Unit 2 Zeno Menestrina,...
Transcript of Unit 2 Zeno Menestrina,...
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Interaction quality
Unit 2
Zeno Menestrina, MSc [email protected]
Prof. Antonella De Angeli, PhD [email protected]
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Short bio
Zeno Menestrina • MSc in Computer Science, UniTn • PhD Student in Computer Science, UniTn • Research on video game design
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Ground rules • Leave the mobile in your bag
• Keep talking, whispering and other background
noise to a minimum
• If there is something you don’t understand, please interrupt
• If you want to make a general remark, please wait until there is a natural break
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Group work
• ~4 people each
• Subscription from 20/09 to 25/09
• More details in 2 weeks
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Learning outcomes
• Define quality metrics – Usability – User experience
• Understand the main types of evaluation
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Interaction Design
“Designing interactive products to support the way people communicate and interact in their everyday and working lives”
– Rogers, Sharp, Preece (2011)
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Interaction Design
Architects
Software Engineering
Civil Engineers
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Interaction Design
Architects • People and their
interactions • Family and private
space? • People live in the
space in the way it was intended to use?
Software Engineering
Civil Engineers
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Interaction Design
Architects • People and their
interactions • Family and private
space? • People live in the
space in the way it was intended to use?
Software Engineering
Civil Engineers • The project • Costs and durability • Structural aspects • Environment • Fire regulations
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Usability
“Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.”
– ISO 9241-11:1998 Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 11: Guidance on usability.
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Usability
• Usability is a quality attribute that assesses how easy user interfaces are to use.
• Five quality dimensions
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Learnability How easy is it for users to accomplish basic tasks the first time they encounter the design?
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Efficiency Once users have learned the design, how quickly can they perform tasks?
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Efficiency Once users have learned the design, how quickly can they perform tasks?
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Memorability When users return to the design after a period of not using it, how easily can they reestablish proficiency?
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When users return to the design after a period of not using it, how easily can they reestablish proficiency?
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Memorability
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How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
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Errors
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How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
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Errors
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How pleasant is it to use the design?
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Satisfaction
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Usability • Usability is a quality attribute that assesses how easy user
interfaces are to use. • Five quality dimensions:
– Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?
– Efficiency: Once users have learned the design, how quickly can they perform tasks?
– Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?
– Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
– Satisfaction: How pleasant is it to use the design? – http://www.useit.com/
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Usability
• Quality = absence of problems – Discover usability problems and reduce their
frequency and severity – It can be measured
• Objective data (performance is measured by behavioural data, user observations)
• Subjective data (quality is estimated by the user, self-report, questionnaire or interview)
– Meeting specific usability criteria
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Hierarchy of consumer needs Jordan (2000) • Functionality = “a product will be useless if it
does not contain appropriate functionality, a product cannot be usable if it does not contain the functions necessary to perform the tasks for which it is needed”
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Hierarchy of consumer needs Jordan (2000) • Functionality = “a product will be useless if it does not contain
appropriate functionality, a product cannot be usable if it does not contain the functions necessary to perform the tasks for which it is needed”
• Usability = “once people had become used to having appropriate functionality they then wanted products that were easy to use”
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Hierarchy of consumer needs Jordan (2000) • Functionality = “a product will be useless if it does not contain
appropriate functionality, a product cannot be usable if it does not contain the functions necessary to perform the tasks for which it is needed”
• Usability = “once people had become used to having appropriate functionality they then wanted products that were easy to use”
• Pleasure = “having become used to usable products, it seems inevitable that people will soon want something more: […] products that bring not only functional benefits but also emotional ones”
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User experience
• The User Experience (UX) is a complex psychological response to the interaction with computing systems.
• This response is a consequence of – Individual predispositions of the user
(e.g., attitudes, motivations and needs) – Characteristics of the interactive system
(e.g., purpose, functionality and usability) – Contextual dependencies
(e.g., task and environment).
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User experience goals – Satisfying - Rewarding – Fun - Support creativity – Enjoyable - Emotionally fulfilling – Entertaining …and more – Helpful – Motivating – Aesthetically pleasing – Motivating – Enhancing sociability
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Examples - UX
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Examples - UX
mIRC
Skype
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User Experience
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Design metrics - UX • Usability
– Easy of use and efficiency • Aesthetics
– Sensorial experience generated by the look and feel of the interface and to the extent to which this experience matches individual preferences and goals.
• Symbolism – Meanings and associations elicited by a system. – As opposed to aesthetics which can be ‘visceral’,
symbolism requires cognitive processing (the individual recognizes a symbol and associate a meaning to it).
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User Experience • Positive
– Good design is more than absence of problems. – Add “extra value” to design (emotion, fun, personal
fulfillment)
• Holistic – Pragmatic qualities (traditional usability dimensions), – Hedonic qualities (non-task related, beauty,
challenge, stimulation and self-expression)
• Subjective – Usability focuses on performance and tasks: can be
objectively measured – Hedonic attributes relate to the user’s self which is
subject to deep variations among individuals.
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User-centred design
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identify needs / establish requirements
(re) design
build an interactive version
evaluate
final product
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User-centred design
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identify needs / establish requirements
(re) design
build an interactive version
evaluate
final product
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User-Centred Design 34
When do you evaluate?
• Formative evaluation – During design and development process – Inform design
• Summative evaluation – After design is deployed – Measure effectiveness – Check standards – Guide adoption decisions – Collect requirements for future systems
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User-Centred Design 35
Evaluation • Exploration – Conceptual design
– Assess what it would take for a design to fulfills users’ needs and likes – e.g., requirements
– Based on scenarios, storyboard • Development – Physical design
– Evaluate alternatives – Anticipate breakdowns
• Deployment – Upgrade subsequent versions – Continual improvement – Collect user requirements for future systems
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User-Centred Design 36
Overview of usability techniques
• observing users • asking users’ their opinions • asking experts’ their opinions • testing users’ performance • modeling users’ task performance
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3 main types of evaluation
• Analytical – expert based
• Usability studies – controlled tests with users
• Field studies – watch people while they spontaneously use the tools in their everyday life
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Key points
• Usability
• User-experience
• Different evaluation types
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At home
• Register your group
• (optional) How game design is related to interaction design, usability and user experience?
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