i213: User Interface Design

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i213: User Interface Design

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Title: i213: User Interface Design


1
i213 User Interface Design Development
  • Marti Hearst
  • Thurs, Feb 22, 2007

2
Spotted by Mike Wooldridge
http//www.flickr.com/photos/cardhouse/397124663/i
n/photostream/
3
Spotted by Mike Wooldridge
http//www.flickr.com/photos/cardhouse/397123933/i
n/photostream/
4
Outline
  • Finish up HE
  • Low-fidelity prototyping
  • Informal user interfaces

5
Results 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

6
Decreasing Returns
  • (from Nielsen)
  • Caveat these graphs are for a specific example
  • This is a controversial point.

7
Why Multiple Evaluators?
  • Every evaluator doesnt find every problem
  • Good evaluators find both easy hard ones

8
Comments 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.

9
In-Class Heuristic Evaluation
  • Windows Character Map Program

10
Why 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

11
Fidelity 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

12
Low-fidelity Sketches
13
Why 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

14
Low-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

15
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16
Sketches for the Ink Chat System
17
Paper 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

18
The 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.

19
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20
Constructing 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

21
Preparing 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

22
Conducting 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

23
Conducting 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.

24
Conducting a Test (cont.)
  • Debrief
  • fill out post-evaluation questionnaire
  • ask questions about parts you saw problems on
  • gather impressions
  • give thanks

25
Evaluating 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

26
Potential 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

27
Potential 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.

28
Advantages 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

29
Examples from Prior Classes
30
Telebears example interaction flow
31
Telebears example
32
Telebears example Welcome, Registration time
33
Telebears example Welcome, Not Registration time
34
Telebears example Task 3 Plan Schedule
35
Telebears example Task 2 Switching discussion
sections
36
Telebears example Task 4 Adding a course
37
Sho, Shamma, von Krogh, Johnstad
38
Sho, Shamma, von Krogh, Johnstad
39
Costa, Chopra, Orr, Stetson
40
Brandt, Falk, McMahon
41
Hernandez, Liang
42
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43
Designing 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.

44
Drawbacks 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)

45
DENIM 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

46
Designing 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

47
Specifying Behaviors
Sequencing behavior between widgets
  • Storyboards
  • series of rough sketches depicting changes in
    response to end-user interaction
  • Expresses many common behaviors

48
Denim Storyboards
  • Copy sketches to storyboard window
  • Draw arrows from objects to screens

Switch to run mode to test Denim changes screens
on mouse clicks
49
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50
Next Time
  • In-class project work
  • Come prepared to work in class on your low-fi
    prototypes.
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