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Assessing the User
Experience (UX) of Online
Museum Collections:
Perspectives from Design and Museum
Professionals
Craig  M.  MacDonald,  Ph.D.	
Pra3  Institute,  School  of  Information  and  Library  Science	
Paper  |  Museums  and  the  Web  2015  |  April  9,  2015
The Online Collection
A  common  feature  of  
museum  websites  is  the  
online  collection.	
Idea:  allow  experts  access  to  
museum  holdings  without  
needing  to  be  physically  
present.	
	
Substantial  time  and  effort  
has  been  invested  in  
developing  these  online  
collections.	
	
But,  collections  are  routinely  
among  the  least  visited  
sections  of  the  website.	
2
Two Possible Explanations
1.	
Most  people  are  
completely  
uninterested  in  
viewing  museum  
objects  through  a  
computer  screen.	
3	
2.	
People  want  to  view  
digital  museum  
objects  but  are  
deterred  from  doing  
so  due  to  the  poor  
experiences  offered  
by  existing  online  
collection  interfaces.
Beyond Usability
Museums  understand  the  importance  of  a  
usable  website.	
If  a  visitor  can’t  find  information  about  visiting  the  
museum,  they  probably  won’t.	
	
But,  usability  alone  is  no  longer  sufficient.	
	
Museums  cannot  simply  provide  access  to  
their  digital  materials;  they  must  also  create  
positive  experiences  for  their  users.	
4
UX of Online Museum Collections
Overarching  Research  Question	
How  can  the  experience  of  using  online  
museum  collections  be  improved?	
	
Related  Questions:	
1.  What  factors  determine  the  UX  of  an  online  
museum  collection?	
2.  How  can  these  factors  be  used  to  evaluate  the  
UX  of  existing  online  museum  collections?	
5
Two Challenges
1.  Evaluating  interfaces  is  time-­‐‑consuming  and  
resource  intensive.	
Even  lightweight  usability  testing  methods  can  be  
challenging.	
2.  UX  is  a  complex  concept  that  is  difficult  to  
evaluate  well.	
The  relevant  UX  factors  of  a  mobile  banking  app  are  
likely  not  the  same  as  those  of  an  online  museum  
collection.	
	
What’s  needed:  	
An  evaluation  method  that  is  easy  to  use,  adaptable,  
and  quick.	
6
Assessment Rubrics
Defined  as:  “criteria  for  assessing  complicated  
things.”	
Common  in  educational  se3ings  because  they  
articulate  gradations  of  quality  for  meaningful  
dimensions  or  criteria.	
7	
Scale  Level  1	
 Scale  Level  2	
 Scale  Level  2	
Dimension  1	
 description	
 description	
 description	
Dimension  2	
 description	
 description	
 description	
Dimension  3	
 description	
 description	
 description
Benefits of Using Rubrics
Efficiency	
Streamline  assessment  by  reducing  need  to  explain  
why  specific  scores  were  given.	
Transparency	
Clearly  define  “quality”  in  objective  and  observable  
ways.	
Reflectiveness	
Don’t  directly  prescribe  specific  fixes;  instead,  reflect  
on  why/how  improvements  can  be  made.	
Ease  of  Use	
Simple  as  completing  a  form,  and  completed  rubric  is  
effective  tool  for  communicating  results.	
8
Rubric Creation Process
1.  Identify  purpose/goals	
2.  Choose  rubric  type	
3.  Identify  the  dimensions	
4.  Choose  a  rating  scale	
5.  Write  descriptions  for  each  rating  point	
9
What is this rubric for?
This  is  the  most  important  step,  as  it  will  drive  
all  subsequent  decisions.	
	
Goal:  To  assess  the  UX  quality  of  an  online  
museum  collection.	
10	
Step  1
What type of rubric?
Holistic  Rubrics	
Look  at  a  product  or  performance  as  a  whole;  
contain  just  one  dimension  (e.g.,  “overall  
quality”).	
Analytic  Rubrics	
Split  a  product  or  performance  into  its  component  
parts;  allow  for  feedback  on  multiple  dimensions.	
11	
Step  2
What dimensions matter?
Requires  breaking  down  the  product  being  
evaluated  into  components  that  are:	
Observable	
Important	
Precise	
	
No  prescribed  way  to  do  this;  just  needs  to  be  a  
process  that  can  be  explained  and  justified.	
12	
Step  3
Finding a starting point
Began  with  a  literature  search  to  see  if  any  UX  
criteria  for  online  museums  had  already  been  
established.	
	
