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![Page 1: © IDC, IIT Bombay 1 Game. © IDC, IIT Bombay Clues 1.Is equipped with an internal combustion engine 2.Is available in yellow, black, and yellow and black.](https://reader036.fdocuments.us/reader036/viewer/2022062619/5518198855034691678b45e9/html5/thumbnails/1.jpg)
© IDC, IIT Bombay1
Game
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© IDC, IIT Bombay
Clues
1. Is equipped with an internal combustion engine2. Is available in yellow, black, and yellow and black combo3. Has three wheels4. Has a parking brake and a foot brake5. Has a 3-speed forward and a 3-speed reverse gear box 6. Levels uneven surfaces nicely and quickly7. Blast weights can be added to level different types of
surfaces
2
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© IDC, IIT Bombay3
Answer
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© IDC, IIT Bombay
Clues
1. Is equipped with an internal combustion engine2. Is available in yellow, black, and yellow and black combo3. Has three wheels4. Has a parking brake and a foot brake5. Has a 3-speed forward and 3-speed reverse gear box6. Levels uneven surfaces nicely and quickly7. Blast weights can be added to level different types of
surfaces
4
![Page 5: © IDC, IIT Bombay 1 Game. © IDC, IIT Bombay Clues 1.Is equipped with an internal combustion engine 2.Is available in yellow, black, and yellow and black.](https://reader036.fdocuments.us/reader036/viewer/2022062619/5518198855034691678b45e9/html5/thumbnails/5.jpg)
User Experience Goals
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© IDC, IIT Bombay6
Useful? Usable? Desirable?
Desirable– Empowers, engages, entertains the user– Meets experience goals, touches life goals– Satisfies wants, desires
Usable– Works for the user: is learnable, error-free, easy, fast…– Meets end goals, touches experience goals– Satisfies latent needs
Useful– Provides a utility / function: enables, informs,
educates…– Solves problems, works reliably, is affordable,
available…– Satisfies expressed needs
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© IDC, IIT Bombay7
Primary Product Goals
Strategy– Pricing, branding,
positioning, partners– ‘Reach’ability
– Proposed by a multi-disciplinary team
– Approved by business stakeholders
77
PrimaryProductGoals
BusinessGoals
UserProblems
UserEnvironment
MarketConditions
User Goals (end, experience,
life)
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© IDC, IIT Bombay8
Primary Product Goals
Strategy Scope
– Features, functions, facilities, content
– Deliverables of the project
– Proposed by a multi-disciplinary team
– Approved by business stakeholders
8
PrimaryProductGoals
BusinessGoals
UserProblems
UserEnvironment
MarketConditions
User Goals (end, experience,
life)
Useful
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© IDC, IIT Bombay9
User Experience Goals
Primary product goals indicate user tasks
Set experience goals for each task– Don’t let features
creep in
Useful
UsableDesirable9
User Experience
Goals
User Tasks
PrimaryProductGoals
BusinessGoals
UserProblems
UserEnvironment
MarketConditions
User Goals (end, experience,
life)
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© IDC, IIT Bombay10
User Experience Goals
User experience goals are expressed as– User performance– User preference
And as– Qualitative goals– Quantitative goals
User Experience
Goals
User Tasks
PrimaryProductGoals
BusinessGoals
UserProblems
UserEnvironment
MarketConditions
User Goals (end, experience,
life)
Useful
UsableDesirable
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© IDC, IIT Bombay11
Qualitative User Experience Goals
~ “Tourists new to city should be able to look up information”
~ “Patient’s relatives should feel confident and have less anxiety”
~ “People should be able to type in their mother tongue”
~ “It should be easier to type than write”~ “Children should explore the toy on their own”~ “Policemen should be able to work in a high-interrupt,
distracting environment”~ “People should enjoy waking up in the morning”~ “A group of people should be able to work together”~ “Users should find operations consistent throughout
the product” Preference or performance?
