Title: Jason%20I.%20Hong
1Overview of User Interface Design, Prototyping,
and Evaluation(or, All of HCI in 80 Minutes)
- Jason I. Hong
- January 18, 2007
2User Interface Hall of Fame or Shame?
- IE5 page setup for printing
- Problems
- codes for header footer information
- requires recall!
- recognition over recall
- no equivalent GUI
- help is the way to find out, but not obvious
3Human-Computer Interaction (HCI)
- Human
- the end-user of a program
- the others in the organization
- Computer
- the machine the program runs on
- clients servers, PDAs, cars, microwaves
- Interaction
- the user tells the computer what they want
(input) - the computer communicates results (output)
4HCI Approach to UI Design
- Other considerations we wont look at
- Business models, level of fun
5Why is HCI Important?
- Major part of work for real programs (50)
- Bad user interfaces cost
- money (reduced profits, call centers)
- WiFi Alliance 30 of WiFi boxes returned
- reputation of organization (e.g., brand loyalty)
- time (wasted effort and energy by users, rework)
- lives (Therac-25)
6Why is HCI Important?
- Privacy and Security
- phishing scams
- accidental disclosures (ex. location info,
cookies) - difficulty diagnosing the situation (intrusion
detection) - intentionally circumventing security mechanisms
- User interfaces hard to get right
- people are unpredictable
- intuition of designers often wrong
- need good design methods
7Four Myths about Good Design
- Myth 1 Only experts create good designs
- experts faster, simple and effective techniques
anyone can apply - Myth 2 We can fix the user interface at the end
- good design is more than just user interface
- having right features, building those features
right - Myth 3 Good design takes too long / costs too
much - simple and effective techniques that can reduce
total development time cost (finds problems
early on) - Myth 4 Good design is just cool graphics
- graphics part of bigger picture of what to
communicate how
8Outline
- Overview of the Design Process
- Design
- Prototyping
- Evaluation
- User Models
- Affordances
- Mappings
- Metaphors
9Who Builds User Interfaces?
- A team of specialists (ideally)
- graphic designers
- interaction / interface designers
- information architects
- technical writers
- marketers
- test engineers
- usability engineers
- software engineers
- users
10Iterative design is crucial
11Design
- Design is driven by requirements
- focus on the core needs, not how implemented
- e.g., Nokia N80 not as important as mobile app
- might be multiple ways of achieving your goals
- A design is a simplified representation of the
desired artifact - text description of tasks
- screen sketches or storyboards
- flow diagrams / outline showingtask structure
- executable prototypes
Write essay start word processor write
outline fill out outline Start word processor
find word processor icon double click on
icon Write outline write down high-level
ideas . . .
12Web Design Representations
Site Maps
Storyboards
Schematics
Mock-ups
13Usability Goals?
- According to the ISOThe effectiveness,
efficiency, and satisfaction with which specified
users achieve specified goals in particular
environments - This does not mean you have to create a dry
design or something that is only good for novices
it all depends on your goals
14Usability Goals
- Set goals early and use them to measure progress
- Goals often have tradeoffs, so prioritize
- Example goals
- Learnable
- faster the 2nd time so on
- Memorable
- from session to session
- Flexible
- multiple ways to accomplish tasks
- Efficient
- perform tasks quickly
- Robust
- minimal error rates
- good feedback so user can recover
- Pleasing
- high user satisfaction
- Fun
15Know Thy User
- Cognitive abilities
- perception
- physical manipulation
- memory
- Organizational / job abilities
- what skills required
- who they talk to
16You Are Not the User
- You already know too much
17You Are Not the User
- You already know too much
- easy to think of self as typical user
- easy to make mistaken assumptions
- Keep users involved throughout the design
- understanding work process
- getting constant feedback
- User-centered design mind-set
- thinking of the world in users terms (empathy)
- not technology-centered / feature driven,
think of benefit to users
18Outline
- Overview of the Design Process
- Design
- Prototyping
- Evaluation
- User Models
- Affordances
- Mappings
- Metaphors
19Example of Design Failure
- BART Charge-a-Ticket Machines
- allow riders to buy BART tickets or add fare
- takes ATM cards, credit cards, cash
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22Example of Design Failure
- BART Charge-a-Ticket Machines
- allow riders to buy BART tickets or add fare
- takes ATM cards, credit cards, cash
- Problems (?)
