usability and accessibility lecture 1 – 09/02/10
DESCRIPTION
Usability and Accessibility Lecture 1 – 09/02/10. Dr. Simeon Keates. Course (provisional) overview. Note: subject to change!. Weeks 1 + 2:Project – done! Week 3: Intro to usability Week 4: Discount usability Week 5:Guest lectures Weeks 6-8: Universal access - PowerPoint PPT PresentationTRANSCRIPT
© Simeon Keates 2010
Usability and AccessibilityLecture 1 – 09/02/10Dr. Simeon Keates
© Simeon Keates 2010Page 2
Course (provisional) overview
Weeks 1 + 2: Project – done! Week 3: Intro to usability Week 4: Discount usability Week 5: Guest lectures Weeks 6-8: Universal access Weeks 9-10: User studies Week 11: Case studies / guest lecture Week 12: Usability and businesses Weeks 13-14: Complete project Week 15: Hand in reports
Note: subject to change!
© Simeon Keates 2010
Initial design feedback
All groups completed the task
Reports had very different styles• What each group thinks is important
Interesting variety of design rationales• What matters to different groups
Product classifications vs. list• More on this in Friday’s exercise
Sorting options…
Page 3
© Simeon Keates 2010
Course aim
Usual answer:
To introduce and explore a toolkit of usability methods and techniques• We will be doing this
Additional (better?) answers:
To teach you to think for yourselves
To teach critical thinking• Classic ice cream/drowning example
Page 4
© Simeon Keates 2010
Ice cream causes drowning!
The number of deaths due to drowning is higher on days when ice cream sales are high
The number of deaths due to drowning is lower on days when ice cream sales are low
Deaths by drowning and ice cream sales are strongly correlatedEating ice cream increases your chances of drowning!
Is this conclusion correct???
Page 5
© Simeon Keates 2010
A quick definition…
“Product”• Product• System• Service• Web-site
Page 6
© Simeon Keates 2010
What will we be looking at…
Project is web-based• For ease of coding…
Most examples will be software-based or web-based• Easier for experimentation…
Methods are extendable to hardware products• Some examples…
Page 7
© Simeon Keates 2010Page 8
EPIRAID office workstation
© Simeon Keates 2010Page 9
The IRVIS prototype
© Simeon Keates 2010Page 10
The Personal Information Point
More on this later today…
© Simeon Keates 2010Page 11
The “Your Guide” kiosk and surround
© Simeon Keates 2010Page 12
Analogue teletext / television
© Simeon Keates 2010Page 13
Digital teletext / television
© Simeon Keates 2010
Getting started…What is “usability”?
© Simeon Keates 2010
Usability…
Q – What makes a “good” product?
Q – What makes a “better” product?
Q – How do you define “usability” and “accessibility”?
Q – When should usability be considered in the design process?
Q – When is a product OK to release to customers?
Q – How do you define “sufficiently” usable?
Page 15
© Simeon Keates 2010
Why is usability important? (source: Patrick Jordan “An introduction to usability)
Annoyance• Products that are difficult to use cause annoyance and frustration and can
defeat their original purpose
Financial implications (product sales)• People do not want to buy those products
Financial implications (productivity)• People who have to use those products do not work as effectively and efficiently
as they should
Safety• Three Mile Island – officially “human error” but Norman claims bad design led to
misdiagnosis of what was happening in the reactor
Page 16
© Simeon Keates 2010
How do you define “usability”?
Suggestions?
Typical answers: “The ability to get to a product’s functionality” “The ability to use a product successfully” “Intuitiveness / ease of learning” “Ease of use” “User friendliness”
We need something more concrete…
… and usable …
Page 17
© Simeon Keates 2010
How do you define “usability”? (source: Wikipedia “Usability” entry) Ben Shneiderman and Jakob Nielsen (writing separately) claimed:
Usability is a part of “usefulness” and is composed of: Learnability: • How easy is it for users to accomplish basic tasks the first time they encounter
the design?
Efficiency: • Once users have learned the design, how quickly can they perform tasks?
Memorability: • When users return to the design after a period of not using it, how easily can
they re-establish proficiency?
Errors: • How many errors do users make, how severe are these errors, and how easily
can they recover from the errors?
Satisfaction: • How pleasant is it to use the design?