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© IDC, IIT Bombay12
Quantitative User Experience Goals
~ “Improve speed of use of the ATM by 25%”~ “A regular commuter should be able to make up his
travel plan in 30 seconds after reaching the bus stop”~ “User should be able to withdraw cash in 45 seconds”~ “Parents should be confident that the toy will be safe”~ “The grandmother should be able to play the movie
she likes”~ “95% patients should be able to report a symptom on
their first attempt”~ “Reduce typing errors by 30%”~ “A plant operator should learn to use the new console
in 2 days.”~ “Reduce support call time by 10%”~ “Reduce wastage to 1 part per million due to operator
error” Preference or performance? Relative or absolute goals?
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© IDC, IIT Bombay13
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© IDC, IIT Bombay14
You Can’t Meet All Goals
Life critical systems– Reliability, error free use, long training and practice,
work under pressure~ Railway signals, ATC, medical devices, water supply,
driving a car
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© IDC, IIT Bombay15
You Can’t Meet All Goals
Life critical systems Industrial and commercial uses
– Speed of use, minimal training, operator fatigue and burnout~ Banks, railway reservation, inventory system, retail,
call centre applications
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© IDC, IIT Bombay16
You Can’t Meet All Goals
Life critical systems Industrial and commercial uses Home, office, public places
– Some tasks with zero learning, encourage self learning and exploration, support wide range of users (N/AB/CP), subjective satisfaction~ Office products, ATMs, cell phones, entertainment
systems
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© IDC, IIT Bombay17
You Can’t Meet All Goals
Life critical systems Industrial and commercial uses Home, office, public places Exploratory and creative
– Ease of use, some training, encourage self learning and exploration~ Architecture, graphic design, product design, audio
studio, management information systems
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© IDC, IIT Bombay18
You Can’t Meet All Goals
Life critical systems Industrial and commercial uses Home, office, public places Exploratory and creative Cooperative work
– Chat, mailing lists, distance learning, workflow– Some tasks with zero learning, ease of use, encourage
self learning and exploration, support wide range of users (N/AB/CP), subjective satisfaction
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© IDC, IIT Bombay19
You Can’t Meet All Goals
Life critical systems Industrial and commercial uses Home, office, public places Exploratory and creative Cooperative work Micro interface
– Demonstrate new concept, attract early adaptors, zero learnability, ease of use~ Hardware, Indian language text input
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© IDC, IIT Bombay20
Goal Driven Design
Goals are drawn from a deep understanding of users– Goals drive design– Help speed up design process– Make design activity tangible– Help evaluate design
Set goals before design!!!– Design is evaluated against goals– Makes the design activity tangible
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© IDC, IIT Bombay21
Goal Setting Task 1
Set some user experience goals for a chosen product
What information do you need before setting goals?
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© IDC, IIT Bombay
Usability Goals Setting Tool – Overview
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© IDC, IIT Bombay
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PR
LC
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© IDC, IIT Bombay
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© IDC, IIT Bombay
Usability Goals Setting Tool
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Learnability
Findability: options / data / information should be visible / easy to findUser should take less time to learn: (e.g. in < 10 minutes, in < 2 hours practice, in < 2nd attempt)Users should be able to learn on their own
Product should be internally consistentProduct should be consistent with other products, older methods / past habits of usersProduct should be consistent with earlier version
User should remember / retain critical, but infrequent tasks
Speed of useUser must be able to do the primary task / the most frequent tasks quickly, easily, at all timesUser should be able to navigate quickly and easilyProduct should not load user’s memory / product should not put cognitive load on userFlexibility: User should control the sequence of tasksUser should be able to complete frequent / critical tasks in specific time / no. of steps / in less effortsProduct should be personalised for the user automatically
Product should be localised for specific market segments
User should be able to customise the product for himself
Ease of use
Interface should clearly communicate the conceptual model
Intuitiveness: User should be able to predict the next step / task
No entry barrier: user must be able to complete critical first tasks
Product should require no unnecessary tasks
Product should automate routine tasks / minimise user task load
Product should be always on, always accessible
Ease of CommunicationInformation architecture: Information should be well aggregated, categorised, presented Communication should be clear / user should easily understand text, visuals
Error-free use
Product should give good feedback / display its current status
Product should not induce errors
Product should tolerate user’s errors / forgiving interface / should prevent errors
Product should help user recover from errors / help users troubleshoot problems
Subjective Satisfaction
User should feel in control of the product / behavioural appealUser should feel emotionally engaged with product / brand / product should be fun / reflective appealUser should find the product aesthetically appealing / product should have a visceral appeal
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Categories of User Experience Goals
1. Learnability2. Speed of use3. Ease of use4. Ease of communication5. Error-free use6. Subjective satisfaction
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Categories of User Experience Goals
1. Learnability2. Speed of use3. Ease of use4. Ease of communication5. Error-free use6. Subjective satisfaction
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© IDC, IIT Bombay28
1. Learnability
Novice users – First-time usability of the product
~ “Tourists should be able to find out the bus they need to take.”
