Introduction to HCI MSc Computer Sciencerjh/courses/IntroductionToHCI/2012-13/MScCS... · 1 1 MSc...
Transcript of Introduction to HCI MSc Computer Sciencerjh/courses/IntroductionToHCI/2012-13/MScCS... · 1 1 MSc...
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MSc Computer Science:Introduction to Human Computer Interaction
Bob Hendley
Room: 236, CS
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Introduction to HCI
100% coursework� Re-assessment by repeat
Classes:� Mon. 4:00 301 BioSciences
� Tues. 2:00 G33 Education
Notes are at:� http://www.cs.bham.ac.uk/~rjh/courses/MScCSINtroToHCI/
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First some motivation
……
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The world is full of bad design …
Photo from Jacob Nielsen’s Alertbox June 7, 2004
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…. And …
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… and
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What’s wrong with these?
Complex
Ugly
Non-intuitive
Fail to consider:
� User
� Usage
Non-ergonomic
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What’s wrong with these?
Complex
Ugly
Non-intuitive
Fail to consider:
� User
� Usage
non-ergonomic
Good design must:
Consider capabilities of user
Goals of user & usage scenarios
Take a user focussed view
� NOT system focussed!
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See:
http://www.baddesigns.com/
http://www.webpagesthatsuck.com/
http://www.useit.com/alertbox/bad-design.html
… and many many more!
http://www.baddesigns.com/
http://www.webpagesthatsuck.com/
http://www.useit.com/alertbox/bad-design.html
… and many many more!
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And sometimes good design …
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And …
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Why are these good?
User focussed� Driven by:
� Capabilities of people
� What the user is doing
� How they will be used
� Context of use:� For instance: safety critical, social, training/learning …
� Aesthetics
� Ergonomics
Evaluated & modified
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Many things look good – but aren’ t!
http://www.zaha-hadid.com/
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Does it matter?
It may just confuse you!
But:
� You might get a ticket
� Take longer to complete a task
� Delete your work!
� Crash your car!
� Kill your patients!
� …….
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Or worse:The 2000 USA Presidential Ballot in Florida
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So why look at HCI?
Pragmatically:
Typically, the largest part of a software project:
� Cost
� Time
The only bit the user sees!
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So, what is it about?
Screen design?
Interaction?
People?
Experiments?
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So, what is it about?
Screen design?� Attractive
� Functional
Interaction?� Shallow
� Deep
People?� Capabilities
� Constraints
� Goals/tasks etc.
Experiments?� To evaluate a
system
� To learn about people’s capabilities
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HCI is changing..
Physical things
GUI interfaces
Collaborative interfaces
Internet technologies
Social technologies
Ubiquitous technologies
?
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What’s the problem?
Slide idea by Bill Buxton
transistorsspeeddiscscost
1950 1990 2030
Computerabilities
Features
Productivity
Ease of use
1950 1990 2030
PromisedFunctionality
1950 20302000BC
human
abilities
Threshold of complexity
So:
•People can’ t get
smarter
•Technology gets more complex
•Interfaces must fill the gap
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Human Computer Interaction
Computer Science
Ergonomics
Psychology
Sociology
…and more
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To make better interactive technology …. We need to:
Know about how people interact with things
Know about what people can and can’t do� And when
Know about the situations in which people
do things
Know about the basics of good design
Understand people’s goals
… and then check whether it works
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We may not become expert psychologists, designers, ergonomists, social scientists ..
… but we can all learn things about people
and design that will help us create better artefacts than we would otherwise have done…
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HCI is made up of…
Theories: learn and apply
Models: create and use
Methods: master and apply
Guidelines: learn and use
Principles: understand and apply
Techniques: master and use
So, elements of
Science
Art
Engineering
Craft
….
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… and these may concern:
People
Analysis
Design
Implementation
Evaluation
…..
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So, a tentative outline:
Motivation
People. Their abilities & Limitations
Coursework
Techniques for design� User centred design
� Scenarios
� Personas
� Prototyping
� Design Evaluation
Evaluation with users
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Text:
Human Computer Interaction, 3rd EditionAlan Dix, Janet Finlay, Gregory Abowd, Russell BealePrentice Hall, 2004. ISBN 0-13-046109-1
http://www.youtube.com/watch_popup?v=ZfV4R4x2SK0
Human Computer Interaction, 3rd EditionAlan Dix, Janet Finlay, Gregory Abowd, Russell BealePrentice Hall, 2004. ISBN 0-13-046109-1
http://www.youtube.com/watch_popup?v=ZfV4R4x2SK0
Human Computer Interaction, 3rd EditionAlan Dix, Janet Finlay, Gregory Abowd, Russell BealePrentice Hall, 2004. ISBN 0-13-046109-1
http://www.youtube.com/watch_popup?v=ZfV4R4x2SK0
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Lecture 2
It’s all about people:Levels of information processing
Perceptual systems
� What & how
� Vision
Memory
Lessons for HCI
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What is a User?A dip into some examples from psychology
Is
Behaves
Feels
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Different types of human processing
Norman introduced the idea that product design should address three different levels of cognitive and emotional processing:
� Visceral
� Behavioral
� Reflective.
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Visceral Processing
The most immediate level of processing, in which we react to visual and other sensory aspects of a product that we can perceive before significant interaction occurs. Visceral processing helps us make rapid decisions about what is good, bad, safe, or dangerous.