Page 18
© Simeon Keates 2010
How do you define “usability”? (source: Patrick Jordan “An introduction to usability)
Guessability:• The effectiveness, efficiency and satisfaction with which specified users can
complete specified tasks with a specified product for the first time
Learnability:• The effectiveness, efficiency and satisfaction with which specified users can
achieve a competent level of performance on specified tasks with a specified product, having completed those tasks once previously
Experienced user performance:• The effectiveness, efficiency and satisfaction with which specified
experienced users can achieve specified tasks with a specified product
Page 19
© Simeon Keates 2010
How do you define “usability”? (source: Patrick Jordan “An introduction to usability)
System potential:• The optimum level of effectiveness, efficiency and satisfaction with which it
would be possible to complete specified tasks with a specified product
Re-usability:• The effectiveness, efficiency and satisfaction with which specified users can
achieve specified tasks with a specified product, after a comparatively long period away from those tasks
Page 20
© Simeon Keates 2010
How do you define “usability”? (source: ISO 9241-11)
ISO 9241 definition: “The effectiveness, efficiency and satisfaction with which specified
users achieve specified goals in particular environments”
- effectiveness: the accuracy and completeness with which specified users can achieve specified goals in particular environments
- efficiency: the resources expended in relation to the accuracy and completeness of goals achieved
- satisfaction: the comfort and acceptability of the work system to its users and other people affected by its use
Page 21
© Simeon Keates 2010
Measuring usability (source: Patrick Jordan “An introduction to usability)
Effectiveness: the extent to which a goal or task is achieved
Task completion: • How much got done?
Quality of output: • Was what got done any good?
Page 22
© Simeon Keates 2010
Measuring usability (source: Patrick Jordan “An introduction to usability)
Efficiency: the amount of effort to accomplish a goal
Deviations from the critical (i.e. shortest) path: • How much did the user wander?
Error rate: • How often did the user make a mistake? How “bad” were the mistakes?• [More on this on Friday]
Time on task:• How long did it take?
Mental workload:• How hard did the user have to think?
Page 23
© Simeon Keates 2010
Measuring usability (source: Patrick Jordan “An introduction to usability)
Satisfaction: the level of comfort that the user feels when using a product and how acceptable the product is to users as a vehicle for achieving their goals
Qualitative attitude analysis: • Did you like it?
Quantitative attitude analysis: • How much did you like it? (e.g. benchmarking)
Page 24
© Simeon Keates 2010
IMPORTANT POINT #1
Most definitions involve:• Effectiveness• Efficiency• Satisfaction
Q – Are these definitions mutually exclusive???
To be useful, usability needs to be quantifiable
And thus measurable…
Page 25
© Simeon Keates 2010
Typical usability considerations (source: Wikipedia “Usability” entry)
Usability includes considerations such as:
Who are the users, what do they know, and what can they learn? What do users want or need to do? What is the general background of the users? What is the context in which the user is working? What has to be left to the machine?
Answers to these can be obtained by conducting user and task analysis at the start of the project.
Page 26
© Simeon Keates 2010
Typical usability considerations (source: Wikipedia “Usability” entry)
Can users “easily” accomplish their intended tasks? • For example, can users accomplish intended tasks at their intended speed?
How much training do users need? What documentation or other supporting materials are available to help
the user? • Can users find the solutions they seek in these materials?
What and how many errors do users make when interacting with the product?
Can the user recover from errors? What do users have to do to recover from errors? Does the product help users recover from errors? • For example, does software present comprehensible, informative, non-
threatening error messages?
Are there provisions for meeting the special needs of users with disabilities? (Accessibility)
Page 27
© Simeon Keates 2010
Getting started…The purpose of “design”
© Simeon Keates 2010
What is the aim of design? – Some common answers
Cheaper Faster Cleaner Safer Lighter Smaller, etc.
Page 29
© Simeon Keates 2010
What is the aim of design? – User perspectives
I want it to do more I want to be able to use it I want to be able to understand it I want to feel in control of it I want to be able to trust it
Page 30
© Simeon Keates 2010
What are we aiming for? (Source: Jakob Nielsen “Usability Engineering”)
Acceptability
Practical acceptability
• Utility
• Usability
Page 31
© Simeon Keates 2010
What is the aim of design? – An example
Page 32
Car A Car B
Fuel consumption >50 mpg <15 mpg
No. of passengers 7 2(+2)
Reliability Very high Very low
Running costs Very low Very high
© Simeon Keates 2010
The functional choice…
Page 33
© Simeon Keates 2010
The aspirational choice…
Page 34
© Simeon Keates 2010
What are we aiming for? (Source: Jakob Nielsen “Usability Engineering”)
Acceptability
Practical acceptability Social acceptability
Utility Aesthetics
Usability Desirability
Branding
Page 35
© Simeon Keates 2010
What is the aim of design? – Some common answers
Cheaper• Everyone wants a Bic biro… | Mont Blanc pens
Faster• Every aeroplane will be Concorde… | Orient Express
Cleaner• Everyone wants a Toyota Prius… | Aston Martin, Ferrari, etc.