Starting  point:  Lin,  Fernandez,  and  Gregor  (2012)  
identified  4  design  characteristics  and  five  design  
principles  associated  with  user  enjoyment.	
Characteristics:  Novelty,  Harmonization,  No  time  
constraint,  Appropriate  facilitation  and  association	
Principles:  Multisensory  learning  experiences,  
Creating  a  storyline,  Mood  building,  Fun  in  learning,  
Establishing  social  connection	
	
 13	
Step  3
Testing Lin et al.’s model
With  a  graduate  assistant,  reviewed  39  online  
museum  collections  with  respect  to  these  9  
dimensions.	
	
This  allowed  for  a  bo3om-­‐‑up  approach.	
Ensured  that  dimensions  were  reflective  of  what  
the  museum  community  considers  valuable.	
14	
Step  3
Finding Exemplars
The  Rijksmuseum  
quickly  emerged  as  an  
exemplar.	
But,  discussing  how  it  
excelled  uncovered  
limitations  to  Lin  et  
al.’s  framework.	
Many  dimensions  were  
actually  describing  
multiple  concepts,  
making  them  difficult  
to  assess  independently.	
15	
Step  3
Refining the dimensions
In  response,  we  developed  a  parallel  set  of  
dimensions  that  were  more  observable  and  
explicit.	
And  that  more  closely  matched  our  interpretation  of  
Lin  et.  al.’s  framework.	
	
This  allowed  us  to:	
Improve  the  vocabulary  to  make  it  more  accessible;	
Tighten  the  concepts  to  make  them  more  
distinguishable;  and	
Evaluate  the  ability  of  each  dimension  to  capture  an  
important  aspect  of  UX.	
16	
Step  3
Iterative testing
We  iteratively  tested  the  rubric  with  various  
museum  collections  to  further  refine  and  
strengthen  the  dimensions.	
Goal  was  to  make  them  less  ambiguous  and  more  
observable.	
•  Ex:  Harmonization  and  Mood  building  became  
Strength  of  Visual  Content  and  Visual  Aesthetics.	
	
Finally,  split  the  dimensions  into  3  categories  
inspired  by  Don  Norman’s  model  of  
Emotional  Design:  Visceral,  Behavioral,  
Reflective.	
17	
Step  3
Choosing a rating scale
Typical  rubrics  use  between  2-­‐‑  and  5-­‐‑point  
rating  scales.	
	
Four  rating  scale  points  were  chosen  and  a  
neutral,  non-­‐‑judgmental  language  was  
selected:	
Incomplete	
Beginning	
Developing	
Emerged	
18	
Step  4
Gradations of quality
Final  step:  writing  clear  and  well-­‐‑defined  
gradations  of  quality  for  each  rubric  
dimension.	
	
A  4-­‐‑point  rating  scale  should  describe  quality  
ratings  as:	
No	
No,  but	
Yes,  but	
Yes	
19	
Step  5
Final Assessment Rubric
Visceral  (immediate  impact)	
1.  Strength  of  visual  content	
2.  Visual  aesthetics	
Behavioral  (immediate  usage)	
3.  System  reliability  &  performance	
4.  Usefulness  of  metadata	
5.  Interface  usability	
6.  Support  for  casual  &  expert  users	
Reflective  (long-­‐‑term  usage)	
7.  Uniqueness  of  virtual  experience	
8.  Openness	
9.  Integration  of  social  features	
10.  Personalization  of  experiences	
20	
1  Incomplete	
2  Beginning	
3  Developing	
4  Emerged
Ex: Strength of Visual Content
21	
Incomplete	
 Beginning	
 Developing	
 Emerged	
Artwork  is  a  
peripheral  
component  of  the  
collection,  with  
text  the  dominant  
visual  element.  
Images,  when  
present,  are  too  
small  and  low  
quality.  Text  is  a  
major  distraction  
from  the  visual  
content.	
[No]	
 [No,  but]	
 [Yes,  but]	
 [Yes]	
Artwork  is  not  
emphasized  
throughout  the  
collection,  and  
images  are  rarely  
the  dominant  
visual  element.  
Some  images  are  
too  small  and/or  
low  quality.  At  
times,  text  is  too  
dense  and  
distracts  from  the  
visual  content.	
Artwork  is  
featured  
throughout  the  
collection,  but  
images  are  not  
always  the  
dominant  visual  
element.  Most  
images  are  large  
and  high  quality.  
Text  is  used  
purposefully,  but  
some  is  
superfluous.	
Artwork  is  
presented  as  the  
primary  focus  of  
the  collection,  
with  images  as  
the  dominant  
visual  element.  
All  images  are  
large  and  high  
quality.  Text  is  
used  purposefully  
but  sparingly  to  
enhance  the  
visual  content.
Next Step: Rubric Quality
Four  experts  –  two  museum  professionals  and  
two  UX  professionals  –  were  asked  to  apply  the  
rubric  to  three  online  museum  collections.	
Sessions  took  ~90  minutes  to  complete  (approx.  20  
minutes  per  museum)	
Held  one-­‐‑on-­‐‑one  (3  face-­‐‑to-­‐‑face,  1  remote)	
Completed  in  August/September  2014	
	