- no visual flow (Where do I start? Where do I go
next?) - one path of operation
- ticket type -gt payment type -gt payment -gt ticket
- BART Plus has minimum of 28, no indication of
this until after inserting gt 1 - cant switch to regular BART ticket
- too many instructions
- large dismiss transaction button does nothing
23Lessons from the BART machine
- Cant we just define good interfaces?
- good has to be taken in context of users
- might be acceptable for office work, not for play
- infinite variety of tasks and users
- guidelines are too vague to be generative
- e.g., give adequate feedback
- How can we avoid similar results?
- What is required to perform the users tasks?
24Task Analysis
- Find out
- who users are
- what tasks they need to perform
- Observe existing work practices
- Create scenarios of actual use
- This lets us try new ideas before building
software! - Get rid of problems early in the design process
while they are still cheap to fix!
25Task Analysis Questions
Task Analysis
- Who is going to use the system?
- What tasks do they now perform?
- What tasks are desired?
- How are the tasks learned?
- Where are the tasks performed?
- Whats the relationship between user data?
26Task Analysis Questions (cont.)
- What other tools does the user have?
- How do users communicate with each other?
- How often are the tasks performed?
- What are the time constraints on the tasks?
- What happens when things go wrong?
27Who?
- Identity
- in-house or specific customer is easy
- need several prototypical users for broad product
- Background
- Skills
- Work habits and preferences
- Physical characteristics
28Who (BART)?
- Identity?
- people who ride BART
- business people, students, disabled, elderly,
tourists - Background?
- may have an ATM or credit card
- have used other fare machines before
- Skills?
- may know how to put cards into ATM
- know how to buy BART tickets
29Who (BART cont.)?
- Work habits and preferences?
- Some people use BART 5 days a week
- Others first time use
- Physical characteristics?
- varying heights -gt dont make it too high or too
low!
30What Tasks?
- Important for both automation and new
functionality - Understand relative importance of tasks
- Example on-line billing
- small dentists office installed new billing
system - assistants became unhappy with new system
- old forms contained hand-written margin notes
- e.g., patient As insurance takes longer than most
31Where is the Task Performed?
- Office, laboratory, point of sale?
- Effects of environment on users?
- Users under stress?
- Confidentiality required?
- Wet, dirty, or slippery hands?
- Soft drinks?
- Lighting?
- Noise?
32What is the Relationship Between Users Data?
- Public data?
- Open government records, public web sites
- Personal data?
- Ex. health records, bank records
- always accessed at same machine?
- do users move between machines?
- Common data?
- used concurrently?
- passed sequentially between users?
- Remote access required?
- Access to data restricted?
33What Other Tools Does the User Have?
- More than just compatibility
- How user works with collection of tools
to get things done - Example automating lab data collection
- how is data collected now?
- by what instruments and manual procedures?
- how is the information analyzed?
- are the results transcribed for records or
publication? - what media/forms are used and how are they
handled?
34How Often Do Users Perform the Tasks?
- Frequent users remember more details
- Infrequent users may need more help
- even for simple operations
- make these tasks possible to do
- Which function is performed
- most frequently?
- by which users?
- optimizing system for these tasks will improve
perception of good performance
35Involve Users to Answer Task Analysis Questions
- Users help designers learn
- what they do and how they do it
- Developers reveal technical capabilities
- builds rapport and ideas of what is possible
- users can comment on whether ideas make sense
- How do we do this?
- observe interview prospective users in work
place!
36Design from Data
- Heated arguments with others on design team
- Over what tools, skills, and knowledge users have
- These tend to generate lots of heat, little light
- Go out to real users and get real data from them
- find out what they really do
- how would your system fit in
- Are they too busy?
- buy their time (t-shirts, coffee mugs)
- find substitutes (medical students)
37Cant we just ask users what they want?
- Not familiar with what is possible with
technology - Not familiar with design constraints
- Budget, legacy code, time, etc
- Not familiar with good design
- Not familiar with security and privacy
- Sometimes users dont know what they want
- Ex. Remote controls
- Contextual inquiry is an important method for
understanding users needs - Also, attitude vs actual behavior
38Contextual Inquiry
- Go to the workplace see the work as it unfolds
- People summarize, but we want details
- Keep it concrete when people start to abstract
- We usually get reports by email, ask Can I see
one?
39Contextual Inquiry
- Facts are only the starting point, you want a
design based on correct interpretations - Validate rephrase
- share interpretations to check your reasoning
- Ex. So accountability means a paper trail?
