Title: Welcome to the Scottish Usability Professionals
1Welcome to the Scottish Usability Professionals
Association(SUPA)www.scottishupa.org.uk
2What is SUPA?
- Local (Scottish) chapter of the UPA
- Monthly events and networking
- Membership of UPA gives free entry to these and
UPA events in London (UK UPA) and elsewhere in
the UK - Many other benefits to UPA membership
- Free entry to UPA meetings in UK
- Quarterly magazine UX
- Discount to annual conference
3Future SUPA events
- Building the Usability Profession 3rd December
2008 - Speaker Tom McEwan, Senior Lecturer, Centre for
Interaction Design, Napier University - Venue Microsoft Scotland, Waverley Gate, 2-4
Waterloo Place, Edinburgh, EH1 3EG - Time 1830
- Entrance free to UPA members and 10 for
non-members (5 for student non-members). - Please register in advance at http//www.scottishu
pa.org.uk/
4Other Future events
- Monthly UK UPA events (London) and occasional
regional talks - UPA International Conference Turin, Italy, 5
7 December 2008 - Future talks your ideas welcome!
5User Centred Design
- Jim Williams
- Web Analyst
- weeworld.com
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7What is Usability
The effectiveness, efficiency and satisfaction
with which specified users achieve specified
goals in particular environments ISO 13407
User Centred Design Process for Interactive
Systems
- Effectiveness Can they reach their goals
- find what they are looking for
- do what they want to do?
- Efficiency How fast
- number of errors
- amount of effort
- number of steps?
- Satisfaction Was it a good/bad experience?
- Do it again?
- Recommend to others?
8What is UCD?
- User-centered design (UCD) is an approach to
design that grounds the process in information
about the people who will use the product. UCD
processes focus on users through the planning,
design and development of a product.
9ISO 13407
- There is an international standard that is the
basis for many UCD methodologies. - This standard (ISO 13407 Human-centred design
process) defines a general process for including
human-centered activities throughout a
development life-cycle, but does not specify
exact methods.
10UCD
- In this model, once the need to use a human
centered design process has been identified, four
activities form the main cycle of work - Specify the context of useIdentify the people
who will use the product, what they will use it
for, and under what conditions they will use it. - Specify requirementsIdentify any business
requirements or user goals that must be met for
the product to be successful. - Create design solutionsThis part of the process
may be done in stages, building from a rough
concept to a complete design. - Evaluate designsThe most important part of this
process is that evaluation - ideally through
usability testing with actual users - is as
integral as quality testing is to good software
development. - The process ends - and the product can be
released - once the requirements are met.
11Gulf of Execution
We need to use this architecture Lets use this
new cool technology Our database only accepts
these characters
Designers Model
Users Mental Model
Businesss Model
I want to buy this product I want to register
for updates I need to find this information
The Gulf of Execution
We sell these products Our company is
structured this way People should know about the
company history
12Gulf of Execution
We need to use this architecture Lets use this
new cool technology Our database only accepts
these characters
Designers Model
Users Mental Model
Task Analysis Usability Methods
Businesss Model
I want to buy this product I want to register
for updates I need to find this information
The Gulf of Execution
We sell these products Our company is
structured this way People should know about the
company history
13A common approach to Web design
- Developers define the system based on
functionality and business wishes (without
looking at users) - The front end team puts an interface on
- As launch approaches
- Site demo given to client / management, or
- Site is reviewed with end users for usefulness
(maybe) - Fix the problems or release it anyway?
The cost of a complete web site overhaul is
roughly 30 times that of incorporating testing
early on(Forrester Research Why Most Web Sites
Fail)
Cost of Design Change
0
Project scoping Design Build
Test Implementation
Life Cycle Phase
14A Typical UCD Methodology
- Analysis Phase
- Meet with key stakeholders to set vision
- Include usability tasks in the project plan
- Assemble a multidisciplinary team to ensure
complete expertise - Develop usability goals and objectives
- Conduct field studies
- Look at competitive products
- Create user profiles
- Develop a task analysis
- Document user scenarios
- Document user performance requirements
- Design Phase
- Begin to brainstorm design concepts and metaphors
- Develop screen flow and navigation model
- Do walkthroughs of design concepts
- Begin design with paper and pencil
- Create low-fidelity prototypes
- Conduct usability testing on low-fidelity
prototypes - Create high-fidelity detailed design
15Financial persona - Jane
- Retail manager moving to larger home
- Personal detail
- Jane (30) is the manager of a shoe shop in the
Lake District, earning 23,000. Recently married,
she would like to borrow up to 80 of the value
of any new home they find. - Purpose of visit
- Jane and her husband are looking to move from
their Cumbrian village to a home in Carlisle,
their nearest town.They are researching mortgage
providers so that they can make an immediate
offer on any home that they find in their search.
Carlisle is a popular place to live, and the
advantage of making a cash offer will give them a
good deal of negotiating power when they do come
to make an offer.They have so far identified two
other organisations as likely providers, and are
systematically comparing organisations to get the
best deal. - Attributes
- Technically, Jane is very able. Neither she nor
her partner require assistance in using sites.
Their market awareness is very high, and they are
very well-versed in the mortgage application
process. - Tasks and information needed
- What mortgages and rates Britannia has to
offerBenefits of choosing Britannia over other
providersCost of mortgage over time how long
until it is paid offWill apply online. - How we can help this person
- Show breadth of mortgage products on
offerProvide clear calls to action to apply
onlineQuick and simple online quotation they
will be doing this process on many sites.
16Usability Testing
- Expert/Heuristic Review
- Greater speed less cost
- User Testing
- User profiles
- User Scenarios
17Other early activities
- Card sorting
- Paper prototyping
18Usability Testing
- Getting Empirical evidence throughout design
process - Time required for preparing, recruitment,
analysis - Tactical testing quick and dirty?