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Behavioral Processing
The middle level of processing that lets us manage simple, everyday behaviors, which, according to Norman, constitute the majority of human activity.
Norman states:
historically, interaction design and usability practices have primarily addressed this level of cognitive processing.
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Reflective Processing
The least immediate level of processing, which involves conscious consideration and reflection on past experiences.
Reflective processing can enhance or inhibit behavioral processing, but has no direct access to visceral reactions.
This level of cognitive processing is accessible only via memory, not through direct interaction or perception.
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What makes up a person?
Senses
Body
Thinking
Memory
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The Human as an Input Device
How we make ‘sense’ of the
world around us… inputs and
understanding
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Each Sense has…
A sensor – e.g.. Eye, skin, ear etc
A process – nerves, electricity etc
Limitations – pitch, brightness etc
….. And there is the added complexity
of individual differences in sensory perception
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Perception & Senses
Vision
Hearing
Touch
Smell & taste
Motion/Balance
Kinethesis/ Proprioception
.. and others –temperature, pain, pressure etc.
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Vision
Primary sense
� Most important for HCI
High bandwidth (10GB/sec ??????)
High resolution
Specialist processors/processing
� Take advantage of this and especially pre-attentive processing
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Pop outs & gestalts
No cognitive processing required
Very fast
Can be inhibited/confused
Examples:� colour
� size
� Number
� Motion
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Some Examples
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Connectedness
a b
c d
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Symmetry
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Closure
a b
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Object interpretation
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Foreground & Background
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Contours
a
b
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Transparency
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Texture
ab
c d
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Orientation
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Motion
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Shading
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Faces/emotion …..
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Length Width
Parallelism Curvature
NumberAdded marksSpatial grouping
Shape
Enclosure
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Depth – seeing the 3D world
Many depth cues
� Stereopsis
� Occlusion
� Sharpness
� Accommodation
� Contrast
Some will dominate others
In other cases, conflicts cause sickness
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Problems
People differ:
� Colour blindness
� Stress levels
� Stereopsis
� etc.
There is not a complete understanding of human visual system
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Interpreting images - context
The visual system compensates for:� movement� changes in luminance.
Context is used to resolve ambiguity
Optical illusions sometimes occur due to over compensation
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Interpreting images - context
The visual system compensates for:� movement� changes in luminance.
Context is used to resolve ambiguity
Optical illusions sometimes occur due to over compensation
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Interpreting images - context
The visual system compensates for:� movement� changes in luminance.
Context is used to resolve ambiguity
Optical illusions sometimes occur due to over compensation
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Interpreting images - context
The visual system compensates for:� movement� changes in luminance.
Context is used to resolve ambiguity
Optical illusions sometimes occur due to over compensation
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Interference
Try naming the ink colour in first column
� Then try the second!
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Touch
Provides important feedback about environment.
May be key sense for someone who is visually impaired.
Some areas more sensitive than others e.g. fingers.
Also consider:
Stimulus received via receptors in the skin:� thermoreceptors – heat and cold� nociceptors – pain� mechanoreceptors – pressure
Kinethesis - awareness of body position � affects comfort and performance.
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The Human as a Store
Humans have the capacity to remember and retrieve information…� this affects the way
they use technology
� How does it work?
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Three Different ‘Stores’
Sensory buffers: momentary stores for stimuli received by the senses. This information, unless encoded in the short-term memory, is quickly lost.
Short-term memory (or working memory): short-term memory acts as a store for
information required fleetingly.
Long-term memory: this forms the main
resource for memory.
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Short Term Memory
An example of this would be recalling a telephone number long enough to write it down. Short-term memory degrades quickly, and has a limited capacity. Quick access time – 70msShort term storage – ~20 second decay time
Limited capacity� Length of sequence remembered in order = 7 ± 2 (Miller, 1956)
� Chunking
Maintained and increased with rehearsalNowadays referred to as ‘Working memory’
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Chunking and STM
Short-term memory holds information that is actively being used (thought about, reasoned with).
A chunk can be thought of as a single object that conveys a larger amount of information (e.g. 0121 414 xxxx).
Examples of these include words, shapes and colours. However, the information decays in seconds as items are displaced by new items coming in.
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LTM – Networked chunks
Here we store everything we ‘know’ . Long-term memory is characterised by huge capacity, slow access time and relative accuracy over time.
It is organised in an Episodic wayevents and experiences in sequential order…….. and a Semantic way� facts, concepts and skills that we have acquired
Storage� Structure, familiarity and concreteness� Decay, interference, forgetting
Retrieval� Recall - reproduced� Recognition – clue given – faster, more accurate ….
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Impact on HCI
Understanding the limitations and capabilities of humans is essential as guidance for good design. E.g.� Recognition rather than
recall
� Grouping
� STM limitations
� …….
But there is much more to this than we have described here!
But these models are not enough:� There are
competing/inconsistent theories
� They are incomplete
Large individual differences� Vision
� Motor skills
� Cognitive skills
There are model based tools that aim to predict performance
� But they have limited scope
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An Example
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Take a look at this example!
If you don’ t believe me:
� The door study
If you don’ t believe me:
� The door study
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Lecture 3
Coursework:
� Groups
� Coursework Specification
� Assessment
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Lectures 4 & 5
Design� Alternative models
� Where is the focus?
