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CN5111 – Week 1: Lecture
Dr. Andres Baravalle
Timetable clash warning! (resit
students only)
• CN5111 clashes with CN6111
Enterprise Architecture
• If you are a Computing for Business
student please replace CN5111 with
CN5108 System Administration (lecture
starting at 11:00)
• If you are studying on a different
programme, please seek advise from your
programme leader.
3
Lecture content
• Module introduction (team, aims, learning
outcomes and structure)
• Module logistics
• Introduction to Usability Engineering
• Teaching schedule
• Measuring the user experience
Module introduction
Module team
• Andres Baravalle
5
Module aims
• To provide students with the knowledge
and understanding of the basic concepts
and principles of human factors in the
design of computer interfaces
6
Learning outcomes
• Knowledge
– Identify current research and practices in the development of
usable and accessible software systems
• Thinking skills
– Effectively evaluate the usability of software systems and make
appropriate design decisions
• Subject-based practical skills
– Embed usability in the software design process
• Skills for life and work (general skills)
– Read texts critically and be able to paraphrase, reference and
quote correctly
– Support own analysis with relevant theory
7
Module handbook
• Your handbook includes information on:
– Module organisation
– Learning support
– Reading and resource list
– Teaching schedule
– Assessment
• Please familiarise yourself with the
handbook!
8
Module logistics
Module organisation
• 2 hour lecture
• 2 hours practical/workshop
– Under normal circumstances, there will be no
breaks in the practical
10
Practical groups
• There is only one practical running
CN5111is a green module
• You will not receive a printed copy of your
handbook
• You will not receive printed notes/slides
• You will not have to hand in any printed work
and you will have a on-line submission
– Submission at the helpdesk will NOT be available
– You will receive on-line feedback for you assessment
(and will have the opportunity to receive personal
feedback)
Readings and resources for the
module
• The core text book for this module is
– Albert, W. and Tullis, T. (2013) Measuring The
User Experience: Collecting, Analyzing, And
Presenting UX metrics. 2 Edn. Morgan
Kaufmann.
• A list of recommended readings is
included in the Module specifications at
the end of your Module Handbook
Research based
• This module draws both on recent
research and on material developed for
the module itself
• Make sure that you read both the book
and the slides – and that you use them to
study
– The core text book, the teaching material and
the assignment are updated frequently
Research based (2)
Smith-Atakan, S. (2006) Human
Computer Interaction. 1st edn.
Sharp, H., Rogers, Y. and
Preece, Y. (2011) Interaction
design: beyond human-computer
interaction. 3rd edn.
Moodle
• Slides, teaching material, module
handbook are ALL on Moodle
• The teaching material on Moodle might be
updated during the semester
– Keep an eye for updated documentation
• The assignment will be released in week 2
16
Introduction to Usability
Engineering
Usability in context
• Usability is a wide research field that
involves researchers from different
disciplines such as:
– Communication Science, Psychology and
Sociology
– Computer Science and Engineering
– Human Computer Interaction and
Ergonomics.
18
Usability definitions: IEEE 90
• "The ease with which an user can learn to
operate, prepare inputs for, and
interpret outputs of a system or
component." (IEEE 90).
19
Usability definitions: ISO 9241
• "The 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).
20
Usability definitions: ISO 13407
• "The usability of an interface is a measure
of the effectiveness, efficiency and
satisfaction with which specified users
can achieve specified goals in a
particular environment with that
interface." (ISO 13407).
21
Usability definitions: summary
• The first definition stresses the "easy of use" of a system
and the actions that should be easily performed
(operating with a system, preparing input, interpreting
output).
• The second definition states that usability is not a
generic concept, but that it is specific to individual users
and contexts. It also clarifies that the goals for which a
product is used have to be achieved with effectiveness,
efficiency and satisfaction.
• The third definition is very similar to the second, but
stresses that usability is a measure of a condition, not a
static property of an artefact.
22
Usability definitions: summary
(2)
• The next slides focus on defining with
more accuracy the core terms used in the
usability definition(s):
– Interface
– Effectiveness
– Efficiency
– Satisfaction
Interface
• A interface is the means by which
interaction is achieved
– E.g. The keyboard is one of the possible
interfaces for a PC
24
Effectiveness
• Effectiveness: each user has a particular
goal to achieve when using an interface.
• Effectiveness measures if the expected
goals have been achieved and measures
the accuracy and completeness of the
specified goals.
25
Efficiency
• Efficiency: measures the effort necessary
to achieve the user’s goal and if it is
proportionate to the expected result.
26
Satisfaction
• Satisfaction: measures the pleasantness
of using a particular interface and if the
interface is suitable or not for the desired
goal.
27
Usability roots
• While it can be difficult to find the "first" usability study
we can find interests in usability that can be dated at
least to classic authors.
• Greek and Roman authors were already aware of the
problems related to Ergonomics, but we cannot find a
systematic exposition of the issues.
