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Usability 101

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Title: Usability 101


1
Usability 101
  • by Karen BachmannSeascape Consulting, Inc.

2
Navigating This Presentation
  • This presentation is audience-driven, so it is
    organized to allow a flexible rather than a
    linear flow.
  • Slides 3-13 provide an overview of the
    user-centered design process and some key
    activities and deliverables.
  • Slide 14 serves as a launching point (or table of
    contents) into detailed discussions.Click a link
    to go to that specific topic.
  • A link back to slide 14 is provided at the end of
    each detail section.Click the to
    return to slide 14.

3
Usability Defined
  • ISO 9241-11 Usability the extent to which a
    product can be used by specified users to achieve
    specified goals with effectiveness, efficiency
    and satisfaction in a specified context of use.
  • ISO 13407 "Human-centered design is
    characterised by the active involvement of users
    and a clear understanding of user and task
    requirements an appropriate allocation of
    function between users and technology the
    iteration of design solutions multi-disciplinary
    design."

4
Usability Defined
  • UPA Usability is an approach to product
    development that incorporates direct user
    feedback throughout the development cycle in
    order to reduce costs and create products and
    tools that meet user needs. There are many
    definitions of usability
  • Jakob Nielsen Usability is a quality attribute
    that assesses how easy user interfaces are to
    use. The word usability also refers to methods
    for improving ease-of-use during the design
    process.

5
Usability Defined
  • Wikipedia Usability is a term used to denote
    the ease with which people can employ a
    particular tool or other human-made object in
    order to achieve a particular goal. Usability can
    also refer to the methods of measuring usability
    and the study of the principles behind an
    object's perceived efficiency or elegance.In
    human-computer interaction and computer science,
    usability usually refers to the elegance and
    clarity with which the interaction with a
    computer program or a web site is designed.

6
Usability Defined
  • A process for delivering the quality of usability
  • A quality of a product
  • In practical terms,

it depends
7
Usability in the Development Life Cycle
Analysis
Design
Development
Testing
Maintenance
  • User Research
  • Task Analysis
  • Environment Analysis
  • UI Design Prototypes
  • Usability Requirements
  • UI Functional Prototypes
  • Screen Elements, Interactions, and Behaviors
  • User Interface

8
User Research
  • The process of learning about ordinary users by
    observing them in action (Hackos and Redish)
  • Identifies user needs and expectations
  • Identifies user demographics, background,
    experience, knowledge, and other characteristics
  • Does not result in a single profile of an
    average user, but you can use the information
    to develop composites
  • Requires more than just scientific principles and
    data gathering techniques it requires empathy
  • Is subject to change

9
Task Analysis
  • The process of learning about ordinary users by
    observing them in action (Hackos and Redish)
  • Define the way users perform tasks in their own
    world
  • Understand the users models for interacting with
    data and tools to perform their tasks
  • Focus on process not tools

10
Environment Analysis
  • Understand the conditions that users will face
    when using the end product
  • Detail the users working environment
  • Identify noise in the communication

11
Usability Requirements
  • Are the expected and desired user reaction to a
    system
  • Define how well a product should work for the
    intended users
  • Turn user goals into measurable success criteria
  • Communicate user expectations to the development
    team
  • Help keep users needs visible throughout
    development

12
UI Design
  • An iterative, exploratory process for creating a
    product that meets user needs
  • First deliverables that SMEs are likely to react
    strongly to
  • Deliverables
  • Sketchlets Early concepts to illustrate key
    tasks
  • Wireframes Present layout and functionality
  • Mockups Present functionality with look-and-feel
  • Functional Prototypes Present groups of
    functionality and allow functional walkthroughs
  • Content Outlines
  • Site Maps

13
Usability Testing
  • Evaluates the usability of a design against
    defined success criteria
  • Conducted throughout the development life cycle
  • Preferably occurs early and often
  • Tests the following questions
  • Does the product meet user needs?
  • Does the product meet user expectations?

