Welcome to COMP5427 Usability Engineering Judy Kay
(co-ordinator) Bob Kummerfeld
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OHS INDUCTION School of Information Technologies
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OHS INDUCTION Emergency Procedures & Evacuation Check for
any sign of immediate danger Shut down equipment Follow exit signs
in orderly fashion, to assembly areas, as indicated by wardens Do
not use lifts Emergency contact numbers Dial 0-000 (from internal
phone) and University Security on 9351-3333. First aid kit
available in kitchen area adjacent to Lab 110 in SIT Building.
3
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OHS INDUCTION General Housekeeping Use of Labs Keep work area
clean and orderly Remove trip hazards around desk area No food and
drink near machines No smoking permitted within University
buildings Do not unplug or move equipment without permission
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OHS INDUCTION WHS Contacts for School of IT First aid officer
in SIT Building is Will Calleja (1West) 9036 9706 Chief fire warden
in SIT Building is Greg Ryan (1 East) 9351 4360 Nearest medical
facility University Health Service in Level 3, Wentworth Building
Report incidents to: Katie Yang (Undergraduate), 9351 4918 Cecille
Faraizi (Postgraduate), 9351 6060 Shari Lee (School Manager), 9351
4158
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Pragmatics http://comp5427.usydhci.info/ Labs start week 2
Short tour: Notes: Course schedule cumulative Weekly homework
presented in lectures Readings (balanced to fit other work and
topics)
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The teaching team Judy Kay Computer Human Adapted Interaction
Group Research: personalisation, surface computing, technology for
education, lifelong learning, health and wellness Room 307, School
of IT Building, J12 Phone: 9351-4502
http://sydney.edu.au/engineering/it/~judy/
http://sydney.edu.au/engineering/it/~judy/
http://sydney.edu.au/engineering/people/judy.kay.php
http://sydney.edu.au/engineering/people/judy.kay.php Bob Kummerfeld
Computer Human Adapted Interaction Group Research: architectures
for user modelling and pervasive computing systems Room 310, School
of IT Building, J12 Phone: 9351-4777
http://sydney.edu.au/engineering/it/~bob/
http://sydney.edu.au/engineering/it/~bob/ Thushan Ganegedara PhD
student [email protected]> [email protected]
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Some examples of our research
http://www.cruiserinteractive.com.au/client- case-studies?id=2
http://www.cruiserinteractive.com.au/client- case-studies?id=2
http://www.cruiserinteractive.com.au/client- case-studies?id=4
http://www.cruiserinteractive.com.au/client- case-studies?id=4
http://www.cruiserinteractive.com.au/client- case-studies?id=7
http://www.cruiserinteractive.com.au/client- case-studies?id=7
http://chai.it.usyd.edu.au/Projects/DataMinin gForTabletop
http://chai.it.usyd.edu.au/Projects/DataMinin gForTabletop
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Textbook Hartson and Pyla Designer perspective Extensive
search. Big book but dont fear. Electronic? Best experience so far
on ipad - DL Reader, also tried Bluefire web version Very long and
wordy Do not fear! Reduces cross referencing More useful as
reference We focus on HCI broader view (cf. Usability Engineering)
Focus on required readings About the textbook We will also use
other readings for depth in the various forms of usability
engineering
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Class activity What do you expect to learn in this subject?
What would you like to learn in this subject and why? What are the
most relevant skills you bring to this subject? Why does all this
matter?
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What is usability?
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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? Usability 101: Introduction to Usability
by Jakob Nielsen on January 4, 2012Jakob Nielsen
http://www.nngroup.com/articles/usability-101-introduction-to-usability/
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Utility Usability and utility are equally important and
together determine whether something is useful Easy but useless?
Hard, but potentially valuable? Definition: Utility = whether it
provides the features you need. Definition: Usability = how easy
& pleasant these features are to use. Definition: Useful =
usability + utility. Usability 101: Introduction to Usability by
Jakob Nielsen on January 4, 2012Jakob Nielsen
http://www.nngroup.com/articles/usability-101-introduction-to-usability/
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User Experience (UX) Even more than usability Usability focuses
on performance User Experience Emotion, Heritage Fun, Style, Art
Branding, Reputation Political, social personal connections Beyond
just the device itself Service Design Blends: usability
engineering, software engineering, ergonomics, hardware
engineering, marketing, graphic design 14 2013 - Brad Myers
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15www.id-book.com User experience goals Desirable aspects
satisfyinghelpfulfun enjoyable motivatingprovocative
engagingchallengingsurprising pleasurableenhancing
sociabilityrewarding excitingsupporting creativityemotionally
fulfilling entertainingcognitively stimulating Undesirable aspects
boringunpleasant frustratingpatronizing making one feel
guiltymaking one feel stupid annoyingcutesy childishgimmicky
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Usability engineering. Systematic ways to tackle the task of
creating usable interfaces Methods Theory How to apply them A
process (p49 H&P) A checklist (in the hands of an expert)
Builds upon science Research studies Psychology Builds upon
practitioner research and experience
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17 Some Usability Methods Contextual Inquiry Contextual
Analysis (Design) Paper prototypes Think-aloud protocols Heuristic
Evaluation Affinity diagrams (WAAD) Personas Wizard of Oz Task
analysis Cognitive Walkthrough KLM and GOMS (CogTool) Video
prototyping Body storming Expert interviews A vs. B studies
Questionnaires Surveys Interaction Relabeling Log analysis Focus
groups Card sorting Diary studies Improvisation Use cases Scenarios
Cognitive Dimensions Speed Dating 2013 - Brad Myers
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And yet this is also Command line Do you use this much? If so
why, or why not? WIMP What is this? NUI What is it?