~ “First year students should be able to register without help.”
~ “A literate user should be able to type his name in the first attempt”
Advanced beginners / competent performers– Ease to learn more features, improve conceptual
models~ “Regular customers should learn to use the one-click
feature.”~ “Regular customers should be able to order
vegetables on their cell phones.”
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© IDC, IIT Bombay29
1. Learnability…
First version– All users start out being novices– Have no knowledge of the product
~ “Recognize terms used in the interface” Subsequent versions
– Users will transfer existing knowledge– Users will have to learn the differences
~ “Be 100% backward compatible with these tasks…”~ “Users should notice the new wizard.”
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1. Learnability Parameters
Findability Users should need less time to learn Users should learn on their own Internally consistent Consistent with other products Consistent with earlier version Users should retain critical, but infrequent tasks
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© IDC, IIT Bombay31
1. Learnability Parameters
Findability– User should be able to find options / data / information
~ Align to grid in PowerPoint– Stuff should be visible – inverted pyramid
~ Dashboards
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© IDC, IIT Bombay32
1. Learnability Parameters
Findability Users should need less time to learn
~ < 10 minutes demo ~ < 2nd attempt~ < 2 hours practice
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© IDC, IIT Bombay33
1. Learnability Parameters
Findability Users should need less time to learn Users should learn on their own
– Things should be obvious– Step-by-step guidance
~ Find out the next bus as the bus stop
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© IDC, IIT Bombay34
1. Learnability Parameters
Findability Users should need less time to learn Users should learn on their own Product should be internally consistent
~ E.g. Control + D in Excel
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© IDC, IIT Bombay35
1. Learnability Parameters
Findability Users should need less time to learn Users should learn on their own Internally consistent Product should be consistent with other products
– With older methods / habits– Ctrl + C =– Ctrl + S = – Ctrl + Z =
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© IDC, IIT Bombay36
1. Learnability Parameters
Findability Users should need less time to learn Users should learn on their own Internally consistent Consistent with other products Product should be consistent with earlier version
~ Netscape Navigator~ Animator Pro to Animator for Windows~ Office 2003 to 2007
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© IDC, IIT Bombay37
1. Learnability Parameters
Findability Users should need less time to learn Users should learn on their own Internally consistent Consistent with other products Consistent with earlier version Users should retain critical, but infrequent tasks
– Over hours, days, months, years ~ IT returns
– Most advanced beginners are intermittent users~ Installing network printer, ATM for my dad
– Parts of the interface that are used intermittently~ Backup, restore
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Categories of User Experience Goals
1. Learnability2. Speed of use3. Ease of use4. Ease of communication5. Error-free use6. Subjective satisfaction
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© IDC, IIT Bombay39
2. Speed of Use
Time taken~ “It should take a farmer less than five minutes to
identify a transporter.” Number of steps
~ “A novice user should be able to deposit cash at the ATM in 3 steps.”
~ “Regular commuters should be able to tell time to the next bus without clicking.”