14
Usability 101
Analysis
Design
Development
Testing
Maintenance
  • User Research Surveys
  • Task Analysis
  • Environment Analysis
  • UI Design Prototypes Sketchlets, Wireframes,
    Mockups
  • Usability Requirements
  • UI Functional Prototypes
  • Screen Elements, Interactions, and Behaviors
  • User Interface

Usability Testing
15
User Research
16
User Research
  • The process of learning about ordinary users by
    observing them in action (Hackos and Redish)
  • Defining user needs and expectations
  • does not result in a single profile of an
    average user, but you can use the information
    to develop composites
  • requires more than just scientific principles
    and data gathering techniques it requires
    empathy
  • is subject to change

17
The Purpose of User Research
  • To understanding current user experiences
  • To be able to distinguish between user needs and
    user wants
  • To anticipate what user reactions to and chances
    for success with particular development effort
    will be
  • To increase the likelihood of a projects success
  • To identify all possible users of the product as
    concretely as possible

18
General Steps for Conducting User Research
  • Determine who your users are
  • Determine what user tasks your product helps
    accomplish
  • Develop questions that you need to know about the
    users and their processes
  • Determine the method of user research to conduct
  • Plan research
  • Conduct research
  • Present results

19
Types of Questions to Ask
  • Industry experience
  • Job experience
  • Roles
  • Computer experience
  • Education and training
  • Age ranges
  • Working conditions (environment)
  • Usage constraints
  • Satisfaction with current conditions
  • Perspective on changes to current conditions

20
Who You Should Ask
  • Users themselves
  • The immediate managers of users
  • The company-level management (the people who are
    paying for a project)
  • The general industry through research

21
Common User Research Techniques
Least
  • Industry research
  • Surveys and questionnaires
  • SME interviews
  • Feedback from users
  • Usage tracking
  • Focus groups
  • Interviews
  • Usability testing
  • Observations
  • Site visits

Interaction with real users
Most
22
Applying Research
  • Develop complete profiles of all users and any
    composites for design
  • Develop user personas
  • Organize any user artifacts (such as forms,
    documentation, and similar)
  • Use as basis for usability validation
  • Share with the development team

23
Making User Research Part of Your Development Plan
  • Know the objections and have answers for them
  • Prepare a formal request
  • Provide cost analysis of savings from solid user
    analysis in similar projects
  • Look for ways to integrate user analysis in
    existing processes
  • Prepare management for plan changes

24
Task Analysis
  • The process of learning about ordinary users by
    observing them in action (Hackos and Redish)
  • Defining the way users perform tasks in their own
    world
  • Understanding the users models for interacting
    with data, tools, and tasks

25
Environment Analysis
  • Understand the conditions that users will face
    when using the end product
  • Detail the users working environment
  • Identify noise in the communication

26
Where the Analysis Takes You
  • User Analysis
  • Task Analysis
  • Environment Analysis

User Goals
  • Not necessarily the same as
  • The business units goals
  • The developers goals
  • The customer goals

27
User Research Questions?
TOC
28
User Surveys
29
Definitions
  • Survey planned method of finding something out
  • Questionnaire formal series of questions,
    sometimes with choices for answers
  • Interview planned discussion of a topic

30
Interview or questionnaire?
  • Interview
  • Talk to the user
  • Interviewer captures the answers
  • Flexible
  • Requires small samples
  • Questionnaire
  • Do not talk to the user
  • Receive written answers from user
  • Inflexible
  • Supports large samples

Face-to-facedata collection
CATI
  • Face-to-facedata collection
  • CATI

31
Poor (but typical) choice of method
  • Decide to do a survey
  • Write some questions
  • Circulate internally for comment
  • Revise
  • Administer
  • By email to everyone
  • As a pop-up window to every site visitor
  • By including in every manual

32
Ideal method Iterative information gathering
33
When NOT to do a user survey
  • Dont yet have a business definition of the users
  • Forced to use a method that doesnt match the
    time available
  • Cant do anything with the results

34
10 steps
  • Preparation
  • Set goals
  • Decide on target group
  • Interview target users
  • Production
  • Create content
  • Decide on delivery
  • Test
  • Revise for final survey
  • Delivery
  • Conduct
  • Compile and analyze responses
  • Publish results

35
User Survey Questions?
TOC
36
Usability Requirements
37
Usability Requirements
  • What they are The expected and desired user
    reaction to a system
  • Define how well a product should work for the
    intended users
  • Define target user satisfaction goals
  • What they arent Functional requirements, use
    cases (strictly speaking), marketings product
    mission statements, nebulous user wish lists
  • Does the product work well for the intended users?

