USABILITY INTRODUCTION USABILITY AND USER INTERFACE DESIGN TO BE - - PowerPoint PPT Presentation

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USABILITY INTRODUCTION USABILITY AND USER INTERFACE DESIGN TO BE - - PowerPoint PPT Presentation

USABILITY INTRODUCTION USABILITY AND USER INTERFACE DESIGN TO BE PREPARED FOR THIS CLASS YOU WILL HAVE WORKED THROUGH THE LYNDA.COM UX-1 SECTION. FOR THIS CLASS USABILITY WHAT is Usability? WHY is Usability important? USER


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USABILITY INTRODUCTION

USABILITY AND USER INTERFACE DESIGN

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TO BE PREPARED FOR THIS CLASS…

YOU WILL HAVE WORKED THROUGH THE LYNDA.COM UX-1 SECTION.

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FOR THIS CLASS…

WHAT is Usability? WHY is Usability important?

USABILITY USER REQUIREMENTS ANALYSIS

WHAT is User Requirements Analysis? HOW do we execute and apply it to Usability?

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WHAT IS USABILITY?

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LEARNABILITY

Nielson and Norman

USABILITY

How easy is it for users to accomplish basic tasks the first time they encounter the design?

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EFFICIENCY

Nielson and Norman

USABILITY

Once users have learned the design, how quickly can they perform tasks?

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MEMORABILITY

Nielson and Norman

USABILITY

When users return to the design after a period of not using it, how easily can they reestablish proficiency?

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ERRORS

Nielson and Norman

USABILITY

How easy How many errors do users make, how severe are these errors, and how easily can they recover from the errors?

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SATISFACTION

Nielson and Norman

USABILITY

How pleasant is it to use the design?

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WHY IS USABILITY IMPORTANT?

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USABILITY Source: https://www.nngroup.com/articles/usability-101-introduction-to-usability/ What — Definition of Usability

Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process. Usability is defined by 5 quality components:
  • 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 reestablish 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?
There are many other important quality attributes. A key one is utility, which refers to the design's functionality: Does it do what users need? Usability and utility are equally important and together determine whether something is useful: It matters little that something is easy if it's not what you want. It's also no good if the system can hypothetically do what you want, but you can't make it happen because the user interface is too difficult. To study a design's utility, you can use the same user research methods that improve usability.
  • Definition of Utility = whether it provides the features you need.
  • Definition of Usability = how easy & pleasant these features are to use.
  • Definition of Useful = usability + utility.

Why Usability Is Important

On the Web, usability is a necessary condition for survival. If a website is difficult to use, people leave. If the homepage fails to clearly state what a company offers and what users can do on the site, people leave. If users get lost on a website, they leave. If a website's information is hard to read or doesn't answer users' key questions, they leave. Note a pattern here? There's no such thing as a user reading a website manual or otherwise spending much time trying to figure out an interface. There are plenty of other websites available; leaving is the first line of defense when users encounter a difficulty. The first law of ecommerce is that if users cannot find the product, they cannot buy it either. For intranets, usability is a matter of employee productivity. Time users waste being lost on your intranet or pondering difficult instructions is money you waste by paying them to be at work without getting work done. Current best practices call for spending about 10% of a design project's budget on usability. On average, this will more than double a website's desired quality metrics (yielding an improvement score of 2.6) and slightly less than double an intranet's quality metrics. For software and physical products, the improvements are typically smaller — but still substantial — when you emphasize usability in the design process. For internal design projects, think of doubling usability as cutting training budgets in half and doubling the number of transactions employees perform per hour. For external designs, think of doubling sales, doubling the number of registered users or customer leads, or doubling whatever other KPI (key performance indicator) motivated your design project.
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USER REQ. ANALYSIS

Source: https://www.nngroup.com/articles/usability-101-introduction-to-usability/ How to Improve Usability

There are many methods for studying usability, but the most basic and useful is user testing, which has 3 components:
  • Get hold of some representative users, such as customers for an ecommerce site or employees for an intranet (in the latter case, they should work outside your department).
  • Ask the users to perform representative tasks with the design.
  • Observe what the users do, where they succeed, and where they have difficulties with the user interface. Shut up and let the users do the talking.
It's important to test users individually and let them solve any problems on their own. If you help them or direct their attention to any particular part of the screen, you have contaminated the test results. To identify a design's most important usability problems, testing 5 users is typically enough. Rather than run a big, expensive study, it's a better use of resources to run many small tests and revise the design between each one so you can fix the usability flaws as you identify them. Iterative design is the best way to increase the quality of user experience. The more versions and interface ideas you test with users, the better. User testing is different from focus groups, which are a poor way of evaluating design usability. Focus groups have a place in market research, but to evaluate interaction designs you must closely observe individual users as they perform tasks with the user interface. Listening to what people say is misleading: you have to watch what they actually do.