Same as ease of use?
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2. Speed of Use Parameters
Primary / frequent tasks should be quick and easy Fast and easy navigation Product should minimally load user’s memory Flexibility Task completion time / steps Personalized for the user Localized for the market segment User should be able to customise the product
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© IDC, IIT Bombay41
2. Speed of Use Parameters
Primary / frequent tasks should be – Available at all times
~ Save work~ Change volume / channel
– Quick and easy ~ One click ordering
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© IDC, IIT Bombay42
2. Speed of Use Parameters
Primary / frequent tasks should be quick and easy Fast and easy navigation
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© IDC, IIT Bombay43
2. Speed of Use Parameters
Primary / frequent tasks should be quick and easy Fast and easy navigation Product should minimally load user’s memory
– Put minimal cognitive load on user– Reduce amount of flicker
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© IDC, IIT Bombay44
2. Speed of Use Parameters
Primary / frequent tasks should be quick and easy Fast and easy navigation Product should minimally load user’s memory Flexibility
– User should have control of sequence of tasks
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© IDC, IIT Bombay45
2. Speed of Use Parameters
Primary / frequent tasks should be quick and easy Fast and easy navigation Product should minimally load user’s memory Flexibility Task completion time / steps
– User should be able to complete a task in specific time (10 minutes) / steps (4 steps)
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© IDC, IIT Bombay46
2. Speed of Use Parameters
Primary / frequent tasks should be quick and easy Fast and easy navigation Product should minimally load user’s memory Flexibility Task completion time / steps Product should be personalized for the user
– Automatically~ Gmail addresses~ Keeping track of purchases~ Remember volume setting of each channel
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© IDC, IIT Bombay47
2. Speed of Use Parameters
Primary / frequent tasks should be quick and easy Fast and easy navigation Product should minimally load user’s memory Flexibility Task completion time / steps Product should be personalized for the user Product should be localized for the market segment
~ tripadvisor.com, tripadvisor.in
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© IDC, IIT Bombay48
2. Speed of Use Parameters
Primary / frequent tasks should be quick and easy Fast and easy navigation Product should minimally load user’s memory Flexibility Task completion time / steps Product should be personalized for the user Product should be localized for the market segment User should be able to customise the product
– Beyond look and feel ~ Organise~ Define styles~ Create shortcuts~ Customise dashboards
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Categories of User Experience Goals
1. Learnability2. Speed of use3. Ease of use4. Ease of communication5. Error-free use6. Subjective satisfaction
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© IDC, IIT Bombay50
3. Ease of Use
Define tasks a given user must be able to do~ “All advanced beginners should be able to find and
replace text.” Define a preferred method of doing things
~ “All competent performers should be able to do a find operation on multiple documents with one command rather than opening each file separately.”
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3. Ease of Use Parameters
Interface should communicate the conceptual model Intuitiveness No entry barrier No unnecessary tasks Automate routine tasks / minimise user task load Product is always on, always accessible
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© IDC, IIT Bombay52
3. Ease of Use Parameters
Interface should communicate the conceptual model~ Keylekh, Saral, Swarachkra, Disha
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© IDC, IIT Bombay53
3. Ease of Use Parameters
Interface should communicate the conceptual model Intuitiveness
– User should be able to predict the next step / task~ Wizards, iPad, Gmail, Nokia phones
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© IDC, IIT Bombay54
3. Ease of Use Parameters
Interface should communicate the conceptual model Intuitiveness No entry barrier
– User must be able to complete critical tasks in first attempt~ Tata Sky~ Touch screens on ATMs~ iTunes for novices~ SBI net-banking application form~ ATM doorlock
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© IDC, IIT Bombay55
3. Ease of Use Parameters
Interface should communicate the conceptual model Intuitiveness No entry barrier No unnecessary tasks
~ Cash section – searching for the bill
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© IDC, IIT Bombay56
3. Ease of Use Parameters
Interface should communicate the conceptual model Intuitiveness No entry barrier No unnecessary tasks Automate routine tasks / minimise user task load
~ Remember settings from last encounter~ Remember last 3 trips on Jet Airways~ Auto-select frequent choices~ Auto-correct frequent errors
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© IDC, IIT Bombay57
3. Ease of Use Parameters
Interface should communicate the conceptual model Intuitiveness No entry barrier No unnecessary tasks Automate routine tasks / minimise user task load Product is always on, always accessible
~ Mobile phones~ छो�टा� credit~ Low booting time PCs~ Synchronised calendar on multiple media
~ Extra battery for cell phones (like reserve in two-wheelers)
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Categories of User Experience Goals
1. Learnability2. Speed of use3. Ease of use4. Ease of communication5. Error-free use6. Subjective satisfaction
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© IDC, IIT Bombay
Information architecture – Information should be well aggregated, categorized,
presented~ Find information on IITB website~ Office 2007 went from menus to ribbons and changed
IA– Where is “Snap objects to grid” setting in PowerPoint?