38
Source Information for Usability Requirements
Analysis deliverables
Business
User
  • User and task analysis
  • Expectations
  • Work environment
  • Profession description
  • Personal productivity goals
  • Market needs
  • Industry analysis
  • Technology changes
  • Budget
  • Company productivitygoals
  • Growth strategy
  • Competitive Analysis

Pays you
Determines how truly successful your product is
39
When to Determine Requirements
Requirements
40
Why Develop Usability Requirements?
  • Provide a common, familiar language to focus on
    user needs
  • Include usability into a product foundation
    rather than add it as an afterthought or fix
  • Test design and development assumptions
  • Support usability testing
  • Serve as a rallying cry for user satisfaction

41
General Usability Criteria to Consider
  • Learnability How quickly do users come up to
    speed on the product?
  • Efficiency How easy is the product to use and be
    productive?
  • Memorability Do users remember how to use the
    product between uses?
  • Error tolerance Do users make few errors? Are
    errors recoverable?
  • Relevance Does the product meet users real
    needs?
  • Attitude/satisfaction Do users enjoy using the
    product?
  • Accessibility Does the product support the usage
    needs of all potential users including those with
    special physical requirements?

42
How Usability Requirements are Constructed
  • Determine what usability criteria to measure and
    the priority for each.
  • Determine how the criteria be measured. Create
    tangible measurements of intangible user
    satisfaction statements.
  • Set a realistic percentage of users that must
    achieve the goals. (100 of users will almost
    never accomplish 100 of all usability goals.)
  • Define the conditions that must exist for the
    product to successfully fulfill the requirements.

43
What are the Components of a Usability Requirement
  • What task should the user accomplish Clearly
    define the specific, finite task that a user
    should perform and the goal to be achieved
  • Who will accomplish the task Define which user
    type (novice? expert?) the requirement addresses
  • What conditions will the task be performed under
    Amount of training, work environment, computer
    experience, etc.
  • How well should the task be performed A concrete
    measure of success as a percentage of the right
    users under the right conditions

44
General Tips for Writing Usability Requirements
  • Convert qualitative wants and needs to
    quantifiable goals
  • Absolute A concrete measure of success
  • Relative Compared to another criteria such as a
    previous release
  • Write them in terms of user tasks and goals
  • Prioritize needs of different user groups
  • Prioritize the usability requirements
  • Be realistic success is rarely 100 of users
  • Test the requirements

45
Usability Requirements Questions?
TOC
46
User Interface Design
47
Design Process
  • An iterative, exploratory process for creating a
    product that meets user needs
  • Starts with users actually tasks not system
    functionality
  • Show very tangible output of the analysis phase
  • Provides first deliverables that SMEs are likely
    to react strongly to
  • Developed iteratively and incrementally
  • Tested throughout

48
Purposes that Prototypes Serve
  • Explore
  • Create a strong design by iterating through ideas
    rapidly
  • Communicate
  • Demonstrate progress against time lines in
    tangible format
  • Collaborate
  • Enhance collaboration with other teams through
    clear understanding and a shared vocabulary
  • Validate
  • Test a design in early stages when changes can be
    made easily

49
Prototyping Goals
  • 1. Can users work effectively with the interface
  • Visual or information design issues
  • Can the user find and understand the information
    on the screen?
  • Navigation issues
  • Does the user understand the meaning of each
    control? Can they find the controls or
    information needed to complete their task?
  • Efficiency issues
  • Can the user work quickly enough to meet
    usability goals

50
Prototyping Goals
  • 2. Demonstrate the user interface
  • Communicate the design to developers, marketing,
    management, or customers
  • Walk through proposed navigation design
  • Match screens and controls to use cases
  • Demo proposed functionality to internal or
    external groups

51
What to Include in a Prototype?
  • Horizontal
  • Full breath of functionality, but with little
    depth
  • Vertical
  • Complete demonstration of representative tasks or
    information paths
  • Key Screen or T-Prototype
  • Full breadth indicated, with 1-2 tasks prototyped
    in detail