� UCSD (User Centred System Design)
� Personas
� Scenarios
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Understanding the Design Process
What is the process?
� …. And what should it be?
� …. Remember, we want:
� To produce good designs
� To produce them efficiently
Where are good/bad decisions made?
Why are good/bad decisions made?
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Developing Interactive Products
Stage 1 – build time� 1a. Designers, understand
requirements and design solutions
� 1b. Implementors, construct, test and refine system
Stage 2 – use time� ‘Stakeholders’ use the
system and because their needs, contexts and objectives can only be anticipated – some changes are generally made to the product at this stage
The more time spent in the early stages:
� The lower the cost
� The better the solution
So:
� Focus on design
� Focus on ‘stakeholders’ –end users ++
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RE responsible in the failure of 90% of larger projects(Davis et al., 2006)
Poor requirements management can be attributed to 71% of software projects that fail; greater than bad technology, missed deadlines, and change management issues (Lindquist, 2005)
Fixing mistakes made at requirements the elicitation stage accounts for 75% of all error removal costs (Davey & Cope, 2008)
Poor execution of elicitation will almost guarantee that the final project is a complete failure (Hickey & Davis, 2003)
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Efficient Development..
Relies on the system’s developer having a GOOD understanding of the ‘stakeholders’� Needs
� Capabilities
� Objectives, goals, tasks, plans …..
� Context
� Etc.
... And knowing what the technology can do!
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The Focus of the development
… can vary..
•Context
•System
•User
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System Centred Design
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System Centred Design
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System Centred Design
What can I easily build on this platform?
What can I create from the available tools?
What do I, as a programmer, find interesting?
How do I (the developer) see the system?
This is
what you get!
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User Centred …
Design is focused upon the users:
� Abilities and real needs
� Context
� Work
� Tasks
� Values
� ….
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Methodologies
Depending on the focus we can label our methodology as:
� Abilities and needs: User Centred Design
� Context: Contextual Design
� Work: Goal Directed Design
� Tasks: Task Centered Design
� Values: Value / Worth Centred Design
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User Centred [System] Design
Focus on:
� the people who will use the system
� their preferences
� their requirements
Building models of:
� Users
� Tasks
� Systems
Iterative process
Prototyping and Evaluation by users
Descriptive
models that
build an
understanding
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UCD
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Core Concepts in UCD
Early stages� User model
� Task models
� Context
Later stages� Inclusive Design
� Design for all
� Universal Access
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For now: our UCD
The Early stages� Focus on:
� Users
� Tasks
� contexts..
� But also on� Goals
� values
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Who are Users in UCD?
They should represent the actual users:� Not one user but all
different classes
� All types of user e.g.� Learning: students,
teachers, parents, administrators …
� eCommerce: customer, marketing, sales, managers …
Consider:
� Yourself
� Your peers
� Your granny
� Your nephew
A system designed to teach 7 year olds remedial
arithmetic:
•Required a reading age of 14
•Sophisticated cognitive & social skills
•Used green text on a blue background
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Video here….
http://www.computing.dundee.ac.uk/projects/UTOPIA/
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Tasks (and Goals)
Tasks
� Not all systems are task based (eg. Games)
� Not all tasks can be easily specified
Goals
� Irrespective of the user tasks, there can be a conflicting or complementary goal
� Interruptions
� To have fun?
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Context
Where will the system be used?
What sort of technology will be deployed?
Will the users be able to get any help?
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Values
What matters to the user?
What is important in the context?
What are the business concerns?
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Models of Users
.. It’s all about empathy…
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Warning!!!
This section might seem very fluffy/cuddly, very beard and sandles …..
But it works!
(if you engage with it)
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Personas & Scenarios
Purpose:
To build an understanding/to construct ‘models’ :� Of users of the
system
� Of the way they will use it
To guide & evaluate designs
Methods:
Aim for good coverage of usage
� Balance cost/value
(Ideally) Informed by real (potential) users
� Interviews, observations etc.
� Who are they? What are their constraints? What are their goals? etc
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Modelling Users using Personas
Widely promoted by Alan Cooper as an integral component of Goal-Centred (Directed) design
Refer to: www.interactionbydesign.com/presentations/olsen_persona_toolkit.pdf
Personas are user archetypes that we construct from behavioral data� gathered during user interviews and field
observations.
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The Power of Personas
The personas are given realistic names, faces, and personalities to foster user empathy within a product team.
Personas can be used later to evaluate prototypes and the final product
A critical element of personas - beyond
capturing typical user behavior patterns and roles - is capturing user motivations in the
form of specific goals.
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Note:
In programming we design and program test cases for software� sometimes before even writing the program itself.
HCI approaches this in a similar fashion by creating scenarios which they expect users to encounter or run through. One major distinction is that scenarios cover the most likely of cases and only sometimes include the edge cases. They will never, ever, cover every possible scenario.
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Creating Scenarios
“A scenario is a concise description of a persona using a product to achieve a goal”(Cooper).� concise : short but complete; breadth instead of
depth
� product : assume the product (software or physical device) exists, even if it doesn’ t
� goal : the reason why we perform a task
There must be enough detail to drive design & evaluation
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Why Use Scenarios?