Communication should be clear – User should easily understand text, labels, headings,
visuals
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4. Ease of Communication Parameters
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© IDC, IIT Bombay
Information architecture – Information should be well aggregated, categorized,
presented~ Find information on IITB website~ Office 2007 went from menus to ribbons and changed
IA– Where is “Snap objects to grid” setting in PowerPoint?
Communication should be clear – User should easily understand text, labels, headings,
visuals
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4. Ease of Communication Parameters
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Categories of User Experience Goals
1. Learnability2. Speed of use3. Ease of use4. Ease of communication5. Error-free use6. Subjective satisfaction
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© IDC, IIT Bombay62
5. Error-free Use
Error – An action of the user that does not accomplish the
desired goal Severity of Errors
– The more difficult it is to recover from the error, more sever it is
– Catastrophic, major, minor Type of errors
– Slips and mistakes– Frequent and one-time errors
Error rate of a product– # of errors made while performing benchmark tasks– % of users who make an error while doing a task
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© IDC, IIT Bombay63
5. Error-free Use
Limits for error rate of the product ~ 90% users can withdraw cash on first attempt
Ability of users to recognize errors~ If the amount is beyond limit, users should recognise
this before the transaction Limits for severity of the errors
~ Users cannot enter an amount greater than what they can withdraw
~ The user should realise that a beyond-limit withdrawal leads to a fine
Ability of users to recover from errors~ If the amount is beyond limit, users should be able to
reduce the amount without logging in again
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5 Error-free Use Parameters
Product should give good feedback Product should not induce errors Product should tolerate user’s errors Product should help user recover from errors
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© IDC, IIT Bombay65
5 Error-free Use Parameters
Product should give good feedback ~ Display current status~ Timely responses
Product should not induce errors~ Flash Action Script~ Jet Airways
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© IDC, IIT Bombay66
Product should give good feedback ~ Display current status~ Timely responses
Product should not induce errors~ Flash Action Script~ Jet Airways
Product should tolerate user’s errors– Forgiving interface
~ Accept any date format
5 Error-free Use Parameters
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© IDC, IIT Bombay67
5 Error-free Use Parameters
Product should give good feedback ~ Display current status~ Timely responses
Product should not induce errors~ Flash Action Script~ Jet Airways
Product should tolerate user’s errors– Forgiving interface
~ Accept any date format Product should help user recover from errors
– Troubleshoot problems
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© IDC, IIT Bombay68
5 Error-free Use Parameters
Product should give good feedback ~ Display current status~ Timely responses
Product should not induce errors~ Flash Action Script~ Jet Airways
Product should tolerate user’s errors– Forgiving interface
~ Accept any date format Product should help user recover from errors
– Troubleshoot problems
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Categories of User Experience Goals
1. Learnability2. Speed of use3. Ease of use4. Ease of communication5. Error-free use6. Subjective satisfaction
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© IDC, IIT Bombay70
6. Subjective Satisfaction
Emotional needs, wants and desires– Life goals and experience goals of users– Influences the desirability
Important for non-work products ~ Entertainment products~ Games~ Fiction
Important for niche markets~ Hasselblad cameras for photographers~ Apple computers for designers~ Manual blood pressure meter for doctors
