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User Interfaces & UX TIE-13106 20.9.2016 Laura Hokkanen Unit of Human-Centered Technology (IHTE) Slides by Thomas Olsson

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User Interfaces & UXTIE-1310620.9.2016

Laura HokkanenUnit of Human-Centered Technology

(IHTE)

Slides by Thomas Olsson

Contents

• Before UI design: clear and mutually agreed concept!

• UI design: principles and aspects to consider

• Methods for UI design

• Standards, styleguides and other tools

• Testing and evaluating UI & UX

21.9.2016TIE-13100 2

Agile development & UX workOne generally agreed process

21.9.2016Kati Kuusinen – JOTU syysk-15 3

Source: Sy; Desirée. Adapting Usability Investigations for Agile User-centered Design.

Cycle 0 – the Concept

• What is the ”concept” (overall idea, vision) you’re working with?– What is the business problem or customer/user need you are

addressing?

– If it was defined by the customer, is it meaningful? Are you both committed to it?

21.9.2016 4

• What are the target user group(s) and contexts of use? – What do you actually know about

these?

– What kind of limitations do these set? Does the idea fit with these?

– What kind of user-centered quality goals have you set?

To support the concepting work

Conceptual modelBefore detailed UI-design, investigate:

1. What the users know and understand

2. Main concepts and their interrelations

3. Terms, objects & artefacts

4. Functions with which to handle these

Create a conceptual model based on this:

• A basis for the product

• Hierarchies and abstraction levels

• Various ways to describe: sequential models, interaction models, mind maps

• Also helps to create the software architecture and class models

9/21/2016TIE-13100 – Thomas Olsson 5

Cycle 0 – the Features

• Next, think of the use cases & functionality that the first version needs to include…

– …for communicating the concept

– …for making the first tests with a prototype

– …for prioritizing & scoping the project & planning sprints

– …for helping specify further features

• Only after this focus on how the UI actually works

– Form follows function!

– Start building the UI with the most important use cases / user stories!

9/21/2016 6

• List of user stories

• 1 - from stories to tasks

21.9.2016 7

Cycle 0 – the Features

Examples

Some UI design principles to keep in mind

21.9.2016 8

Visibility and feedback

• Make all needed options for a given task visible without distracting the user with too much information

– Communicate the affordances and the outcome of using them

– Natural links between controls and outcomes

– Designed elements should look like how they behave

• Keep users informed of actions, changes of state or condition, and errors or exceptions that are relevant to the user

– Clear, concise, and unambiguous language familiar to users

– Consider different sensory modalities

9/21/2016TIE-13100 – Thomas Olsson 9

Simplicity

• Make simple, common tasks easy– Design them first, minimize interactions

– Also: language, visual decorations, instructions…

• Does the user really need this? – “Everything should be made as simple as possible, bot not simpler”

– Albert Einstein

– Helps prioritizing the implemented features

– Example of a recent trend for visual simplicity: flat design

• Consider the visual ”signal-noise ratio”

30.1.2014TIE-41406 – Thomas Olsson 10

Hick’s law & Progressive Disclosure

• ”The time it takes to make a decision increases as the number of alternatives increases”

– Consider in designing menus• E.g. in time-critical tasks, minimize the number of options

• Progressive disclosure: first showing just the main options, add more if asked by the user

– Concealing complexity and advanced features

– Expert vs. novice usershttps://experience.sap.com/post/show/63

http://www.vanseodesign.com/web-design/progressive-discolosure/

30.1.2014TIE-41406 – Thomas Olsson 11

Error recovery & user control

• People will make mistakes

• Design should be flexible and tolerant, reducing the cost of mistakes and misuse– Undo/redo actions, be forgiving with varied inputs

– Confirmations

– Use your error messages as a teaching situation: show what action was wrong, and ensure that she/he knows how to prevent the error from occurring again

• A clearly marked "emergency exit" to leave the unwanted state

21.9.2016TIE-13100 – Thomas Olsson 12

The structure principle

• Organize the user interface purposefully, based on consistent models that are recognizable to users

– Put related things together and separate unrelated things

– The structure principle is concerned with overall user interface architecture

• E.g. the Gestalt Principles of Grouping

30.1.2014TIE-41406 – Thomas Olsson 13

common fate

Visual ways to emphasize things

How to make itemsdistinguish from a group?• Form-related

• Surface-related

• Spatial

• Motion and animation

Etc.

