Transcript MSSE Course Name - Georgia Institute of Technology
Friday, February 25
1 Prototypes and Walkthrough Scenarios Due Today Heuristic Evaluation A Little More Design Universal Access postponed HCI Theory and Practice Looking Ahead SEng 5115 February 25, 2004
2 Prototypes and Walkthrough Scenarios What are we looking for?
appropriate level of detail • • to perform walkthrough to perform heuristic eval thought and attention SEng 5115 February 25, 2004
3 Heuristic Evaluation Guidelines, rules of thumb Task-free -- applied to entire interface Nielsen and Molich nine heuristics (more or less) procedure for using them SEng 5115 February 25, 2004
4 The Procedure Several independent evaluators each uses the same checklist each works alone each makes a list of usability problems Combine lists into a single list works well as a group activity SEng 5115 February 25, 2004
Heuristics 1.0 – circa 1990
6 Simple and Natural Dialog no irrelevant or rarely relevant information order of dialog matches tasks good graphic design and use of color grouping and proximity “Less is more” SEng 5115 February 25, 2004
7 Speak the User’s Language words and concepts from user’s world don’t use system-specific engineering terms focus on user’s point of view mappings and metaphors SEng 5115 February 25, 2004
8 Minimize User Memory Load show range or sample inputs use generic actions across application don’t make user remember things between actions leave information on screen until not needed SEng 5115 February 25, 2004
Be Consistent 9 same information in same location consistency with user model consistency with task consistency with experience consistency within application same action sequence for similar results across application SEng 5115 February 25, 2004
Provide Feedback users should see the effect of their actions on the system “restate and rephrase user’s input” phrase using user’s terms and specific data response times 0.1, 1.0, 10 “reassurance” displays SEng 5115 February 25, 2004 10
11 Provide Clearly Marked Exits if users go someplace that doesn’t interest them, they should be able to get back quickly and gracefully support exploration support undo consistently support interruption of long-lived events SEng 5115 February 25, 2004
Provide Shortcuts help experienced users avoid long dialogs or messages that they don’t need type- and click-ahead keyboard shortcuts good default values macros and scripting reuse/edit history example: Framemaker “books” SEng 5115 February 25, 2004 12
Provide Good Error Messages clear and in simple language need obscure details, dig deeper specific problem, specific advice lead towards solution non-accusatory, supportive helps user solve problem
and
encourages exploration graceful error behavior SEng 5115 February 25, 2004 13
14 Prevent Errors every error message should be scrutinized--can the error be prevented?
recall vs. identify confirmation modes cognitive overlap SEng 5115 February 25, 2004
15 Help and Documentation outside primary scope of this course understand uses of manual tasks, scenarios context, environment design and test documentation/help value for specific tasks SEng 5115 February 25, 2004
Heuristics 2.0 – circa 1994
17 Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. SEng 5115 February 25, 2004
18 Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. SEng 5115 February 25, 2004
19 User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. SEng 5115 February 25, 2004
20 Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. SEng 5115 February 25, 2004
21 Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. SEng 5115 February 25, 2004
22 Recognition rather than recall Make objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. SEng 5115 February 25, 2004
23 Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. SEng 5115 February 25, 2004
24 Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. SEng 5115 February 25, 2004
25 Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. SEng 5115 February 25, 2004
26 Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. SEng 5115 February 25, 2004
27 Exercise: Heuristic Evaluation Work in teams of two half-groups Don’t have both halves work with same group We will diversify perspectives Each team should show prototype describe project step through an example try to limit to 5-7 minutes each SEng 5115 February 25, 2004
28 Exercise, continued Count off in the group to find starting heuristics (from the 1994 set) 1, 3, 5, 7, 9, 1, etc.
Each person spends 7-10 minutes, focusing on 2-3 heuristics move forward if yours don’t apply well Jot down any problems you find remember how you found them SEng 5115 February 25, 2004
Exercise, continued Each person should report problems found One person from the project group should organize the problems Then, move to the second project and repeat Finally, be prepared to discuss the experience you had SEng 5115 February 25, 2004 29
Discussion on Heuristic Evaluation
31 A Bit More on Design Initiative A few common paradigms The books of Tufte SEng 5115 February 25, 2004
Initiative System-driven interfaces Forms with responses Presented menus User-driven interfaces Many parallel alternative actions Typically event-driven Mixed-initiative interfaces Agent models … SEng 5115 February 25, 2004 32
33 Paradigms Editors Virtual stores Control panels … SEng 5115 February 25, 2004
34 Tufte
The Visual Display of Quantitative Information
(1983)
Visual Explanations
(1990)
Envisioning Information
(1997) SEng 5115 February 25, 2004
35 HCI Theory and Practice What is Theory?
Example Theories Applications How it is Generated SEng 5115 February 25, 2004
What is Theory?
Research results digested into a generalized and understandable form We hope applicable to problems 36 SEng 5115 February 25, 2004
37 Example Theories Model Human Processor Activity Theory Information Foraging Norman’s Model of Human Action … SEng 5115 February 25, 2004
38 Model Human Processor From Card, Moran, and Newell Basis behind formal action analysis Reduces human information processing to basic perceptual and cognitive elements Does not address social behaviors SEng 5115 February 25, 2004
39 Activity Theory From the work of Vygotsky Object-orientedness Internalization/Externalization Tool mediation Hierarchical structure Development SEng 5115 February 25, 2004
40 Information Foraging Theory Pirolli, Card, and others Human attention to cost as well as value of information Cues such as “information scent” Optimal foraging SEng 5115 February 25, 2004
41 Applications Positive View Saves time and mistakes Negative View Public library Toothbrush SEng 5115 February 25, 2004
42 How theory is Generated Start with some insight/model Gather data to support/develop Generalize and test Operationalize through tools and techniques SEng 5115 February 25, 2004
Looking Ahead Saturday, March 5 Testing designs on users • Usability testing • Logging Friday, March 11 In usability laboratory 4 brief usability studies • • Real-world cases (bettycrocker.com) Volunteers will be sought SEng 5115 February 25, 2004 43
44 Looking Ahead Walkthrough results due “raw” notes • notes from each step of walkthrough • for cases where issues are raised, note likely frequency of problem: • always, often, sometimes, rarely, never • • copy of prototype used, markups copy of scenarios used (note changes or fixes) processed results • 1-2 pages of issues identified • solutions not needed, those come later • indicate approximate severity (high, med, low) SEng 5115 February 25, 2004