52
When to Prototype?
1
2
3
  • vision prototypes expose early ideas to comment
  • wireframes accompany use-case analysis or
    participatory design sessions
  • key screen prototype demonstrates interaction
    structure/UI architecture
  • prototypes validate specific or complex work
    flows
  • visual prototypes test layout for usability and
    technology

53
Types of Prototypes
  • Low fidelity
  • Simple layout sketches which usually focus on
    content and layout
  • Sketchlets, Wireframes, Content Outlines
  • Slide shows
  • High fidelity visual design, but with minimal
    interactivity
  • Wireframes, Mockups, Site Maps
  • Medium fidelity
  • Good visual fidelity with nominal interaction
    capability following a scenario
  • Mockups, Prototypes
  • High fidelity
  • Full interaction capabilities and detailed screen
    layouts.
  • Prototypes

54
UI Sketchlets
  • Early concepts to illustrate key tasks
  • Typically, created as a quick and dirty
    exploration tool
  • Encourage discussion and input
  • Validate thinking as early as possible
  • Capture early ideas
  • Presented as wireframes, storyboards, paper
    prototypes, whiteboard designs, and similar

55
Sketchlet Examples
56
UI Wireframes
  • Present layout and functionality
  • Shows data fields and controls
  • Focused on specific functionality
  • Does not show graphics or look-and-feel

57
UI Wireframes
58
UI Mockups
  • Present functionality within design concepts
  • Shows functionality within the context of the
    design
  • Presents examples of how the final product might
    look

59
UI Functional Prototype
  • Present groups of functionality and allow
    functional walkthroughs
  • Is a design deliverable
  • Guide feedback
  • Use for usability testing
  • Validate and document design
  • Presented often as complete screens, but may not
    represent all functionality in the system

60
Selecting a Prototyping Tool
  • Paper
  • low fidelity and difficult to distribute
  • HTML
  • good for navigation, but not always appropriate
  • Development environment
  • high fidelity, but slow and can limit creativity
  • Director (or other interactive environments)
  • good for experimental interactions, can be rapid,
    can be too different from final environment
  • Visio
  • hybrid rapid, high screen fidelity, moderate
    interaction

61
How Do Users Interact with the Prototype?
  • Navigation is done on-screen
  • All buttons, links or other major navigation
    controls are active and can be used to move from
    page to page
  • Post-it notes represent
  • Drop down menus or combo boxes
  • Some popup windows
  • Filling in forms on paper
  • Print outs of the forms let users write in any
    data they would enter.
  • Talk through the actions
  • Users describe aloud what actions they take and
    data they use

62
User Interface Design Questions?
TOC
63
Usability Testing
64
Developing a Usability Test Plan
  • Identify the most significant group of users to
    test
  • Highest priority usability requirements
  • Highest quantity of usability requirements
  • Identify which user tasks to test
  • Identify the usability test methods to use at
    each phase of development
  • Write test scenarios
  • Specify results necessary to pass
  • Develop testing schedules

65
Planning a Usability Test
  • Establish goals and scope
  • What do you hope to learn?
  • Plan the usability test
  • What tasks or sections of the product are
    included?
  • Scripted task or user-driven exploration?
  • What functionality must be active?
  • Recruit users and set up facility
  • 2-3 users per round
  • Plan facilitation and interaction areas

66
Thoughts on Testing Logistics
  • Locations
  • Within the users environment
  • In a lab environment
  • Recording
  • Audio and visual
  • Capture screen movements
  • Good quality microphone
  • Permissions
  • Observers
  • Analysis of data
  • Quantitative
  • Qualitative

67
Guerilla Usability Tests
  • Small in scope
  • Looking for input on specific design problems
  • Testing overall organization of workflow or
    information architecture
  • Small number of users per iteration
  • Just enough to gain enough insight to confirm or
    iterate design

68
Sounds Crazy!
  • but it works.
  • The informality is infectious
  • Its relaxing and interactive for the users
  • Users have little trouble moving from screen to
    paper when necessary (as long as they match)
  • The fact that its obviously a work in progress
    encourages users to make suggestions and talk
    easily
  • Users will feel that they are making a real
    contribution to the development of new products

