Transcript Document
Usability & User Interface Design What is Usability? More than... Being ‘user-friendly’ Specifying fonts Specifying colour schemes ‘User testing’. Finding Information Users can only find information 42% of the time – Jared Spool 62% of web shoppers give up looking for the item they want to buy online – Zona Research 50% of the potential sales from a site are lost because people cannot find the item they are looking for – Forrester Research Reasons for Failure 49% of sites do not comply with simple usability principles – Forrester Research Only 24% of internet companies conduct usability testing – Forrester Research 90% of sites have poor usability – Jakob Nielsen So - What is Usability? ISO defines usability in terms of supporting users in carrying out tasks efficiently, effectively, and satisfactorily. Efficiency - an appropriate level of resources is required Effectiveness - the task is completed to an appropriate quality Satisfaction - the user experiences satisfaction in doing the work If users can’t complete their tasks efficiently and effectively, the system is faulty ‘If I can’t use it, it’s broken’ In the Internet arena, usability is crucial. Many potential customers are simply unable to complete purchasing decisions because the process is too complex. User Experience Goals Fun Satisfying Emotionally fullfilling Efficient to use enjoyable Effective to use Easy to remember Rewarding Usability Goals Entertaining Easy to learn Safe to use Supportive of creativity Have good utility Aesthetically pleasing helpful Motivating Software Quality & Usability Software Quality: The extent to which a software product exhibits these characteristics Functionality Reliability Usability Efficiency Maintainability Portability Some usability principles (‘heuristics’) Navigation – I can find my way around Functionality – I can do what I need to Control – I’m in charge Language – I understand the terminology Help & support – I can get help when I need it Feedback – I know what the system is doing Consistency – I don’t have to learn new tricks Errors – Mistakes are hard to make, easy to correct Visual clarity – I can recognize things and the design is clear and appealing. Benefits Like any quality activity, benefits are hard to quantify for an individual project There is ample research that supports incorporation of usability activities as a cost-reduction mechanism Typical figures quoted are a benefit of between 10:1 and 100:1 (that is, a saving of between $10 and $100 for every dollar spent). What benefits can usability provide? Increased productivity for users Increased usage levels Reduced training and documentation costs Reduced support costs Reduced development time and cost Minimisation of re-development and other postrelease work. Costs Conducting usability activities does represent a cost Many organisations: overestimate the cost of usability underestimate their own capability in the area underestimate the risks associated with usability problems. Barriers to embracing usability Lack of knowledge about what usability means Lack of knowledge about usability techniques Tight delivery schedules A feeling that ‘We already know what users want’ and that ‘Our system is intuitive’ Perception that usability is expensive Perception that usability activities are too hard to conduct The optional nature of usability activities. The trouble with Users Any developer can tell you that users are lazy, demanding, careless and incompetent In particular, developers are often frustrated that so many users apparently lack ‘computer literacy’ Some day we’ll hook up all the machines and eliminate the middle-man What can we do in the meantime? There are some common strategies... First strategy - Wait for them to die Strategy flaws New ‘bad’ users will replace them There will always be some users who are new to the current generation of technology. Second strategy - Wait for the superuser to evolve Strategy flaws No noticeable recent evolutionary leaps Expert users are even less forgiving of usability problems than novices... … so we have to deal with the users we’ve got. Third strategy - Educate them Strategy flaw Designing usable systems - 3 phases Analysis - Understand the users and their tasks Design - Apply this understanding during design activities Evaluate - Validate design decisions to see whether people can actually use the system. Analysis Analysis - Understanding the User Who will use the system? What are their characteristics - age, education, language, motivation, domain knowledge, knowledge of computers? It is important that the development team have a realistic view of the users. Analysis - Understanding the user’s tasks How do people currently conduct the task? What is the context of use? What issues exist? What changes would users like? Questions to Ask Do you understand your users? Do you understand the medium? Do you understand technologies? Do you have commitment? Personas “Hypothetical Archetypes” Archetype: (American Heritage Dictionary) An original model or type after which other similar things are patterned; a prototype An ideal example of a type; quintessence A precise description of a user and what they want to accomplish Imaginary, but precise Specific, but stereotyped Real people have non-representative quirks The Essence of Personas Describe a person in terms of their Goals in life (especially relating to this