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Fundamental principles
                 Of Usability and
               User Centered Design.




Specification and Analysis of Information Systems   Spring 2005   1
Agenda
• Introduction
• User Interface Design
      – GUI building blocks
      – GUI structures
• Usability
      – Good design / bad design
      – Usability levels
• User-centered design
      – Principles and ideals
      – The process




Intro | UI Design | Usability | User-centered   2
What is Usability?


     The effectiveness, efficiency, and
     satisfaction with which specified users
     can achieve specified goals in particular
     environments.

                                                ISO 9241 usability definition




Intro | UI Design | Usability | User-centered                                   3
Why is Usability Important?




            1. The fate of                      2. The Apple
               the world                            iPhone




Intro | UI Design | Usability | User-centered                  4
1. The Fate of the World

               The 2001 Florida Ballot Incident




      Bush won Florida by a 537-vote margin in official results




Intro | UI Design | Usability | User-centered                     5
The Florida Ballot




•      5,330 Palm Beach County residents invalidated their ballots by
       punching for Gore and Reform Party candidate Pat Buchanan.
•      Almost half of them were 65 or older and Democrats.


    Intro | UI Design | Usability | User-centered                       6
2. The Apple iPhone




Intro | UI Design | Usability | User-centered   7
Focus on Usability and Design




Intro | UI Design | Usability | User-centered   8
The implications of usability




Intro | UI Design | Usability | User-centered   9
Usability vs. Specification
            Initiation

        Requirement                             We design the user
                                                interface here
        Specification
                                                 We test them here
             Design

     Implementation

             Testing                               Is it too late?


Intro | UI Design | Usability | User-centered                        10
User Centered Design
            Initiation                          • Therefore, we need a crush
                                                  course in:
        Requirement                                – UI Design
                                                   – Usability principles
  UI Design + Testing
     Specification                                 – User-centered design
                                                • Note, these issues will be
             Design                               discussed in a very shallow
                                                  manner.
     Implementation                             • Each of these issues
                                                  deserve a course (actually,
             Testing                              in our faculty, there are two
                                                  courses on these issues).
                                                  Take them!

Intro | UI Design | Usability | User-centered                                     11
Agenda
• Introduction
• User interface design
   – GUI building blocks
   – GUI structures
• Usability
   – Good design / bad design
   – Usability levels
• User-centered design
   – Principles and ideals
   – The process




                                12
Basic Model of HCI


                                                         Computation



                                                input

                                                          Computer
                                                output




Intro | UI Design | Usability | User-centered                          13
Types of User Interfaces




    Graphical User                        Command Line   Voice activated
    Interface (GUI)                                        interfaces




Intro | UI Design | Usability | User-centered                              14
GUI Model


                                            input
                                                                  Computation
                                Keyboard : {I∈{A..Z, 1..0,...}}


                               Mouse : {x∈0..1024, y∈0..768}

                                                                   Computer

                                                output

                               Screen : {(x,y)∈Z2}



Intro | UI Design | Usability | User-centered                              15
GUI Components: Simple Input

    Text field                                  Button

      Enter Text                                         Click to Submit




   Text area                                    Link
       Enter Lots of text                                Link 1, link 2, link 3




• What is the type of information received by each input field?
• What’s the effect?

Intro | UI Design | Usability | User-centered                                     16
Simple GUI components: Choosers
        Combo box                               Slider

           Choose one




       Radio button                             Checkbox
              Option 1                                   Option 1

              Option 2                                   Option 2



• What is the difference between a radio button and a check
  box?
• What is the choice domain and the choice range of each
  component?

Intro | UI Design | Usability | User-centered                       17
Larger Constructs




                                                         Pages
                                                 (in Web-based systems)
                                                       Windows
                                                (in Desktop-based systems)


Intro | UI Design | Usability | User-centered                                18
Composing components

                                        Tabs


                                                 Areas of
                                                reference




                                                   List




Intro | UI Design | Usability | User-centered               19
Actions




                                                    Task



                                                    Context



                                                Consequences



Intro | UI Design | Usability | User-centered                 20
Designing Interface Elements (top-down)
                                                1. User flow: take the user
             Use Case                              aspect with the use-
                                                   case model
                                                2. Storyboard:
                                                   •   Find compositions of
                                                       actions / information
                                                   •   Find relations between
                                                       compositions
                                                1. Detailed view:
                                                   •   Refine each composition to
                                                       the component level
                                                1. Check and integrate

