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What is a "good" application. Usability talk at EclipseCon 2012

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What  makes  an  applica/on  a  “good”  applica/on  ?  How  is  so'ware  experienced  by  end-­‐users  ?  Chris7an  Campo  EclipseCon  2012  

 •   Chris/an  Campo  

 How  is  so:ware  experienced  by  end-­‐users  ?  •   What  is  Usability  ?  

•   Flow  ?  •   “Gestalt”  Laws  ?  

Who  are  we  ?  

So'ware  Quality  

Efficiency  

Func7o-­‐nality  

Maintainability  

Portabi-­‐lity  

Usability  

So:ware  Quality  

   

Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  

achieve  specified  goals  with  effec:veness,  efficiency,  and  sa:sfac:on  in  a  specified  context  of  use."    

 Source:  ISO  9241-­‐11  

 

Usability,  a  defini/on  

   

Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  achieve  specified  goals  with  effec1veness,  efficiency,  and  

sa1sfac1on  in  a  specified  context  of  use."      

Source:  ISO  9241-­‐11  

 

Usability  

Product,  User,  Goal,  and  Context  of  Use  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  

achieve  specified  goals…  …in  a  specified  context  of  use."      

Usability  

Context of Use

Input  

Output  

USER  Input  

Output  

PRODUCT  

Source:  Productergonomie,  H.  Dirken  

I have Goals

Usability:  the  user  

Context of Use

Input  

Output  Throughp

ut  

Input  

Output  

Throughp

ut  

Source:  Productergonomie,  H.  Dirken  

User  

PRODUCT  

Input  •  Sight,  Hearing,  Taste,  Smell,  Touch,  

Balance  &  Accelera7on,  Temperature  

Output  •  Motor  skills,  Speech    

Throughput  •  Decision  (processing),  

Memory  (storing)  

Input  •  Keyboard/Keypad,  Mouse,  Joys7ck,  

Microphone,  Touch  Screen    Output  

•  Monitor,  Internal  speak,  Vibra7on  

Usability:  the  product  

Context of Use

Input  

Output  Throughp

ut  

Input  

Output  

Throughp

ut  

Source:  Productergonomie,  H.  Dirken  

Product  Throughput  •  Decision  (processing),  

Memory  (storing)  

USER  

Context  of  Use  Context  of  Use  •  Use  environment  (Environmental-­‐,  

Social-­‐  Technological  context  •  E.g.  Temperature,  Noise,  Pressure,  

Ligh7ng  Condi7ons,  Other  products  (e.g.  safety  glasses,  gloves),  Social  Context  

Usability:  context  of  use  

Context of Use

Input  

Output  Throughp

ut  

Input  

Output  

Throughp

ut  

Source:  Productergonomie,  H.  Dirken  

USER   PRODUCT  

Product,  User,  Goal,  and  Context  of  Use  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  

achieve  specified  goals…  …in  a  specified  context  of  use."      

Design  decisions  ?  

Context of Use

Input  

Output  Throughp

ut  

Input  

Output  

Throughp

ut  Product  

 

?  

Source:  Productergonomie,  H.  Dirken  

USER  

Design  decisions:  the  user  

•     Required  domain  knowledge  knowledge  (what  does  the  user  need  to  know  to  accomplish  their  job?)  

User  • What  goals  does  the  user    have?  •   Vocabulary  of  the  domain  

•   How  exis7ng  products  are  used  

•   Abili7es  and  impairments?  • How  do  the  goals  of  my  so'ware  relate  to  other  goals  of  the  user’s  job?  •   Experience  level?  

Context  of  Use  •   What  are  characteris7cs  of  the  context  (e.g.  heat,  noise)  •   Ar7facts  in  the  context  

Design  decision:  context  of  use  

•   Context  of  how  the  product  fits  into  their  lives/workflow  

Factory  floor   Public  space   Library   Crowded  office  space  

•   To  make  a  more  usable  design,  you  need  to  know:  › Who  are  your  users  ?  

› What  are  their  skills  ?  › What  are  their  goals  ?  

›  In  which  context  is  your  product  used  ?  

•   The  informa/on  on  user,  context,  goals  will  help  you  make  realis/c  design  decisions  

•   How  to  get  this  informa/on  ?  

› USABILITY  RESEARCH  &  TESTING!  

What  does  this  all  mean  ?  

   

Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  

achieve  specified  goals  with  effec1veness,  efficiency,  and  sa1sfac1on  in  a  specified  context  of  use."    

