October 13th 2014 LECTURE 11 USABILITY...
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LECTURE 11
USABILITY - PROTOTYPING
October 13th 2014
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Recapitulation Lecture #10
Tool box for HCI
• Task Analysis
• Cognitive techniques
– GOMS/CCT
– ERMIA
– CWA
• Dialogue Analysis-Design
• Color/Text Analysis-Design
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Example: Cognitive Task Analysis
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A B
C D
C D
A B
Send in 2011, by former CS HCI student
OV Chipcard Checkout Counter

Waterfall with iteration
Requirementsspecification
Architecturaldesign
Detaileddesign
Coding andunit testing
Integrationand testing
Operation andmaintenance
• Discoveries in later stages can be reflected in
iterations
• Requirements were incomplete in the analysis
phase
• Therefore sometime better to acknowledge
incompleteness and use advanced understanding
• It is clear that the design process is not at all linear
• Preference for Star Model ?
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Star Model – Representations ...
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Dialog Analysis
Cognetics
User Analysis
Task Analysis
Technology
Assessment
Problem
Statement
Context
Analysis
Usability
Analysis
Specification
Prototype
Cognetics
Prototype
High-Fidelity
Usability
testing
Interaction
Design

USABILITY
USABILITY ENGINEERING
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Usability
• Definition: Usability comprises the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment
• In design/development process– Usability Specifications
– Levels of Specification
– Measurement
• Usability engineering – Comparable to Software Engineering
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Usability & 7 Stages model
• Gulf of execution
– Translate user’s formulation of actions
to the system
• Gulf of evaluation
– Effect of action in user’s expectation of changed
system state
• A good conceptual design & Mental Model
helps in dealing with Gulf of
execution/evaluation
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Usability engineering
• Providing structured methods in UI design during product development
• Measuring very specific user actions in specific situations
• Try to find real usability problem(s)
– e.g. programming errors in VCR/interactive TV
• Usability specifications is not the same as Usability
– e.g. Video Recording still a pain to program!
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Usability Engineering Life Cycle
• Close to Soft Systems (lecture 9)
• Holistic view of usability engineering
• Links to software engineering
– OOSE
• Requirements, Design, Evaluating, Prototyping
• Scaled down for smaller projects
• Usability goals are formulated in a style guide
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Usability ~ Prototyping
• A chick and egg problem
• The sequence in which we discuss it does not reflect the sequence of its natural occurrence
• Imagine the Star Model
• How do usability & prototyping relate to evaluation!
• Focus on Usability specification!, this happens early in the design trajectory:
– requirements engineering
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Usability
“Usability comprises the effectiveness, efficiency and satisfaction with which
specified users can achieve specified goals in a particular environment.”