Three  aspects  of  rubric  quality:	
Reliability	
Validity	
Utility	
22
What is rubric reliability?
The  extent  to  which  using  the  rubric  provides  
consistent  ratings  of  quality.	
i.e.:  do  different  raters  provide  the  same  (or  
similar)  ratings  when  applying  the  rubric  to  the  
same  interface?	
	
This  is  known  as  inter-­‐‑rater  reliability.	
Common  measure:  consensus  agreement	
23
UX Rubric Reliability
Participants  rated  three  museum  collections  on  
ten  different  dimensions.	
30  potential  opportunities  for  agreement.	
	
Two  estimates  of  agreement:	
Conservative:  all  raters  provide  the  same  rating	
•  Target:  Approximately  30%  or  higher	
Liberal:  all  raters  are  within  one  rating  point	
•  Target:  Approximately  80%  or  higher	
24
Reliability: Results [1]
Participant  Type	
 Conservative	
 Liberal	
All  (4)	
 4  /  30  (13.3%)	
 19  /  30  (63.3%)	
25
Reliability: Results [2]
Participant  Type	
 Conservative	
 Liberal	
All  (4)	
 4  /  30  (13.3%)	
 19  /  30  (63.3%)	
Museum  (2)	
 14  /  30  (46.7%)	
 28/30  (96.3%)	
UX  (2)	
 9  /  30  (30.0%)	
 24  /  30  (80.0%)	
26
Reliability: Discussion
27	
Using  the  rubric  was  be3er  than  blind  
guessing,  but  there  is  room  for  improvement.	
Especially  when  combining  UX  and  Museum  
experts.	
	
Conclusion:  Don’t  mix  evaluators  -­‐‑  they  should  
all  share  a  disciplinary  background  and  
professional  focus.
What is rubric validity?
The  extent  to  which  using  the  rubric  provides  
accurate  measures  of  quality.	
	
Many  types  of  validity;  for  rubrics,  two  
common  types:	
1)  Content  Validity	
2)  Construct  Validity	
28
UX Rubric Content Validity
Content  validity  refers  to  the  extent  to  which  
the  rubric  measures  things  that  actually  
maXer.	
i.e.,  do  the  dimensions  of  the  rubric  make  sense?	
	
Ideally,  content  validity  is  demonstrated  by  
soliciting  feedback  from  subject  ma3er  
experts  during  rubric  creation.  	
In  this  case,  study  participants  were  asked  to  rate  
the  perceived  relevance  of  each  rubric  dimension.	
29
Content Validity: Results
30
Content Validity: Discussion
None  of  the  experts  proposed  any  other  
concepts  or  elements  that  should  have  been  
included.	
	
Conclusion:  Rubric  has  content  validity,  but  
Reflective  dimensions  may  need  more  refinement.	
Are  social  features  or  personalization  options  
really  the  best  way  to  engage  online  visitors?  	
Can  challenges  of  providing  “open”  collection  be  
mitigated?	
•  These  are  open  research  questions.	
31
UX Rubric Construct Validity
Construct  validity  refers  to  whether  the  rubric  
actually  measures  the  construct  it  is  
supposed  to  measure.	
i.e.,  is  the  UX  rubric  actually  assessing  UX?	
	