project) Capabilities, inclinations, and background People have a “intuitive” ability to generalize about real and fictional people We can have detailed discussions about what Harry Potter, Imran Khan, or a shopkeeper will think or do. They won’t be 100% accurate, but it feels natural to think about people this way Mental Model Human (uses) understanding (conceptual model) of the way Objects work Events take place People behave Mental Model User Uses object Object Perceive Conceptual Model Design Designer Design object Design Ensure that the design is focused on meeting the users’ requirements Use ‘personas’ or user profiles to ensure the development team has a good knowledge of the users Use scenarios to describe typical interactions, and base the design on those scenarios Use participatory design techniques Design on paper. Visibility Correct parts must be visible More visible functions are, more likely users will be able to know what to do next “Out of sight” functions make them difficult to use and find Make relevant parts visible This critical principle violated again and again in everyday things Crucial parts carefully hidden away Visibility – Good Example Controls on a car Controls for different operations Indicators Headlights Horn Hazard lights Visibility Example Modern Telephone This is a control panel for an elevator. • How does it work? • Push a button for the floor you want? • Nothing happens. Push any other button? Still nothing. What do you need to do? It is not visible as to what to do! Visibility Example Many do not have large enough display Forget sequence of steps, what was entered before, and what to do next Better to have television on-screen programming Other Examples Song title for CDs Names of Television Programs Cooking information for foods on food containers Affordance The presence and actual properties of a thing These properties determine how the things could be used Attribute of an object that allows people to know how to use it To Afford - to give a clue If affordances of a physical object are perceptually obvious, it is easy to know how to interact with it. Affordance - Examples Sitting pushing pulling Affordance - Examples Bouncing Solidity, Support Inserting Turning Affordance in UI Interface elements design Icons Scroll bars Button Affordance in UI Hyperlinks – underlined (web) Button – 3D (software, web) Constraints “Restricting the kind of user interaction that can take place at a given moment in time” Prevents user from taking the wrong actions Types of Constraints Physical Logical Cultural Physical Constraints Refer to the way physical objects restrict the movement of things E.g. only one way you can insert a key into a lock How many ways can you insert a CD or DVD disk into a computer? How physically constraining is this action? How does it differ from the insertion of a floppy disk into a computer Designing them More Logically (i) A provides direct adjacent mapping between icon and connector (ii) B provides colour coding to associate the connectors with the labels Mapping Relationship between controls and their effects in the world Mapping Why is this a better mapping? The control buttons are mapped better onto the sequence of actions of fast rewind, rewind, play and fast forward Map configuration onto directionality of actions Activity on Mappings Which controls go with which rings (burners)? A B C D Why is this a Better Design? Consistency Design interfaces to have similar operations and use similar elements for similar tasks For example: always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O Main benefit is consistent interfaces are easier to learn and use When Consistency Breaks Down What happens if there is more than one command starting with the same letter? Have to find other initials or combinations of keys, thereby breaking the consistency rule e.g. save, spelling, select, style E.g. ctrl+S, ctrl+Sp, ctrl+shift+L Increases learning burden on user, making them more prone to errors Internal and External Consistency Internal consistency refers to designing operations to behave the same within an application Difficult to achieve with complex interfaces External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices Very rarely the case, based on different designer’s preference Feedback Sending information back to the user about what has been done Includes sound, highlighting, animation and combinations of these e.g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk” Heuristics and Usability Principles 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Visibility of system status Match between system and the real world User control and freedom Consistency and standards Help users recognize, diagnose, and recover from errors Error prevention Recognition rather recall Flexibility and efficiency of use Aesthetic and minimalist design Help and documentation (Nielsen) Scene from a Shopping Mall Saturday afternoon Head for shopping mall Want to buy a chainsaw You may decide to ask someone instead This depends on Familiarity with store Your trust in the store’s ability to organize sensibly How much hurry you’re in How sociable you are Web Navigation 101 You go through a similar process when you enter a Web site: You are trying to find something You decide whether to ask first of browse first Web Navigation 101 Search-dominant users Look for search box as soon as they enter a site Link-dominant users Browse first Search only if browsing fails Problems with the Web Experience Web experience similar to physical experiences in the real world Moving around in a space “Cruising”, “Browsing”, “Surfing” Web experience misses many of the cues we’ve relied on all our lives to negotiate spaces Problems with the Web Experience No sense of scale 1 page? 100 pages? 