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6. Subjective Satisfaction Parameters
User should feel emotionally engaged / reflective appeal User should find the product aesthetically appealing User should feel in control / behavioural appeal
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© IDC, IIT Bombay72
6. Subjective Satisfaction Parameters
User should feel emotionally engaged– Reflective appeal, sense of identification, pride– Enjoyment, fun– Brand appeal, trust– Creativity
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6. Subjective Satisfaction Parameters
User should feel emotionally engaged User should find the product aesthetically appealing
– Visceral appeal – Beauty
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© IDC, IIT Bombay80
6. Subjective Satisfaction Parameters
User should feel emotionally engaged User should find the product aesthetically appealing User should feel in control
– Behavioural appeal
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Categories of User Experience Goals
1. Learnability2. Speed of use3. Ease of use4. Ease of communication5. Error-free use6. Subjective satisfaction
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Review Weights – Goal Setting Task 2
USP (5)– Top 3 user experience goals
Very Important (4)– Top 6 user experience goals
Important (3)– Top 10 user experience goals
Usual Relevance (2)– Vanilla, hygiene factor
Somewhat relevant (1) – Ignore in a pinch
Irrelevant (0)
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© IDC, IIT Bombay
UGT Formative Evaluation
– 11 IDC student projects, 4 HCI professional proejcts UGT was continuously modified
– During and after each session – Goal parameters were added, re-worded, split, merged
or regrouped – Expressive enough to suit individual products– General enough to apply to a wide range of products
Outcome– Goal parameters went up from 20 to 30– Retention merged with Learnability– Ease of communication added– Examples, goal setting guidelines, evaluation ideas were
articulated83
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© IDC, IIT Bombay
UGT Summative Evaluation
First summative evaluation– 34 HCI professionals (CEP participants)– Asked to set goals for an industrial project
Second summative evaluation– 15 HCI professionals during user experience tutorials
– Post-activity questionnaire
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© IDC, IIT Bombay
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Kolmogorov-Smirnov test
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© IDC, IIT Bombay
Analysis of UGT
Weights and scores from 65 industry projects Coverage
– Extent to which suggested goal parameters suffice – UGT sufficient for setting goals in 59 / 65 projects– 6 / 65 projects needed additional goals
Relevance – How many goal parameters could be removed from UGT
without hampering coverage significantly
86
Speed and flexibilityUser should be able to do multiple tasks at the same timeForm and looks Product should have a sporty look / reflect current trendsAccessibility Information should be visible in extreme conditions (desert, bright light, total darkness).PortabilityProduct should be able to connect to any other product (portability) Product should run on many other hardware (portability)Be compatible with old browsers, computersSafety and securityThe produce should be safe and secure - user should not get injuryAccess to tasks should be controlled
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© IDC, IIT Bombay87
0 1 2 3 4 5 Mean
1 Findability 0 0 3 13 30 19 4.00
23 Communication should be clear 0 0 5 14 29 17 3.89
22 Information architecture 0 1 3 24 18 19 3.78
24 Feedback 0 0 10 21 22 12 3.55
9 Navigate quickly and easily 1 1 12 11 30 10 3.51
8 Do primary task quickly 3 3 5 14 28 12 3.49
16 Communicate the conceptual model 0 5 8 18 21 13 3.45
28 Behavioural appeal 1 2 9 28 19 6 3.23
12 Complete tasks in time / steps 4 1 13 20 15 12 3.18
17 Intuitiveness 1 4 11 25 18 6 3.12
2 Take less time to learn 1 5 12 24 17 6 3.06
4 Internally consistent 1 4 17 19 17 7 3.05
