Title: The user experience
1The user experience
2Overview
- The user experience
- Usability Goals
- User Experience Goals
- Design Principles
3The user experience
User experience goals
Usability goals
The user experience
Design principles
4Usability in action
- How easy it should be and how easy it actually is
to - set up the count down chronometer in your digital
watch? - Use the Brighton bus website (www.buses.co.uk)
(e.g. how to get from Woodingdean to Preston park
on a Sunday at 10.00 am). - program the central heating for the week?
- use an authoring tool to create a website?
5Usability goals
- Effective to use
- Example Is the e-commerce site capable of
allowing people to search, identify and buy the
antiques they want? - Efficient to use
- Safe to use
- Have good utility
- Easy to learn
- Easy to remember how to use
6Not sensible, but, oh, the joy of it!
Beauty. Charm. Delight. Excitement. Ooh. Aah.
Wow! Let me at it. In the end the iPhone is like
some glorious early-60s sports car. Not as
practical, reliable, economical, sensible or
roomy as a family saloon but oh, the joy The
iPhone is a digital experience in the literal
sense of the word. The user's digits roam,
stroke, tweak, tweeze, pinch, probe, slide, swipe
and tap across the glass screen forging a
relationship with the device that is like no
other. ?Stephen Fry ?The Guardian Saturday
November 10 2007
7User experience goals
- Satisfying - rewarding
- Fun - support creativity
- Enjoyable - emotionally fulfilling
- Entertaining and more
- Helpful
- Motivating
- Aesthetically pleasing
- Motivating
8Usability and user experience goals
- How do usability goals differ from user
experience goals? - Are there trade-offs between the two kinds of
goals? - e.g. can a product be both fun and safe?
- How easy is it to measure usability versus user
experience goals?
9Usability and user experience goals
- What are relevant usability and user experience
goals for - NHS direct
- Nintendo Wii
- Train station ticket machine
10Design principles
- Generalizable abstractions for thinking about
different aspects of design - The dos and donts of interaction design
- What to provide and what not to provide at the
interface - Derived from a mix of theory-based knowledge,
experience and common-sense - Norman (1988). The Design of Everyday Things.
11Design principles
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance
12Visibility
- This is a control panel for an elevator.
- How does it work?
- Push a button for the floor you want?
- Nothing happens. Push any other button? Still
nothing. What do you need to do? - It is not visible as to what to do!
From www.baddesigns.com
13Visibility
- you need to insert your room card in the slot
by the buttons to get the elevator to work! -
- How would you make this action more visible?
- make the card reader more obvious
- provide an auditory message, that says what to
do (which language?) - provide a big label next to the card reader
that flashes when someone enters - make relevant parts visible
- make what has to be done obvious
-
14Feedback
- Sending information back to the user about what
has been done - Includes sound, highlighting, animation and
combinations of these - e.g. when screen button clicked on provides sound
or red highlight feedback
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15Constraints
- Restricting the possible actions that can be
performed - Helps prevent user from selecting incorrect
options - Three main types (Norman, 1999)
- physical
- cultural
- logical
16Logical or ambiguous design?
- Where do you plug the mouse?
- Where do you plug the keyboard?
- top or bottom connector?
- Do the colour coded icons help?
From www.baddesigns.com
17How to design them more logically
- (i) A provides direct adjacent mapping between
icon and connector - (ii) B provides colour coding to associate the
connectors with the labels
From www.baddesigns.com
18Consistency
- Design interfaces to have similar operations and
use similar elements for similar tasks - Main benefit is consistent interfaces are easier
to learn and use - Example most applications menus have the
structure
19Affordances to give a clue
- Refers to an attribute of an object that allows
people to know how to use it - e.g. a mouse button invites pushing, a door
handle affords pulling
20Activity
- Virtual, perceived affordances
- How do the following screen objects afford?
- What if you were a novice user?
- Would you know what to do with them?
21Key points
- User experience is how a product behaves and is
used by people in the real world - Important goals are
- Usability Goals
- User Experience Goals
- Design principles provide a terminology for
thinking about interaction design
22Further reading
- Chapter 1 of the textbook
- Chapter 7 of Dix, A., Finley, J., Abowd, G., and
Beale, R. 2004 Human-Computer Interaction (3rd
Ed.). Prentice-Hall, Inc. - Norman (1988). The Design of Everyday Things.