19UCD Agile
- Time - Rapid Development Sprint
- (2 week sprints v 4 weeks for testing)
- Multi-disciplinary teams
- How to fit into scrum
- How to fit into iterations
- How to accommodate project slippage
- Introduces delay
- Interrupts project rhythm
20Background info URLs
- http//www.stcsig.org/usability/topics/articles/uc
d20_web_devel.html - http//en.wikipedia.org/wiki/User-centered_design
21Some other articles on Agile
- http//en.wikipedia.org/wiki/Agile_software_develo
pment many articles on web about agile
usability e.g http//www.agilemodeling.com/essays
/agileUsability.htmhttp//usability.typepad.com/c
onfusability/2006/04/agile_usability.htmlHYPERLIN
K "http//www.jonathanboutelle.com/mt/archives/200
5/08/usability_testi_1.html"www.jonathanboutelle.c
om/mt/archives/2005/08/usability_testi_1.html
22Fyi background info agile
- Agile Mindset
- Agile is a software development movement that
aims to cut fat from the industry's trademark
bulky timescales and bloated specifications. Its
been devised by 'developers' or 'programmers' and
as such has so far been pretty thin on procedural
detail for the user experience designers. In
fact, some of the specific methodologies within
the Agile family make absolutely no mention of
'experience design' at all. Most advocate lines
of code being written from the very beginning of
a project. Almost all state that you work through
a list of requirements until you have the minimum
amount of functionality to release a product.
However, few go into any detail about how you get
to the point of having requirements in the first
place. - So, this is where a project team used to working
from the very start of a project (determining
what it is that needs building) can go wrong.
Trying to lay lines of code before you have some
idea about why or for what purpose is like taking
a journey to a foreign city you've never been to
before, without looking at a map first. You may
hit the right continent if you have some vague
sense of direction, however, all roads do not
lead to Rome. - But there's more to Agile than laying lines of
code as soon as possible. Its a mindset which can
rid the shackles of rigid 'design first'
processes that pride themselves on quality but
have done more than their fair share of creating
the software industry's bad reputation by
delivering late or not to specification or not
within budget (or a combination of any and all of
these). The Agile Manifesto is a set of
fundamental tenets to remind Aglie practitioners
to "Get On With It". And really, thats what it
boils down to, regardless of which role you
fulfill in the team. - In my recent experience of working on a project
that was very much at 'seed' stage when we began
trying to work out which of the many
manifestations it could take on, I found that an
Agile mindset was an effective mechanism for
ensuring that rediculously tight deadlines would
be met. Being Agile means that the perfectionist
that lays within most experience designers has to
be persuaded that it's OK to get it right the
second or even third time. Taking a 'sketch
approach' to design where the first versions are
a best guess based on the knowledge available at
that time, abates deliberation for fear of
getting it wrong. Watefall processes are frought
with fear of the bad specification. Once coded, a
design is set in stone, not for revision.
Technical folk usually get very cranky when you
sheepishly sidle up to them with "You know that
section here... the one that took you weeks to
code, tweak and get just right... well... um...
we er, need to um, change it... y'know, just a
little bit..." ducks for cover. However, when
the project team all agree up front that
everything is subject to change, it loosens up
that feeling of foreboding which has a
side-effect of making people check thrice before
committing to a specification. Naturally,
changing things takes time, but when things take
less time to design in the first place, you have
more time to iterate until it is right. - A coding practice known as Refactoring can
liberate us all from what Alan Cooper refers to
as scar tissue, a phenomenon where code that has
to be changed leaves a 'scar' that makes the
foundations of the program unsound. It can be
argued that working in an object oriented fashion
should enable components of a system to be
rebuilt with no impact on the remaining body of
code, therefore should be the method of choice
when following an Agile development process. - The Agile shift in thinking about experience
design is not just about being iterative. Its
fundamentally about designing in an
object-oriented fashion too. Components need to
be designed individually in order that they can
be built individually in a staggered project
timeline. Some components will be a few degrees
more defined than others at any one time and this
is hard to reconcile at first. Its uncomfortable
thinking that you have to design a mid section
before a start section etc. Some might say you
can't possibly do it and expect to get it right.
And there's the crux of the mindset right there.
You don't expect to get it right the first time.
You expect to get it right the second or third
time around, when you have had time to design the
start section. - Agile works, but the idea of laying lines of code
from the outset of a project, does not seem like
a great idea to me, for reasons stated earlier. I
think this is where a production process can
learn from User Centred Design's 'understand' or
'discovery' phase to flesh out business
requirements, user requirements and the
competitive marketplace. I would still advocate
that the body of work that is done in this
period, is managed using an Agile methodology
like SCRUM though, as it still works to 'gee the
team along' even when they're not laying lines of
code. The rhythm set by being iterative, combined
with an disparaging attitude to excessive
documentation and ecouraging face to face
dialogue, is a very effective framework to ensure
maximum efficiency within the team. - It does take a significant 'opening of the mind'
to allow ourselves to really work in this way,
when everything we've known to date says we're
going to get burned if we do. But it's inevitable
that you get burned the first time you try new
things. We must persevere, because unless the
software and web industry embraces a total shift
toward delivering on time, to spec and on budget,
clients will continue to lose faith in its
ability to get itself together. This will affect
its monetary value in very real terms. If the
tech sector's stock price collapses, as the
survivors the dotcom crash know only too well, it
will really, really hurt.
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24Usability activities during design
Requirements Design Build
Test
Implement
25User Profile
- Researching in early stages with users should
capture information about the target audience and
if any of that has design implications