Ideally,  construct  validity  is  demonstrated  by  
showing  a  correlation  between  rubric  scores  
and  another  accepted  measure  of  quality.	
But,  there  is  no  accepted  measure  of  UX  quality.	
•  Instead,  study  participants  were  asked  to  provide  
perceived  levels  of  construct  validity.	
32
Construct Validity: Results
33
Construct Validity: Discussion
All  participants  felt  the  rubric  was  an  effective  
measure  of  UX.	
But,  museum-­‐‑centric  language  was  a  perceived  
barrier  for  the  UX  experts.	
	
Conclusion:  Rubric  has  construct  validity,  but  
language  could  be  more  accessible  to  non-­‐‑museum  
experts.  	
	
34
What is rubric utility?
The  actual  impact  of  using  the  rubric  as  an  
assessment  instrument.	
i.e.,  does  using  the  rubric  make  a  difference?	
	
Arguably  the  most  complex  and  most  
important  quality  of  a  rubric.	
But,  measuring  actual  impact  is  nearly  impossible  
(too  many  confounding  factors).	
35
UX Rubric Utility
Instead,  focus  on  perceived  impact.	
Evaluators  need  to  think  the  rubric  is  valuable,  
otherwise  they’ll  be  unlikely  to  use  it.	
	
Need  to  demonstrate  the  extent  evaluators  
believe  the  rubric  is:  	
Useful?  	
Easy  to  use?	
Easy  to  learn?	
	
36
Utility: Results
37
Utility: Discussion [1]
All  participants  affirmed  the  utility  of  the  
rubric  as  an  assessment  instrument.	
	
Biggest  benefit  is  to  aid  decision-­‐‑making:	
UX  expert:  the  rubric  seems  like  a  great  tool  to  
“help  museums  figure  out  their  digital  budget.”	
	
How?  By  providing  a  snapshot  of  the  
assessment  results.	
38
Utility: Discussion [2]
39
Summary
Study  results  show  that  the  rubric  is  a  reliable,  
valid,  and  useful  assessment  instrument.	
Future  work:	
•  Clarify  museum-­‐‑specific  language.	
•  Examine  the  reflective  dimensions  more  closely.	
•  Study  the  practicality  of  the  rubric  through  an  applied  
case  study  with  a  museum  partner.	
	
Conclusion:  Rubric  can  provide  valuable  guidance  
for  museums  interested  in  improving  their  users’  
experience  with  online  collections.	
40
Thank you
Craig  M.  MacDonald,  Ph.D.	
cmacdona@pra3.edu	
@CraigMMacDonald	
www.craigmacdonald.com

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Assessing the User Experience (UX) of Online Museum Collections: Perspectives from Design and Museum Professionals