• The environment and its relation to worker health were
recognized as early as the fourth century BC when
Hippocrates noticed lead toxicity in the mining industry
28
Usability Roots: Bernardo
Ramazzini
• “The maladies that affect the clerks arise
from three causes: first, constant sitting;
secondly, incessant movement of the hand
and always in the same direction; and
thirdly, the strain on the mind.”
29
Usability Engineering
• Usability Engineering is the discipline that
focuses on implementing and assessing
the usability of an interface.
30
Teaching schedule
• See the handbook on Moodle
Measuring the user experience
• The next slides are based on the content
of your core text book
• Check your reading plan in the teaching
schedule!
This is a practical module!
• This modules aims to be a practical, how-
to guide about measuring the user
experience
What are user experience (UX)
metrics?
• A metric is a "system or standard of
measurement" (Oxford dictionary)
• We can say that something is longer,
taller, or faster because we are able to
measure or quantify some attribute of it,
such as distance, height, or speed.
– The process requires agreement on how to
measure these things, as well as a consistent
and reliable way of doing it
UX metrics
• UX metrics are based on a reliable system
of measurement
• Must be observable
• Require an aspect of the user experience
that is quantifiable
– It's normally related to the effectiveness,
efficiency or satisfaction of a user interacting
with an interface
UX metrics examples
• Quantitative:
– Time
– Key presses
– Number of errors
• Qualitative
– User satisfaction
– User enjoyment
• None measures usability directly!
36
Why UX metrics?
• Without the insight provided by metrics,
important business decisions may be
made based on incorrect assumptions,
“gut feelings” or hunches
– It’s fairly easy to spot some of the more
obvious usability issues, but it’s much harder
to estimate the size or magnitude of the
issues
Why UX metrics? (2)
• User experience metrics show:
– Whether you’re actually improving the user
experience from one version of a product to
the next
– How you compare to your competitors
Why UX metrics? (3)
• User experience metrics can help reveal
patterns that are difficult to see.
– For example, sometimes it’s difficult to see
small inefficiencies, such as the need to re-
enter user data
– Many small inefficiencies can eventually build
up to impact the user experience
More on metrics
• Metrics can be collected easily as part of a
normal iterative usability evaluation
• Reliable metrics can be collected as part
of normal testing
• UX metrics are useful for large and small
projects alike
• Well designed experiments can avoid
common noise effects (E.g. user went for
a cup of tea during the experiment)
More on metrics (2)
• Having data takes a lot of the guesswork
or gut feelings out of usability decisions
• Metrics are important for new and
established products alike
• There are metrics for most aspects you
think are crucial for your product –
including emotional response!
More on metrics (3)
• Metrics provide credibility to the team, the
product, and the design process
• Smaller sample sizes of 8 or 10
participants can still be meaningful

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Measuring the user experience

  • 1. CN5111 – Week 1: Lecture Dr. Andres Baravalle
  • 2. Timetable clash warning! (resit students only) • CN5111 clashes with CN6111 Enterprise Architecture • If you are a Computing for Business student please replace CN5111 with CN5108 System Administration (lecture starting at 11:00) • If you are studying on a different programme, please seek advise from your programme leader.
  • 3. 3 Lecture content • Module introduction (team, aims, learning outcomes and structure) • Module logistics • Introduction to Usability Engineering • Teaching schedule • Measuring the user experience
  • 6. Module aims • To provide students with the knowledge and understanding of the basic concepts and principles of human factors in the design of computer interfaces 6
  • 7. Learning outcomes • Knowledge – Identify current research and practices in the development of usable and accessible software systems • Thinking skills – Effectively evaluate the usability of software systems and make appropriate design decisions • Subject-based practical skills – Embed usability in the software design process • Skills for life and work (general skills) – Read texts critically and be able to paraphrase, reference and quote correctly – Support own analysis with relevant theory 7
  • 8. Module handbook • Your handbook includes information on: – Module organisation – Learning support – Reading and resource list – Teaching schedule – Assessment • Please familiarise yourself with the handbook! 8
  • 10. Module organisation • 2 hour lecture • 2 hours practical/workshop – Under normal circumstances, there will be no breaks in the practical 10
  • 11. Practical groups • There is only one practical running
  • 12. CN5111is a green module • You will not receive a printed copy of your handbook • You will not receive printed notes/slides • You will not have to hand in any printed work and you will have a on-line submission – Submission at the helpdesk will NOT be available – You will receive on-line feedback for you assessment (and will have the opportunity to receive personal feedback)
  • 13. Readings and resources for the module • The core text book for this module is – Albert, W. and Tullis, T. (2013) Measuring The User Experience: Collecting, Analyzing, And Presenting UX metrics. 2 Edn. Morgan Kaufmann. • A list of recommended readings is included in the Module specifications at the end of your Module Handbook
  • 14. Research based • This module draws both on recent research and on material developed for the module itself • Make sure that you read both the book and the slides – and that you use them to study – The core text book, the teaching material and the assignment are updated frequently
  • 15. Research based (2) Smith-Atakan, S. (2006) Human Computer Interaction. 1st edn. Sharp, H., Rogers, Y. and Preece, Y. (2011) Interaction design: beyond human-computer interaction. 3rd edn.