Safer• Everyone wants to stay home all day… | Extreme sports
Lighter• Everyone wants to only take hand luggage on holiday… | Jewellery
Smaller• Everyone wants to only take hand luggage on holiday… | Double whopper …
Page 36
© Simeon Keates 2010
IMPORTANT POINT #2
There is no single universal product for everyone
There is no single product that will meet everyone’s needs
There is no single product that everyone will want to own
You can often only aim to satisfice• http://en.wikipedia.org/wiki/Satisficing
Page 37
© Simeon Keates 2010
Page 38
Designing an acceptable interface
© Simeon Keates 2010
What is a good interface?
Acceptable by the intended user group• (Jakob Nielsen “Usability Engineering”)
Need to define: What is the intended user group? What is acceptable?
© Simeon Keates 2010Page 40
Who are the users?
Often defined by marketing• “Target” users…• Defined by socio-economic factors
For usability can (should) take a broader view• Defined by user needs and wants• i.e. users who should be able to use the product
Accessibility takes an even broader view• [More on that in a few weeks]
© Simeon Keates 2010
What is a good interface?
Acceptable by the intended user group• (Jakob Nielsen “Usability Engineering”)
Need to define: What is the intended user group? What is acceptable?
© Simeon Keates 2010
Designing an acceptable interface – Social acceptability
Desirability• Do I want this?
Aesthetics• Does it look nice? Does it please my senses?
Branding• Does this product have values that I identify with?
Style• Does this product match my personal sense of style?
Page 42
© Simeon Keates 2010Page 43
Designing an acceptable interface - Practical acceptability
Utility (a.k.a functionality)• Does it do what it is supposed to?
Usability• Can the user get to the functionality?
Accessibility• Can all users get to the functionality?• We will come back to this later…
© Simeon Keates 2010
Where do problems arise?
Focusing on technical development issues Focusing on deadlines
Not understanding the users Not focusing on the users
Page 44
Designers designing for themselves(Alan Cooper “The inmates are running the asylum”)
© Simeon Keates 2010
Designers designing for themselves
“I am a user. Why shouldn’t I design for myself?”
“I understand the users. I don’t need to make any special effort to consider them.”
“I don’t have the time/budget/management approval to work with real users.”
“We’ve got user testing scheduled for the final phase of this project.”
Page 45
© Simeon Keates 2010Page 46
Acceptable interfaces? – I
© Simeon Keates 2010Page 47
Acceptable interfaces? – II
© Simeon Keates 2010
A better approach to designing for usability…
© Simeon Keates 2010Page 49
The fundamental stages of design
user wants/needs system requirements
STAGE 1 - define the problem
STAGE 2 - develop a solution
STAGE 3 - evaluate the solution
develop a usable system for “all” users
verify/validate for all users
© Simeon Keates 2010Page 50
Designing for usability – Reactivity or proactivity?
Reactivity - retrospective design consideration
Proactivity - designed for usability
• cheap
• perceived to be easiest
• not particularly effective
• accessible products
• perceived to be expensive/difficult
• can be very effective - if done correctly
© Simeon Keates 2010
Designing for usability – Reliability and validity
Reliability How repeatable is your data collection? Have you done the thing “right” ?
Validity Has your data collection answered your question? Have you done the “right” thing?
Page 51
© Simeon Keates 2010Page 52
The inclusive design ‘knowledge loop’
Case studies
Datarepresentation
Products/services
End-users
How to assessproducts/service
acceptability
How to capture &represent end-user
information
How to use theinformation toprovide correctproducts/services
How to assess datarepresentationacceptability
Informationusers
© Simeon Keates 2010Page 53
Methods for assisting the design of usable interfaces
Virtually all user-centred (or user sensitive) design methods
ONLY IF the correct users are chosen
© Simeon Keates 2010Page 54
Knowing the users – I
Q – What affects how acceptable an interface is to person? A – How it corresponds to their:• Capabilities• Experiences• Education• Expectations• Attitudes
© Simeon Keates 2010Page 55
Knowing the users – II
Q – How do users differ from other users? A – By their:• Capabilities• Experiences• Education• Expectations• Attitudes
© Simeon Keates 2010Page 56
Users…
Who are they?• Varies by project
What capabilities/characteristics?• Varies by project
How many?• Varies by project
How to report the results?• Varies by project
© Simeon Keates 2010Page 57
What user capabilities?
