Title: i213: User Interface Design
1i213 User Interface Design Development
- Marti Hearst
- Thurs, Feb 22, 2007
2Spotted by Mike Wooldridge
http//www.flickr.com/photos/cardhouse/397124663/i
n/photostream/
3Spotted by Mike Wooldridge
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n/photostream/
4Outline
- Finish up HE
- Low-fidelity prototyping
- Informal user interfaces
5Results of Using HE
- Single evaluator achieves poor results
- only finds 35 of usability problems
- 5 evaluators find 75 of usability problems
- why not more evaluators? 10? 20?
- adding evaluators costs more
- adding more evaluators doesnt increase the
number of unique problems found
6Decreasing Returns
- (from Nielsen)
- Caveat these graphs are for a specific example
- This is a controversial point.
7Why Multiple Evaluators?
- Every evaluator doesnt find every problem
- Good evaluators find both easy hard ones
8Comments from CHI-Web
- From Gilbert Cockton (2/19/02)
- Inspection methods are discount methods for
practitioners. They are not rigorous scientific
methods. - All inspection methods are subjective.
- No inspection method can compensate for
inexperience or poor judgement. - Using multiple analysts results in an
inter-subjective synthesis. - However, this also
- a) raises the false alarm rate, unless a voting
system is applied - b) reduces the hit rate if a voting system is
applied! - Group synthesis of a prioritized problem list
seems to be the most effective current practical
approach.
9In-Class Heuristic Evaluation
- Windows Character Map Program
10Why Do We Prototype?
- Get feedback on our design faster
- saves money
- Experiment with alternative designs
- Fix problems before code is written
- Keep the design centered on the user
11Fidelity in Prototyping
- Fidelity refers to the level of detail
- High fidelity?
- prototypes look like the final product
- Low fidelity?
- artists renditions with many details missing
12Low-fidelity Sketches
13Why Use Low-fi Prototypes?
- Traditional methods take too long
- sketches -gt prototype -gt evaluate -gt iterate
- Can simulate the prototype
- sketches -gt evaluate -gt iterate
- sketches act as prototypes
- designer plays computer
- other design team members observe record
- Kindergarten implementation skills
- allows non-programmers to participate
14Low-fi Storyboards
- Where do storyboards come from?
- Film animation
- Give you a script of important events
- leave out the details
- concentrate on the important interactions
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16Sketches for the Ink Chat System
17Paper prototyping
- Main idea
- Sketch out prototypes of the interface on paper
- Potential users walk through task scenarios
using the paper interface - A designer plays computer
- Change the design on-the-fly if helpful
- Widely practiced in industry
- Sounds silly at first, but is surpringly
effective - Helps people work together on the design
- Readings by Rettig, Cooper, Klee, Spools group
- This discussion primarily follows Rettigs article
18The Materials
- Large, heavy, white paper (11 x 17)
- 5x8 in. index cards
- Post-it notes
- Tape, stick glue, correction tape
- Pens markers (many colors sizes)
- Transparencies (including colored)
- Colorforms (toy stores)
- Scissors, X-acto knives, etc.
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20Constructing the Model
- Set a deadline
- dont think too long - build it!
- Draw a window frame on large paper
- Put different screen regions on cards
- anything that moves, changes, appears/disappears
- Ready response for any user action
- e.g., have those pull-down menus already made
- Use photocopier to make many versions
21Preparing for a Test
- Select your participants
- understand background of intended users
- use a questionnaire to get the people you need
- dont use friends or family
- Prepare scenarios that are
- typical of the product during actual use
- make prototype support these (small, yet broad)
- Practice running the computer to avoid bugs
22Conducting a Test
- Three or Four testers (preferable)
- greeter - puts users at ease gets data
- facilitator - only team member who speaks
- gives instructions encourages thoughts,
opinions - computer - knows application logic controls it
- always simulates the response, w/o explanation
- observer(s) - take notes recommendations
- Typical session is approximately 1 hour
- preparation, the test, debriefing
23Conducting a Test (cont.)
- Greet
- get forms filled, assure confidentiality, etc.
- Test
- facilitator hands written tasks to the user
- must be clear detailed
- facilitator keeps getting output from
participant - What are you thinking right now?, Think aloud
- observe -gt no a-ha, laugh, etc.
24Conducting a Test (cont.)
- Debrief
- fill out post-evaluation questionnaire
- ask questions about parts you saw problems on
- gather impressions
- give thanks
25Evaluating Results
- Sort prioritize observations
- what was important?
- lots of problems in the same area?
- Create a written report on findings
- gives agenda for meeting on design changes
- Make changes iterate
26Potential difficulties
- Content-centric Interfaces
- Dynamic or static both are ill-suited
- Use printed output for large sets of text
- For search/database applications
- Have pre-planned searches
- Even though not very realistic
- Write up search results on the fly
- Maybe have a printer nearby that can produced
typed results - Bottom line can only prototype the main
interaction this way search needs to be hooked
up to really test the search mechanism
27Potential difficulties
- Interfaces that use animation / dynamic graphics
- IUEs answer maybe it isnt all that usable to
have flash - Broader answer
- Only testing the main functionality, not the
finer points - The interface should also work without the flash
- Use transparencies, etc, for important rollovers.
28Advantages of Low-fi Prototyping
- Takes only a few hours
- Can test multiple alternatives
- Can change the design as you test
- If users are trying to use the interface in a way
you didnt design it go with what they think!
Adapt! - Allows designers to work together
29Examples from Prior Classes
30Telebears example interaction flow
31Telebears example
32Telebears example Welcome, Registration time
33Telebears example Welcome, Not Registration time
34Telebears example Task 3 Plan Schedule
35Telebears example Task 2 Switching discussion
sections
36Telebears example Task 4 Adding a course
37Sho, Shamma, von Krogh, Johnstad
38Sho, Shamma, von Krogh, Johnstad
39Costa, Chopra, Orr, Stetson
40Brandt, Falk, McMahon
41Hernandez, Liang
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43Designing a content pageUsing low-fi techniques
- Combine low-fi paper prototyping and card sorting
- Idea from Peter Merholtz
- Start with a page with all the features you might
want - Cut it up into pieces
- Have people arrange the components
- One set of users sorts into groups, as in card
sorting for categories - Another set of users lays out the information in
a way that would work well for them given certain
tasks.
44Drawbacks of Current Tools
- Require specification of lots of detail
- must give specific instance of a general idea
- e.g., exact widgets, fonts, alignments, colors
- designers led to focus on unimportant details
- evaluators focus on wrong issues
- Take too much time to use
- poor support for iterative design
- sketched interface took 5 times longer with
traditional tool (no icons)
45DENIM Designing Web Sites by Sketching
- Early-phase information navigation design
- Integrates multiple views
- site map storyboard page sketch
- Supports informal interaction
- sketching, pen-based interaction
46Designing Interfaces with Denim
- 1) Designer sketches ideas rapidly with
electronic pad and pen - recognizes widgets
- easy editing with gestures
- 2) Designer or end-user tests interface
- widgets behave
- specify additional behavior visually
- 3) Automatically transforms to a finished UI
47Specifying Behaviors
Sequencing behavior between widgets
- Storyboards
- series of rough sketches depicting changes in
response to end-user interaction - Expresses many common behaviors
48Denim Storyboards
- Copy sketches to storyboard window
- Draw arrows from objects to screens
Switch to run mode to test Denim changes screens
on mouse clicks
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50Next Time
- In-class project work
- Come prepared to work in class on your low-fi
prototypes.