9/21/2016 14

Consistency

• Language and layout are just a few interface elements that need consistency. Also consider:

– …shortcuts, error handling & confirmations, navigation, information visualization

– … conceptual model, used metaphors

– …data formats, platform standards, earlier versions of the product (or similar), …

– Internal & external consistency

• Consistency leads to predictability

21.9.2016TIE-41406 – Thomas Olsson 15

More about how to design usable and pleasurable UIs

• Nielsen’s 10 usability heuristics:– http://www.nngroup.com/articles/ten-usability-heuristics/

• Norman’s design principles:– Visibility, Feedback, Consistency, Mapping, Affordances…– http://www.csun.edu/science/courses/671/bibliography/preece.html

• Shneiderman’s 8 golden rules– E.g. enable shortcuts, simple error handling, reduce memory-

load• http://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/sc

hneidermanGoldenRules.html

• Use of colors:– Marcus Aaron: Graphic Design for Electronic Documents and User

Interfaces

• ISO standard 9241-10: Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 10: Dialogue principles

Good Design:

• Thinks like I do

• Makes me smarter

• Is reliable, consistent

• Is trustworthy, revealing, transparent

• Shows me, doesn’t tell me how…

• Isn’t hard to understand

• Shows me how to advance: speed, accuracy, productivity

• Tells me what I can’t do before I do it

• Allows “mistakes”

• Sees from my point of view

• Keeps getting better

• Encourages feedback, complaint

• Gets to know me

• Makes me feel good, happy

• Is positively memorable

http://uxdesign.com/design/article/good-design/54

9/21/2016TIE-13100 – Thomas Olsson 16

A few simple methods

• To be used after the concept is clear and you have a priority list of user stories / use cases

21.9.2016 17

Methods for UI-design

Navigation model / View map

• Displays different views/states and transitions between them

• Describes the big picture; leave the details for later

9/21/2016TIE-13100 – Thomas Olsson

• UED: User Environment Design

• A model from Contextual Design

”ground plan of the UI”

– Views/states/places and links between them

– Different activities, links and information in each of them

Methods for UI-design

UED model

UED’s simple notationA simple example from an e-mail application

3. Address book- Maintain a list of frequently contacted personsFunctions-browse the addresses-add a person-add person details and addresses-add and maintain groupsLinks-send email to a person or a groupObjects-Message-Person-Person details-Group

3. Address book- Maintain a list of frequently contacted personsFunctions-browse the addresses-add a person-add person details and addresses-add and maintain groupsLinks-send email to a person or a groupObjects-Message-Person-Person details-Group

1. Manage inbox- manage the messageFunctions-notification about a new message-print-show status-sort messages-delete-give attributesLinks-read message-create message/reply...Objects-message

1. Manage inbox- manage the messageFunctions-notification about a new message-print-show status-sort messages-delete-give attributesLinks-read message-create message/reply...Objects-message

2. Read message- See the contents of the messageFunctions-view-comment-delete-read next message-open attachmentLinks-reply-forward...Objects-sender-other recipients-subject-message text-attachments

2. Read message- See the contents of the messageFunctions-view-comment-delete-read next message-open attachmentLinks-reply-forward...Objects-sender-other recipients-subject-message text-attachments

4. Create a message-Create a new messageFunctions-edit text content-choose respondent-add attachmentsLinks-add recipient to address book-browse files to attach....

4. Create a message-Create a new messageFunctions-edit text content-choose respondent-add attachmentsLinks-add recipient to address book-browse files to attach....

Double link

9/21/2016 20

UED-models

• UED is based on earlier, less detailed plans and aim at specifying the structure of the system

• However, does not yet go to details (e.g. placement of UI elements, graphics, detailed terminology)

• Makes sense to identify problems or missing/excess actions as early as possible

• Focus on the workflow, simplicity of the overall system

• After this, wireframes and view templates can be designed– Feel free to apply the different methods and phases

depending on your case

9/21/2016TIE-13100 – Thomas Olsson 21

UI templates

• Creating templates for views:– first fixing the static parts

– placing the functions, objects and links to the screens and sketching the overview• Identifying common elements in different

views templates

• More detailed than UED, however the amount of detail depends on the case…

• … and the tools available

• Remember to follow standards and guidelines

9/21/2016TIE-13100 – Thomas Olsson9/21/2016TIE-13100 – Thomas Olsson

Remember: reuse & benchmarking

• Reuse internal and external components and behaviors– It’s not forbidden to copy or get inspired by existing solutions

– UI design patterns – make users feel like at home

– Norms in user manuals

• Do a benchmark (cycle 0): other existing software for the same purpose, user group, context, …

21.9.2016TIE-13100 – Thomas Olsson 23

Style guides & guidelines

• Platform-specific style guides, e.g.:• Google: http://googlesystem.blogspot.com/2008/03/googles-design-

guidelines.html

• Mac OS developer library: https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/

https://developer.apple.com/watch/human-interface-guidelines/

• W3C mobile web: http://www.w3.org/Mobile/

• Of course, some of these things might affect already the concept design check them now

• Some of the guidelines might contradict with general UI design principles something to compromize with

249/21/2016TIE-13100 – Thomas Olsson 24

Other types of guidelinesSearch for these as home work!