When to Work on Usability

Usability plays a role in each stage of the design process. The resulting need for multiple studies is one reason I recommend making individual studies fast and cheap. Here are the main steps: 1. Before starting the new design, test the old design to identify the good parts that you should keep or emphasize, and the bad parts that give users trouble. 2. Unless you're working on an intranet, test your competitors' designs to get cheap data on a range of alternative interfaces that have similar features to your own. (If you work on an intranet, read the intranet design annual to learn from other designs.) 3. Conduct a field study to see how users behave in their natural habitat. 4. Make paper prototypes of one or more new design ideas and test them. The less time you invest in these design ideas the better, because you'll need to change them all based on the test results. 5. Refine the design ideas that test best through multiple iterations, gradually moving from low-fidelity prototyping to high-fidelity representations that run on the computer. Test each iteration. 6. Inspect the design relative to established usability guidelines whether from your own earlier studies or published research. 7. Once you decide on and implement the final design, test it again. Subtle usability problems always creep in during implementation. Don't defer user testing until you have a fully implemented design. If you do, it will be impossible to fix the vast majority of the critical usability problems that the test uncovers. Many of these problems are likely to be structural, and fixing them would require major rearchitecting. The only way to a high-quality user experience is to start user testing early in the design process and to keep testing every step of the way.

Source: http://www.usabilitypartners.se/services/user-requirements-analysis.php

Typical requirements gathering and analysis methods include:
  • Surveys – both open-ended and focused surveys, conducted electronically or on paper.
  • Interviews – typically conducted face-to-face, but also over the telephone if deemed more appropriate.
  • Focus groups – whilst being poorly suited to evaluating a product, focus groups are useful for discussing possible user requirements and brainstorming ideas.
  • Field studies – observing the end-user situation and the environment in which a new product or system will be used is often extremely useful in understanding user needs.
  • Evaluation of an existing product – provides a range of useful information (even competitor products can be tested). Usability evaluation reveals and clarifies good and bad aspects of current solutions
  • valuable input to new design work.
  • Task analysis – a deeper analysis of users work with a system, useful for analyzing how user's work tasks should be supported by functionality in a system.
  • User personas and usage scenarios – concrete and illustrative data about typical users, their characteristics, usage situation, tasks and goals. Particularly useful in supporting early user interface design
work.
  • Formulation of usability goals and overall design criteria – help focus and steer the design process, supporting the evaluation of early concepts, prototypes and final designs.
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WHAT IS USER REQUIREMENTS ANALYSIS?

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USER REQ. ANALYSIS

SOURCE: https://usabilitygeek.com/an-introduction-to-website-usability-testing/ Usability Testing is a technique used to evaluate a product (in this case a website) by testing is on users. Most people who set up a usability test carefully construct a scenario wherein a person performs a list of tasks that someone who is using the website for the first time is likely to perform. Someone else observes and listens to the person who is performing the tasks while taking notes. Watching someone perform common tasks on a website is a great way to test whether the site is usable because you will immediately be able to see whether they are able to perform the tasks and any difficulties they have while doing so. There are 3 main categories of usability testing:
  • Explorative: Used early in product development to assess the effectiveness and usability of a preliminary design or prototype, as well as users’ thought processes and conceptual understanding.
  • Assessment: Used midway in product development or as an overall usability test for technology evaluation. Evaluates real-time trials of the technology to determine the satisfaction,
effectiveness, and overall usability.
  • Comparative: Compares two or more instructional technology products or designs and distinguishes the strengths and weaknesses of each.
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Examples of Information Gathering: market research, target audiences, user screening/testing Stakeholder Analysis, Secondary market research, Context of use, Task analysis, Rich pictures - associative testing User Needs Identification: surveys, polls (opportunity to insert activity - easy polls), focus groups, and evaluation of competitor’s websites/systems Evaluation: Prototype stage Analysis of Use: heat maps - hot jar demo. Test, test, and test again. Its never done!

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What was the key principle of User Centered Design?

Answer: meeting needs and efficient use

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Source: https://www.lynda.com/User-Experience-tutorials/Understanding-benefits-user-centered-design/490750/582568-4.html?