 Source:  ISO  9241-­‐11  

 

Usability  

•   Effec/veness  ›  Defini7on:  Successful  in  producing  an  intended  result  

Usability:  effec/veness  

›   Measuring  Effec7veness  ›     Percentage  of  task  completed  

›   Ra7o  of  success  to  failure  

›   Number  of  features  or  commands  used  

Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  

Sports  car     Bicycle  

•   Efficiency  ›  Defini7on:  Achieving  maximum  produc/vity  with  minimum  wasted  effort  or  expense  

 

Usability:  efficiency  

›   Measuring  Efficiency  ›     Time  to  complete  the  task  

›     Time  to  learn  ›     Time  spent  on  error  

›     Percentage  or  number  of  errors  

Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  

Sports  car     1-­‐Liter  car  

•   Sa/sfac/on  ›  Defini7on:  Fulfillment  in  one’s  expecta/ons,  needs,  or  pleasure  derived  from  this  

 

Usability:  sa/sfac/on  

›   Measuring  Sa7sfac7on  ›  Ra7ng  scale  for  sa7sfac7on  with  func7ons  and  features  

›  Ra7ng  scale  for  usefulness  of  the  product  or  service  

›  Number  of  7mes  user  expresses  frustra7on  or  anger  

 

Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  

•   Sa/sfac/on  ›  Fulfillment  in  one’s  expecta/ons,  needs,  or    pleasure    derived  from  this  

 

 Keep  users  happy  by  allowing  for    flow  

Usability:  sa/sfac/on  Experience  

•     Flow  is  the  mental  state  of  opera7on  in  which  a  person  in  an  ac7vity  is  fully  immersed  in  a  feeling  of  energized  focus,  full  involvement,  and  success  in  the  process  of  the  ac7vity    

How  to  allow  for  flow  ?  (Some  principles)  

•   The  user  must  have  a  clear  goal  •   Task  should  be  doable/workable  •   (Inter)ac7ons  should  have  immediate  feedback    

In  So:ware  ?  (Some  principles)  

•  Direct,  don’t  discuss  •  Keep  tools  close  at  hand  •  Provide  modeless  feedback  

What  is  flow  ?   Experience  

Sources:    About  Face  2.0,  Cooper,  Reiman,  The  Psychology  of  Op7mal  Experience;  Csikszentmihalyi  

Flow  ?  

Allowing  for  flow   search  

Allowing  for  flow   search  

Allowing  for  flow   search  

Allowing  for  flow   search  

Allowing  for  flow   search  

Allowing  for  flow   save  

Allowing  for  flow   save  

Allowing  for  flow   save  

Demo  textedit  

Allowing  for  flow  

Allowing  for  flow  

Allowing  for  flow  

Allowing  for  flow  

• Flow  !=  Workflow  › Flow  links  Workflows  

› Flow  allows  uninterrupted  Work  › Think  ahead  for  your  user  ???  

Allowing  for  flow  

•   Efficiency  ›  Achieving  maximum  produc/vity  with  minimum  wasted  effort  or  expense  

To  make  a  product  more  efficient  one  can  reduce  TIME  and    WORK  

 

Logical  Work  

Perceptual  Work  

Mnemonic  Work  

Physical/Motor  Work  

Usability:  efficiency  

“decoding  visual  layouts  and  seman7cs  of  shape,  size,  color,  and  representa7on”  

“recall  of  passwords,  command  vectors,  names  and  loca7ons  of  data  objects  and  controls,  and  other  rela7onships  between  objects”  

“comprehension  of  text  and  organiza7onal  structures”  

“number  of  keystrokes,  degree  of  mouse  movement,  use  of  gestures,  switching  between  input  modes…”  

Source:  About  Face  2.0,  Cooper,  Reimann  

Reducing  perceptual  work  ?  

•  (Some)  Dimensions  of  visual  coding  

›  Posi7on  

›  Color  

›  Texture  

›  Shape  

›  Size  

Source:  Productergonomie,  H.  Dirken  

Reducing  perceptual  work  ?  

Proximity  •  Elements  that  are  close  together  tend  to  be  

perceived  as  a  group  (belonging  together)  

Similarity  •  Elements  with  similar  proper/es  (e.g.  shape,  color)  

tend  to  be  perceived  as  groups    

 

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Label Textfield

10 px

next Label

30 px

Label always at the beginning of a new line

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Reducing  perceptual  work  

I meant in an intelligent way :-)

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

YES  !  this  is  the  same  as  the  one  above  J  

Reducing  perceptual  work  

Reducing  perceptual  work  

•  mandatory •  static •  easy to

overlook

Reducing  perceptual  work  

Reducing  perceptual  work  

no longer mandatory

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•  errormarker

Reducing  perceptual  work  

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ambiguous meaning of disabled

Reducing  perceptual  work  

better ? what about the label ?

Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  achieve  specified  goals  with  effec1veness,  efficiency,  and  

sa1sfac1on  in  a  specified  context  of  use.”    

Recap  

Source:  ISO  9241-­‐11  

Flow  “Gestalt”  Law

s  

Mind  this  Do  not  interrupt  this    

The  ques/on  is  ?  

What  is  the  context  of  use  ?  

Who  are  my  users  ?  

What  are  their    goals    ?  

How  can  I  make  their  work  more  efficient  ?  

How  can  I  make  their  work  more  sa/sfying  ?  

How  can  I  make  their  work  effec/ve  ?  

How  do  users  experience  YOUR  so:ware  ?  

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