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Command line . NUI How deeply different are these? What are the
implications for the world you will encounter/create? For usability
engineering?
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User experience vs. usability The text treats user experience
as additional to usability Usability still essential It treats
usability is part of user experience Usability is pragmatic
component H&P aims to provide a broad foundation for all of
these aspects We will consider all the them, but focus on classic
usability
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What makes it hard to create usable interfaces that provide a
delightful user experience?
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It is hard to think like the users May need to understand the
domain And the context of use And what the user knows And what they
have experienced And how they will interpret the interface
elements, what they will see
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23 Specifications are always wrong "Only slightly more than 30%
of the code developed in application software development ever gets
used as intended by end-users. The reason for this statistic may be
a result of developers not understanding what their users need." --
Hugh Beyer and Karen Holtzblatt, "Contextual Design: A
Customer-Centric Approach to Systems Design, ACM Interactions,
Sep+Oct, 1997, iv.5, p. 62. 2013 - Brad Myers
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24 More reasons why it is difficult. Tasks and domains are
complex Word 1 (100 commands) vs. Word 2013 (>2000) MacDraw 1
vs. Illustrator BMW iDrive adjusts over 700 functions Existing
theories and guidelines are not sufficient Too specific and/or too
general Standard does not address all issues. Adding graphics can
make worse Pretty Easy to use Can t just copy other designs Legal
issues 2013 - Brad Myers
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25 More reasons why it is difficult. All UI design involves
tradeoffs: Standards (style guides, related products) Graphic
design (artistic) Technical writing (Documentation)
Internationalization Performance Multiple platforms (hardware,
browsers, etc.) High-level and low-level details External factors
(social issues) Legal issues Time to develop and test (time to
market) 2013 - Brad Myers
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Summary so far Defining usability And usability engineering And
aspects the text treats as additional to usability Reasons it is
hard to design usable interfaces
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The assignment This will run through the first half of the
semester inspiring and driving the learning Electronic text books,
and other e-books, have the potential to provide a very valuable
way for people to learn. We will study the usability of e-books,
with a particular focus on the class text.
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Live demonstration of online text Hartson and Pyla, The UX
Book: Process and Guidelines for Ensuring a Quality User
Experience. Elsevier, 2012.
http://opac.library.usyd.edu.au/record=b44150 45~S4
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Preliminary class activity What are the particular potential
advantages of an e-textbook? What are the particular potential
disadvantages? What are the tasks that a person needs to do when
then use an e-textbook?
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Homework Auto-ethnography: Identify 3 important tasks you want
to be able to do when you read an e- textbook. Use a post-it note
to write each task Read the parts of the class text, using an
electronic version of the book Try to do the tasks above Write a
set of post-it notes about the experience: what went well, not so
well, delightful. First step into more typical ethnography: Ask a
friend to repeat these three tasks (on just a small part of the
text) Record this too (put the details on a set of post-its, put on
ones that matched your experience, # for ones that did not Write a
draft concept statement for an e-textbook interface (see next
slide) Bring all the above to the next class
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System Concept Statement (H&P:96-7) 100 150 words Mission
statement for the system Needs care and we will refine it during
the next class See example in the text Important for this stage and
because we will refer to this example through the semester States
the following System name Target users What the system is intended
to do The problems the system should solve Aspects of the user
experience
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Overview of the approach H&P Chapter 2: The Wheel
2.2,pp53-5
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H&P Chapter 2, p53
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H&P Chapter 2, p54
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Mapping project parameters to process choices Copyright MKP.
All rights reserved. 35 H&P Chapter 2, p63
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The system complexity space Copyright MKP. All rights reserved.
36 H&P Chapter 2, p65
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H&P Chapter 2, p673- 4
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Key outcomes answers to: What is usability? What else matters?
What is usability engineering? Design versus science versus
engineering What are the four key elements? Who are the
professionals who focus on each? Why is it hard to create usable
interaction? The iterative processes to address this to engineer
usable systems: Why the processes are needed? How heavy weight,
according to the complexity? Who does which parts The challenge of
seeing the process in terms of the users..
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What is usability engineering? Hartson and Pyla: 1.3: From
usability to user experience 1.3.1-5, pp 9-12, 1.3.9 pp 19-21
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Readings Getting to the science you need to know And the
processes for doing HCI science that links with engineering
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Reading for Week 2: Usable security Akhawe, D., & Felt, A.
P. (2013, August). Alice in Warningland: A Large-Scale Field Study
of Browser Security Warning Effectiveness. In Usenix Security (pp.
257-272). What to do for next week: Read the paper Download
CMapTools http://cmap.ihmc.us/http://cmap.ihmc.us/ Create a concept
map that makes use of ~20 of the most important concepts Bring your
map to class [Be ready to store it on your groups BitBucket
site]
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https://en.wikipedia.org/wiki/Concept_map
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Homework summary Auto-ethnography More authentic ethnography
Bring post-its Tasks Your own experiences Others Reading on usable
security