R.I.T S. Ludi/R. Kuehl p. 1 R I T Software Engineering First - - PowerPoint PPT Presentation

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R.I.T S. Ludi/R. Kuehl p. 1 R I T Software Engineering First - - PowerPoint PPT Presentation

Introduction to Human Centered Requirements and Design SWEN444 Instructor: Bob Kuehl Selected material from The UX Book , Hartson & Pyla R.I.T S. Ludi/R. Kuehl p. 1 R I T Software Engineering First Impression http://www.lingscars.com/


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Software Engineering

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Introduction to Human Centered Requirements and Design

SWEN444 Instructor: Bob Kuehl

Selected material from The UX Book, Hartson & Pyla

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First Impression

http://www.lingscars.com/

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 Think about a product that you have found to be difficult to use:  What was the difficulty and the consequences of the product being difficult?  What do you think contributes to or causes the difficulty?  Now think of a product you really like to use!

Difficult to use Products?

“It is easy to write software that is hard to use and hard to write software that is easy to use”

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 Virtually all “real” systems have a HCI

 Graphical user interfaces (GUI) on desktops, laptops, web applications  Embedded “smart” devices, non-traditional interfaces

 UI’s a major part of most interactive systems

 Often over 50% of effort  But 50% of effort rarely allocated for UI!

 Bad UI’s cost:

 Money (your product will be a flop)  Safety (vehicles crash, medical equipment mis-used)

Why Study Human-Computer Interfaces (HCI) as Software Engineers?

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 In the last 10 years UX design has matured  Design practices have been commoditized, especially for web app and mobile app platforms

 Best practices checklists  Pattern libraries

 However, …

 You may face unique design problems, e.g., embedded IoT devices  You will need to accommodate evolving technologies such as AI and for accessibility  You still have to make “good” design decisions based on user goals

Why Study Human-Computer Interfaces (HCI) as Software Engineers?

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 Software Engineering / Computer Science  Psychology / Cognitive Science

 Knowledge of user’s perceptual, cognitive, problem-solving skills

 Ergonomics

 Knowledge of design to accommodate the user’s physical and cognitive abilities

 Sociology

 Helps to understand the wider context of the interaction

 Business

 Markets the system, determines the value

 Graphic Design

 Designs the user interface (element) presentations - aesthetics

 Communications

 Technical writing to produces training materials, manuals, etc.  Effective information interaction

HCI is Multidisciplinary, including:

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 HCI design principles based on psychology and cognitive science principles “Usability guidelines live for a long time; usability methods live even longer. Human behavior changes much more slowly than the technology we all find so fascinating, and the best approaches to studying this behavior hardly change at all.”

Jakob Nielsen

Psychology and Cognitive Science

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 Ideally: A multidisciplinary team of specialists

 Graphic designers  UX interaction designers  Ergonomic specialists  Technical writers  Marketers  Software engineers  Customers and users

Who Builds Interfaces?

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 “Traditional” computing – desktops, laptops, graphical user interfaces (GUI), the web

 User interaction is doing computing  Design for usability

 Usability …

 Help novices become experts  Help experts be highly productive

 Readily measureable

Progressing from Usability …

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 Ubiquitous computing – embedded in everyday things, wearable, carried, “smart”

 User interaction hides computing  Used by everyone

 Design for User experience (UX)  Interaction in the UX context is broad …

 Seeing, touching, and thinking about system or product  Admiration and anticipation before …  Entire experience during …  Savoring memory after … interaction

To User Experience (UX)

“The world is not a desktop” — Tscheligi, 2005 (paraphrasing

Mark Weiser)

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 Usability  Usefulness  Emotional impact

Aspects of UX

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 Ease of learning

 Faster the second time and so on...

 Ease of Remembering (memorability)

 Remember how and what between and within sessions

 Productivity / Task Efficiency

 Perform tasks quickly and efficiently (for frequent users)

 Understandability

 Of what the system does; important in error/failure situations

 User satisfaction

 Confident of success and satisfaction with the system

Usability Is…

“MULES”

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 System functionality …  Gives ability to use system or product to accomplish goals of work (or play)

Usefulness

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 About user feelings …

 Pleasure, fun, joy of use, aesthetics, desirability  Engagement, novelty, originality, “coolness” factor  Appeal, self-expression, self-identity, pride of

  • wnership

 Elegance, trustworthiness, a feeling of contribution to world  (Relates to user satisfaction)

Emotional Impact

UX cannot be designed! But you can design for a good user experience

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 Hard to measure directly  Usability and usefulness evaluation – generally quantifiable  Emotional impact more challenging

 Qualitative interviews, surveys, observation to understand before, during, after experience  Consider cumulative effects of emotional impact

  • ver long term

 E.g., “presence” of a product - relationship with users in which product becomes a personally meaningful part of their lives

Measuring UX

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