10 Not load user’s memory 1 2 23 14 17 8 3.05
25 Not induce errors 3 0 17 24 14 7 3.03
27 Help user recover from errors 2 5 19 18 16 5 2.86
3 Users learn on their own 5 6 15 14 19 6 2.83
18 No entry barrier 7 6 10 19 16 7 2.80
19 Require no unnecessary tasks 3 2 19 26 12 3 2.78
30 Aesthetically appealing 2 6 18 21 14 4 2.78
5 Consistent with other products 5 5 19 18 8 10 2.75
21 Always on, accessible 10 6 16 10 10 13 2.66
26 Forgiving interface 3 6 20 24 10 2 2.58
29 Emotionally engaged 8 12 10 15 12 8 2.54
20 Automate routine tasks 10 7 12 16 16 4 2.51
11 Flexibility 7 8 16 19 11 4 2.48
7 Remember critical tasks 10 12 11 17 10 5 2.31
13 Personalised automatically 15 10 12 6 17 5 2.23
14 Localised for market segments 17 12 8 10 9 9 2.14
15 User can customise 29 9 6 8 9 4 1.55
6 Consistent with earlier version 37 3 8 6 6 5 1.32
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© IDC, IIT Bombay
Analysis of UGT
Weights and scores from 65 industry projects Coverage
– Extent to which suggested goal parameters suffice – UGT sufficient for setting goals in 59 / 65 projects– 6 / 65 projects needed additional goals
Relevance – How many goal parameters could be removed from UGT
without hampering coverage significantly Granularity
– Scale– UGT breaks down goals into concrete parameters -
unambiguous interpretation
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© IDC, IIT Bombay
Internal Reliability
30 goal parameters for 65 industrial projects – Cronbach’s alpha for weights = 0.787 – Cronbach’s alpha for weights = 0.873– A good range is from 0.7 to 0.9
After deleting one goal parameter at a time, weights of 29 goal parameters for 65 industrial projects– Cronbach’s alpha varies from 0.772 to 0.797 for
weights– Cronbach’s alpha varies from 0.863 to 0.878 for scores
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© IDC, IIT Bombay
Goal Weight and Goal Scores
– 30 goals * 65 projects = 1950 weightage score pairs
90
Goal score Total0 25 50 75 100
Goal weight
0 144(75%)
9(5%)
19(10%)
19(10%)
2(1%)
193(100%)
1 21(14%)
35(24%)
44(30%)
37(25%)
10(7%)
147(100%)
2 17(5%)
41(11%)
142(39%)
146(40%)
23(6%)
369(100%)
3 10(2%)
37(7%)
157(30%)
254(49%)
60(12%)
518(100%)
4 11(2%)
28(6%)
138(28%)
256(51%)
65(13%)
498(100%)
5 1(0%)
18(8%)
57(25%)
97(43%)
52(23%)
225(100%)
Total 204(11%)
168(9%)
557(29%)
809(42%)
212(11%)
1950(100%)
Spearman’s rho = 0.391, n = 1950, p < 0.0005pseudo r2 = 0.082 to 0.219
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Goal Weight and Goal Scores
– 457 / 1241 ‘important’ goals score 50 or less (37%)
91
Goal score Total0 25 50 75 100
Goal weight
0 144(75%)
9(5%)
19(10%)
19(10%)
2(1%)
193(100%)
1 21(14%)
35(24%)
44(30%)
37(25%)
10(7%)
147(100%)
2 17(5%)
41(11%)
142(39%)
146(40%)
23(6%)
369(100%)
3 10(2%)
37(7%)
157(30%)
254(49%)
60(12%)
518(100%)
4 11(2%)
28(6%)
138(28%)
256(51%)
65(13%)
498(100%)
5 1(0%)
18(8%)
57(25%)
97(43%)
52(23%)
225(100%)
Total 204(11%)
168(9%)
557(29%)
809(42%)
212(11%)
1950(100%)
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Individual Goal Parameter Weight-Score Correlations
92
A highly correlated goal-parameter (hypothetical)
A non-correlated goal-parameter (hypothetical)
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Individual Goal Parameter Weight-Score Correlations
93
6. Consistent with earlier versionMean weight = 1.32 (SD = 1.75) Mean score = 30.38 (SD = 34.09) Rho = 0.77 (p < 0.0005)
13. Personalised for the userMean weight = 2.23 (SD = 1.70) Mean score = 43.08 (SD = 33.80) Rho = 0.71 (p = 0.0005)
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Individual Goal Parameter Weight-Score Correlations
94
23. Communication should be clearMean weight = 3.89 (SD = 0.89) Mean score = 71.54 (SD = 20.19) Rho = -0.19 (p = 0.138)
24. Give good feedbackMean weight = 3.55 (SD = 0.97) Mean score = 67.69 (SD = 23.27) Rho = -0.02 (p = 0.901)
Latent Goals
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Ave. weight
Rank on wt
rho (n = 65)
Sig. (2-tailed)
Rank on rho
Findability of options / data / information 4.00 1 0.17 0.19 22Communication should be clear 3.89 2 -0.19 0.14 20Information architecture: well aggregated...
