ui design and usability for everybody
DESCRIPTION
TRANSCRIPT
UI Design and Usability for
Everybody
June, 2008
Slide 1 of 206
The Process of User Interface Development
Section One
1. The Process Overview
2. Mapping on RUP
3. Best Practices
4. Analysis and Design
5. Deliverables
Common Terms in Design World
CommerceBusiness designNew product developmentPackaging designProduct designService design
ApplicationsExperience designGame designInteraction designSoftware engineeringSoftware designSystem designUser experience designUser interface design Web accessibilityWeb design
Communications
Color design
Communication design
Content design
Graphic design
Information design
Instructional design
Motion graphic design
News design
Packaging design
Production design
Sound design
Theatrical design
Typography
Visual communication
Scientific and math
Combinatorial design
Design of experiments
Physical
Architectural design
Architectural engineering
Automotive design
Cellular manufacturing
Design engineer
Environmental design
Fashion design
Floral design
Furniture design
Garden design
Industrial design
Interior design
Landscape architecture
Mechanical engineering
Urban design
The Process: Two Ways to Design User Interface
User Interface
Development Tools
OS
Platform
User-Oriented
Design
System-Oriented
Design
The Process: Simplified Interface Design Process
Analisys
Design
Evaluation
Development
The Process: ISO Human-centred Design Processes
PLANthe Process
SPECIFY the Context of Use
PRODUCEDesign Solutions
SPECIFYUser Requirements
EVALUATE against Requirements
Meet Requirements
ISO13407
The Process: Mapping on RUP (1/2)
The Process: Mapping on RUP (2/2)
UI Modeling
The Process: Levels of User Interface Design
Concrete
Abstract
Completion
Conception
The Process: Three Angles of User Experience Design
_______________http://www.raremedium.net/
The Process: Features of Successful System Design
_______________Slide by Peter Morville, 2004
The Process: Disciplines and Factors of Successful User Experience
_______________Slide by Magnus Revang, 2007
The Process: Five Typical Iterations (Pathfinder Associates)
_______________Slide by Hala Heymassi, Elyse Sanchez, Robert Moll, Charles Field. Pathfinder Associates
Five Typical Phases, Activities, Deliverables
Analysis: User Analysis
User Analysis
• User Profiles
• Task Profiles
• Environment Profiles
How to document gathered information?
• Persona Decks (user profiles + task profiles + env profiles)
• Swim Lane and Activity Diagrams
• Primary Nouns Method
Analysis: Tasks Analysis
1. Defining Tasks
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
TaskTaskTask
Task
Task
Task
Analysis: Tasks Analysis
2. Defining Relationship
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
TaskTaskTask
Task
Task
Task
Analysis: Tasks Analysis
3. Building Hierarchy
Task Task Task
Task
Task
Task
Task Task
Task
Task
Task
Task Task Task
TaskTask
Analysis: Swim Lane and Activity Diagram
• Roles/Actors• Tasks for each role/actor• Relationship between them• Type of interaction• Conditions• Data flows
Analysis: Difficulties in Task Analysis
• Level of detalization• If-else branching• Defining of task ranges• Insufficiency of input information• Variance of gathered information
Analysis: Primary Nouns (1/2)
Method of defining system objects• Usually could be taken from task profiles, user profiles• Objects (user work with)• 1-3 objects per task• Primary Noun could take a couple of declarations
Examples: Customer Name, New Customer, New Order, Order number, Orders, Checkout, Products, Account, Account Numbers, Order History, Inventory, …
Analysis: Primary Nouns (2/2)
The Matrix of Primary NounsPrimary Noun Qty Representation Action Property
1/ Calendar one •Day•Week•Month•Year
•Open•Create an Appointment•Grant Access
•Title•Format
2/ Appointment a hundred •In a calendar•In a form•On a page
•Create•Accept•Invite•Postpone•Delete
•Theme•Date•Message•Attendees•Protocol
Design: User Scenarios (1/2)
User Scenario—is an overall description of how the user/persona/actor interacts with the system
Scenarios focus on user’s requirements not on business and technical requirements (like Use Case does).
