Title: Introduction to Usability Engineering
1Introduction to Usability Engineering
2Logistics CS352
- Email cjensen (at) eecs
- Office hours
- MW 11-1pm KEC 3061
- By Appointment
- TA Eunyoung Chung (Carrie)
- Email chung (at) eecs
- Office Hours ?
3Course Description
- This class will give you hands-on experience with
usability evaluation and user-centered design. In
this class you will not learn how to implement
user interfaces, but rather how to design these
based on the needs of users, which you will
determine, and learn how to evaluate your designs
rigorously. This is a class for those who wish to
know more about usability, human-computer
interaction, the psychological aspects of
computing, evaluation, and/or experimentation. - The bulk of your grade will be based on a group
project, where you will propose, prototype, and
evaluate your own novel IT solutions. These
projects will be presented to the whole school at
the end of the term.
4Course Objectives
- Learn how to do requirements gathering and
interpretation - Learn how to do prototyping and iterative design
- Learn how to apply usability testing methods, and
legal and ethical requirements - Learn about the evolution of user interfaces
- The goal of this class is to teach, in a hands-on
manner, how to design a computer product
properly.
5Learning Objectives
- At the completion of the course, students will be
able to - Describe the human centered design process and
usability engineering process and their roles in
system design and development. - Discuss usability design guidelines, their
foundations, assumptions, advantages, and
weaknesses. - Describe basics of human subjects research.
- Complete a basic human subjects research
certification form. - Design a user interface based on analysis of
human needs and prepare a prototype system. - Assess user interfaces using different usability
engineering techniques. - Make an oral presentation that justifies design
decisions.
6Course Assignments and Grading
- This class is meant to be a hand-on course. This
means that you will be required to work on group
projects (3-4 person groups) and class-work (in
addition to doing readings) outside of class
time. This class will also be very interactive.
Participation will count towards your final
grade, and I want a healthy discussion in each
class session. - The grading breakdown will be as follows
- - Participation 10
- - Assignments 15
- - Midterm 1 20
- - Midterm 2 20
- - Project 35
- Proposal 20
- Prototype 25
- Evaluation Plan 25
- Evaluation 20
- Presentation 10
7Assumptions
- Prerequisites CS 161 or CS 295
- You should be very familiar with the following
concepts and practices - Graphical User Interfaces (GUIs)
- Basics of Programming, some VB or HTML
- Basics of some graphics manipulation package
- This is a 300-level class, I expect you to be
responsible and keep up with the reading and
complete your assigned work on time. Lectures
will not cover all reading, I will focus on
explaining material which is particularly
difficult, or which is not well-explained in the
book. You are still responsible for all materials
for exams and your work.
8To the meat of the matter
9What is Usability Engineering?
- Usability Engineering is the process of
Methodically designing systems which are - Useful
- Usable
- Which includes
- Determining what is useful
- Determining what is usable
- Evaluating these two factors empirically
10Goals of Usability Engineering
- Nielsen
- Increase learnability
- Increase efficiency
- Increase memorability
- Decrease errors
- Increase satisfaction
- Preece
- Utility ?
- Effectiveness ?
11Why bother with usability engineering?
- Computers affect most people
- 89 of US has access to computers, 65 are online
- Have to deal with businesses government
agencies - Computers are everywhere!!! (help!)
- Not just white boxes
- Success often depends on ease of use, not power
or features - Learning to use a computer system is like
learning to use a parachute if a person fails
on the first try, odds are he wont try again.
anonymous
12Usability as a Process
- Nielsen
- Identify who the users are
- Understand their activities
- Understand the context in which these take place
- Applying design principles and design techniques,
like - Scenarios
- Think-aloud protocols
- Heuristic Evaluation
- Preece
- Taking into account what people are good and bad
at - Considering what might help people with the way
they currently do things - Thinking through what might provide quality user
experiences - Listening to what people want and getting them
involved in the process - Using tried and tested user-based techniques
during design process
13Usability by Other Names in Other Fields
- Usability Engineering
- Human-computer interaction
- Computer-human interaction
- Human-machine interaction
- Ergonomics
- Interaction Design
- User-interface design
- User-centered design
- Informatics/information systems/library science
- Psychology/cognitive science
- Ergonomics
- Industrial engineering/design
- Architecture
- Art
- Social sciences
14Historical Perspective
15- Why?
