Eran Toch PowerPoint PPT Presentation

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Transcript and Presenter's Notes

Title: Eran Toch


1
Spring 2007
A Crush Course in Usability and User Centered
Design
  • Eran Toch
  • http//www.technion.ac.il/erant

2
Agenda
  • Introduction
  • User Interface Design
  • GUI building blocks
  • GUI structures
  • Usability
  • Good design / bad design
  • Usability levels
  • User-centered design
  • Principles and ideals
  • The process

Intro UI Design Usability User-centered
3
What is Usability?
The effectiveness, efficiency, and satisfaction
with which specified users can achieve specified
goals in particular environments.
  • ISO 9241 usability definition

Intro UI Design Usability User-centered
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Why is Usability Important?
  • The fate of
  • the world

2. The Apple iPhone
Intro UI Design Usability User-centered
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1. The Fate of the World
The 2001 Florida Ballot Incident
  • Bush won Florida by a 537-vote margin in official
    results

Intro UI Design Usability User-centered
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The Florida Ballot
  • 5,330 Palm Beach County residents invalidated
    their ballots by punching for Gore and Reform
    Party candidate Pat Buchanan.
  • Almost half of them were 65 or older and
    Democrats.

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2. The Apple iPhone
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Focus on Usability and Design
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The implications of usability
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Usability vs. Specification
Initiation
Requirement
Specification
Design
Implementation
Is it too late?
Testing
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User Centered Design
  • Therefore, we need a crush course in
  • UI Design
  • Usability principles
  • User-centered design
  • Note, these issues will be discussed in a very
    shallow manner.
  • Each of these issues deserve a course (actually,
    in our faculty, there are two courses on these
    issues). Take them!

Initiation
Requirement
UI Design Testing
Intro UI Design Usability User-centered
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Agenda
  • Introduction
  • User interface design
  • GUI building blocks
  • GUI structures
  • Usability
  • Good design / bad design
  • Usability levels
  • User-centered design
  • Principles and ideals
  • The process

13
Basic Model of HCI
Computation
input
Computer
output
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Types of User Interfaces
Graphical User Interface (GUI)
Command Line
Voice activated interfaces
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GUI Model
input
Computation
Keyboard I?A..Z, 1..0,...
Mouse x?0..1024, y?0..768
Computer
output
Screen (x,y)?Z2
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GUI Components Simple Input
Text field
Button
Text area
Link
  • What is the type of information received by each
    input field?
  • Whats the effect?

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Simple GUI components Choosers
Combo box
Slider
Checkbox
Radio button
  • What is the difference between a radio button and
    a check box?
  • What is the choice domain and the choice range of
    each component?

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Larger Constructs
Pages (in Web-based systems) Windows (in
Desktop-based systems)
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Composing components
Tabs
Areas of reference
List
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Actions
Task
Context
Consequences
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Designing Interface Elements (top-down)
  • User flow take the user aspect with the use-case
    model
  • Storyboard
  • Find compositions of actions / information
  • Find relations between compositions
  • Detailed view
  • Refine each composition to the component level
  • Check and integrate

Use Case
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The use case model
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User flow
  • Integrate use-case scenarios from the user
    perspective

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Storyboard
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Detailed View
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Agenda
  • Introduction
  • User interface design
  • GUI building blocks
  • GUI structures
  • Usability
  • Good design / bad design
  • Usability levels
  • User-centered design
  • Principles and ideals
  • The process

27
Good UI design vs. bad design
  • What makes a good design different from a bad
    design?
  • In order to answer this question we will define
    the concept of usability.

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Which of these apps is easy to use?
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Good design
  • Recognizable
  • Simple
  • Clear purpose
  • Learnable
  • Safe
  • Flexible
  • Robust
  • Good Metaphors
  • ...

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Recognizable interfaces
Pretty, or smart, is not necessarily Usable
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Patterns
  • Design patterns in HCI are a good way to explore
    suggestions for good design
  • We would look at some patterns
  • Wizard (for simplicity)
  • Contextual help (for learnable interface)
  • Go back to a safe place
  • Shortcuts (for flexible)
  • Undo (for robustness)

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Wizard
  • Problem
  • The user wants to achieve a single goal but
    several decisions need to be made.
  • Solution
  • Take the user through the entire task one step at
    the time.