User scenario usually has one-to-many relationship with use cases.
User scenario is global, use case is technically detailed.
Design: User Scenarios (2/2)
Persona
Scenario Scenario
Use Case Use Case
Test Case Test CaseTest Case
Design: Wireframes (1/3)
Wireframe allows to design:• Modular structure• Layout• Navigation• Design patterns• Key screens’ flows• Ideas and concepts• Data domain
Design: Wireframes (2/3)
How to develop wireframe:
1/ Take all information gathered on Analysis phase– Tasks, Users and Env. Profiles
– All set of requirements (user scenarios, use cases, tech specs, etc.)
– Personas
– Diagrams
– Matrix of Primary Nouns
– Tasks
– Standards
Design: Wireframes (3/3)
How to develop wireframe:
2/ Design wireframe using– UI Specification
– Conceptual model
– Navigational model
– Defining Patterns
– Previous Experience
– Data domain exploitation
– Rules of Perception
– Vertical and/or Horizontal wireframing
– Epicentric or environmental wireframing
Design: Prototyping (1/4)
Prototyping allows:• To estimate development effort• To see on the screen like on a final product• To establish a good communication within the project team• To involve users and even customers into the project team• To perform early usability testing
Design: Prototyping (2/4)
Why should we use prototyping?• Helps to increase profitability, reduces cost!• They are concrete• Stimulate iterative process• Involving users on first iterations• Important stage of the project life cycle
Design: Prototyping (3/4)
Types of prototype:• Paper• Screen Forms• Vertical Prototype• Scenario Prototype• Full-scale Prototype
Levels of prototyping:• High Fidelity• Low Fidelity
Design: Prototyping (4/4)
How to develop prototype?• Choose type of the prototype and its goals• Define minimal prototyping scope• Vertical or horizontal prototyping• Use prototyping patterns• Keep in mind rules of perception
Prototypes: Overview
Types of prototypes:
▫ HTML prototypes as replacement of storyboards
▫ HTML prototypes for demo purposes
▫ HTML prototypes used as UI layers
▫ DHTML applications with client-based components (IE and Mozilla)
▫ Macromedia Flash interactive demos
Prototypes: Approaches
Implementation of prototypes:
▫ Plain and Straight Approach
▫ Based on XML/XSL-Transformers (XML Spy Project)
▫ Based on template engines (Dreamweaver)
▫ Using Cookies (session emulation, role-based pages)
▫ Using Components (reusable code)
▫ Combined Approach
Usability, Information Architecture,User Interface Design
Section Two
1. Usability and Information Architecture
2. UI Standards, Accessibility
3. Visual Design and UI Design Principles
4. Web 1.0, Web 2.0
Usability Definition
“Usability a degree of how a product can be used to
achieve specified goals.”
Usability Definition
“Usability a degree of how a product can be used by
specified users to achieve specified goals in a
specified context of use.”
Usability Definition
“Usability a degree of how a product can be used by
specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a
specified context of use.”
ISO 9241-11 (1998) Guidance on Usability
“Effectiveness is the amount of resources needed to achieve the goals”
System Effectiveness User Effectiveness
• How fast the system work?
• How much the system cost?
• How much resources does the system need?
• Is it easy to maintain and modify the system?
• Can fast can users their achieve goals using the system?
• How much training does the users need to start working with the system?
Effectiveness
Efficiency
“Efficiency is the accuracy and completeness of achieving the goals”
User Efficiency
• Can system achieve user goals?
• Is system stable?
• Are there lots of system mistakes?
• Is system secure?
• Can users their achieve goals using the system?
• How many mistakes users usually do?
• How critical are these mistakes?
System Efficiency
User Satisfaction
“Satisfaction is the comfort and acceptability of the work system to its users.”