• Specific input/output techniques, multimodal interfaces

• In Web & mobile: Responsive design, Flat design

• Social media & online communities, privacy, personal information management

• Special user groups, accessibility

• Internationalization & localization, culture-specific guidelines

• Graphical design principles, color palettes, contrast

• General typography rules– Usually: sans serif for displays; aligning text

• The customer might have their own restrictions or guidelines! In-house rules etc.

9/21/2016TIE-13100 – Thomas Olsson 25

Designing individual views – wireframes

• When templates are ready detailed design of individual views

• Helps maintaining consistency• Also helps later adding new

functions and views

• Wireframes = sketches of individual views

• Now, at the latest, is the time to review general UI design principles

• ...and call the graphical designer and your software architect

• also run the prototype tests

9/21/2016TIE-13100 – Thomas Olsson 26

http://us.123rf.com/400wm/400/400/frbird/frbird11

06/frbird110600014/9722246-ui-elements-for-

tablet-pc-or-smart-phone-user-interface-template-

vector-illustration-eps-10.jpg

Tools for UI design & prototyping

• Free wireframing and prototyping tools that are ”good enough” for this course– For example:

http://www.balsamiq.com/, https://gomockingbird.com/ , http://mockflow.com/ , https://clickdummy.com , https://moqups.com

• Check http://www.cooper.com/prototyping-tools

279/21/2016TIE-13100 – Thomas Olsson 27

And then what?

• Detailed design of– Visual ”looks”: colors, icons, symbols, typography…

– Terminology

– Audio elements, animations, other outputs

– Menus, configurations

– Interactions: sequences of individual use cases / user tasks

– Error handling and error messages

– User guide and other guidance

+ design of many other things that cannot be covered in one lecture

+ evaluation of how the design supports the design targets & requirements (validation & verification)

Constant iteration and refinement, as usual

9/21/2016 28

Testing the UI

• UI is a central asset in your product so test it well!

• ”Verification” and especially ”validation”

– Test both with your customer and with users

– In multiple phases:

MVP – paper – interactive mock-up – functional UI

21.9.2016 29

The ”layers” of UX testing

21.9.2016 30

Requirements & product concept

Information architecture

and navigation

Detailed UI & visual design

Concept testing”validation”

Testing the interactionand some key features”validation/verification”

Usability testing, Long-term UX evaluation”verification”

Concepts, ”MVPs”

Lo-fi prototypes

Hi-fi prototypes

TIE-13100 – Thomas Olsson

Some approaches regarding evaluation

• Observation while using + think-aloud + Interviewing – Think aloud: momentary viewpoints, subjective, unfocused, requires

clarification

• Selecting the best option, ordering according to preference– Using baselines & benchmarks: People are usually good in saying which

option is better

• Attributing words (e.g. adjectives), sentence completion – “Describe the quality of this system in 3 words?”– ”I feel that this system is good for…”

• Measurement scale options, e.g.: – agreement scale (Likert): (Totally agree) 5 – 4 – 3 – 2 – 1 (totally disagree)

– semantic differentials: Innovative – – – – – Old-fashioned

– specific dimensions: always – frequently – occasionally – seldom – never

TIE-13100 – Thomas Olsson

What to assess?

• Desirability & acceptance [before use]

– Suitability of the product for the intended users, purposes and contexts

– Perceived benefits & usefulness & ease-of-use

• Usability [during/after use]

– Efficiency: e.g., # of errors, time consumption, # of clicks,

– Task completion & quality of outcome

• How well did a task succeed, how high-quality is the work that was done with the system?

– Ease-of-use: learnability, understandability, match with users’ conceptual models…

[Often quantitative and objective but can be also qualitative data]

• User experience [during/after use]

– Pleasurability, fun, mental stimulation, evocation of memories, sociability, product attachment, inspiration & surprise, self-presentation, playfulness, privacy + many more

– Effectiveness in creating emotions or supporting them

– Expectations vs. experiences

[These are mostly qualitative and subjective]

TIE-13100 – Thomas Olsson