- people will be uncomfortable until the phrasing
is right
40Conducting a Contextual Inquiry
- Use recording technologies
- notebooks, tape recorders, still video cameras
- Structure
- conventional interview (15 minutes)
- introduce focus deal with ethical issues
- get used to each other by getting summary data
- transition (30 seconds)
- state new rules they work while you watch
interrupt - contextual interview (1-2 hours)
- take notes, draw, be nosy! (who was on the
phone?) - wrap-up (15 minutes)
- summarize your notes confirm what is important
41Selecting Tasks
- Choose real tasks users face
- Have a mixture of simple complex tasks
- easy tasks (common or introductory)
- moderate tasks
- difficult tasks (infrequent or for power users)
- Good tasks are fundamental to good usability
- does your system support key tasks desired by
users? - how well does your system support these?
- well see more of tasks in evaluation
42Using Tasks in Design
- Write up a description of tasks (informal ok)
- tells a cohesive and plausible story
- run by users and rest of the design team
- do they make sense?
- Note that task descriptions focus on what, not
how
Manny is in the city at a club and would like to
call his girlfriend, Sherry, to see when she will
be arriving at the club. She called from a
friends house while he was driving, so he
couldnt answer the phone. He would like to check
his missed calls and find the number so that he
can call her back.
43Using Tasks in Design (contd.)
- Okay to have some freeform tasks
- Ex purchase tickets for a movie you want to
see - navigation, reviews, shopping cart, etc
- specific tasks good for understanding usability,
freeform tasks good for understanding
usefulness
44Outline
- Overview of the Design Process
- Design
- Prototyping
- Evaluation
- User Models
- Affordances
- Mappings
- Metaphors
45Why Do We Prototype?
- Quickly experiment with alternative designs
- Get feedback on your design faster
- fix problems before code is written
- saves time and money
- Keeps the design centered on the user
- must test observe ideas with users
46Fidelity in Prototyping
- Fidelity refers to level of detail
- High fidelity
- prototype looks like the final product
- Low fidelity
- artists rendition with many details missing
47Low-fi Sketches Storyboards
48Low-fi Sketches Storyboards
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50Why Use Low-fi Prototypes?
- Traditional methods take too long
- sketches ? build prototype ? evaluate ? iterate
- dont want to program for weeks or months before
feedback - Simulate the prototype
- sketches ? evaluate ? iterate
- sketches act as prototypes
- designer plays computer
- other design team members observe record
- Kindergarten implementation skills
- allows non-programmers to participate
- helps make sure everyone on the team is together
51Qualities of Lo-Fi Prototypes
- Advice avoid high-fidelity tools until necessary
- Informal visual representation
- communicates unfinished
- encourages creativity
- faster to create
- higher-level feedback
- Formal visual representation
- communicates finished
- inhibits creativity (detailing)
- slower to create
52The Basic Materials
- Large, heavy, white paper (11 x 17)
- 5x8 in. index cards
- Post-its
- Tape, stick glue, correction tape
- Pens markers (many colors sizes)
- Overhead transparencies
- Scissors, X-acto knives, etc.
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54Constructing the Model
55Constructing the Paper Prototype
- Set a deadline
- a few hours or 1-2 days
- dont think for too long - build it!
- Draw a window frame on large paper
- Put different screen regions on cards
- anything that moves, changes, appears/disappears
- Ready response for any user action
- e.g., have those pull-down menus already made
- Use photocopier to make many versions
56Advantages of Low-fi Prototyping
- Takes only a few hours
- no expensive equipment needed
- Can test multiple alternatives
- fast iterations
- number of iterations is tied to final quality
- Almost all interaction can be faked
57Outline
- Overview of the Design Process
- Design
- Prototyping
- Evaluation
- A lot here applies to evaluating both
paper prototypes and real
systems - User Models
- Affordances
- Mappings
- Metaphors
58Preparing for a Test
- Select people representative of target users
- minimize use of friends or family
- job-specific vocab / knowledge
- approximate if needed
- medical students, engineering students
- use incentives to get participants
- Prepare tasks that are
- typical of the product during actual use
- ideally, same defined tasks from beforehand
- Practice to avoid bugs
59Conducting a Test
- Roles
- greeter puts users at ease gets demographic
data - facilitator only team member who speaks
- gives instructions encourages thoughts,
opinions - computer simulates response, w/o explanation
- observers take notes recommendations
- Typical session is 1 hour
- preparation, the test, debriefing
- Make a recording or take good notes
60Instructions to Participants
- Describe the purpose of the evaluation
- Im testing the product Im not testing you
- Tell them they can quit at any time
- Demonstrate any equipment
- Explain how to think aloud
- tell us what they are trying to do
- tell us questions that arise as they work
- tell us things they read
- Explain that you will not provide help
- Explain the basic concept of the UI, but not too
much - Describe the task
- give written instructions, one task at a time
61Conducting a Test
- Do a debriefing at the end
- Were tasks realistic?