50,000 pages? Have I missed something? c/w magazine, museum, department store How do I know when to stop looking Coloring visited links Problems with the Web Experience No sense of direction No left, right, up, down No sense of location In physical spaces, we accumulate knowledge Develop a sense of where things are Develop shortcuts In the physical world … On the Web … No physical sense Reliance on remembering conceptual hierarchy Bookmarks Back button stored personal shortcuts Accounts for 30-40% of Web clicks Home Pages Akin to North Star Lack of Web’s Physicality Plus side Sense of weightlessness Easy to lose track of time Negative side Figuring out where you are Figuring out how to go from one place to another Definition of Navigation It’s about doing two things Getting from one place to another Figuring out where you are Significance of Web Navigation We don’t talk about “Department Store Navigation” or “Library Navigation” Navigation embodies the site’s hierarchy creating a sense of space Purpose of Web Navigation Helps us find what we’re looking for Tells us where we are Purpose of Web Navigation Tells us what’s here Tells us how to use the site Reveals content Implicitly gives instructions Where to begin What options are available Gives user confidence in builders Good navigation creates good impression Conventions for Navigating the Physical World Cities and Buildings Street signs Books and Magazines Page numbers, chapter titles Conventions for Navigation Elements Put them in a standard place Standardize appearance Web Navigation Conventions Evolved from print media Consist of ... Global Navigation A.k.a. Persistent Navigation Should be consistent Should consist of: Site ID Sections Utilities Home Search Global Navigation Exceptions in consistency Home Page Forms e.g., e-commerce site Printable pages Exceptions can have minimal versions Site ID (or Logo) Building name for a Web site Only need to see it once on a building Need to see it on every page on the Web Why? Primary mode of transportation is teleportation Site ID (or Logo) Placement Top of page Represents whole site Highest thing in logical hierarchy of the site Site ID (or Logo) Two ways of getting primacy of site ID across Most prominent thing Make it frame everything else Site ID (or Logo) Two ways of getting primacy of site ID across Most prominent thing Make it frame everything else Site ID (or Logo) Should have certain attributes Distinctive typeface Graphic recognizable at any size Sections A.k.a. ‘Primary Navigation’ Links to main sections of the site (top level) Sub-sections A.k.a. ‘Secondary Navigation’ Links to sub-sections of a site (2nd level) Utilities Important elements Not part of site content Provide help or info about publisher Utilities Should be less prominent than sections Utilities Utilities will vary for different types of sites Utilities ‘Home’ button provides reassurance Site ID has dual role Provides link to home page Low-Level Navigation Low-Level Navigation Page Names I love driving in LA Page Names Page Names are the street signs of the Web Need them as soon as something starts going wrong 4 things about page names “You are Here” Indicators Where am I in the scheme of things “You are Here” Indicators “You are Here” Indicators Breadcrumbs Evaluation Evaluation The process of systematically collecting data that informs us about what it is like for a particular or group of users to use a product for a particular task in a certain type of environment Trunk Test Trunk Test Imagine yourself: Blindfolded Locked in trunk of car Driven around for a while And then …. Trunk Test Acid test for good Web navigation True test isn’t if you can figure out given enough time and close scrutiny Elements should pop off the page Whether looking closely or not Reliance should be on overall appearance rather than details Trunk Test What site is this? (Site ID) What page am I on? (Page Name) What are the major sections of this site? (Sections) What are my options at this level? (Local navigation) Where am I on the scheme of things? (“You are here” indicators) How can I search? Trunk Test Step 1 Choose Step 2 Position a page anywhere in the site (print) yourself so you can study the page Step 3 Quickly find and circle each item Other Evaluation Techniques Without Users Cognitive Walkthroughs With Users Thinkalouds Evaluation Every product undergoes usability testing but in many cases it happens in the field where failure is costliest Evaluate early Evaluate often You must evaluate with real users Evaluation does not have to be expensive. Conclusion Usability can reduce costs Usability activities can be conducted in-house Embracing usability can impart a competitive advantage Usability should be central to the design process Usability is about Quality - you do your organisation and your customers a disservice if you fail to design usercentred systems. References Special thanks to Mr. Imran Hussain of UMT who provided me some of these slides. Task Centered User Interface design http://hcibib.org/tcuid/ usability.gov