Title: Usability 101
1Usability 101
- by Karen BachmannSeascape Consulting, Inc.
2Navigating 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.
3Usability 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."
4Usability 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.
5Usability 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.
6Usability Defined
- A process for delivering the quality of usability
- A quality of a product
- In practical terms,
it depends
7Usability 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
8User 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
9Task 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
10Environment Analysis
- Understand the conditions that users will face
when using the end product - Detail the users working environment
- Identify noise in the communication
11Usability 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
12UI 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
13Usability 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?
14Usability 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
Usability Testing
15User Research
16User 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
17The 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
18General 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
19Types 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
20Who 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
21Common 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
22Applying 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
23Making 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
24Task 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
25Environment Analysis
- Understand the conditions that users will face
when using the end product - Detail the users working environment
- Identify noise in the communication
26Where 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
27User Research Questions?
TOC
28User Surveys
29Definitions
- Survey planned method of finding something out
- Questionnaire formal series of questions,
sometimes with choices for answers - Interview planned discussion of a topic
30Interview 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
31Poor (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
32Ideal method Iterative information gathering
33When 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
3410 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
35User Survey Questions?
TOC
36Usability Requirements
37Usability 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?
38Source 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
39When to Determine Requirements
Requirements
40Why 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
41General 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?
42How 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.
43What 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
44General 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
45Usability Requirements Questions?
TOC
46User Interface Design
47Design 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
48Purposes 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
49Prototyping 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
50Prototyping 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
51What 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
52When 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
53Types 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
54UI 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
55Sketchlet Examples
56UI Wireframes
- Present layout and functionality
- Shows data fields and controls
- Focused on specific functionality
- Does not show graphics or look-and-feel
57UI Wireframes
58UI Mockups
- Present functionality within design concepts
- Shows functionality within the context of the
design - Presents examples of how the final product might
look
59UI 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
60Selecting 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
61How 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
62User Interface Design Questions?
TOC
63Usability Testing
64Developing 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
65Planning 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
66Thoughts 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
67Guerilla 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
68Sounds 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
69Formal 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
70Reporting
- 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
71Usability Testing Questions?
TOC
72Questions?
73User 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/
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76Prototyping 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.
77Usability 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.
78User 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.
79Professional 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/
80Recognitions and Thanks
- Prototyping presentation originally created and
presented with Whitney Quesenbery - User survey presentation originally created and
presented with Caroline Jarrett
81About 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.