- What parts made sense? Confusing?
- Any features missing?
62Ethical Considerations
- Sometimes tests can be distressing
- users have left in tears
- You have a responsibility to alleviate
- make voluntary with informed consent
- avoid pressure to participate
- let them know they can stop at any time
- stress that you are testing the system, not them
- make collected data as anonymous as possible
- Often must get human subjects approval (IRB)
63Deciding on Data to Collect
- Two types of data
- process data
- observations of what users are doing thinking
- bottom-line data
- summary of what happened (time, errors, success)
- independent and dependent variables
64Which Type of Data to Collect?
- Always focus on process data first
- gives good overview of where problems are
- Bottom-line doesnt tell you where to fix
- just says too slow, too many errors, etc.
- Hard to get reliable bottom-line results
- need many users for statistical significance
65Using the Test Results
- Sort prioritize observations
- what was important?
- lots of problems in the same area?
- Summarize the data
- make a list of all critical incidents, positive
negative - try to judge why each difficulty occurred
- What does data tell you?
- UI work the way you thought it would?
- missing features?
66Using the Results (cont.)
- Update task analysis rethink design
- rate severity ease of fixing critical incidents
- fix both severe problems make the easy fixes
- Will thinking aloud give the right answers?
- not always
- if you ask a question, people will always give an
answer, even it is has nothing to do with facts - panty hose example
- try to avoid specific questions
67Measuring Bottom-Line Usability
- Situations in which numbers are useful
- time on task
- tasks successfully completed
- errors
- define in advance what these mean
- Do not combine with thinking-aloud. Why?
- talking can affect speed accuracy
68Measuring Subjective User Preference
- Can rate system on a Likert scale
- Example The user interface was easy to use
- 1 - Strongly disagree
- 2 - Disagree
- 3 - Neither agree nor disagree
- 4 - Agree
- 5 - Strongly agree
- Can be hard to be sure what data means
- novelty of UI, not realistic setting
- Can also get some useful data by asking
- what they liked, disliked, where they had
trouble, best part, worst part, etc.
(redundant questions are OK)
69Comparing Two Alternatives
- Between groups experiment
- two groups of test users
- each group uses only 1 of the systems
- Within groups experiment
- one group of test users
- each person uses both systems
- cant use the same tasks or order (learning)
- best for low-level interaction techniques
- Between groups requires many more participants
than within groups - See if differences are statistically significant
- assumes normal distribution same std. dev.
70Reporting the Results
- Report what you did what happened
- Images graphs help people get it!
- Video clips can be quite convincing
- Especially for convincing other engineers
71Discount Usability
- Reaction to expensive user tests
- Meant to be cheap, fast, effective
- Walkthroughs
- put yourself in the shoes of a user
- like a code walkthrough
- Low-fi prototyping
- Action analysis (GOMS)
- On-line, remote usability tests
- Heuristic evaluation
72Outline
- Overview of the Design Process
- Design
- Prototyping
- Evaluation
- User Models
- Affordances
- Mappings
- Metaphors
73Design of Everyday Things
- By Don Norman (UCSD, Apple, HP, NN Group)
- Design of everyday objects illustrates problems
faced by designers of systems - Explains conceptual models
- doors, washing machines,
digital watches, telephones, ... - Resulting design guides
- -gt Highly recommend this book
74Conceptual Models
- Mental representation of how object works and
how interface controls affect it - People may have preconceived models that are
hard to change - (4 5) vs. (4 5 )
- dragging to trash?
- delete file but eject disk
- Interface must communicate model
- visually
- online help and documentation can help, but
shouldnt be necessary
75Affordances as Perceptual Clues
- Well-designed objects have affordances
- clues to their operation
- often visual, but not always (e.g., speech)
76Affordances as Perceptual Clues
Siemens Pocket PC Phone Pen input, no keypad
Handspring Treo Pen input/keypad input
77Affordances as Perceptual Clues
- Poorly-designed objects
- no clues or misleading clues
Crazy design for a screw punch!