They build an understanding of the users
They drive requirements analysis and design
Scenarios help us to validate our design
Scenarios help us check our assumptions
Successful Scenarios help us transfer theoretical/conceptual design to “wire frame” design
Like Personas, Scenarios create a sharedunderstanding of the end users - for the entire design team.
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ExampleSteve texts using predictive text, he
is sending a message to a number he doesn’ t have in his contacts (it is a girl he met on the train and he wants to meet up with her). He has the number on a scrap of paper. He is walking down towards New Street Station, it is getting quite dark, he is texting without checking the screen
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Another Example:Booking train tickets
Steve Jones:
1. Steve has a meeting in London at 10:00 on Tuesday. He wants to find a train that will arrive by 9:30 and return after 7:00. When he has selected the train he needs to tell purchasing to buy it. He needs to pass the details on to his wife who will ferry him to/from the station.
2. Steve lives in Stratford and wants to compare the options for tickets for his commute 4 days a week to the University.
3. On Sunday, Steve wants to take his family to a historic place for a day out. He wants to choose the most interesting, quickest and cheapest option. He does not want to use a replacement bus service.
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Writing Good Scenarios
Brainstorm, within the context of our problem domain, the goals our Personas will have
Write the Scenarios for a specific Persona
Go for breadth rather than depth
� it is more important to describe things from start to finish rather than in exhaustive detail
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An example Persona template
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An example Persona
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And another
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An example – open diary
system
Who are the users?
What are they trying to do?
Consider:
Students, lecturers, Granny ….
Privacy
Devices & synching
Anniversaries
Regular appointments
Types of appointments� hard � soft
� Movable/fixed
� Location
� Etc etc
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Some Examples
Here are some examples of personas. See
www.fluidproject.org
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Further Work
Investigate the use of personas by searching for toolkits and case studies
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Lecture 6
Tutorial
� Review problem specifications
� Tutorial with groups
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Lecture 7&8
Prototyping� What is a prototype & why do it
� Lofi prototyping� Screen mockups
� Storyboards
� Card-based prototypes
� Hifi prototyping� Tools
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Prototyping and Construction
What is a prototype?
Why prototype?
Different kinds of prototyping� low fidelity
� high fidelity
Compromises in prototyping
� vertical
� horizontal
Construction
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What is a Prototype
In many design fields a prototype is a model:
� Cars
� Buildings
� Appliances
� Etc.
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Aims of prototyping
To evaluate alternative solutions:
Quickly
Cheaply
Focus:
Broad but shallow
Deep but narrow
Prototypes may be:
Disposable
Evolving
Purpose:To understand requirements
To understand design
To understand technology
Make mistakes early and cheaply!
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Methodology for prototyping
Iterative� Usually several stages of
prototyping
Consider alternative solutions
May have several orthogonal strands of prototyping� E.g. Cars: body, interior,
drivetrain ….
� Software: UI, DB, Reasoning
Evaluate each prototype
Be clear about the purpose
Minimise cost
� Time
� Effort
� Only do what is necessary to meet goals
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What is an HCI Prototype?
In interaction design it can be (among other things):
� a paper-based screen design
� a storyboard, i.e. a cartoon-like series of scenes
� a Powerpoint slide show
� a piece of software with limited functionality – built quickly using tools/scripting languages etc
� a video simulating the use of a system
� .....
Or even ....
� a physical mockup (e.g. a ‘phone)
There may be parallel prototypes -to test different aspects
The aim is to understand the space of designs:
� Test alternative solutions
� Understand how they might be built
� Evaluate them with users
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Why Prototype?
Evaluation and feedback are central to interaction design
Stakeholders (ie. Users) can see/hold/interact with a prototype more easily than a document or a drawing
Team members can communicate effectively
You can test out ideas for yourself
It encourages reflection: very important aspect of design
Prototypes answer questions, and support designers in choosing between alternatives
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What to Prototype
Technical issues
Work flow, task design
Screen layouts and information display
Interaction models and modes
Difficult/controversial/critical areas
….
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Lo-Fi Prototyping
Uses a medium which may be unlike the final medium� e.g. paper, cardboard, photoshop …
Is quick, cheap and easily changed
Examples:
� sketches of screens, task sequences,
� ‘Post-it’ notes
� Storyboards
� ‘Wizard-of-Oz’
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Why Use Low-Fi Prototypes
Traditional methods take too long:� Sketches � prototype � evaluate �iterate
Can simulate the prototype:� Sketches act as prototype:
� Designer “plays computer”� Other design team members observe & record
� Might sound silly:
� but it is very effective
Kindergarten implementation skills� Allows non-programmers to participate
Widely used in industry
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Storyboards
Often used with scenarios, bringing more detail, and a chance to role play
It is a series of sketches showing how a user might progress through a task using the device
Used early in design
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Generating Storyboards
Paper-based prototypes Example 2
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Card-based prototypes
• Combine screen mock-ups and storyboard• Use (e.g.) index cards (3 X 5 inches)• Each card represents one screen or part of
screen• Designer drives interaction• Often used in website development
Interaction
Interaction
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Storyboard used to generate prototype
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Hi-Fi Prototyping
Uses materials that you would expect to be in the final product.
Prototype looks more like the final system than a low-fidelity version.
For a high-fidelity software prototype common environments include:� Director, Flash, Visual Basic, Powerpoint, ….
