Title: Usability
1Usability
2User Satisfaction (or not)
As users, it is often easy to become distracted
by the pretty colours and graphics, the flashing
lights and the cute sounds. We dont notice
quite often how primitive our computer systems
currently are.
3Computer User Interfaces - 1984
4Computer User Interfaces - 2007
5The Productivity Paradox
- Annual increase in productivity1950 - 1960 3
- Annual increase in productivity1960 - 1990 1
- Personal computers have not significantly
improved the productivity of the workforce in the
last 30 years.
6The Paradox of the Active User
- People have trouble using computers.
- They tend to achieve a mediocre level of skill.
- The active user tends to be the least efficient.
7The Paradox of the Active User
Indeed, the typical pattern we have observed is
that people simply strike out into the unknown...
If something can be interpreted...then it will be
interpreted. Interfacing Thought Cognitive
Aspects of Human-Computer Interaction, edited by
John M. Carroll, Cambridge, MA, MIT Press, pp.
80-111.
8Production Paradox
It is good to want to get something done. One
would only ever want to learn to use a new tool
if one wanted first to get something done. But
wanting to get something done can also be a
problem, if one lacks the prerequisites you have
to learn to do in order to do. Merely wanting to
use a new tool may be necessary but it is not
sufficient.
9Users Know Stuff
- Most users are experts in their domain.
- When they use a system
- it is to get real work done,
- it is to work in their area of expertise,
- it is not to read step-by-step instructions.
- Novices in a domain require more support.
10Ways to Fix This
- Ease the focus on end-products
- make benefits of learning more obvious,
- increase the level and variety of user feedback.
- Make learning safe.
- Give the users what they want.
- Manuals should be task-oriented rather than
process-oriented.
11A Supportive Environment
- Allow the user to learn.
- Allow the user to experiment safely.
- Allow the user to develop skills (easily).
- Dont constrain the system to operating the way
you want it to - You wont be able to. The user will always find a
way to bend the rules of your system.
12Consequences of Actions
- Make sure the user is aware of consequences of
their actions. - Avoid dangerous actions happening behind the
scenes. - Avoid actions that can happen without the users
consent.
13Test Before Installation
14User Screwups
- No matter how simple you (as a designer) think
the system is, there will always be a user who
will make a mistake, break something, or
misunderstand your intentions. - Just when you think you have made your system
foolproof, someone invents a better fool. - As a designer, you should not get upset or angry
when a user breaks your system.
15Tog on User Testing
- Programmers test
- Architects test
- Iterative design and testing will produce
consistently successful results.
16Tog on User Testing
- Fix problems before you ship
- Concentrate on real problems
- Test, dont debate
- Reduce development time
- Sell stuff that works
http//www.asktog.com/columns/037TestOrElse.html
17Designing for Usability
- Early Focus on Users
- Early User Testing
- Iterative Design
- Integrated Design
Gould, J. 1988. How To Design Usable Systems.
In M. Helander (ed.) Handbook of Human-Computer
Interaction. North-Holland, 1988. pp 757-789.
18Early Focus On Users
- Decide who the users will be,
- Talk with users,
- Visit the customer's work location,
- Observe users working,
- Analyse the users tasks,
- Participatory design,
- Set behavioural goals.
19Fictional Users (personae)
- Develop a precise description of the user and
what (s)he wishes to accomplish. - Cannot always use a real person, who may not know
the answer anyway. - Make up pretend users and design for them.
20Personae vs the elastic user
- We are always specific about the OS that we are
targeting. - We need to be equally specific about the user.
- Users are elastic, personae are not.
21Defining a persona (1)
- It must be precise, although not necessarily
accurate. - Should define the centre of the target
population, not the edge. - That said, personae are specific, not averages.
22Defining a persona (2)
- For all but the largest project there should be
no more than 3 personae, one defined to be the
primary persona. - Personae will have names, occupations, attributes
and characteristics. - Even worthwhile finding pictures to show people.
23Early User Testing
- Paper-based scenarios.
- Write the user manual first.
- Early prototypes and simulations.
- Evaluate prototypes.
- Try To Destroy It.
- Field evaluation.
24Iterative Design
- Use tools to make development efficient.
- Avoid unexpected changes.
25Case Studies
- Roll-aboard suitcase.
- Sticky notes.
- Dodge Ram pickup (ute).
- Happy customers.
26Next Lecture
More on Usability
27Resources
- http//www.sitepoint.com/article/real-history-gui
- http//www.joelonsoftware.com
- http//www.asktog.com (In particular
- http//www.asktog.com/columns/065WorstInterface.h
tml, - http//www.asktog.com/Bughouse/10MostWantedDesign
Bugs.html) - Library Books
- The inmates are running the asylum, Alan Cooper.
- Designing Web usability, Jakob Nielsen.
- Taming Hal designing interfaces beyond 2001,
Asaf Degani - User interface design for programmers, Joel
Spolsky