Usability Components (from #1)
• Learnability (also referred to as Memorability)
• Ease of learning the system, i.e. the basic tasks
• Skills retained over time
• Throughput (also referred to as Efficiency)
• Speed of task performance
• Low user error rate
• Flexibility• Suitability for intended user expertise
• Can system be customised?
• Attitude (also referred to as Satisfaction)• User subjective satisfaction with system
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Usability Studio’s
• Studios are decorated according to specific usability questions
• Studio equipment is context dependent
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Usability Specifications
• Definition and purpose
• Usability factors
• Measuring instruments
• Usability specification process
• Setting usability levels
• Advantages and disadvantages
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Usability Definition (1990)
• ISO 9241definition
“Effectiveness, efficiency and satisfaction with
which specified users can achieve specified
goals in a particular environment.”
• Functional ~ Usability Specifications
– Functional specifications:
are central to ensuring system functionality
– Usability specifications:
are central to ensuring system usability
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ISO usability standard 9241
Adopts traditional usability categories:
• effectiveness
– can you achieve what you want to?
• efficiency
– can you do it without wasting effort?
• satisfaction
– do you enjoy the process?
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Purpose Usability Specifications
1. Establish when an interface is ‘good
enough’
2. When to stop iteration
3. Controlling document of design process
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Common Usability Factors
• Speed of operation
• Completion rate
• Error free rate
• Satisfaction rating
• Learnability
• Retainability
• Advanced feature usage
Most important Software measures
as identified/used by IBM in 1990
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Time Dimension Usability Factors
• Initial performance
• Long-term performance
• First impression
• Long-term user satisfaction
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Usability Measuring Instrument
• Method for providing values for a particular usability factor
• Always quantitative, i.e. numerically measured
– Objective
• Observable user performance
• Often associated with a benchmark test
• Involves typical user task (normally simple and frequent)
– Subjective
• User opinion
• Usually associated with a user questionnaire
• Objective and subjective measures are of equal importance
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Important metrics from ISO 9241
Usability Effectiveness Efficiency Satisfactionobjective measures measures measures
Suitability Percentage of Time to Rating scale for the task goals achieved complete a task for satisfaction
Appropriate for Number of power Relative efficiency Rating scale fortrained users features used compared with satisfaction with
an expert user power features
Learnability Percentage of Time to learn Rating scale forfunctions learned criterion ease of learning
Error tolerance Percentage of Time spent on Rating scale for errors corrected correcting errors error handling successfully
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Usability Specification Process
• Defining usability through metrics
– duration metrics
– count measures
– proportion completed
– quality
• Setting and agreeing planned levels of metrics
• Analysing impact of design solutions
• Incorporating user-derived feedback
• Iterating until planned levels are achieved
• SUS questionnaire (for assignment)
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e.g. Usability Specs DTP package
Time Task Measured Current Worst Planned Best
Initialization Benchmark #1
Time to
successful
installation
Difficult
to install90 min 30 min 20 min
Initial
performanceSet TAB # errors 3 errors 3 errors 2 errors 0 errors
Initial
performanceDelete TAB
Time on first
trial6 s 6 s 4 s 2 s
First Impression QuestionnaireAverage score
(1-5)NA 3 4.2 5
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Usability and Requirements
• Usability levels become part
– first of the requirements document
– then of the system specification
– then of the complete system documentation
– then of report on system design / implementation
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Setting Levels for Usability
• Restrict to major / critical issues
• Method: guesses agreed by a team, i.e.
– user interaction designer
– user interface software developer
– marketing person
– project manager …
– generates team commitment to usability targets
• Initial performance and first impression are
almost always appropriate
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Current & Worst Acceptable Levels
• Current Level– Present level of value to be measured
– Possible even from manual system or initial prototype
– May be related to a competitive system
• Worst Acceptable Level– Worst acceptable, not worst possible
– Eventually, if any observed value on any attribute is does not meet this level then:
the system is formally unacceptable
– Level should equal or improve current level • except for initial performance
• slower and error prone
• make an educated guess
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Planned Target & Best Possible Levels
• Planned Target Level
– The ‘what you would like’ level
– Attributes not yet at this level focus development effort
– Set higher than current level (if known)
– Match or exceed competitor’s product
• Best Possible Level
– Realistic state-of-the-art upper limit
– Indicates room for future improvement
– Assumes expert user, best design, best available
technology
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Advantages Usability Specs
• Part of the management and control mechanisms for
the iterative refinement process
– Define a quantitative end to the (potentially endless)
iterative refinement process
• Allows clear assessment of usability during iterative
prototyping cycles
• Identifies data to be collected, avoids gathering
unusable or irrelevant data
• Objectively identifies interface weaknesses which
need further design effort
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Disadvantages Usability Specifications
• Measures of specific user actions in specific
situations
• No reliable technique for setting usability
specifications; Issue of globalization
• Different tasks and user groups may need
different usability specifications
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PROTOTYPING
Prototyping is common in almost every fieldof engineering design
In prototyping one has to plan to throw away
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Prototyping the User-Interface
• Purpose of prototyping
• Merits of prototyping
• Types of prototyping
• Prototyping and management
• Limitations of prototyping on its own
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• Identifying user interface (and other)
requirements:
• almost impossible to specify in advance
• “It is not until users interact with something
concrete that their rich expertise about their
working environment will surface.”
Purpose of Prototyping
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Design is Developing Artifact
• Indeed, “Magritte” was right!
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Prototyping
• The prototyping approach provides continuous
feedback on the current design situation
• In HCI there will never be fully satisfactory design
guidelines applicable in all circumstances
• Need not be computer based or have full functionality
• Supported by good software tools
– Graphical editors, construction kits
– User Interface Management Systems (UIMS)
– Wireframes
• “Prototyping does NOT mean ‘build in haste’”
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Prototyping the User Interface
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Build
Prototype
Test Prototype
Enhance
Design
Life Cycle
requirements
engineering
Technology
Guidelines
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PACT
Analysis
People
Activities
Context
Technologies

