzon, P., Blandford, A., Butterworth, R. & Bhogal, R. (2002) Interaction Design Issues for Car Navigation Systems. In H. Sharp, P. Chalk, J. LePeuple & J. Rosbottom (eds.), Proceedings Volume 2 of the 16th British HCI Conference, pp38-41, BCS.
Lewis, C., & Wharton, C. (1997). Cognitive walkthroughs. In M. Helander, T. K. Landauer, & P. Prabhu (Eds.), Handbook of human-computer interaction (2nd ed., pp. 717-732). Amsterdam: Elsevier Science.
Polson, P. G., Lewis, C., Rieman, J. & Wharton, C. (1992) Cognitive Walkthroughs: A Method for Theory-Based Evaluation of User Interfaces. International Journal of Man-Machine Studies, 36 (5), 741-773.
Wharton, C., Rieman, J., Lewis, C., & Polson, P. (1994). The Cognitive Walkthrough: A practitioner’s guide. In J. Nielsen & R. L. Mack (Eds.), Usability inspections methods (pp. 105-140). New York: Wiley.
Detailed description
How To
Materials Needed
A representation of the user interface
A user profile or Persona
A task list that includes all the tasks that you will use in the walkthrough, as well as an action sequence that details the specific task flow from beginning to end.
A problem reporting form and cards for listing design ideas for later use
Who Should Be Involved?
The cognitive walkthrough can be conducted by an individual or group. In a group evaluation, the important roles are:
Facilitator : The facilitator is generally the organizer and is responsible for making sure that the walkthrough team is prepared for the session and follows the ground rules for the walkthrough.
Evaluators : Representatives from the product team. These representatives could be usability practitioners, requirements engineers, business analysts, developers, writers, and trainers.
Notetaker : The notetaker records the output of the cognitive walkthrough.
Product expert : Since the cognitive walkthrough can be conducted early in the design stage (after requirements and a functional specification for example), a product expert is desired to answer questions that members of the walkthrough team may have about the systems features or feedback.
Domain experts : A domain expert is often, but not always a product expert. For example, if you were evaluting a complex engineering tool, you might include a domain expert in addition to product experts.
Procedure
Define the users of the product and conduct a context of use analysis.
Determine what tasks and task variants are most appropriate for the walkthrough.
Assemble a group of evaluators (you can also perform an individual cognitive walkthrough).
Develop the ground rules for the walkthrough. Some groundrules you might consider are:
No discussions about ways to redesign the interface during the walkthrough.
Designers and developers will not defend their designs.
Participants are not to engage in Twittering, checking emails, or other behaviors that would distract from the evaluation.
The facilitator will remind everyone of the groundrules and note infractions during the walkthrough.
Conduct the actual walkthrough
Provide a representation of the interface to the evaluators.
Walk through the action sequences for each task from the perspective of the "typical" users of the product. For each step in the sequence, see if you can tell a credible story based on the following questions (Wharton, Rieman, Lewis, & Polson, 1994, pp. 106):
Will the user try to achieve the right effect?
Will the user notice that the correct action is available?
Will the user associate the correct action with the effect that the user is trying to achieve?
If the correct action is performed, will the user see that progress is being made toward the solution of the task?
Record success stories, failure stories, design suggestions, and problems that were not the direct output of the walkthrough, assumptions about users, comments about the tasks, and other information that may be useful in design. Use a standard form for this process.
Bring all the analysts together to develop a shared understanding of the identified strengths and weaknesses.
Brainstorm on potential solutions to any problems identified.
Common Problems
The cognitive walkthrough does not provide much guidance about choosing tasks that represent what real users will do (Jeffries, Miller, Wharton, & Uyeda, 1991). The 1994 practitioner guide suggests that tasks be chosen on the basis of market studies, needs analysis, and requirements, which are all second hand sources of information. Wharton, Bradford, Jeffries, and Franzke (1992, p. 387) made some specific recommendations regarding tasks:
Start with a simple task and move to more complex tasks.
Consider how many tasks you can complete in a single walkthrough session. A common theme in the research and case study literature is that only a few tasks can be examined in any cognitive walkthrough session. A recommendation is to consider evaluating 1- 4 tasks in any given session depending on complexity.
Choose realistic tasks that include core features of the product. Core features are ones that are fundamental to the product and used across different tasks.
Consider tasks that involve multiple core features so you can get input on transitions among the core features.
Solutions from the cognitive walkthrough may be suboptimal. The cognitive walkthrough emphasizes solutions for specific problems encountered in the action sequence of a task, but does not deal with more general or higher-level solutions that might be applicable across different tasks.
Analyses tend to draw attention to superficial aspects of design (such as labels and verbiage) rather than deep aspects such as the appropriateness of the task structures and ease of error recovery.
Variations
The cognitive walkthrough has gone through several versions with each version an attempt to simplify the method. The original version,(Lewis, Polson, Wharton, & Riemen, 1990) was viewed as requiring substantial background in cognitive psychology (Wharton, Rieman, Lewis, & Polson, 1994) and cumbersome to apply in real-world environments. A variation of the original cognitive walkthrough incorporated detailed forms and instructions to simplify the method for practitioners who were not cognitive psychologists. However, these changes made the cognitive walkthrough procedure too laborious (and nearly as complex as the original version) for most practitioners. The 1994 version (Wharton, Rieman, Lewis, & Polson, 1994), was written as “a practitioner’s guide” and considered the primary reference for those who wanted to conduct cognitive walkthroughs.
Streamlined Approach
Spencer (2000) proposed an even more simplified version, the “streamlined cognitive walkthrough,” for fast-paced development efforts. Spencer reduced the number of questions that evaluators asked as they walked through the action sequences for each task. Instead of asking the four questions of the cognitive walkthrough, Spencer simply asked these two questions:
Will the user know what to do at this step?
If the user does the right thing, will she know that she did the right thing and is making progress toward the goal?
Spencer also recommended strict ground rules (for example, "no design discussions") to keep develoment teams from jumping into design debates about the most appropriate solutions.
Spencer provides some limited discussion on the effectiveness of the streamlined cognitive walkthrough, but despite widespread use by practitioners, this variation has not received much published validation.
Data Analysis Approach
This technique involves asking well defined questions about every step of (analyst-defined) tasks based on an agreed system description. The primary data from the cognitive walkthrough are success or failure stories for each correct action in an action sequence. A failure occurs when an analyst answers “no” to any of the questions that are asked about each correct action. For each failure, an explanation based on assumptions about the hypothetical user is recorded and used to generate design solutions.
Special Considerations
Facts
Sources and contributors:
Ann Blandford, Nigel Bevan, Chauncey Wilson, Ben Werner, Mary Mascari.