There is the user’s satisfaction of the system’s Efficiency and Effectiveness and also aesthetical satisfaction of the visual design.
Why is this girl so happy?Think twice before answer.
Because this is just a photo fromUS photo stock!
Information Architecture (1/2)
“Information architecture is the science of
expressing a model or concept for
information.”
Most definitions have common qualities: a structural design of shared environments, methods of organizing and labeling web sites, intranets, and online communities, and ways of bringing the principles of design and architecture to the digital landscape.
Information Architecture (2/2)
_________
Slide by Brandon Schauer
Usability Helps
• In Development: reduces dev costs, increases dev speed and quality of the code, profitability
• In Sales: increases revenue
• Users: increases the effectiveness, efficiency and satisfaction
• Transition: decreases transition costs
Levels of Usability Problems
Micro Usability Problems
Macro Usability Problems
Usability Principles
Ease of learning how fast can a user who has never seen the user interface before learn it sufficiently well to accomplish basic tasks
Efficiency of useonce an experienced user has learned to use the system, how fast can he or she accomplish tasks
Memorabilityif a user has used the system before, can he or she remember enough to use it effectively the next time or does the user have to start over again learning everything
Error frequency and severityhow often do users make errors while using the system, how serious are these errors, and how do users recover from these errors
Subjective satisfactionhow much does the user like using the system?
Usability Concepts
Composition focus and scan orderone should feel where to start and where to go.
Stereotypes and standards (do not invent bicycle)one should feel familiar with the items used to fill comfortable.
Main success scenarioeach part should has one clear goal and guide one to the success.
Critical informationdon’t hide critical information.
Navigation pathguide your user through controls
Goal should be clearone should know what the hell he is doing here.
Usable Systems/Products
Features of an Usable System:
Consistency:
– UI Appearance Consistency
– Visual Appearance Consistency
– Behavior Consistency
– Organization Consistency
– Consistency with standards
Ease of Navigation
Ease of Use
Ease of Learn
Hard to Forget
Usability: Levels of Maturity
Levels of Maturity:
1. No usability in the company
2. Usability on a development level
3. Isolated usability group
4. Supported and budgeted usability dept
5. Manageable usability
6. Systematic usability processes
7. Integrated UCD
8. User oriented company
User Interface Standards Pyramid
User Interface Standards
ISO Standards:ISO 9241-11 (1998) Guidance on Usability, ISO 9241-10 (1996) Dialogue
principles, ISO 9241-14 (1997) Menu dialogues, ISO 9241-17 (1998) Form-filling dialogues…
Accessibility Standards:Section 508 of U.S. Federal Rehabilitation Act § 1194.21 Software applications and
operating systems, § 1194.22 Web-based intranet and internet information and applications;
Web Content Accessibility Guidelines 1.0 (WCAG)
Platform standards:
The Microsoft Windows User Experience
Apple Human Interface Guidelines
Java Look and Feel Design Guidelines
GNOME Human Interface Guidelines
KDE User Interface Guidelines
SAP R/3 Style Guide
Look and Feel
“The appearance and behavior of a system facility as
perceived by the end user.”
“Look”–Visual Appearance:• colours• shapes• layout• typefaces etc.
“Feel”–Behaviour of Dynamics• buttons;• boxes;• menus;• navigation patterns; etc.
How do We Look on Screen? (1/3)
??
How do We Look on Screen? (2/3)
1 1
1 1
2
2 2
22 2
33 3 3
3
3
How do We Look on Screen? (3/3)
Visual Design vs. User Interface Design
Visual Design
“The field of developing visual materials to create an experience.”
UI Design
“The process of designing the interaction between
a human and a machine.”
Principles of Design
Visual Design Principles
1. Proximity
2. Repetition
3. Layout
4. Contrast
UI Design Principles
1. Organizing and Grouping
2. Consistency
3. Alignment
4. Whitespace
Visual Design: Proximity
What For?
- Organize!
How to?