Prototype Fidelity
• Prototyping is concerned with the design
process leading up to production of a final
system
• Prototypes are not the final system, merely
representations of that system: Artifact
• As the Prototyping refines, the Fidelity of the
prototype increases.
low fidelity high fidelity
start design end design
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Merits of Prototyping
• Requirements capture
– Interface and functional requirements
• Reveals problems / prevents gross mistakes
• Allows evaluation and discussion
– Fostering innovative ideas (from designers and users)
• Users enjoy prototyping and feel involved
– Participatory design
• Suggests level of user support
• Results in better usability
• Reduced deadline effect
• Fewer lines of code
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Fidelity in Prototyping
• Fidelity refers to the level of detail
• High fidelity:
– A prototype that looks like the final product
• Low fidelity:
– Artists renditions with many details missing
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Why Low-Fidelity Prototype ?
• Traditional methods take too long
– sketches prototype evaluate iterate
• Can simulate the prototype
– sketches evaluate iterate
– sketches act as prototypes
• designer “plays computer”
• other design team members observe & record
• Requires “Fröbel” implementation skills
– allows non-programmers to participate
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Construct Low-Fidelity Prototype
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Sketched Paper Design
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Low-Fidelity Prototyping
• Takes only a few hours
– no expensive equipment needed
• Can test multiple alternatives!!!
• Can change the design as you test
– If users are trying to use the interface in a way you
did not design/intend it
– go with what they think! Adapt!
• Allows designers & users to work together
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Storyboards
• Series of sketches showing how a user might
progress through a task using an interface
• Film industry
• Graphical snapshots
• Often used with scenarios, bringing more detail
• Derived from the scenario
• Focus on history of events (task-analysis)
• Help envisioning the progress of the interaction
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Example Story Board (scenario)
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Example Lo-Fi Prototype
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Example Med-Fi Prototype
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Includes a Scenario for use

Prototyping – Increasing Fidelity
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Benefits of Participatory Design
“Computer-based systems that are poorly suited to how people
actually work impose cost not only on the organisation in terms
of low productivity but also on the people who work with them.
Studies of work in computer-intensive workplaces have pointed
to a host of serious problems that can be caused by job design
that is insensitive to the nature of the work being performed, or
to the needs of human beings in an automated workplace.”
Kuhn, S. in Bringing Design to Software, 1996
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Prototyping: Participatory Design
• Involving users as full partners in design.
– Intention, Scandinavian origin (law)
• Two methods are frequently used:
– CARD: Collaborative Analysis of Requirements & Design
• Goal: design workflow
• Higher level of abstraction
– PICTIVE: Plastic Interface for Collaborative Technology
Initiatives through Video Exploration
• Goal: design screens
• Find interaction
– PICTIVE and CARD can be used together.
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CARD
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Collaborative Analysis of Requirements & Design

PICTIVE
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Low fidelity prototyping & PICTIVE
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• Use pre-made interface components on paper
• Empty widgets are created and printedbuttons menu alert box
combo box
tabs
entries
list box
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Working with PICTIVE
• A PICTIVE session has four parts:
– Stakeholders all introduce themselves
– Brief tutorials about areas represented in the
session (optional)
– Brainstorming of ideas for the design
– Walkthrough of the design and summary of
decisions made
– Video capture of all interactions on the “table”
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Ex. Results PICTIVE/Sketching
Collections of Sreens & Screen Interaction(s), from Univ. of Manchester (2000)
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Ex. Results Paper Design (LoFi)
Collections of Screens & Screen Interaction(s), from Univ. of Oslo (2011)
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PICTIVE Session Example
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Prototype for the LOL system (Aus)