Danger that users think they have a full system……. see compromises
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Wizard of Oz
The user thinks they are interacting with a computer, but a developer is responding to generate the output rather than the system.
Usually done early in design to understand users’ expectations
What is ‘wrong’ with this approach?
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Inte
rface
Pro
toty
pe
Experim
ente
r In
terfa
ce
Follo
ws S
cript
Wizard of Oz
Can be used with Cards or Hi-Fi prototype
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Compromises
All prototypes involve compromises� That’s the point!
For software-based prototyping maybe there is a slow response? sketchy icons? limited functionality?
Two common types of compromise� ‘horizontal’ : provide a wide range of functions, but
with little detail
� ‘vertical’ : provide a lot of detail for only a few functions
Compromises in prototypes mustn’ t be ignored.
� Final product still needs engineering
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Hi-Fi Disadvantages
Distort perceptions of the tester:
� Formal representation indicates “ finished” nature
� People comment on colour, fonts, and alignment
Discourages major changes:
� Testers don’ t want to change a “ finished” design
� Designers don’ t want to lose effort put into creating the hi-fi design
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Down-sides to informal design
Clients
� Often see the fidelity of the interface as an indication of development effort
� Often hard to involve them as subjects
� Talk to them early and often!
� Explain the process and set expectations up front!
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Summary
Different kinds of prototyping are used for different purposes and at different stagesPrototypes answer questions - so prototype appropriatelyConstruction: the final product must be engineered appropriatelyConceptual design (the first step of design) � Consider interaction types and interface types to prompt creativity
Storyboards can be generated from scenariosCard-based prototypes can be generated from use cases
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Some quick techniques!
‘Steal’ some screenshots
Use a paint/draw package to customize
Use tools like powerpoint to ‘glue’ it
together
� Screens
� Sequences
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Start with a Blank Page
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Use a drawing program to insert items you want
Be experimental ... But don’t get too carried away by bad taste!
Remember that you will evaluate this later
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Useful Tricks
Print Screen and then cut out elements you like� Windows: Alt-PrtScn captures the active window into the
clipboard� Mac OSX Grab Utility
� Open Grab (located in Applications/Utility).
Use a simple graphics editor like Paint to stitch the images together� Copy & Paste many elements for different looks/feels
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PowerPoint/Web-Based
Provides the illusion of interactivity
Can employ screenshots to show parts of your webpage
Can be used as just a “click-through” of
screenshots
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Resources
http://www.krisjordan.com/2008/09/07/10-minute-mock-prototyping-tips-for-powerpoint/
http://www.istartedsomething.com/20071018/� Demo Program
Balsamiq:� http://www.youtube.com/watch?v=zLysy3IPfFI
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Remember:Aims of prototyping
To evaluate alternative solutions:
Quickly
Cheaply
Focus:
Broad but shallow
Deep but narrow
Prototypes may be:
Disposable
Evolving
Purpose:To understand requirements
To understand design
To understand technology
Make mistakes early and cheaply!
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Lecture 7
User Interface evaluations:
What are they and why do them?
When:� Throughout the design phase
� At the end
How:� By inspection
� By experiment
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Why Evaluate?
Evaluation is important:
� To compare design choices:
� to assist us in making decisions
� To determine how usable they are (possibly, for different user groups):
� So they can be improved
� To identify good and bad features:
� to inform future design
� To understand what makes a good interface
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Compare this with software testing
Evaluate & test as you build:� Including prototypes
Test the completed product:� Does it work?
Reflect on what is produced and how:� Do it better next
time
There are always multiple dimensions:� Correctness, efficiency,
reliability …
Cannot be exhaustive:� Focus where return is
greatest
Compare:� ‘synthetic’ test
� ‘ real world’ test
Methods may differ but aim is the same!
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How to organise your evaluations
Evaluation is expensive:� Focus where it is
most:� Valuable
� Easily/cheaply undertaken
� Real users are expensive & elusive:� Use wisely &
economically
Evaluate at all stages:
� Analysis
� Design
� Implementation
� Delivery
Catch mistakes early:
� Especially the big ones!
So: Think & plan
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What are we interested in?
Five aspects of usability:
Learnability : ease of learning especially for novice users.Efficiency: steady-state performance – particularly of expert users. How efficiently can they do their job.Memorability : ease of using system intermittently for casual users.
Errors : error rate for both minor and serious errors.
Subjective Satisfaction: Do they like it?
This may not be comprehensive, but:� all of these are important
� The balance between them will vary!
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Evaluation Methods
There are very many techniques for evaluating interfaces
Broadly they can be divided into:� Inspection Methods
� Testing/experimental methods� But, this division is not a
hard one.
Degree of rigour can be varied
Inspection methods:
� No users needed!� May be informed by
Personas & scenarios
� Heuristic evaluations
� Walkthroughs
� Others
User Testing/experiment:
� Users needed
� Usability tests
� Empirical:� Observe
� Measure
� Analyse
� Hard & expensive
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Inspection Methods
Heuristic Evaluation
� Nielsen’s Heuristics
� How to do it
� Effectiveness of inspection methods
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Inspection Methods
Methods that are based on inspections:
� Heuristic evaluation
� Heuristic estimation
� Cognitive walkthrough
� Feature inspection
� Standards inspection
� Pluralistic walkthrough
� Consistency inspection
� Formal usability inspection
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Heuristic evaluation (what is it?)