Step through the interaction to identify which user capabilities/characteristics matter
For example, at an ATM:• User asked “Which account to withdraw cash from?”• User reads the prompt (vision, cognitive / learning)• Finds the available buttons to choose between (vision, maybe motor)• Identifies the buttons (vision, cognitive / learning / memory)• Decides which one to press (cognitive / learning)• Activates it (motor, maybe vision)
© Simeon Keates 2010
Task analysis
What are the steps in making a cup of tea?
Page 58
© Simeon Keates 2010
IMPORTANT POINT #3
The most useful response for any usability professional:
“It depends…”
Page 59
© Simeon Keates 2010
Page 60
Basic usability concepts…
© Simeon Keates 2010
Principles of usable design
The next few slides introduce the principles of usable design
Can you think of instances when these principles can lead to a less usable design?
Page 61
© Simeon Keates 2010
Principles of usable design (source: Jordan)
Consistency: Designing a product so that similar tasks are done in similar ways
Page 62
© Simeon Keates 2010
Principles of usable design
Compatibility: Designing a product so that its method of operation is compatible with
users’ expectations based on their knowledge of other types of products and the “outside world”
Page 63
© Simeon Keates 2010
Principles of usable design
Consideration of user resources: Designing a product so that its method
of operation takes into account the demands placed on the users’ resources during interaction
Page 64
© Simeon Keates 2010
Principles of usable design
Feedback: Designing a product so that actions taken by the user are
acknowledged and a meaningful indication is given about the results of those actions
Page 65
© Simeon Keates 2010
Principles of usable design
Error prevention and recovery: Designing a product so that the
likelihood of user error is minimised and so that if errors do occur they can be recovered from quickly and easily
Page 66
© Simeon Keates 2010
Principles of usable design
User control: Designing a product so that the extent to which a user has control over
the actions taken by the product and the state that the product is in is maximised
Page 67
© Simeon Keates 2010
Principles of usable design
Visual clarity: Designing a product so that
information displayed can be read quickly and easily without causing confusion
Page 68
© Simeon Keates 2010
Principles of usable design
Prioritisation of functionality and information: Designing a product so that the most important functionality and
information is easily accessible to the user
Page 69
© Simeon Keates 2010
Principles of usable design
Appropriate transfer of technology: Making appropriate use of technology developed in other contexts to
enhance the usability of a product
Page 70
© Simeon Keates 2010
Principles of usable design
Explicitness: Designing a product so that cues are given as to its functionality and
method of operation
Page 71
© Simeon Keates 2010
Exercise:Card-sorting for the PIP
Page 72
© Simeon Keates 2010Page 73
The Personal Information Point
Output
Input
© Simeon Keates 2010
Exercise - Background
The PIP has 6 buttons for input Those buttons can be used for any purpose you choose The LCD screen will display the output only• i.e. no touch input
Page 74
© Simeon Keates 2010
Exercise - Details
PIP was to be used to advertise National Savings products Go to: http://www.nsandi.com/products/index.jsp Review the products• NOTE: Including those no longer on sale!
Design a set of paper prototypes for how that information can be displayed on the PIP
Write a (very brief) summary report explaining your decisions
QUESTION – What do you think is the minimum number of button presses needed to help a novice user decide which product to invest in?
Page 75
✗
© Simeon Keates 2010
Exercise – New details
Design the PIP to support the sale of computers You have been given a list of computer models in your handout Research the models• They are all on Amazon.co.uk
Design a set of paper prototypes for how that information can be displayed on the PIP
Write a (very brief) summary report explaining your decisions
Page 76
© Simeon Keates 2010
Exercise – New details
QUESTION – What do you think is the minimum number of button presses needed to help a novice user decide which product to invest in?
QUESTION – Do you think that this is the “best” possible design?
Page 77
© Simeon Keates 2010
Friday room change!!!
Every Friday now 3A18 • not 2A12
Exercise rooms remain the same…
Page 78