  • 16. Moodle • Slides, teaching material, module handbook are ALL on Moodle • The teaching material on Moodle might be updated during the semester – Keep an eye for updated documentation • The assignment will be released in week 2 16
  • 18. Usability in context • Usability is a wide research field that involves researchers from different disciplines such as: – Communication Science, Psychology and Sociology – Computer Science and Engineering – Human Computer Interaction and Ergonomics. 18
  • 19. Usability definitions: IEEE 90 • "The ease with which an user can learn to operate, prepare inputs for, and interpret outputs of a system or component." (IEEE 90). 19
  • 20. Usability definitions: ISO 9241 • "The 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). 20
  • 21. Usability definitions: ISO 13407 • "The usability of an interface is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment with that interface." (ISO 13407). 21
  • 22. Usability definitions: summary • The first definition stresses the "easy of use" of a system and the actions that should be easily performed (operating with a system, preparing input, interpreting output). • The second definition states that usability is not a generic concept, but that it is specific to individual users and contexts. It also clarifies that the goals for which a product is used have to be achieved with effectiveness, efficiency and satisfaction. • The third definition is very similar to the second, but stresses that usability is a measure of a condition, not a static property of an artefact. 22
  • 23. Usability definitions: summary (2) • The next slides focus on defining with more accuracy the core terms used in the usability definition(s): – Interface – Effectiveness – Efficiency – Satisfaction
  • 24. Interface • A interface is the means by which interaction is achieved – E.g. The keyboard is one of the possible interfaces for a PC 24
  • 25. Effectiveness • Effectiveness: each user has a particular goal to achieve when using an interface. • Effectiveness measures if the expected goals have been achieved and measures the accuracy and completeness of the specified goals. 25
  • 26. Efficiency • Efficiency: measures the effort necessary to achieve the user’s goal and if it is proportionate to the expected result. 26
  • 27. Satisfaction • Satisfaction: measures the pleasantness of using a particular interface and if the interface is suitable or not for the desired goal. 27
  • 28. Usability roots • While it can be difficult to find the "first" usability study we can find interests in usability that can be dated at least to classic authors. • Greek and Roman authors were already aware of the problems related to Ergonomics, but we cannot find a systematic exposition of the issues. • The environment and its relation to worker health were recognized as early as the fourth century BC when Hippocrates noticed lead toxicity in the mining industry 28
  • 29. Usability Roots: Bernardo Ramazzini • “The maladies that affect the clerks arise from three causes: first, constant sitting; secondly, incessant movement of the hand and always in the same direction; and thirdly, the strain on the mind.” 29
  • 30. Usability Engineering • Usability Engineering is the discipline that focuses on implementing and assessing the usability of an interface. 30
  • 31. Teaching schedule • See the handbook on Moodle
  • 32. Measuring the user experience • The next slides are based on the content of your core text book • Check your reading plan in the teaching schedule!
  • 33. This is a practical module! • This modules aims to be a practical, how- to guide about measuring the user experience
  • 34. What are user experience (UX) metrics? • A metric is a "system or standard of measurement" (Oxford dictionary) • We can say that something is longer, taller, or faster because we are able to measure or quantify some attribute of it, such as distance, height, or speed. – The process requires agreement on how to measure these things, as well as a consistent and reliable way of doing it
  • 35. UX metrics • UX metrics are based on a reliable system of measurement • Must be observable • Require an aspect of the user experience that is quantifiable – It's normally related to the effectiveness, efficiency or satisfaction of a user interacting with an interface
  • 36. UX metrics examples • Quantitative: – Time – Key presses – Number of errors • Qualitative – User satisfaction – User enjoyment • None measures usability directly! 36
  • 37. Why UX metrics? • Without the insight provided by metrics, important business decisions may be made based on incorrect assumptions, “gut feelings” or hunches – It’s fairly easy to spot some of the more obvious usability issues, but it’s much harder to estimate the size or magnitude of the issues
  • 38. Why UX metrics? (2) • User experience metrics show: – Whether you’re actually improving the user experience from one version of a product to the next – How you compare to your competitors
  • 39. Why UX metrics? (3) • User experience metrics can help reveal patterns that are difficult to see. – For example, sometimes it’s difficult to see small inefficiencies, such as the need to re- enter user data – Many small inefficiencies can eventually build up to impact the user experience
  • 40. More on metrics • Metrics can be collected easily as part of a normal iterative usability evaluation • Reliable metrics can be collected as part of normal testing • UX metrics are useful for large and small projects alike • Well designed experiments can avoid common noise effects (E.g. user went for a cup of tea during the experiment)
  • 41. More on metrics (2) • Having data takes a lot of the guesswork or gut feelings out of usability decisions • Metrics are important for new and established products alike • There are metrics for most aspects you think are crucial for your product – including emotional response!
  • 42. More on metrics (3) • Metrics provide credibility to the team, the product, and the design process • Smaller sample sizes of 8 or 10 participants can still be meaningful