69
Formal Usability Testing
  • Broad in scope
  • Looking for input for sets of functionality
  • Testing more sophisticated prototypes or
    alpha/beta products
  • Larger number of users overall
  • Strive for a statistical sampling
  • Usually more expensive

70
Reporting
  • Tailor to your audience
  • Focus on significant conclusions and provide
    recommendations
  • Recognize the limits of your data
  • Avoid forcing more conclusions than the data
    support
  • Acknowledge the other constraints (business
    drivers, schedule, budget, and so on) on
    development when making recommendations
  • Recognize that the details that may grab your
    attention may not be that significant

71
Usability Testing Questions?
TOC
72
Questions?
  • Karen_at_seaconinc.com

73
User and Task Analysis References
  • Marlana Coe, Human Factors for Technical
    Communicators.
  • Joann T. Hackos and Janice C. Redish, User and
    Task Analysis for Interface Design.
  • Theo Mandel, The Elements of User Interface
    Design.
  • Jakob Nielsen, Usability Engineering.
  • Ben Shneiderman, Designing the User Interface
    Strategies for Effective Human-Computer
    Interaction.
  • Jakob Nielsens Website http//www.useit.com/

74
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76
Prototyping References
  • Robin Kavanagh and John Soety. Prototyping Using
    Visio http//www.stcsig.org/usability/newsletter/
    0007-prototypingvisio.html
  • James Hom (Site Owner). Usability Methods Toolbox
    (Section on Prototyping)http//www.best.com/jth
    om/usability/usable.htm
  • Matthew Klee. Five Paper Prototyping Tips
    http//www.uie.com/articles/prototyping_tips/
  • Using Paper Prototypes to Manage Risk
    http//www.uie.com/articles/prototyping_risk/
  • Lawrence J. Najjar. Conceptual User Interface A
    New Tool for Designing E-Commerce User
    Interfaceshttp//www.internettg.org/newsletter/d
    ec00/article_cui.html
  • James A. Landay and Brad A. Myers.Interactive
    Sketching for the Early Stages of User Interface
    Design http//www.cs.berkeley.edu/landay/researc
    h/publications/SILK_CHI/jal1bdy.html
  • Carolyn Snyder. Paper Prototyping The fast and
    Easy Way to Design and Refine User Interfaces.

77
Usability Testing References
  • C. Barnum. Usability Testing and Research.
  • J.S. Dumas, J.C. Redish. Practical Guide to
    Usability Testing.
  • J. Nielsen. Usability Engineering.
  • J.S. Dumas, J.C. Redish. Practical Guide to
    Usability Testing.
  • D. Stone, C. Jarrett, M. Woodroffe, S. Minocha.
    User Interface Design and Evaluation.
  • K. Summers, M. Summers. Creating Websites that
    Work.

78
User Survey References
  • Don A. Dillman. Mail and Internet Surveys The
    Tailored Design Method.
  • A. N. Oppenheim. Questionnaire Design,
    Interviewing and Attitude Measurement.
  • Priscilla Salant and Don A. Dillman.How to
    Conduct Your Own Survey.

79
Professional Organizations
  • STC Usability and User Experience
    http//www.stcsig.org/usability/
  • Usability Professionals Association
    http//upassoc.org/
  • ACM SIGCHIhttp//www.sigchi.org/
  • Human Factors and Ergonomics Society
    http//www.hfes.org/

80
Recognitions and Thanks
  • Prototyping presentation originally created and
    presented with Whitney Quesenbery
  • User survey presentation originally created and
    presented with Caroline Jarrett

81
About the Presenter
  • Karen Bachmann, an independent consultant and
    partner with Seascape Consulting, Inc., designs
    usable user interfaces, bringing usability into
    the earliest stage of development to keep the
    project focused on the user. She also helps
    companies new to usability implement usability
    practices. Karen currently serves as manager of
    the Society for Technical Communications
    Usability and User Experience community and is an
    active member within the Usability Professionals
    Association. Karen can be reached
    karen_at_seaconinc.com.
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