lly, we can evaluate the changes in terms of worth over five domains as follows
Evaluation of Change Potential – the outcome is the agent of change in the hands of the actor so think about its potential to bring about change the changes being sought.
Evaluation of Worth – meaning how far have we gone by using the outcome in terms of solving the original presenting problem and was the whole exercise worth the effort?
Evaluation of Use – every project will generate an outcome and established an appropriate actor and looking at those two things can we assess how useful the outcome, is in the hands of a given actor, is likely to be.
Evaluation of Functionality – the outcome itself will in effect contain functional elements and we need to look at those and see if they were appropriate, consistent and comprehensive.
Evaluation of mood – any outcome will not exist in a vacuum and associated with it will be a kind of working atmosphere and levels of trust in , ,the actors and users and all these put together give you a sense of mood and if things are to go well we need that mood to be in some sense positive, warm, helpful and sustaining.
Outcome Evaluative Mechanisms - There are many ways we can do the actual evaluation but the most common are as follows although in every case they must be supported by evidence.
Compare with existing similar products.
Compare against a standard of some kind (this may be anything not just published ones).
Compare against some defined criteria.
Compare using expert opinion.
Compare with defined objectives.
Comparison by using simulations of the outcome as it might be used
Compare using engineering principles: reliability, efficiency etc
This section just outlines some very general methodological means of focusing on evaluation.
Heuristic evaluation - an evaluator's experiential reactions to use of the outcome so one asks essentially does use of this outcome “feel right” to an expert.
Actor testing - studies conducted by actors, usually in a semi-realistic contexts. The aim is to see how the outcome is used and what usability or functionality issues arise.
Interviews & Questionnaires - focus Groups, customer feedback and various methods involving direct user reactions can be used to obtain various qualitative data about users' experiences with the outcome.
Trials and Simulation - using one's colleagues (or a similar accessible, controllable group) to try the outcome for a period of time, before it is given to real actors.
Storyboarding – using some kind of mood boards, storyboards, cartoons, rich pictures may help you to see how your outcome will be used by actors to bring about change and what kind of change that is.
Ethnography (from the word ethnic) - the most realistic way of evaluating an outcome is to go into the place where it is intended to be used and watch real actors using it.
Breakdown Analysis - a breakdown is any incident where the actor has cause to focus on the outcome itself rather than its effect or perhaps more simply, the outcome is might not have the desired effects and the actor wonders why.
Common Errors – the most persistent error we see here is that students take the above notes and simply copy them into their work without any attempt at contextualisation and practicality. Therefore we see a student saying “I will test my outcome to see if it’s systemically desirable” but without any hint as to how
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