3.1 copyright © 2011 pearson education, inc. publishing as prentice hall week 4 usability: user...
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3.1 Copyright © 2011 Pearson Education, Inc. publishing as Prentice Hall
Week 4
Usability: User Needs Usability: User Needs Analysis Analysis
Usability: User Needs Usability: User Needs Analysis Analysis
Thossaporn Thossansin. Thossaporn Thossansin. BS.c, MS.cBS.c, MS.c
e-mail: [email protected]: [email protected]
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Agenda
• Introduction
• User Interface Design
– GUI building blocks
– GUI structures
• Usability
– Good design / bad design
– Usability levels
• User-centered design
– Principles and ideals
– The process
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What is Usability?
ISO 9241 usability definition
The effectiveness, efficiency, and satisfaction with which specified users can achieve specified goals in particular environments.
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Why is Usability Important?
1. The fate of the world
2. The Apple iPhone
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The Fate of the World
The 2001 Florida Ballot Incident
Bush won Florida by a 537-vote margin in official results
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The Florida Ballot
• 5,330 Palm Beach County residents invalidated their ballots by punching for Gore and Reform Party candidate Pat Buchanan.
• Almost half of them were 65 or older and Democrats.
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The Apple iPhone
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Focus on Usability and Design
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The implications of usability
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Usability vs. Specification
Initiation
Requirement
Design
Specification
Implementation
Testing
We design the user interface here
We test them here
Is it too late?
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User Centered Design
UI Design + Testing
Initiation
Requirement
Design
Specification
Implementation
Testing
• Therefore, we need a crush course in:– UI Design– Usability principles– User-centered design
• Note, these issues will be discussed in a very shallow manner.
• Each of these issues deserve a course
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Agenda
• Introduction
• User interface design
– GUI building blocks
– GUI structures
• Usability
– Good design / bad design
– Usability levels
• User-centered design
– Principles and ideals
– The process
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Basic Model of HCI
Computer
input
Computation
output
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Types of User Interfaces
Graphical User Interface (GUI)
Command Line Voice activated interfaces
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GUI Model
Computer
inputComputation
output
Mouse : {x0..1024, y0..768}
Keyboard : {I{A..Z, 1..0,...}}
Screen : {(x,y)Z2}
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GUI Components: Simple Input
• What is the type of information received by each input field?
• What’s the effect?
Text field Button
Text area Link
Enter Text Click to Submit
Enter Lots of text Link 1, link 2, link 3
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Simple GUI components: Choosers
• What is the difference between a radio button and a check box?• What is the choice domain and the choice range of each component?
Combo box Slider
Option 2
Option 1 Option 1
Option 2
Choose one
Radio button Checkbox
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Larger Constructs
Pages(in Web-based systems)
Windows(in Desktop-based systems)
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Composing components
Tabs
Areas of reference
List
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Actions
Context
Task
Consequences
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Conversations pageConversations page
Designing Interface Elements (top-down)
1. User flow: take the user aspect with the use-case model
2. Storyboard:
• Find compositions of actions / information
• Find relations between compositions
3. Detailed view:
• Refine each composition to the component level
4. Check and integrate
Use Case
Login PageLogin Page
Welcome Text Login Fields
Registration Links
password
Submit
Sign in
Marketing Text
Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah
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The use case model
Gmail*
User
External Email Server
»« »«
Compose message
»« »«
Manage messages
»«
»«
archive
»« »«
label
»«
»«
reply
<<extend>>
<<extend>>
<<extend>>
After selection
»« »«
Send / Receive Messages
»« »«
Manage Preferences
* It’s not exactly Gmail...
»« »« Sign in
<<include>>
<<include>>
<<include>>»« »«
Register
<<extend>>
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User flow
LoginPage
register
Message ManagingPage
Marketing Page
Message ViewingPage
Reply Page
Compose page
Manage accounts page
Manage filters page
Manage labels page
• Integrate use-case scenarios from the user perspective
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StoryboardLogin PageLogin Page
Welcome Text Login Fields
Registration Links
password
Submit
Sign in
Marketing Text
Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah
Conversations PageConversations Page
Folders
Label Filters
LOGOMessages Pane
Sign-out
Message Info: from, when, subject, has attachment?Actions: read, reply, replay, archive, delete
Message
Message
Show folder
showlabeled
Message Managing pageMessage Managing page
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Detailed View
Conversations PageConversations Page
Folders
Label Filters
LOGOMessages Pane
Sign-out
Show folder
showlabeled
All mailNew mailDeleted
PersonalWork
From Subject When
Archive Delete More actions...