Method for finding usability problems
Popularized by Jakob Nielsen
“Discount” usability engineering:
� Use with working interface or prototypes
� Convenient
� Fast (cheap!)
� Easy to use
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Systematic inspection to see if interface complies to guidelines� Driven by Heuristics (Rules of thumb)
Method� Typically, 3-5 inspectors
� usability engineers, end users, double experts…� Inspect interface independently (~1–2 hours for simple interfaces)� Compare notes afterwards
� single evaluator only catches ~35% of usability problems
� 5 evaluators catch ~75%
Works for paper, prototypes, and working systems
150
Heuristic evaluation
Eval: 1 2 3 5 10
Teledata 51% 71% 81% 90% 97%
Mantel 38% 52% 60% 70% 83%
Savings 26% 41% 50% 63% 78%
Transport 20% 33% 42% 55% 71%
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Points of Variation
Evaluators
Heuristics used
Method employed during inspection
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Evaluators
These people can be novices or experts
� “novice evaluators”: Often domain experts
� “ regular specialists”: Usability experts
� “double specialists”: Domain & usability experts
Each evaluator finds different problems
The best evaluators find both hard and easy problems
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Heuristics
Heuristics are rules of thumb that are used to inform/guide the inspection…
There are many alternative heuristic sets:
� Nielsen’s
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Nielsen's Heuristics
1. Visibility of system status
2. Match between system & real world
3. User control and freedom
4. Consistency & standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility & efficiency of use
8. Minimalist design
9. Help error recovery
10.Help & documentation
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1. Visibility of system status
searching database for matches
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What is “reasonable time”?
0.1 sec: Feels immediate to the user. No additional feedback needed.
1.0 sec: Tolerable, but doesn’ t feel immediate. Some feedback needed.
10 sec: Maximum duration for keeping user’s focus on the action.
For longer delays, use % done progress bars.
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2. Match between the system and the real world
Make sure the system’s model matches the user’s – or make the system’s clear
Socrates: Please select command mode
Student: Please find an author named Octavia Butler.
Socrates: Invalid Folio command: please
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3. User control and freedom
The user will make mistakes:
Don’ t force users to take a particular path� Provide exits for mistaken choices
Enable:� undo
� redo
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4. Consistency and standards
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5. Error prevention
People will make errors.
� Yet we can try to prevent/reduce them.
� How might you go about trying preventing errors?
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6. Recognition rather than recall
Minimise load on user’s memory
Menus vs Commands
� E.g select country code rather than type it
Display format/options next to text box
Carry over/display information from different parts of dialogue
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7. Flexibility and efficiency of use
Is usage as efficient as possible?
Consider:
� Keyboard accelerators
� Macros & keyboard macros
� Recently used files
� …..
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8. Aesthetic and minimalist design
Keep it simple!
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9. Help users recognize, diagnose, and recover from errors
SEGMENTATION VIOLATION! Error #13
ATTEMPT TO WRITE INTO READ-ONLY MEMORY!
Error #4: NOT A TYPEWRITER
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10. Help and documentation
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We should wonder…..
If this is a sensible heuristic set:
� Coverage
� Uniqueness
� Ease of use
There are others – but this set is widely used
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Phases of a heuristic evaluation
Pre-evaluation training - give evaluators needed domain knowledge and information on the scenario
Evaluate interface independently
Rate each problem for severity
Aggregate results
Debrief: Report the results to the interface designers
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Severity ratings
Each evaluator rates individually:
0 - don’ t agree that this is a usability problem
1 - cosmetic problem
2 - minor usability problem
3 - major usability problem; important to fix
4 - usability catastrophe; imperative to fix
Consider both impact and frequency.
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Styles of Heuristic evaluation
Problems found by a single inspector
Problems found by multiple inspectors
Individuals vs. teams
Goal or task?
Structured or free exploration?
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Empirical studies of effectiveness of heuristics
Problems found by a single inspector:
� Averaged over six case studies:
� 35% of all usability problems
� 42% of the major problems
� 32% of the minor problems
Whilst not perfect:
� finding some problems with one evaluator is muchbetter than finding no problems with no evaluators!
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Problems found by a single inspector
Varies according to � difficulty of the interface being evaluated � the expertise of the inspectors
Average problems found by:� novice evaluators - no usability expertise - 22%� regular specialists - expertise in usability - 41% � double specialists - experience in both usability and the particular
kind of interface being evaluated - 60%� also find domain-related problems
Tradeoff:� novices less good:
� but cheaper!
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Problems found by a single inspector
Evaluators miss both easy and hard problems:‘best’evaluators can miss easy problems‘worst’evaluators can still uncover hard problems
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Problems found by multiple evaluators
3-5 evaluators find 66-75% of usability problems:
� different people find different usability problems
� only modest overlap between the sets of problems found
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Problems found by multiple evaluators
Where is the best cost/benefit?
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Individuals vs. teams
Nielsen:
� recommends individual evaluators inspect the interface independently
Why?
� evaluation is not influenced by others
� independent and unbiased
� greater variability in the kinds of errors found
� no overhead required to organize group meetings
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Self Guided vs. Scenario Exploration
Self-guided� open-ended exploration� Not necessarily task-directed� good for exploring diverse aspects of the interface, and to follow
potential pitfalls
Scenarios� step through the interface using representative end user tasks � ensures problems identified in relevant portions of the interface � ensures that specific features of interest are evaluated � but limits the scope of the evaluation - problems can be missed
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How useful are they?
