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The user experience

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The user experience. Lecture 2 The User Experience 2 Pablo Romero, Department of Informatics ... set up the count down chronometer in your digital watch? ... – PowerPoint PPT presentation

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Title: The user experience


1
The user experience
2
Overview
  • The user experience
  • Usability Goals
  • User Experience Goals
  • Design Principles

3
The user experience
User experience goals
Usability goals
The user experience
Design principles
4
Usability 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?

5
Usability 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

6
Not 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
7
User experience goals
  • Satisfying - rewarding
  • Fun - support creativity
  • Enjoyable - emotionally fulfilling
  • Entertaining and more
  • Helpful
  • Motivating
  • Aesthetically pleasing
  • Motivating

8
Usability 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?

9
Usability and user experience goals
  • What are relevant usability and user experience
    goals for
  • NHS direct
  • Nintendo Wii
  • Train station ticket machine

10
Design 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.

11
Design principles
  • Visibility
  • Feedback
  • Constraints
  • Mapping
  • Consistency
  • Affordance

12
Visibility
  • 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
13
Visibility
  • 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

14
Feedback
  • 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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15
Constraints
  • Restricting the possible actions that can be
    performed
  • Helps prevent user from selecting incorrect
    options
  • Three main types (Norman, 1999)
  • physical
  • cultural
  • logical

16
Logical 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
17
How 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
18
Consistency
  • 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


19
Affordances 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

20
Activity
  • 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?

21
Key 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

22
Further 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.
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