  • 1. Assessing the User Experience (UX) of Online Museum Collections: Perspectives from Design and Museum Professionals Craig  M.  MacDonald,  Ph.D. Pra3  Institute,  School  of  Information  and  Library  Science Paper  |  Museums  and  the  Web  2015  |  April  9,  2015
  • 2. The Online Collection A  common  feature  of   museum  websites  is  the   online  collection. Idea:  allow  experts  access  to   museum  holdings  without   needing  to  be  physically   present. Substantial  time  and  effort   has  been  invested  in   developing  these  online   collections. But,  collections  are  routinely   among  the  least  visited   sections  of  the  website. 2
  • 3. Two Possible Explanations 1. Most  people  are   completely   uninterested  in   viewing  museum   objects  through  a   computer  screen. 3 2. People  want  to  view   digital  museum   objects  but  are   deterred  from  doing   so  due  to  the  poor   experiences  offered   by  existing  online   collection  interfaces.
  • 4. Beyond Usability Museums  understand  the  importance  of  a   usable  website. If  a  visitor  can’t  find  information  about  visiting  the   museum,  they  probably  won’t. But,  usability  alone  is  no  longer  sufficient. Museums  cannot  simply  provide  access  to   their  digital  materials;  they  must  also  create   positive  experiences  for  their  users. 4
  • 5. UX of Online Museum Collections Overarching  Research  Question How  can  the  experience  of  using  online   museum  collections  be  improved? Related  Questions: 1.  What  factors  determine  the  UX  of  an  online   museum  collection? 2.  How  can  these  factors  be  used  to  evaluate  the   UX  of  existing  online  museum  collections? 5
  • 6. Two Challenges 1.  Evaluating  interfaces  is  time-­‐‑consuming  and   resource  intensive. Even  lightweight  usability  testing  methods  can  be   challenging. 2.  UX  is  a  complex  concept  that  is  difficult  to   evaluate  well. The  relevant  UX  factors  of  a  mobile  banking  app  are   likely  not  the  same  as  those  of  an  online  museum   collection. What’s  needed:   An  evaluation  method  that  is  easy  to  use,  adaptable,   and  quick. 6
  • 7. Assessment Rubrics Defined  as:  “criteria  for  assessing  complicated   things.” Common  in  educational  se3ings  because  they   articulate  gradations  of  quality  for  meaningful   dimensions  or  criteria. 7 Scale  Level  1 Scale  Level  2 Scale  Level  2 Dimension  1 description description description Dimension  2 description description description Dimension  3 description description description
  • 8. Benefits of Using Rubrics Efficiency Streamline  assessment  by  reducing  need  to  explain   why  specific  scores  were  given. Transparency Clearly  define  “quality”  in  objective  and  observable   ways. Reflectiveness Don’t  directly  prescribe  specific  fixes;  instead,  reflect   on  why/how  improvements  can  be  made. Ease  of  Use Simple  as  completing  a  form,  and  completed  rubric  is   effective  tool  for  communicating  results. 8
  • 9. Rubric Creation Process 1.  Identify  purpose/goals 2.  Choose  rubric  type 3.  Identify  the  dimensions 4.  Choose  a  rating  scale 5.  Write  descriptions  for  each  rating  point 9
  • 10. What is this rubric for? This  is  the  most  important  step,  as  it  will  drive   all  subsequent  decisions. Goal:  To  assess  the  UX  quality  of  an  online   museum  collection. 10 Step  1
  • 11. What type of rubric? Holistic  Rubrics Look  at  a  product  or  performance  as  a  whole;   contain  just  one  dimension  (e.g.,  “overall   quality”). Analytic  Rubrics Split  a  product  or  performance  into  its  component   parts;  allow  for  feedback  on  multiple  dimensions. 11 Step  2
  • 12. What dimensions matter? Requires  breaking  down  the  product  being   evaluated  into  components  that  are: Observable Important Precise No  prescribed  way  to  do  this;  just  needs  to  be  a   process  that  can  be  explained  and  justified. 12 Step  3
  • 13. Finding a starting point Began  with  a  literature  search  to  see  if  any  UX   criteria  for  online  museums  had  already  been   established. Starting  point:  Lin,  Fernandez,  and  Gregor  (2012)   identified  4  design  characteristics  and  five  design   principles  associated  with  user  enjoyment. Characteristics:  Novelty,  Harmonization,  No  time   constraint,  Appropriate  facilitation  and  association Principles:  Multisensory  learning  experiences,   Creating  a  storyline,  Mood  building,  Fun  in  learning,   Establishing  social  connection 13 Step  3