Inspection methods are discount methods for practitioners. They are not rigorous scientific methods.
� All inspection methods are subjective.
� No inspection method can compensate for inexperience or poor judgment.
� Using multiple analysts results in an inter-subjective synthesis.
� However, this also
a) raises the false alarm rate, unless a voting system is applied
b) reduces the hit rate if a voting system is applied!
� Group synthesis of a prioritized problem list seems to be the most effective current practical approach.
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A recipe …..
Use several independent evaluators
Ensure evaluators understand purpose & scope
� Ie. Plan, focus and direct!
Use personas & scenarios to drive evaluation
Collate and analyse results
Generate recommendations
Remember:� Finding problems with
systems is inevitable and acceptable:� (maybe if they don’ t exist
you are not trying hard enough!)
� But not spotting them is NOT acceptable!
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Remember
Problems can arise because of:
� Mistakes:
� You just got it wrong or it
works for you but not for the actual users
� You are trying to be creative:
� sometimes it doesn’ t quite
work!
� A good design for one user
class may be bad for other classes
� Compromise:
� A good design from one
perspective may be bad from another
The aim of the evaluation is to be explicit about issues and what to do about them.
You can present results as a table:
Heuistic Issue Severity Recommendation
System status The ….
The …0
5
Not an issue
Modify …
Match wit real world
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Lecture 8
Usability Testing
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Usability testing
This is concerned with experimental evaluation of use with users
� Design experiment
� Conduct experiment
� Collect data
� Analyse data
� Draw conclusions
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Why do this?
The ultimate test!
� Designers believe that they understand users
� Designers understand what they have designed
� They find it easy, intuitive, reliable …. to use
� They are often wrong!
Conduct the experiment, collect the data, look at the results …� Sometimes you are very surprised (disappointed!)
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So, how do we do this?
There are many approaches:� Informal
� Sit user down with system
� Tell them to use it
� Ask them what they think
� Formal� Controlled sets of users
� Defined task
� Video, record keystrokes, measure time, error rate etc.
� Statistical analysis of data
� And every stage between!
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Problems with informal testing
Informal/subjective tests� May not be very reliable
� Short term – whereas usage may be long term
� Users may be:
� Atypical
� Too few
� Subjective assessment is unreliable� Why?
� Task & environment is artificial
� But:� Cheap
� Will uncover many problems
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Problems with formal testing
Very, very expensive� Time of:
� Users (numbers required & duration)
� Experimenters
� Analysis
Often answer ‘small’ questions� Because of need to control experiment
But …. Can be very useful (or even essential)� Safety critical applications
� To establish principles!
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So, where does this leave us?
As always, it’s a matter of balance:� How important is
usability?� What aspects are
important?
� What resources can we devote?� Costs
� Timescales
� User availability
There is a balance to be drawn between:� Analysis
� Validation of:� Requirements
� Design
� Product
Use limited access to users most appropriately
Produce a plan!
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A recipe
Load user resources up front� UI requirements
� Development of personas & scenarios
Use personas to drive� Analysis
� Design
� Testing
Use heuristic evaluations
Use personas to drive testing with usability ‘experts’
Use non-domain users to test general usability
Use typical users when confident
Assessment:
� Collect data
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Experiment Design
Determine design� What you need to test
� Performance/ satisfaction etc
� How you will measure it� Data collection
Pilot experiments
Conduct experiments
The problem is:
Short term vs long term
Actual performance vs subjective views
Control of experiment
Etc etc.
What can we do:
Observe
Measure errors
Measure time to complete task
Debrief users:� Discussion
� Questionnaires
……….
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Questionnaires – a quick way
to collect useful data
Personal data
� Domain expert?
� Technical expertise & experience
Subjective assessment
� Easy to use?
� Attractive?
� Things I liked
� Things I disliked
� Changes I would make
For each task:
� Was the task completed?
� How long?
� Any errors?
� If it was not completed:
� Why?
Try to use an existing questionnaire!
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How to conduct usability testing
Produce a plan� Objectives
� What are you trying to evaluate?
� Identify focus
� Method� How will you conduct
it?
� How will you collect data?
� How will they be analysed?
Always pilot
Make it clear to user:
� Purpose
� Tasks
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Lecture 9
User Interface Design
� Designing Systems that work for People
Summary
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So how do I design?
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Interface Metaphors
Interface metaphors combine familiar knowledge with new knowledge in a way that will help the user understand the product. Three steps: � understand functionality
� identify potential problem areas
� generate metaphors
Evaluate metaphors:� How much structure does it provide?� How much is relevant to the problem?� Is it easy to represent?� Will the audience understand it?
� How extensible is it?
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Interaction Models
Which interaction type?� How the user invokes actions
� Instructing, conversing, manipulating or exploring
Do different interface types provide insight?� WIMP, shareable, augmented reality,
etc
� Initiative: System/User/Mixed
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Construction
Taking the prototypes (or learning from them) and creating a whole
Quality must be attended to:
� usability, reliability, robustness, maintainability, integrity, portability, efficiency, etc.