- Count the number of visual elements. If you have more than 3-5 than search for similarity to organize related elements to a singular visual unit.
I
Visual Design: Repetition
What For?– The purpose of repetition is to unify and to add visual Interest.
Don't underestimate the power of the visual interest of a page - if a piece looks interesting, it is more likely to be read.
How To?– First, think of repetition as being consistent. Then push the
existing consistencies a little further - can you turn some of those consistent elements into part of the conscious graphic design, as with the headline? And finally, make the repetitive element stronger and more dramatic
II
Visual Design: Layout
What For?– Unify and Organize!
It is usually the specific layout creates a sophisticated look.
How To?– Be conscious of where you place elements. Always find
something else on the page to align with, even if the two objects are physically far away from each other.
Grids!
III
Visual Design: Contrast
What For?– One purpose is to create an interest on the page–if a page is
interesting to look at, it is more likely to be read. The other is to aid in the organization of the information. A reader should be able to instantly understand the way the information is organized, the logical flow from one item to another. Contrast should focus reader’s attention on the most important content and help him navigate through the document.
How To?– Add contrast through your typeface choice, line thicknesses,
colors, shapes, sizes, space, etc. It is easy to find ways to add contrast, and it's probably the most fun and satisfying way to add visual interest. The important thing is to be strong.
IV
Visual Design: Composition and Layout
Left-right top-bottom reading orderplace the main content in this position (Z order)
Focusreader sees the most brightest point on the screen first
Balancesymmetrical, asymmetrical and radial
Terminatorthe should be something that says that the page is over
Gestalt Theory“The whole is more than the sum of its parts”
Rule of Thirdsdivide into thirds both vertically and horizontally; the centers of the reader's attention are located near the intersections of these lines
Visual Design: Using Spaces
Pausepsychologically it gives a time to rest and to adapt information
Separatorit perfectly says where the item starts and ends
Restit is the place where your eye can take a rest
Visual Design: Proximity
Visual Design: Repetition
My Details Page Layout Identified Savings Page Layout
SubmenuBreadcrumbs (path)Page TitleExplanatory TextSearch PaneForm or Grid
Visual Design: Alignment (Bad)
Visual Design: Alignment (Good)
Visual Design: Contrast
EPAM Presentation Standard PowerPoint Template
UI Design Principles: Organizing and Grouping
Organizing and GroupingItems relating to each other should be grouped close together. When several items are in close proximity to each other, they become one visual unit rather than several separate units. This helps organize information, reduces clutter, and gives the reader a clear structure.
I
UI Design Principles: Consistency
ConsistencyRepeat UI elements of the design throughout the piece. You can repeat everything—behaviors, controls, grids, approaches, paradigms, UI concepts and patterns, etc. This develops the organization and strengthens the unity.
II
UI Design Principles: Alignment
AlignmentNothing should be placed on the page arbitrarily. Every element should have some visual connection with another element on the page. This creates a clean, sophisticated, fresh look.
III
UI Design Principles: Whitespace
WhitespaceThere are three main properties of whitespaces: a) pause—psychologically it gives a time to rest and to adapt information; b) separator—it perfectly says where the item starts and ends; c) rest—it is the place where your eye can take a rest.
IV
UI Design
No principles applied
UI Design: Organizing and Grouping (1/2)
Controls organized
UI Design: Organizing and Grouping (2/2)
Controls grouped
UI Design: Alignment (1/2)
Controls aligned
UI Design: Alignment (2/2)
Further alignment
UI Design: Consistency
Labels are consistent now
UI Design: Whitespace
White space added
The Rule of Doubles
Any interface can be made twice as simple as the original one
Any interface can be made twice as complicated as the original one.
