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ITSD 4303 HumanComputer Interaction

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ITSD 4303. Human-Computer Interaction. Principles of User-Centered Design ... Mouse cursors. Status bars, window titles. Informative error messages. Tolerance ... – PowerPoint PPT presentation

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Title: ITSD 4303 HumanComputer Interaction


1
ITSD 4303Human-Computer Interaction
  • Principles of User-Centered Design
  • DET (187-207)

2
Agenda
  • Usability defined
  • Mental Models revisited
  • Software Development Users
  • Learnability Paradox
  • Unfolding

3
Three Words
  • Utility
  • Capability
  • Usability

4
Three Words
  • Utility - does it fulfill a need?
  • Capability - does it do it?
  • Usability - ???

5
Usability Defined
  • Is the system easy to learn?
  • Learnability
  • Rememberability
  • Is the system easy to use?
  • Efficiency
  • Reliability
  • Satisfaction with experience

6
When Mental Models Collide
  • Youre writing software
  • Youve got a vision of how it should work
  • It makes sense to you

7
When Mental Models Collide
  • Youre using software
  • Youve got a vision of how it should work
  • What was the programmer thinking?

8
When Mental Models Collide
  • Youre maintaining/supporting software
  • Youve got a vision of how it should work
  • What was the designer thinking?
  • What is this idiot user thinking?

9
Bridging the Gap
The Designer
The User
The System
10
Bridging the Gap
The Designer
The User
The System
11
A Simple Exercise in Requirements Gathering
  • Group into 3-4 people
  • Come up with a transportation system
  • Describe
  • What to transport
  • Number of items transported
  • Speed
  • Cost
  • Power Source

12
The Alternative
  • Avoid the customer
  • They just keep making my job harder
  • Assume that you know whats needed
  • You know what they say about assuming?

13
Interface vs. Implementation
TheUser
TheDesigner
TheImplementation
TheInterface
14
What Users See Design
TheUser
TheDesigner
TheImplementation
TheInterface
15
Needful Things
  • Users dont care about
  • Nifty algorithmic solutions
  • All the work it took to create the software
  • Users do care about
  • Getting their job done
  • The interface that the software presents

16
What Users See Models
TheUser
TheDesigner
TheImplementation
TheInterface
17
Needful Things 2
  • Users dont care about
  • Complex visual models
  • All the work it took to create the model
  • Users do care about
  • Clear models
  • Multiple views of the system (zooming)
  • Speaking a common language

18
Precedence
  • It would be natural to shape the users mental
    models to conform to the system
  • But better is a system designed to work with
    existing mental models
  • Leverage whats there already!

19
Mental Model Example
  • E-mail - is it like a fax machine or the
    traditional postal system?

20
Usability Rules
  • Establish a compass, or guidelines which will
    help lead to better usability
  • They dont guarantee success
  • In the hands of the inept, all can still go wrong

21
Usability Rules
  • Access
  • Efficacy
  • Progression
  • Support
  • Context

22
Access
  • Usable, without help or instruction
  • Assumes knowledge and experience in the
    application domain
  • No prior experience with the system
  • The Holy Grail - intuitive
  • Help manuals on-line?
  • Handle wrong actions gracefully

23
Efficacy
  • Dont hold back experienced users
  • Shortcut keys, for example
  • Often in conflict with the rule of accessibility

24
Progression
  • Make learning the system easy
  • Move users from beginners to experts
  • Modify UI as the user gains proficiency
  • The helpful paperclip, for example
  • Smooth, self-paces progression needed

25
Support
  • Make real work
  • Easier
  • Simpler
  • Faster
  • More fun
  • More possibilities
  • Dont miss the forest for the trees

26
Context
  • Make the system usable in the environment in
    which it will be used
  • Run the software on the users machines
  • Sound, color, etc. come into play here

27
UI Design Principles
  • The rules specify a course to take
  • The principles are more focused and deal with
    details

28
UI Design Principles
  • Structure
  • Simplicity
  • Visibility
  • Feedback
  • Tolerance
  • Reuse

29
Structure
  • Organize the UI
  • Clear consistent models
  • Put related things together
  • Make related items look similar
  • Separate unrelated items

30
Structure Example
31
Simplicity
  • Make common tasks easy
  • Talk the users talk
  • Provide shortcuts
  • Assumes you know which tasks are common!
  • Defaults Wizards help here

32
Visibility
  • Show whats needed
  • Hide redundant/unneeded info
  • WYSIWYN
  • Customized toolbars
  • Self-hiding menus

33
Feedback
  • Inform the user appropriately
  • Progress meters
  • Animations
  • Mouse cursors
  • Status bars, window titles
  • Informative error messages

34
Tolerance
  • Reduce the cost of mistakes
  • Provide undo/redo capability
  • Requires more work on the designer/implementer
  • Parsing page numbers, for example

35
Reuse
  • Maintain consistency with standard interfaces
  • Makes tasks more easy to remember
  • Makes tasks faster
  • This is one of the secrets to Microsofts success
    - standard dialogs and widgets

36
Benefits of Reuse
  • Cost reduction
  • Improved interface
  • This is different from standards or consistency
    as a rule b/c reuse forces these without the
    repetitive implementation

37
Putting it into Practice
  • Use of the system is tell-tale
  • Users will discover minor, yet critical details
  • The users are the customers see your job as
    being their advocate

38
Wanna Move Your Money?
  • Major bank designing web site
  • Months of development
  • Site was horribly designed
  • Users complained
  • Then the bright idea
  • Why not talk with the users!

39
More than Communication
  • Theres more to developing software than talking
    with the customer
  • What about all the other parts
  • Learn more in TQA
  • Well focus on testing

40
Types of Testing
  • Implementation/module
  • Integration
  • System
  • Beta
  • Alpha
  • Usability

41
The Trouble with Traditional Testing
  • Lacks maneuverability
  • Comes late in the game
  • Architectural changes often not possible
  • Cost is increased

42
Cost of Changes
Cost
Deployment
Time
43
Too Early?
  • Can testing even be done earlier?
  • Code isnt implemented yet
  • System isnt completed
  • So is it possible?

44
Enter RAD
  • Rapid Application Development
  • Modern APIs such as VCL and MFC
  • IDEs like Delphi, VB, and Visual C
  • Prototype your way to success

45
Prototype, You Say?
  • Some warn against this approach
  • Rightly so - it can fail
  • But it offers promise if done correctly

46
The MS/AOL Philosophy
  • Always have something to show
  • The softwares success is defined by the users
    experiences
  • So easy to use, no wonder theyre 1

47
The Best Approach
  • Involve the user at all phases of the project
  • From the beginning, focus on the use of the
    product
  • Get over the technology!

48
Usage-Centered Design
  • Shift of focus from technology to people, from
    user interfaces to users.
  • Focus on the work that users are trying to
    accomplish and on what the software will need to
    supplyto help them accomplish it

49
Tools of the Trade
  • Abstract models
  • Stay away from implementation details
  • Similar to brainstorming
  • Multiple views

50
The Learnability Paradox
  • Weve got to make our system easy to learn
  • Novices need help
  • Novices need handholding, examples, etc.
  • Weve got to make our system productive from day
    one
  • Experts want complete access control
  • Experts dont want distractive help pop-ups

51
Manuals?
  • Do the help?
  • Sometimes a well-written manual can help a new
    user
  • Reference cards help experts
  • Most users arent willing to read pages of text
    before using the software, though!

52
Common Solutions
  • First-time hints window
  • Provides helpful clues for system use
  • Can be disabled
  • Wizards
  • Provides a way of quickly filling in defaults
  • Help complete complex tasks

53
FIN
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