Product must be engineered:
� Evolutionary prototyping
� ‘Throw-away’ prototyping
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Design rules
Designing for maximum usability– the goal of interaction design
Principles of usability� general understanding
Standards and guidelines� direction for design
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types of design rules
principles� abstract design rules
� low authority
� high generality
standards� specific design rules
� high authority
� limited application
guidelines� lower authority
� more general application increasing authority
incr
easi
ng g
ener
ality
Standards
Guidelines
increasing authority
incr
easi
ng g
ener
ality
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Principles to support usability
Learnabilitythe ease with which new users can begin effective interaction and achieve maximal performance
Flexibilitythe multiplicity of ways the user and system exchange information
Robustnessthe level of support provided the user in determining successful achievement and assessment of goal-directed behaviour
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Principles of learnability (1)
Predictability
� determining effect of future actions based on past interaction history
� operation visibility
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Principles of learnability (2)
Familiarity� how prior knowledge applies to new system� Guess-ability; affordance
Generalize-ability� extending specific interaction knowledge to new situations
Consistency� likeness in input/output behaviour arising from similar
situations or task objectives
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Principles of flexibility (1)
Dialogue initiative� freedom from system imposed constraints on input dialogue
� system vs. user initiative
Multi-threading� ability of system to support user interaction for more than one
task at a time
� concurrent vs. interleaving; multimodality
Task migrate-ability� passing responsibility for task execution between user and
system
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Principles of flexibility (2)
Substitutivity
� allowing equivalent values of input and output to be substituted for each other
� representation multiplicity; equal opportunity
Customizability
� modifiability of the user interface by user (adaptability) or system (adaptivity)
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Principles of robustness (1)
Observability� ability of user to evaluate the internal state of the
system from its perceivable representation� browsability; defaults; reachability; persistence;
operation visibility
Recoverability� ability of user to take corrective action once an
error has been recognized� reachability; forward/backward recovery;
commensurate effort
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Principles of robustness (2)
Responsiveness
� how the user perceives the rate of communication with the system
� Stability
Task conformance
� degree to which system services support all of the user's tasks
� task completeness; task adequacy
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[Standards]
Set by national or international bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology
Hardware standards more common than software high authority and low level of detail
ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks
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Guidelines
more suggestive and general
many textbooks and reports full of guidelines
abstract guidelines (principles) applicable during early life cycle activities
detailed guidelines (style guides) applicable during later life cycle activities
understanding justification for guidelines aids in resolving conflicts
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Golden rules and heuristics
“Broad brush” design rules
Useful check list for good design
Better design using these than using nothing!
Different collections e.g.
� Nielsen’s 10 Heuristics
� Shneiderman’s 8 Golden Rules
� Norman’s 7 Principles
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Shneiderman’s 8 Golden Rules
1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
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Norman’s 7 Principles
1. Use both knowledge in the world and knowledge in the head.
2. Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of Execution and Evaluation.
4. Get the mappings right.5. Exploit the power of constraints, both
natural and artificial.6. Design for error.7. When all else fails, standardize.
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[Users with disabilities]
These represent extreme cases – but can inform design for normal usersvisual impairment� screen readers, ALT tags
hearing impairment� text communication, gesture, captions
physical impairment� speech I/O, eyegaze, gesture, predictive systems (e.g. Reactive keyboard)
speech impairment� speech synthesis, text communication
dyslexia� speech input, output
autism� communication, education
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… plus …
age groups� older people e.g. disability aids, memory aids,
communication tools to prevent social isolation
� children e.g. appropriate input/output devices, involvement in design process
cultural differences� influence of nationality, generation, gender, race, sexuality,
class, religion, political persuasion etc. on interpretation of interface features
� e.g. interpretation and acceptability of language, cultural symbols, gesture and colour
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Summary
In this course we have introduced some of the issues of HCI & usability design
� It’s all about people!
� People in general
� The potential users of the system
� Attributes
� Goals & tasks
� Constraints
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The user
The first step is to understand our users� What they can do
� What they want
Once this is done you can have some confidence in what you produce
The last step is to check whether you have done this right!
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So ….. ?
Work with users upfront
� Identify requirements
� Build personas & scenarios� To help define
requirements
� To guide design
� To drive some evaluations
Build prototypes
� Alternatives
� Multiple stages
� Evaluate� Ideally with real users
� End users
� Non-typical users
� Against metrics
� Using personas to guide
Iterate, refine and go deeper
Evaluate at all stages
� As best you can
� It will always teach you something
Evaluate the final product
� Analytically
� Experimentally
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Usability engineering
This methodology is typical of all engineering disciplines
It is a matter of maximising benefits and minimising costs
� Work within the constraints
� Create an explicit plan
Evaluation & testing is a central part of this
� Be clear about goal, method, data & analysis
� Feedback on requirements/designs/products
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MSc CS: Intro. to HCI 2012-13 217
Is that it?
The point of having this type of methodology is:
� Work efficiently & cost effectively
� Provide space to be:
� Creative
� Imaginative
� Innovative
� Radical
HCI has several faces:� Engineering
� Creating new solutions as technologies and societies evolve� This provides a
framework where you can do that
http://www.youtube.com/watch_popup?v=AklKy2NDpqs#t=12http://www.youtube.com/watch_popup?v=Mgy1S8qymx0#t=73s