Information Coding
Colormetro map, Ahmad tea packs, density charts, road signs
Shapeclocks, chess
Symbolremote controller, car panel, road signs
Location4 meters from the wall and 6 meters to the right
Sound
Etc
English vs. Russian
Pay attention at:• абзацный отступ vs. paragraph spacing• Моя история vs. My Story• « » vs. “ ”• № vs. #• 3 500,00 vs. 3,500.00• 31 р. vs. $ 31
Web 1.0 – A Basis for Web 2.0
• Publishing• Transacting• Communicating• Collaborating• Documents• Forms• Frames• Thin Client
_______________Slide by David Heller, www.synapticburn.com
Web 2.0
_______________Slide by David Heller, www.synapticburn.com
Web 2.0
Web 2.0
Spaces for collaboration• Rates• Reviews• Comments• Tags• Blogs• Feeds
Re-mixing & Mashing• Combining different content sources• Letting people use your content source• Enabling content and services to be mixed
_______________Slide by David Heller, www.synapticburn.com
AJAX
Impacts on Design:• Inline editing• Data set manipulation• In line/in context validation(s)• “instant” query results (version of progressive display)• Contextual intelligent navigation and information display• Data display from multiple interacting sources
_______________Slide by David Heller,
www.synapticburn.com
Not Pages but Pathways
A page is a metaphor of a moment of uninterrupted context
“There is no [page], Neo”“There is no page, only pathways” – Emily Chang & Max
Kiesler
_______________Slide by David Heller, www.synapticburn.com
Businessrequirements
User needs
Structure Test LaunchDesign BuildRules of^ Build &^ Re-^
Story
Group & user needs
InteractBeta
_________
Slide by Brandon Schauer
Web 2.0: Something you should know
Summary: Techniques of Effective Design
1/ Don’t Make Users Think
2/ Don’t squander users’ patience
3/ Manage to focus users’ attention
4/ Strive for feature exposure
5/ Make use of effective writing
6/ Strive for simplicity
7/ Don’t be afraid of the white space
8/ Communicate effectively with a “visible language”
9/ Conventions are our friends
10/ Test early, test often
Introduction toUsability Testing Techniques
Section Three
1. What is Usability Testing
2. Methods
3. Software and Hardware
4. Examples
Usability Testing
What is usability Testing?
Usability testing is a technique used to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system.
This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users.
Usability Testing: What should we test?
Test it!
Usually it is enough to test the following four aspects of design:
• Navigation• Contents• Representation• Interaction
Usability Testing: Participants
1/ Respondent (participant)• Real and possible user of the system• Should not be developer of the product and even developer at all
2/ Facilitator (moderator)• Organizes all the process: from scratch (planning) till the end
(reports)
3/ Observer (assistant)• Records all the events• Don’t communicate with respondent!• Helps facilitator• Participates in analysis and reports’ preparation
Usability Testing: Regular UT Laboratory
Users RoomObservation Room
Usability Testing: The Future of UT Laboratory
Usability Testing: Methodology
Design—Test—Design—…• Testing with 5 users discovers 85% of problems• Solving usability issues• Testing with 5 users discovers 85% of problems• Solving usability issues• Testing with 5 users discovers 85% of problems• Enjoying!
N = (1-0.85) * 0.85 * 0.85 ~ 0.1084 ~ 90% of problems resolved!
Usability Testing: Methods of Testing
Methods of Testing• Heuristic Evaluation• Remote Testing• Co-discovery Learning• Coaching Method• Performance Measurement• Question-asking Protocol• Retrospective Testing• Shadowing Method• Teaching Method• Thinking Aloud Protocol
Usability Testing: Software
1/
2/
Usability Testing: Eye Tracking Camera
Eye-Tracking Camera Results
Samples and Q&A Session
Section Five
3. UI Redesign in Action
2. The profession
4. Questions and Answers
1. Controversial Points
Controversial Points (1/3)
Controversial Points (2/3)
Controversial Points (3/3)
Processing without IA and UI Designer
Major Problems
• Not visible enough selection in top menu
• Tab control used for wizard
• Inconsistent design of “Next” button
• No Page Header
• Different length of controls
• Bold label text
• Strange alignment and grouping
• Etc.
