Title: Introduction to Usability Engineering
1Introduction to Usability Engineering
2Assumptions
- 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.
3What do you expect from this class?
4What is Usability Engineering?
- Different from
- Human-computer Interaction?
- User Interface Design?
- Interaction Design?
- User-centered design?
- Software Engineering?
5What 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
6What 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)
7What is wrong with being design centered?
- Design
- Science?
- Art?
- Puts focus on the artifact rather than the
process and evaluation aspects
8Why 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
9Goals of Usability Engineering
- Nielsen
- Increase learnability
- Increase efficiency
- Increase memorability
- Decrease errors
- Increase satisfaction
- Preece
- Utility ?
- Effectiveness ?
10Usability 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
11HCI 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
12Historical 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
14History of computer interaction
?
WIMP (Windows)
User Adoption (not productivity!)
Command Line
Batch
M
B
K
?
1940s 1950s
1980s - Present
1960s 1970s
15History of computer interaction
?
WIMP (Windows)
User Adoption (not productivity!)
Command Line
Educated
Batch
Professionals
Experts
?
1940s 1950s
1980s - Present
1960s 1970s
16Eniac (1943)
- A general view of the ENIAC, the world's first
all electronic numerical integrator and computer.
From IBM Archives.
17Mark I (1944)
- The Mark I paper tape readers.
From Harvard University Cruft Photo Laboratory.
18Stretch (1961)
- A close-up of the Stretch technical control
panel.
From IBM Archives.
19Batch 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
20Command 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
21The 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
22The 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
23Where 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
24Innovator 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
25Douglas 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
26The First Mouse (1964)
27Xerox 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
28Xerox Star Desktop
29Lessons 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
30Paradigm 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
31Paradigm 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
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
39The WIMP Plateau
?
WIMP (Windows)
User Productivity
Command Line
Batch
?
1980s - Present
1940s 1950s
1960s 1970s
Time
40Examples of new paradigms
- Ubiquitous computing
- Wearable computing
- Tangible bits, augmented reality
- Attentive environments
- Transparent computing
- and many more.
41Two 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