- Get a sense of where we are
- Things havent always been this way, wont always
stay this way, computers and interaction evolving - Understand lessons from history
- Understand why we are here
- Avoid repeating same mistakes
- See that the history of computing is tied to the
history of computer usability
16History of computer interaction
?
WIMP (Windows)
User Adoption (not productivity!)
Command Line
Educated
Batch
Professionals
Experts
?
1940s 1950s
1980s - Present
1960s 1970s
17Eniac (1943) - Gen 0
- A general view of the ENIAC, the world's first
all electronic numerical integrator and computer.
From IBM Archives.
18Mark I (1944)
- The Mark I paper tape readers.
From Harvard University Cruft Photo Laboratory.
19Stretch (1961)
- A close-up of the Stretch technical control
panel.
From IBM Archives.
20Debugging
(Photo courtesy of the United States Naval
Historical Center)
21Batch Processing Gen 1
- Computer performed one task at a time
- No interaction once computation started
- Switches, wires, punch cards and tapes for I/O
- Very limited, highly trained group of operators
22Command Line (Mid 1960s) Gen 2
- Computers hit big business
- More varied tasks text processing, editing,
email etc - Need for interactivity
- Used by secretaries, salesmen, accountants, CS
students etc - Reduced training
Need for HCI
23The Ubiquitous Glass Teletype
- 24 x 80 characters
- Up to 19,200 bps (Wow - was big stuff!)
Source http//www.columbia.edu/acis/history/vt100
.html
24Generation 4 A computer in every home
- Pushing beyond Computing in Business
- Need to do more with less
- Need to rethink usability
- Little or no training for users
- More diverse populations
- More diverse uses
-
25WIMP / GUI
- Windows, Icons, Menus, Pointers
- Graphical User Interface
- WIMP interface emulates existing work practices
- Direct manipulation
- Desktop metaphor
- Why was this such an innovation?
- What were the innovations making this possible?
26Ivan Sutherland
- SketchPad - 1963 PhD thesis at MIT
- Hierarchy - pictures subpictures
- Master picture with instances (ie, OOP)
- Constraints
- Icons
- Copying
- Light pen input device
- Recursive operations
27Douglas Engelbart
- The Problem (early 50s)
- ...The world is getting more complex, and
problems are getting more urgent. These must be
dealt with collectively. However, human abilities
to deal collectively with complex / urgent
problems are not increasing as fast as these
problems. - If you could do something to improve human
capability to deal with these problems, then
you'd really contribute something basic. - ...Doug Engelbart
28The First Mouse (1964)
29Xerox Star - 1981
- First commercial PC designed for business
professionals - desktop metaphor, pointing, WYSIWYG, high degree
of consistency and simplicity - First system engineered for usability
- Paper prototyping and analysis
- Usability testing and iterative refinement
30Xerox Star Desktop
31Lessons form Xerox Star?
- Usability matters, usability sells
- Star flopped, but Mac succeeded
- Cost 15,000
- Lacked spreadsheet, standard business software
- Usability can be engineered
- Birth of HCI as a design discipline
32Evolution from Xerox Star?
1981
33Evolution from Xerox Star?
1981
1985
Windows 1.0
Mac OS 1.0
34Evolution from Xerox Star?
1981
1985
1987
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 2.0
35Evolution from Xerox Star?
1981
1985
1987
1992
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
36Evolution from Xerox Star?
1981
1985
1987
1992
1998
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
37Evolution from Xerox Star?
1981
1985
1987
1992
1998
2007
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
38Evolution from Xerox Star?
1981
1985
1987
1992
1998
2007
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
39Where do we go next?
?
WIMP (Windows)
User Productivity
Command Line
Batch
?
1980s - Present
1940s 1950s
1960s 1970s
Time
40Examples of new paradigms
- Mobile computing
- Wearable computing
- Tangible computing
- Ubiquitous computing
- and many more.