Lecture 10 Usability Mark Woehrer CS 3053 - Human-Computer - - PowerPoint PPT Presentation

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Lecture 10 Usability Mark Woehrer CS 3053 - Human-Computer - - PowerPoint PPT Presentation

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


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CS 3053 - Mark Woehrer

Lecture 10 – Usability

Mark Woehrer CS 3053 - Human-Computer Interaction Computer Science Department Oklahoma University Spring 2007 [Taken from Stanford CS147 with permission]

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CS 3053 - Mark Woehrer

Learning Goals

  • Understand when and how

design tradeofgs are made

  • Have a first-level knowledge of

the major concepts in usability and their associated guidelines

  • Be able to efgectively apply

principles, design rules, usability guidelines, heuristics, patterns, etc.

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CS 3053 - Mark Woehrer

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Usability Goals (ID 1.5)

  • Efgective
  • Effjcient
  • Safe
  • Useful
  • Learnable
  • Memorable

These can be in conflict with one another

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CS 3053 - Mark Woehrer

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

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Components of Usability (adapted from Nielsen and Interaction Design Section 5.1)

  • Guessability
  • Learnability
  • Retention
  • Effjciency
  • Error protection
  • Experienced User Performance
  • Supportability in an environment
  • Transfer of skills
  • Satisfaction
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Example: Microsoft Office 2007

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Principles Affecting Learnability [Dix]

  • Predictability

– User-centered – Perceived afgordance

  • Synthesizability

– Visibility

  • Familiarity

– Metaphors

  • Generalizability

– Uniform model

  • Consistency
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Heuristics

"Eight Golden Rules of Interface Design" [Shneiderman]

1.Strive for consistency. 2.Enable frequent users to use shortcuts. 3.Ofger informative feedback. 4.Design dialog to yield closure. 5.Ofger simple error handling. 6.Permit easy reversal of actions. 7.Support internal locus of control. 8.Reduce short-term memory load.

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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

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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

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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’ diffjculties

  • Recognize underlying reasons

Design Rules can often be most useful when they give you questions rather than answers

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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 difgerences among these is blurry

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Guidelines

  • Distilled experience/wisdom

– Often based on past mistakes

  • Can be at difgerent levels of detail

– Some are very specific to technologies

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Smith and Mosier Guidelines (1986)

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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

  • f products

– Examples

  • Noun verb operation
  • Consistent menus
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Apple Guidelines

Apple Macintosh Human Interface Guidelines

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IBM Common User Access

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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

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Java Swing Interface

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Apple Macintosh Guidelines

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Patterns

  • Inspired by architect Christopher

Alexander’s Pattern Language

  • Distill common best practices
  • Apply best at early design stages to

inspire designs

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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 tradeofgs among heuristics and guidelines

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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/effjciency [Grudin]

  • Need to understand the principles

behind them

– Level of “authority”

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The Whole User Experience

  • Context/ecology of this design

within the larger space

  • Style

– e.g., Apple – e.g., Google

  • Larger user context
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Example: Apple Visual Design

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Example: Google Maps

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User Context: Out of the Box Experience

  • Original Mac
  • Current examples?
  • Installation, etc.
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Design Guidelines Meet the Real World

  • Design organizations and their cultures
  • Difgerent 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