Computer Assisted LowFi Prototyping
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The SILK System
Sketching Interfaces Like Krazy
The Denim System
Designing Web Sites by Sketching
Interactive Storyboarding for WWW
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Designing Interfaces with SILK
• Designer sketches ideas rapidly with
electronic pad and pen
– SILK recognizes widgets
– easy editing with gestures
• Designer or end-user tests interface
– widgets behave
– specify additional behavior visually
• Automatically transforms to a “finished” UI
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Specifying Behavior
• Storyboards– series of rough sketches depicting changes in
response to end-user interaction
• Expresses many common behaviors• Widgets are linked HyperCard like
before after
Sequencing behavior between widgets
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SILK Storyboards
• Copy sketches to storyboard window
• Draw arrows from objects to screens
Switch to run mode to test
SILK changes screens on mouse clicks
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DENIM:Designing Web Sites by Sketching
• Early-phase information & navigation design
• Integrates multiple views
– site map – storyboard – page sketch
• Supports informal interaction
– sketching, pen-based interaction
• Includes special gestures for fast interaction
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Working with DENIM
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Sketch Storyboard Run-prototype
Image from James Landay
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Denim Demo
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“Wizard of Oz”
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“Wizard of Oz” prototyping
• User thinks having interacting with a computer, but
a developer is responding to output rather than the
system.
• Usually done early in design to understand users’
expectations (requirements)
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>Blurb blurb>Do this>Why?
User
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Example Wizard of Oz
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Early “wizard of Oz”
• Chess machine built in Hungary (Kempelen)
• It worked remarkably well …
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Wizard of Oz Prototyping
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Types of Prototyping (1)
• Low-fidelity // High-fidelity
• Vertical
– Focus on a specific element and simulate in depth
• Horizontal
– Take a broad perspective but with reduced
functionality at any point
• Full
– Complete functionality, but less performance than
final system
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Granularity in Prototyping
Low-Fidelity
High-Fidelity
• Paper-based Sketching
• Paper-based Storyboard a.k.a. PICTIVE
• Computer Aided Sketches / Storyboard
• Wizard of Oz / Slide Shows / Video
• Computer based Scenario Simulation
• Computer based Horizontal Simulation
• Computer based Vertical Simulation
• Computer based Full-Functional Simulation
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Types of Prototyping (2)
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Number of different Features
Ava
ilab
le F
un
ction
ality
Horizontal Prototype
Ve
rtic
al
Pro
toty
pe
Full System
Scenario
T0

Prototyping Methods (1)
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Throw-away prototypes (rapid)
Incremental
prototypes
Evolutionary
Requirements
Animation
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Prototyping Methods (2)
• Requirements Animation
• Functional requirements are demonstrated in prototype (mock-up)
• Throw-away prototyping
• Similar to requirements animation
• Prototype is not developed into the final product
• Evolutionary prototyping
• Prototype is not discarded
• Prototype used as the basis for next iteration of design
• i.e. system “evolves” from prototype
• Incremental prototyping
• Final product is build as separate components, one at a time
• allows large systems to be installed in phases to avoid delays between specification and delay
• Typical with larger projects
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Prototyping
Brainstorm different representations
Choose a representation
Rough out interface style
Task centered walkthrough and redesign
Fine tune interface, screen design
Heuristic evaluation and redesign
Usability testing and redesign
Limited field testing
Alpha/Beta tests
Low fidelity paper prototypes
Medium fidelity prototypes
High fidelity prototypes / restricted systems
Working systems
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Early design
Late design
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Comparison of Techniques
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Technique Advantages Disadvantages
Vertical Realistic,
In depth implementation
Real user task
Limited part of UI
Horizontal Test entire UI
Fast implementation
Cannot perform real tasks
Scenario Easy and cheap to construct
Cannot perform real tasks
Limited part of UI
Wizard-of Oz Save programming time
Renders understanding
Train people as computers
Less realistic
Animation
(slides & video)Simple
System simulation
No real interaction
Little flexibility
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Groups Involved in Prototyping
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Designers End UsersEnd Users
ManagersManagersManagers
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Management Issues
• Time
– takes time to developparticularly for throw-away prototypes
• Planning
– managers do not always have experience required to plan and cost a design process with prototyping
• Non-functional features
– e.g. safety and reliability not included
• Contracts
– difficult to manage prototyping activities via a contract
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Choosing a prototyping technique
• Cost and schedule constraints
• Proof-of-concept
• Navigation and flow
• User-driven or Facilitator-driven
• Look-and-feel of product
• Usability test
• Available facilitation/ programming skill
• What developmental stage are you in?
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Performance of a technique
Suitable for:
• quick-and-easy application?
• providing controlled study?
• qualitative analysis?
• quantitative analysis?
Requires:
• special equipment?
• special personnel?
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Limitations on just Prototyping?
• Difficult for users: no coherent conceptual model
– users’ feel system has unpredictable components
• Uneven appreciation of various user groups
– users involved with prototype development may not represent cross-section of users
– not easy to learn or intuitive for newcomers
• Lack of task analysis
– lack of breadth of task support
• Failure to fully comply with a style guide
– lack of internal and external consistency
• Lack of usability evaluation
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Recapitulation Lecture #11
• Definition of Usability• Definition of Usability Engineering • Usability
– Specification– Levels– Measurement Instruments
• Definition of Prototyping• From Low-Fidelity to High-Fidelity• Types and Methods of Prototyping• Management Issues • Pitfalls in Prototyping
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We have used a computer to prototype the
structural strength of our project and I am afraid
the results aren’t encouraging
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