  • 14. Testing Lin et al.’s model With  a  graduate  assistant,  reviewed  39  online   museum  collections  with  respect  to  these  9   dimensions. This  allowed  for  a  bo3om-­‐‑up  approach. Ensured  that  dimensions  were  reflective  of  what   the  museum  community  considers  valuable. 14 Step  3
  • 15. Finding Exemplars The  Rijksmuseum   quickly  emerged  as  an   exemplar. But,  discussing  how  it   excelled  uncovered   limitations  to  Lin  et   al.’s  framework. Many  dimensions  were   actually  describing   multiple  concepts,   making  them  difficult   to  assess  independently. 15 Step  3
  • 16. Refining the dimensions In  response,  we  developed  a  parallel  set  of   dimensions  that  were  more  observable  and   explicit. And  that  more  closely  matched  our  interpretation  of   Lin  et.  al.’s  framework. This  allowed  us  to: Improve  the  vocabulary  to  make  it  more  accessible; Tighten  the  concepts  to  make  them  more   distinguishable;  and Evaluate  the  ability  of  each  dimension  to  capture  an   important  aspect  of  UX. 16 Step  3
  • 17. Iterative testing We  iteratively  tested  the  rubric  with  various   museum  collections  to  further  refine  and   strengthen  the  dimensions. Goal  was  to  make  them  less  ambiguous  and  more   observable. •  Ex:  Harmonization  and  Mood  building  became   Strength  of  Visual  Content  and  Visual  Aesthetics. Finally,  split  the  dimensions  into  3  categories   inspired  by  Don  Norman’s  model  of   Emotional  Design:  Visceral,  Behavioral,   Reflective. 17 Step  3
  • 18. Choosing a rating scale Typical  rubrics  use  between  2-­‐‑  and  5-­‐‑point   rating  scales. Four  rating  scale  points  were  chosen  and  a   neutral,  non-­‐‑judgmental  language  was   selected: Incomplete Beginning Developing Emerged 18 Step  4
  • 19. Gradations of quality Final  step:  writing  clear  and  well-­‐‑defined   gradations  of  quality  for  each  rubric   dimension. A  4-­‐‑point  rating  scale  should  describe  quality   ratings  as: No No,  but Yes,  but Yes 19 Step  5
  • 20. Final Assessment Rubric Visceral  (immediate  impact) 1.  Strength  of  visual  content 2.  Visual  aesthetics Behavioral  (immediate  usage) 3.  System  reliability  &  performance 4.  Usefulness  of  metadata 5.  Interface  usability 6.  Support  for  casual  &  expert  users Reflective  (long-­‐‑term  usage) 7.  Uniqueness  of  virtual  experience 8.  Openness 9.  Integration  of  social  features 10.  Personalization  of  experiences 20 1  Incomplete 2  Beginning 3  Developing 4  Emerged
  • 21. Ex: Strength of Visual Content 21 Incomplete Beginning Developing Emerged Artwork  is  a   peripheral   component  of  the   collection,  with   text  the  dominant   visual  element.   Images,  when   present,  are  too   small  and  low   quality.  Text  is  a   major  distraction   from  the  visual   content. [No] [No,  but] [Yes,  but] [Yes] Artwork  is  not   emphasized   throughout  the   collection,  and   images  are  rarely   the  dominant   visual  element.   Some  images  are   too  small  and/or   low  quality.  At   times,  text  is  too   dense  and   distracts  from  the   visual  content. Artwork  is   featured   throughout  the   collection,  but   images  are  not   always  the   dominant  visual   element.  Most   images  are  large   and  high  quality.   Text  is  used   purposefully,  but   some  is   superfluous. Artwork  is   presented  as  the   primary  focus  of   the  collection,   with  images  as   the  dominant   visual  element.   All  images  are   large  and  high   quality.  Text  is   used  purposefully   but  sparingly  to   enhance  the   visual  content.
  • 22. Next Step: Rubric Quality Four  experts  –  two  museum  professionals  and   two  UX  professionals  –  were  asked  to  apply  the   rubric  to  three  online  museum  collections. Sessions  took  ~90  minutes  to  complete  (approx.  20   minutes  per  museum) Held  one-­‐‑on-­‐‑one  (3  face-­‐‑to-­‐‑face,  1  remote) Completed  in  August/September  2014 Three  aspects  of  rubric  quality: Reliability Validity Utility 22
  • 23. What is rubric reliability? The  extent  to  which  using  the  rubric  provides   consistent  ratings  of  quality. i.e.:  do  different  raters  provide  the  same  (or   similar)  ratings  when  applying  the  rubric  to  the   same  interface? This  is  known  as  inter-­‐‑rater  reliability. Common  measure:  consensus  agreement 23
