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Introduction to Usability Engineering

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Usability Engineering is the process of Methodically designing ... Industrial engineering/design. Architecture. Art. Social sciences. Historical Perspective ... – PowerPoint PPT presentation

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Title: Introduction to Usability Engineering


1
Introduction to Usability Engineering
  • CS 352
  • Winter 2008

2
Assumptions
  • 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.

3
What do you expect from this class?
4
What is Usability Engineering?
  • Different from
  • Human-computer Interaction?
  • User Interface Design?
  • Interaction Design?
  • User-centered design?
  • Software Engineering?

5
What 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 system usability

6
What is Human-Computer Interaction?
  • Human-computer interaction (HCI) is
  • concerned with the design, evaluation and
    implementation of interactive computing systems
    for human use and with the study of major
    phenomena surrounding them (ACM SIGCHI, 1992,
    p.6)

7
What is wrong with being design centered?
  • Design
  • Science?
  • Art?
  • Puts focus on the artifact rather than the
    process and evaluation aspects

8
Why 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

9
Goals of Usability Engineering
  • Nielsen
  • Increase learnability
  • Increase efficiency
  • Increase memorability
  • Decrease errors
  • Increase satisfaction
  • Preece
  • Utility ?
  • Effectiveness ?

10
Usability 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

11
HCI 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

12
Historical Perspective
13
  • 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

14
History of computer interaction
?
WIMP (Windows)
User Adoption (not productivity!)
Command Line
Batch
M
B
K
?
1940s 1950s
1980s - Present
1960s 1970s
15
History of computer interaction
?
WIMP (Windows)
User Adoption (not productivity!)
Command Line
Educated
Batch
Professionals
Experts
?
1940s 1950s
1980s - Present
1960s 1970s
16
Eniac (1943)
  • A general view of the ENIAC, the world's first
    all electronic numerical integrator and computer.

From IBM Archives.
17
Mark I (1944)
  • The Mark I paper tape readers.

From Harvard University Cruft Photo Laboratory.
18
Stretch (1961)
  • A close-up of the Stretch technical control
    panel.

From IBM Archives.
19
Batch Processing
  • 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

20
Command Line (Mid 1960s)
  • 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
21
The Ubiquitous ASR 33 Teletype
  • ASR Automatic Send / Receive
  • Save programs on punched paper tape
  • The first direct human-computer interface
    experience for many in the 1960s
  • About 10 characters per second - 110 bps

22
The 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
23
Where we are now WIMP / GUI
  • Computers in the home, for everyday tasks, no
    training
  • From multi-user to multitasking systems
  • Windows, Icons, Menus, Pointers
  • Graphical User Interface
  • WIMP interface allows you to do several things
    simultaneously
  • Has become the familiar GUI interface

24
Innovator Ivan 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

25
Douglas 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

26
The First Mouse (1964)
27
Xerox Star - 1981
  • First commercial PC designed for business
    professionals
  • desktop metaphor, pointing, WYSIWYG, high degree
    of consistency and simplicity
  • First system based on usability engineering
  • Paper prototyping and analysis
  • Usability testing and iterative refinement

28
Xerox Star Desktop
29
Lessons 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

30
Paradigm Direct Manipulation
  • 82 Shneiderman describes appeal of
    rapidly-developing graphically-based interaction
  • object visibility
  • incremental action and rapid feedback
  • reversibility encourages exploration
  • replace language with action
  • syntactic correctness of all actions
  • WYSIWYG, Apple Mac

31
Paradigm Metaphor
  • All use is problem-solving or learning to some
    extent
  • Relating computing to real-world activity is
    effective learning mechanism
  • File management on office desktop
  • Financial analysis as spreadsheets
  • The tension between literalism magic
  • Eject disk or CD on Mac by dragging to trash can

32
Evolution from Xerox Star?
1981
33
Evolution from Xerox Star?
1981
1985
Windows 1.0
Mac OS 1.0
34
Evolution from Xerox Star?
1981
1985
1987
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 2.0
35
Evolution from Xerox Star?
1981
1985
1987
1992
Windows 1.0
Mac OS 1.0
Mac OS 5.0
Windows 3.0
Mac OS 7
36
Evolution 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
37
Evolution 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
38
Evolution 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
39
The WIMP Plateau
?
WIMP (Windows)
User Productivity
Command Line
Batch
?
1980s - Present
1940s 1950s
1960s 1970s
Time
40
Examples of new paradigms
  • Ubiquitous computing
  • Wearable computing
  • Tangible bits, augmented reality
  • Attentive environments
  • Transparent computing
  • and many more.

41
Two examples BlueEyes (IBM) and Cooltown (HP)
  • Visionary approaches for developing novel
    conceptual paradigms

Almalden.ibm.com/cs/blueeyes/ cooltown.hp.com/mpul
se/backissues/0601/0601-cooltown.asp
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