3.78 3 -0.12 0.34 24
Should give feedback / display status 3.55 4 -0.02 0.90 30User should be able to navigate quickly.. 3.51 5 0.09 0.48 25Do primary tasks quickly, easily... 3.49 6 0.34 0.01 12Clearly communicate the conceptual model
3.45 7 0.03 0.83 28
Feel in control / behavioural appeal 3.23 8 0.17 0.18 21Complete tasks in specific time / steps... 3.18 9 0.17 0.19 23Intuitiveness: Able to predict the next step 3.12 10 0.23 0.07 17User should take less time to learn 3.06 11 0.22 0.07 18Product should be internally consistent 3.05 12 0.39 0.00 9Not load memory / put cognitive load 3.05 13 0.02 0.90 29Product should not induce errors 3.03 14 -0.04 0.73 27Help user recover from errors... 2.86 15 0.21 0.09 19Users should be able to learn on their own 2.83 16 0.54 0.00 6No entry barrier: complete critical tasks 2.80 17 0.28 0.02 15Aesthetically appealing / visceral appeal 2.78 18 0.33 0.01 14Product should require no unnecessary tasks
2.78 19 0.07 0.56 26
Consistent with other products... 2.75 20 0.38 0.00 10Always on, always accessible 2.66 21 0.55 0.00 5Tolerate user's errors / forgiving interface...
2.58 22 0.35 0.00 11
Emotionally engaged / reflective appeal 2.54 23 0.53 0.00 7Automate routine tasks / minimise task load
2.51 24 0.48 0.00 8
Flexibility: User controls task sequence 2.48 25 0.33 0.01 13Remember / retain critical, infrequent tasks
2.31 26 0.24 0.06 16
Personalised for the user automatically 2.23 27 0.71 0.00 2Localised for specific market segments 2.14 28 0.64 0.00 3User can customise the product for himself
1.55 29 0.74 0.00 4
Consistent with earlier version 1.32 30 0.77 0.00 1
95Mean weights and weight-score rhos Pearson’s r = -0.815, p < 0.0005
Late
nt G
oals
Expl
icit
Goa
ls
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Assignment 3
From http://www.idc.iitb.ac.in/~anirudha/ugt.html read about the goal setting tool
For the project you are working on, identify 5 most important goals
Interpret these goals in the context of your project (This is an individual assignment, so your interpretation of
what goals are important may be different from that of your teammates)
Submit in google drive by 14-2-14
96
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97
Questions?
Primary product goals Usability goals
– Useful, usable, desirable– Quantitative and qualitative– You can’t meet all goals, need to prioritise– Usability goals setting tool– Learnability, ease of use, speed of use, ease of
communication, error-free use, subjective satisfaction
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Questions?
Layers of user experience Conceptual model Modelling users
– Novices / advanced beginners / competent performers / experts
– Personas and goals Product goals