  • 24. UX Rubric Reliability Participants  rated  three  museum  collections  on   ten  different  dimensions. 30  potential  opportunities  for  agreement. Two  estimates  of  agreement: Conservative:  all  raters  provide  the  same  rating •  Target:  Approximately  30%  or  higher Liberal:  all  raters  are  within  one  rating  point •  Target:  Approximately  80%  or  higher 24
  • 25. Reliability: Results [1] Participant  Type Conservative Liberal All  (4) 4  /  30  (13.3%) 19  /  30  (63.3%) 25
  • 26. Reliability: Results [2] Participant  Type Conservative Liberal All  (4) 4  /  30  (13.3%) 19  /  30  (63.3%) Museum  (2) 14  /  30  (46.7%) 28/30  (96.3%) UX  (2) 9  /  30  (30.0%) 24  /  30  (80.0%) 26
  • 27. Reliability: Discussion 27 Using  the  rubric  was  be3er  than  blind   guessing,  but  there  is  room  for  improvement. Especially  when  combining  UX  and  Museum   experts. Conclusion:  Don’t  mix  evaluators  -­‐‑  they  should   all  share  a  disciplinary  background  and   professional  focus.
  • 28. What is rubric validity? The  extent  to  which  using  the  rubric  provides   accurate  measures  of  quality. Many  types  of  validity;  for  rubrics,  two   common  types: 1)  Content  Validity 2)  Construct  Validity 28
  • 29. UX Rubric Content Validity Content  validity  refers  to  the  extent  to  which   the  rubric  measures  things  that  actually   maXer. i.e.,  do  the  dimensions  of  the  rubric  make  sense? Ideally,  content  validity  is  demonstrated  by   soliciting  feedback  from  subject  ma3er   experts  during  rubric  creation.   In  this  case,  study  participants  were  asked  to  rate   the  perceived  relevance  of  each  rubric  dimension. 29
  • 31. Content Validity: Discussion None  of  the  experts  proposed  any  other   concepts  or  elements  that  should  have  been   included. Conclusion:  Rubric  has  content  validity,  but   Reflective  dimensions  may  need  more  refinement. Are  social  features  or  personalization  options   really  the  best  way  to  engage  online  visitors?   Can  challenges  of  providing  “open”  collection  be   mitigated? •  These  are  open  research  questions. 31
  • 32. UX Rubric Construct Validity Construct  validity  refers  to  whether  the  rubric   actually  measures  the  construct  it  is   supposed  to  measure. i.e.,  is  the  UX  rubric  actually  assessing  UX? Ideally,  construct  validity  is  demonstrated  by   showing  a  correlation  between  rubric  scores   and  another  accepted  measure  of  quality. But,  there  is  no  accepted  measure  of  UX  quality. •  Instead,  study  participants  were  asked  to  provide   perceived  levels  of  construct  validity. 32
  • 34. Construct Validity: Discussion All  participants  felt  the  rubric  was  an  effective   measure  of  UX. But,  museum-­‐‑centric  language  was  a  perceived   barrier  for  the  UX  experts. Conclusion:  Rubric  has  construct  validity,  but   language  could  be  more  accessible  to  non-­‐‑museum   experts.   34
  • 35. What is rubric utility? The  actual  impact  of  using  the  rubric  as  an   assessment  instrument. i.e.,  does  using  the  rubric  make  a  difference? Arguably  the  most  complex  and  most   important  quality  of  a  rubric. But,  measuring  actual  impact  is  nearly  impossible   (too  many  confounding  factors). 35
  • 36. UX Rubric Utility Instead,  focus  on  perceived  impact. Evaluators  need  to  think  the  rubric  is  valuable,   otherwise  they’ll  be  unlikely  to  use  it. Need  to  demonstrate  the  extent  evaluators   believe  the  rubric  is:   Useful?   Easy  to  use? Easy  to  learn? 36
  • 38. Utility: Discussion [1] All  participants  affirmed  the  utility  of  the   rubric  as  an  assessment  instrument. Biggest  benefit  is  to  aid  decision-­‐‑making: UX  expert:  the  rubric  seems  like  a  great  tool  to   “help  museums  figure  out  their  digital  budget.” How?  By  providing  a  snapshot  of  the   assessment  results. 38
  • 40. Summary Study  results  show  that  the  rubric  is  a  reliable,   valid,  and  useful  assessment  instrument. Future  work: •  Clarify  museum-­‐‑specific  language. •  Examine  the  reflective  dimensions  more  closely. •  Study  the  practicality  of  the  rubric  through  an  applied   case  study  with  a  museum  partner. Conclusion:  Rubric  can  provide  valuable  guidance   for  museums  interested  in  improving  their  users’   experience  with  online  collections. 40
  • 41. Thank you Craig  M.  MacDonald,  Ph.D. cmacdona@pra3.edu @CraigMMacDonald www.craigmacdonald.com