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The key principle of user-centered design is that if you gather data from users and then incorporate your findings into your product design, you'll be more likely to meet their true needs, which means they'll probably like your product more and be more efficient using it. But there's another big benefit to following user-centered design techniques. It's often hard to turn empathy-based concepts like users' thoughts, feelings, frustrations, and desires into something systematic that team members can use to build products. As a result, products tend not to make an emotional impact on users. The techniques we describe in this course show how to take these empathetic elements and turn them into something systematic. In other words, user-centered design gives you a way of adding emotional impact to your products. Development team members often find it hard to truly understand the wants and needs that drive users. Team members are often experts in their domain with a great understanding of technology and a systematic approach to thinking about the world. And users, in contrast, are often not so expert at working with software and apps and don't have such a focus on understanding how technology works. They just want their tech stuff to help them in their lives. If you apply it properly, user-centered design lets you translate the wants and needs of end users into specifications for building technological solutions. The user-centered design process I'll show you helps you turn the empathetic needs of users into systematic building blocks.

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What is User Centered Design based on?

Answer: data

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Source: https://www.lynda.com/User-Experience-tutorials/Building-products-user-centered-design/490750/582580-4.html?

srchtrk=index%3a13%0alinktypeid%3a2%0aq%3aux+design%0apage%3a1%0as%3arelevance%0asa%3atrue%0aproducttypeid%3a2 Using Personas, Ideation Techniques, Storyboards, Prototypes Personas are imaginary yet realistic and detailed descriptions of the users of your product. They provide a basis for design discussions by concentrating many pieces of user data into key focused, believable descriptions of your primary audience. Creating personas gives the team a shorthand way of describing who they're building things for. Rather than saying "the user," which could mean anyone, they focus
  • n some set characters with specific attributes, means that the product development takes those personas' needs into account.
Personas let the whole team get on the same page. By creating an explicit persona, you make the concept of the user concrete rather than
  • elastic. That way the whole team is developing for a common set of user attributes, which leads to creating a much more consistent
  • interface. Even if the persona you create is slightly different from reality, users will much prefer a consistent interface over an inconsistent
  • ne.
Ideation techniques are tools you use to make sure you're designing the best possible solution, not just one that seems good enough. Ideation tools work by freeing people up to be creative, removing the normal constraints that are put in place around development
  • projects. Even when we apply the constraints later, the act of thinking more broadly about the problem leads to better solutions. Those
solutions are more likely to be truly beneficial to users rather than just being the best you can do by following the current design. Ideation is essential for getting input and agreement from the whole team. For teams of software developers, the technique has several
  • benefits. Everyone on the team can propose new ideas regardless of their graphical skills. The group moves from individual ideas to
  • consensus. People gain understanding of why certain ideas may or may not work. And everyone feels like they were involved in design
  • decisions. That feeling of investment in the UI will ensure that the whole team cares deeply about future design and usability work.
If ideation is about removing barriers to creativity, Scenarios and Storyboards are the things that put the guide rails back in place and ensure that the solutions you design would actually be buildable by your team and desirable for your users. Scenario writing allows you to describe an ideal future, where your users can get their work done without all the problems they face today. What makes scenarios believable is that you include the mechanism by which these users achieve their happy outcome. Describing how you expect users to be able to complete their tasks is the first step in being able to develop a software solution to the problems you identified. Storyboarding lets you create a visual version of the scenario so that you can see how the interaction between users, the system, and other individuals plays out. Storyboarding is used extensively in the movie industry to plan out scenes before their
  • shot. Here we use it to plan out interactions before we build them.
The less cost you sink into a prototype, the less concern you'll have about throwing it out and starting again if you got things wrong. A paper prototype is quick to create, easy to modify, and still lets you test the interface concepts that you care most about. This course will show you how to produce really low cost prototypes using nothing more than office supplies. You can run usability tests using just your paper prototype. This lets you verify your design by checking that the task flows properly and the participants understand your design concepts. Because the paper prototype doesn't look like a finished product, session participants tend to give more honest and useful feedback. They're also happy if you make changes to the prototype on the fly to incorporate their suggestions. You'll get better, more honest, and more actionable feedback from a thrown together paper prototype than you would from creating a mock up on a real device. A paper prototype allows you to learn a lot about the viability of your proposed design without ever writing a line of code. The cost savings associated with avoiding rework caused by these mistakes will pay for your minimal investment and user centered design many times
  • ver.
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FOR NEXT CLASS…

Thursday

  • Quiz
  • Workshop
  • Review next weeks homework