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Agenda
• Introduction
• User interface design
– GUI building blocks
– GUI structures
• Usability
– Good design / bad design
– Usability levels
• User-centered design
– Principles and ideals
– The process
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Good UI design vs. bad design
• What makes a good design different from a bad design?
• In order to answer this question we will define the concept of usability.
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Which of these apps is easy to use?
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Good design
RecognizableSimpleClear purposeLearnableSafeFlexibleRobustGood Metaphors ...
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Recognizable interfaces
Pretty, or smart, is not necessarily Usable
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Patterns
• Design patterns in HCI are a good way to explore suggestions for good design
• We would look at some patterns:– Wizard (for simplicity)– Contextual help (for learnable interface)– Go back to a safe place – Shortcuts (for flexible)– Undo (for robustness)
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Wizard
• Problem: – The user wants to
achieve a single goal but several decisions need to be made.
• Solution: – Take the user
through the entire task one step at the time.
< Back Next > Cancel
Stuff to do here
Complicated ProcessComplicated Process
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Contextual Help
• Problem: – Users may need help
regarding specific tasks, but would spend a lot of energy searching for it.
• Solution:– Place help in the
context of the given task.
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Computers can be SCARY
Sometimes an innocent user gets into a state she don’t want to be in…And then, the terror!!!
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Solution
• Provide a way to go back to a checkpoint of the user's choice.
The "Home" button and the “Back”
Clicking the Logo inWeb sites
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Shortcuts
• Problem:– Power users need faster
ways to execute operations than novice users
• Solution:– Create shortcuts for
power operations, using keyboard, combinations, icons, special menus etc...
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Undo
• Problem:– The user might regret executing some operation. – Asking the user for confirmation after executing
each operation will make the interaction unusable.
• Solution:– Enable the user to undo her operations, after they
were executed.
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Usability levels
Component
Application
Project
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Component Level
• Familiar to use
• Gives feedback
• Reduces errors
• Satisfies a given task
• Readable
• Self explaining
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Application Level
• Accessible
• Gives sense of place
• Easy to navigate in
• Handles errors
• Realistic Scenarios
• Personalized
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Project Level
• Answers real needs
• Answers current needs
• Generates value
• Communicate with all organization's units
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Agenda
• Introduction
• User interface design
– GUI building blocks
– GUI structures
• Usability
– Good design / bad design
– Usability levels
• User-centered design
– Principles and ideals
– The process
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User Centered Design
• The objective is to create a design process that would increase the usability of the product
• Three principles:
– Finding the user’s context of the product
– Iterative process, including ongoing tests and revisions
– Participatory Design - Users become members of the design team
Initiation
Requirement
Design
Specification
Implementation
TestingClassic: User is
involved here
UCD: User is
involved here
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Where are the differences
• Requirements gathering stage:
– Talk / view users
– Identifying personas
• Specification stage:
– Interface prototyping
– Usability expert analysis
– Heuristic Evaluation
• Design / Implementation
– Usability Lab
– Log Analysis
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Requirements stage
• Talk to users
– Interview them in order to discover user’s culture, requirements, expectations, etc.
• Watch the users
– At work
– See how they use their existing systems
– See what they do not use
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Identifying Personas
• Personas are hypothetical archetypes of actual users
• By identifying a small set of personas, we can:
– make the users seem more real
– Judge the importance of features
– Look at the:
• Usage frequency
• Competency
• ...
Taken from http://www.w3.org/WAI/redesign/personas
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Evaluation at the requirements stage
Focus Group
The ideas of the new system are presented to a group of potential users.
Cognitive Walkthrough
The user “imagines” the system, by going with the interviewer through its stages and actions
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Prototyping
• Brainstorm
• Rough interface design
• Application walkthrough
Specification
Low fidelity paper prototypes
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Prototyping – Intermediate Stages
• Fine tune interface design
• Screen design
• Heuristic evaluation and redesign
Design
Medium fidelity prototypes
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Evaluation at the specification / design
Usability Lab
Testing the prototypes by actual users. Good for: finding unexpected problems and process refinement.
Guided Walkthrough
Guiding and questioning the users while they perform specific tasks.
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Evaluation with the actual system
• Log analysis may be used to:
– Identifying actual usage patterns
– Effectiveness of processes, and components
• Benefits:
– Real statistical information
– Real-time informationTaken from http://www.clickdensity.com
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Summary
Usability is important:
– Changing the registration interface at eBay had increased success rate from 16% to 68%. Sales went up in 84M$.
User interface design
– Components, storyboard, maps Usability
– Familiar, rules, patterns User-centered design
– Involve the users
– Evaluate early and often