78Refrigerator
freezer
fresh food
- Problem freezer too cold, but fresh food just
right
79Refrigerator Controls
Normal Settings C and 5 Colder Fresh Food C and
6-7 Coldest Fresh Food B and 8-9 Colder
Freezer D and 7-8 Warmer Fresh Food C and
4-1 OFF (both) 0
- What is your conceptual model?
80A Common Conceptual Model
cooling unit
cooling unit
81Actual Conceptual Model
cooling unit
- Now can you fix the problem?
- Possible solutions
- make controls map to users model
- make controls map to actual system
82Design Model User Model
- Users get model from experience usage
- through system image
- What if the two models dont match?
83Conceptual Model Mismatch
- Mismatch between designers and users
conceptual model leads to - Slow performance
- Errors
- And inability to recover
- Frustration
- ...
84Notorious Example
85A Personal Example
86Make Things Visible
- Refrigerator (?)
- make the A..E dial something about percentage of
cooling between the two compartments? - Controls available on watch w/ 3 buttons?
- too many and they are not visible!
- Compare to controls on simple car radio
- controls functions
- controls are labeled (?) and grouped together
87Map Interface Controls
- Control should mirror real-world
- Which is better for dashboard speaker
front / back control?
88Map Interface Controls
89Map Interface Controls
90Four Key Ideas
Iterative design is crucial
Know Thy User
You Are Not the User
Design from Data
91Summary
- Overview of the Design Process
- Design (Task Analysis, Contextual Inquiry,
Tasks) - Prototyping (Paper prototyping)
- Evaluation (Lab tests, Heuristic evaluation)
- User Models
- Affordances
- Mappings
- Metaphors
92Using the Data You Learn
- Say who the users are (use personas or profiles)
93Example Persona
Name Patricia
Age 31
Occupation Sales Manager, IKEA Store
Hobbies Painting Fitness/biking Taking son Devon to the park
Likes Emailing friends family Surprises for her husband Talking on cell phone with friends Top 40 radio stations Eating Thai food Going to sleep late
Dislikes Slow service at checkout lines Smokers
94Using the Data You Learn
- Say who the users are (use personas or profiles)
- personas do not have to be a real person, but
should be based on real facts and details - design can really differ depending on who the
target is - provide names (easier to reference)
- characteristics of the users (job, expertise,
etc.) - Might have one persona for each class of users
- helps the design team think in terms of the users
- Keep in mind we already use personas
- I wouldnt like that
- My mom wouldnt be able to use that
951 Minute Break
- Good design matters in all areas of our lives
- The little things really do matter
- A designers proposed changes to airport
screenings
96Metaphor
- Definition ?
- The transference of the relation between one
set of objects to another set for the purpose of
brief explanation. - Lakoff Johnson, Metaphors We Live By
- ...the way we think, what we experience, and
what we do every day is very much a matter of
metaphor. - in our language thinking - argument is war
- he attacked every weak point ... criticisms
right on target ... if you use that strategy - We can use metaphors to leverage existing
conceptual models
97Desktop Metaphor
- Suggests a conceptual model
- Not really an attempt to simulate a real desktop
- Leverages existing knowledge about files,
folders, trash - A way to explain why some windows seemed blocked
- The user illusion
98Example Metaphors
- Global metaphors
- personal assistant, e-wallet, e-mail, digital
library - Data function
- rolodex, to-do list, calendar, documents
- Collections
- drawers, files, books, newspapers, photo albums
99What Happens When Things Go Wrong?
- How do people deal with
- task-related errors?
- practical difficulties?
- catastrophes?
- Is there a backup strategy?
100Discount Usability Engineering
- Reaction to excuses for not doing user testing
- too expensive, takes too long,
- Cheap
- no special labs or equipment needed
- the more careful you are, the better it gets
- Fast
- on order of 1 day to apply
- standard usability testing may take a week or
more - Easy to use
- some techniques can be taught in 2-4 hours
101Example Heuristic
- H2-8 Aesthetic and minimalist design
- no irrelevant information in dialogues
102Example Heuristic
- H2-9 Help users recognize, diagnose, and recover
from errors - error messages in plain language
- precisely indicate the problem
- constructively suggest a solution