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Lecture 10 Usability Mark Woehrer CS 3053 - Human-Computer Interaction Computer Science Department Oklahoma University Spring 2007 [Taken from Stanford CS147 with permission] CS 3053 - Mark Woehrer Learning Goals Understand when and


  1. Lecture 10 – Usability Mark Woehrer CS 3053 - Human-Computer Interaction Computer Science Department Oklahoma University Spring 2007 [Taken from Stanford CS147 with permission] CS 3053 - Mark Woehrer

  2. Learning Goals • Understand when and how design tradeo fg s are made • Have a first-level knowledge of the major concepts in usability and their associated guidelines • Be able to e fg ectively apply principles, design rules, usability guidelines, heuristics, patterns, etc. CS 3053 - Mark Woehrer

  3. CS 3053 - Mark Woehrer

  4. Usability Goals (ID 1.5) • E fg ective • E ffj cient • Safe • Useful • Learnable • Memorable These can be in conflict with one another CS 3053 - Mark Woehrer

  5. User Experience Goals (ID 1.5) • Satisfying • Enjoyable • Fun • Entertaining • Helpful • Motivating • Aesthetically pleasing • Supportive of creativity • Rewarding • Emotionally fulfilling These can be hard to evaluate CS 3053 - Mark Woehrer

  6. Components of Usability (adapted from Nielsen and Interaction Design Section 5.1) • Guessability • Learnability • Retention • E ffj ciency • Error protection • Experienced User Performance • Supportability in an environment • Transfer of skills • Satisfaction CS 3053 - Mark Woehrer

  7. Example: Microsoft Office 2007

  8. Principles Affecting Learnability [Dix] • Predictability – User-centered – Perceived a fg ordance • Synthesizability – Visibility • Familiarity – Metaphors • Generalizability – Uniform model • Consistency CS 3053 - Mark Woehrer

  9. Heuristics "Eight Golden Rules of Interface Design" [Shneiderman] 1. Strive for consistency. 2. Enable frequent users to use shortcuts. 3. O fg er informative feedback. 4. Design dialog to yield closure. 5. O fg er simple error handling. 6. Permit easy reversal of actions. 7. Support internal locus of control. 8. Reduce short-term memory load. CS 3053 - Mark Woehrer

  10. 10 Usability Heuristics [Nielsen] • Simple and Natural Dialogue • Speak the Users’ Language • Minimize User Memory Load • Consistency • Feedback • Clearly Marked Exits • Shortcuts • Good Error Messages • Prevent Errors • Help and Documentation http://www.useit.com/papers/heuristic/heuristic_list.html CS 3053 - Mark Woehrer

  11. Principles for Transforming Difficult Tasks into Simple Ones [Norman] 1. Use both knowledge in the world and knowledge in the head 2. Simplify the structure of tasks 3. Make things visible 4. Get the mappings right 5. Exploit the power of constraints 6. Design for error 7. When all else fails, standardize CS 3053 - Mark Woehrer

  12. So Many Lists, So Little Time….. • How do you use design rules? – Restrict the space of design options • Anticipate what will work well • Avoid and/or repair usability problems – Understand users’ di ffj culties • Recognize underlying reasons Design Rules can often be most useful when they give you questions rather than answers CS 3053 - Mark Woehrer

  13. Kinds of Rules • Principles – Largely independent of technology • Guidelines – More technology oriented but still general • Standards – Explicit and specific • Heuristics – Broad-brush design rules • Patterns – Best practices The di fg erences among these is blurry CS 3053 - Mark Woehrer

  14. Guidelines • Distilled experience/wisdom – Often based on past mistakes • Can be at di fg erent levels of detail – Some are very specific to technologies CS 3053 - Mark Woehrer

  15. Smith and Mosier Guidelines (1986) CS 3053 - Mark Woehrer

  16. Standards • Ergonomic standards – Physical properties of humans – May be legislated • Interaction standards – Can be enforced and are important for products that are part of a larger family of products – Examples • Noun verb operation • Consistent menus CS 3053 - Mark Woehrer

  17. Apple Guidelines Apple Macintosh Human Interface Guidelines CS 3053 - Mark Woehrer

  18. IBM Common User Access CS 3053 - Mark Woehrer

  19. Standards and Guidelines Embedded in Toolkits • Macintosh Toolbox • Open Look, Windows, … • Java Swing, AWT, … • TCL/TK, Prefuse,…. Toolkits provide an API (Applications Programming Interface) that gives the programmer a wide range of presentation and control at a high level of abstraction CS 3053 - Mark Woehrer

  20. Java Swing Interface CS 3053 - Mark Woehrer

  21. Apple Macintosh Guidelines CS 3053 - Mark Woehrer

  22. Patterns • Inspired by architect Christopher Alexander’s Pattern Language • Distill common best practices • Apply best at early design stages to inspire designs CS 3053 - Mark Woehrer

  23. CS 3053 - Mark Woehrer

  24. When can you use design rules? • Patterns are useful at early design stages • More specific guidelines and standards are applied at detailed design and implementation stages • Principles are useful to analyze breakdowns and suggest changes during prototyping and testing, and to decide tradeo fg s among heuristics and guidelines CS 3053 - Mark Woehrer

  25. Design Tradeoffs • How can dimensions be evaluated together? – Only defined in context of users and tasks – Require clear consensus on priorities • Can require violating one to satisfy another – e.g., Consistency/e ffj ciency [Grudin] • Need to understand the principles behind them – Level of “authority” CS 3053 - Mark Woehrer

  26. The Whole User Experience • Context/ecology of this design within the larger space • Style – e.g., Apple – e.g., Google • Larger user context CS 3053 - Mark Woehrer

  27. Example: Apple Visual Design CS 3053 - Mark Woehrer

  28. Example: Google Maps CS 3053 - Mark Woehrer

  29. User Context: Out of the Box Experience • Original Mac • Current examples? • Installation, etc. CS 3053 - Mark Woehrer

  30. Design Guidelines Meet the Real World • Design organizations and their cultures • Di fg erent assumptions about users and goals • History and legacy • Conflicting priorities • External constraints and regulations Don’t be so quick to assume that “bad” designs are the result of ignorance or stupidity CS 3053 - Mark Woehrer

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