Solutions
• Graphical design improved
• Proper wizard design
• Consistent button design
• Page header added
• Controls length
• Plain label text
• Grouping and alignment
Processing with IA and UI Designer
Major Problems
• Strange organisation and design of submenu
• Inconsistent design and position of “Save” button
• Controls are not grouped
• Not obvious design of “Propose login” functionality
• Bold label text
• Labels are inconsistent aligned
• Etc.
Processing without IA and UI Designer
Solutions• Graphical design improved• Consistent button design and position• Controls are grouped• “Propose login” improved • Labels are consistently aligned• Plain label text
Processing without IA and UI Designer
Major Problems• Search form doesn’t look like a form• Inconsistent use of icons• Unusable navigation• “New” button is not on the right place• Number of found records is not properly located• No hints on the icons• Etc.
Processing without IA and UI Designer
Solutions• Graphical design improved• Division on group and action buttons• Search form has unique background and “search” button• Decreasing amount of icons• Reorganazed data sheet• Improvements in navigation• “Found N items” is in place• Etc.
Processing without IA and UI Designer
Question One
Vlad Rybaltovsky asks:
“What is Web 3.0?”
Answer (1/5)
Answer (2/5)
Answer (3/5)
This picture appears as
a search response for
“Web 3.0” keyword in
Google.com
Answer (4/5)
Problems of Web 2.0• Information vs. Knowledge• Search Results• Tagging problems• User generated content• Uncontrollable content stream• Too open, too unsecured
Answer (5/5)
Web 3.0 Technologies• Semantic Web• Inference Engines and Info Agents• Specialized Media Search• Enhanced Search Engines• Knowledge vs. Information• Ontology as Meta Information• Auto tagging, Auto Abstracting• One-button Interfaces• Simplification of everything• RDF, OWL, SPARQL, SWRL, etc.
Answer (5/5)
RDF (Resource Description Framework)RDF #1
@prefix : <http: www.example.org> .:john a :Person .:john :hasMother :helga .:john :hasFather :henrich .:richard :hasSister :jane .
(John has father Henrich)
____________________________________________________________________
RDF #2:@prefix : :henrich :hasBrother :han
{? a :hasFather ?b . ?b :hasBrother ?c . } => { ?a :hasUncle ?c } (Henrich has brother Han)
____________________________________________________________________
Summary from RDF#1 and RDF#2:
=>(John has uncle Han)
Question Two
As you remember 6 – 8 years ago web applications were named ‘thin client’ because client was only web browser and all application logic was on server. And one of advantages of web application was that user can has slow computer.
Now we can see a tendency of moving some part of server application to browser (AJAX, Flash, and etc.)
So browsers have to increase their API and become more complex and run more hard (slowly) web application.
And there is the question:
Is it right way to future or it is just temporary bells and whistles?
Victor Yarmolovich asks:
Answer
Thin/Thick Clients:
Mainframes
PCs
Web 1.0
Web 2.0
???
Thin Clients
Thick Clients
Question Three
Evgeniy Mironov asks:
What is Jacob Nielsen
silent about?
Answer
Jacob Nielsen keeps silence about:
• He is a well-known
theorist not a practical
man
• Good design
doesn’t mean following
JN’s rules
• In Fact he loves
Flash
Question Four
Eugene Kirdzei asks:
Are there any design criterion/rules/approaches which could be used during designing of site and its components?
Answer
Use Website Patterns:Promo, Ecommerce, Corporate, Business, Entertainment, Portal,
Intranet, etc.
Use UI Patterns:Structure, Layout, Navigation, Forms, Interaction, etc.
_____________http://ui-patterns.com/
http://www.time-tripper.com/uipatterns/
http://www.welie.com/patterns/
http://groups.ischool.berkeley.edu/ui_designpatterns/webpatterns2/webpatterns
http://www.lukew.com/resources/articles/DesignPatterns_LW.pdf
http://www.flickr.com/photos/factoryjoe/collections/72157600001823120/