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Contextual Help
  • Problem
  • Users may need help regarding specific tasks, but
    would spend a lot of energy searching for it.
  • Solution
  • Place help in the context of the given task.

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Computers can be SCARY
Sometimes an innocent user gets into a state she
dont want to be in And then, the terror!!!
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Solution
  • Provide a way to go back to a checkpoint of the
    user's choice.

The "Home" button and the Back
Clicking the Logo in Web sites
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Shortcuts
  • Problem
  • Power users need faster ways to execute
    operations than novice users
  • Solution
  • Create shortcuts for power operations, using
    keyboard, combinations, icons, special menus
    etc...

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Undo
  • Problem
  • The user might regret executing some operation.
  • Asking the user for confirmation after executing
    each operation will make the interaction
    unusable.
  • Solution
  • Enable the user to undo her operations, after
    they were executed.

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Usability levels
Component
Application
Project
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Component Level
  • Familiar to use
  • Gives feedback
  • Reduces errors
  • Satisfies a given task
  • Readable
  • Self explaining

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Application Level
  • Accessible
  • Gives sense of place
  • Easy to navigate in
  • Handles errors
  • Realistic Scenarios
  • Personalized

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Project Level
  • Answers real needs
  • Answers current needs
  • Generates value
  • Communicate with all organization's units

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Agenda
  • Introduction
  • User interface design
  • GUI building blocks
  • GUI structures
  • Usability
  • Good design / bad design
  • Usability levels
  • User-centered design
  • Principles and ideals
  • The process

43
User Centered Design
  • The objective is to create a design process that
    would increase the usability of the product
  • Three principles
  • Finding the users context of the product
  • Iterative process, including ongoing tests and
    revisions
  • Participatory Design - Users become members of
    the design team

Initiation
UCD User is involved here
Requirement
Specification
Design
Implementation
Classic User is involved here
Testing
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Where are the differences
  • Requirements gathering stage
  • Talk / view users
  • Identifying personas
  • Specification stage
  • Interface prototyping
  • Usability expert analysis
  • Heuristic Evaluation
  • Design / Implementation
  • Usability Lab
  • Log Analysis

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Requirements stage
  • Talk to users
  • Interview them in order to discover users
    culture, requirements, expectations, etc.
  • Watch the users
  • At work
  • See how they use their existing systems
  • See what they do not use

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Identifying Personas
  • Personas are hypothetical archetypes of actual
    users
  • By identifying a small set of personas, we can
  • make the users seem more real
  • Judge the importance of features
  • Look at the
  • Usage frequency
  • Competency
  • ...

Taken from http//www.w3.org/WAI/redesign/persona
s
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Evaluation at the requirements stage
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Prototyping
  • Brainstorm
  • Rough interface design
  • Application walkthrough

Specification
Low fidelity paper prototypes
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Prototyping Intermediate Stages
  • Fine tune interface design
  • Screen design
  • Heuristic evaluation and redesign

Design
Medium fidelity prototypes
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Evaluation at the specification / design
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Evaluation with the actual system
  • Log analysis may be used to
  • Identifying actual usage patterns
  • Effectiveness of processes, and components
  • Benefits
  • Real statistical information
  • Real-time information

Taken from http//www.clickdensity.com
Intro UI Design Usability User-centered
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Summary
  • Usability is important
  • Changing the registration interface at eBay had
    increased success rate from 16 to 68. Sales
    went up in 84M.
  • User interface design
  • Components, storyboard, maps
  • Usability
  • Familiar, rules, patterns
  • User-centered design
  • Involve the users
  • Evaluate early and often

53
References
  • Bad design
  • http//homepage.mac.com/bradster/iarchitect/shame.
    htm
  • Patterns
  • http//www.welie.com/patterns/index.php
  • COMMON GROUND A Pattern Language for
    Human-Computer Interface Design, Jenifer Tidwell,
    http//www.mit.edu/jtidwell/common_ground_onefil
    e.html
  • Interaction Design
  • User Interface Design, Prototyping, and
    Evaluation (UC Berkeley Extension Summer
    Engineering Institute) http//guir.berkeley.edu/co
    urses/SummerHCI02/
  • http//www.interaction-design.org/
  • http//www.useit.com/
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