Intro | UI Design | Usability | User-centered                                   21
The use case model




Intro | UI Design | Usability | User-centered   22
User flow




• Integrate use-case scenarios from the user
  perspective

Intro | UI Design | Usability | User-centered   23
Storyboard
              Login Page

                Welcome Text                  Login Fields
                Blah blah blah Blah blah
                                               email
                blah Blah blah blah Blah
                blah blah Blah blah blah
                Blah blah blah Blah blah       password
                blah Blah blah blah Blah
                blah blah Blah blah blah
                Blah blah blah Blah blah               Submit
                blah

                                              Registration Links
                                                  Sign in
                                              Marketing Text




                          Conversations Page


                             LOGO                                                                      Sign-out

                                           Messages Pane
                                                                                                                  Message Managing page

           Show            Folders                                    Message
           folder                                      Info: from, when, subject, has attachment?
                                                       Actions: read, reply, replay, archive, delete


                                                                     Message
            show           Label
                           Filters
            labeled
                                                                     Message




Intro | UI Design | Usability | User-centered                                                                                             24
Detailed View




Intro | UI Design | Usability | User-centered   25
Agenda
• Introduction
• User interface design
   – GUI building blocks
   – GUI structures
• Usability
   – Good design / bad design
   – Usability levels
• User-centered design
   – Principles and ideals
   – The process




                                26
Good UI design vs. bad design




• What makes a good design different from a bad
  design?
• In order to answer this question we will define the
  concept of usability.

Intro | UI Design | Usability | User-centered           27
Which of these apps is easy to use?




Intro | UI Design | Usability | User-centered   28
Good design
• Recognizable
• Simple
• Clear purpose
• Learnable
• Safe
• Flexible
• Robust
• Good Metaphors
• ...



Intro | UI Design | Usability | User-centered   29
Recognizable interfaces




                                                Pretty, or smart, is not
                                                necessarily Usable


Intro | UI Design | Usability | User-centered                          30
Patterns
• Design patterns in HCI are a good way to explore
  suggestions for good design
• We would look at some patterns:
     –   Wizard (for simplicity)
     –   Contextual help (for learnable interface)
     –   Go back to a safe place
     –   Shortcuts (for flexible)
     –   Undo (for robustness)




Intro | UI Design | Usability | User-centered        31
Wizard
• Problem:
     – The user wants to
       achieve a single goal but
       several decisions need to
       be made.
• Solution:
     – Take the user through the
       entire task one step at
       the time.




Intro | UI Design | Usability | User-centered   32
Contextual Help
• Problem:
     – Users may need help
       regarding specific tasks,
       but would spend a lot of
       energy searching for it.
• Solution:
     – Place help in the context of
       the given task.




Intro | UI Design | Usability | User-centered   33
Computers can be SCARY
    Sometimes an innocent user gets into a state
    she don’t want to be in…
    And then, the terror!!!




Intro | UI Design | Usability | User-centered      34
Solution
• Provide a way to go back to a checkpoint of the
  user's choice.

       The "Home" button                        Clicking the Logo in
         and the “Back”                              Web sites




Intro | UI Design | Usability | User-centered                          35
Shortcuts
• Problem:
     – Power users need faster ways
       to execute operations than
       novice users
• Solution:
     – Create shortcuts for power
       operations, using keyboard,
       combinations, icons, special
       menus etc...




Intro | UI Design | Usability | User-centered   36
Undo
• Problem:
     – The user might regret executing some operation.
     – Asking the user for confirmation after executing each
       operation will make the interaction unusable.




• Solution:
     – Enable the user to undo her operations, after they were
       executed.




Intro | UI Design | Usability | User-centered                    37
Usability levels



                                          Component


                                           Application


                                                Project




Intro | UI Design | Usability | User-centered             38
Component Level
•   Familiar to use
•   Gives feedback
•   Reduces errors
•   Satisfies a given task
•   Readable
•   Self explaining




Intro | UI Design | Usability | User-centered   39
Application Level
•   Accessible
•   Gives sense of place
•   Easy to navigate in
•   Handles errors
•   Realistic Scenarios
•   Personalized




Intro | UI Design | Usability | User-centered   40
Project Level
•   Answers real needs
•   Answers current needs
•   Generates value
•   Communicate with all organization's units




Intro | UI Design | Usability | User-centered   41
Agenda
• Introduction
• User interface design
   – GUI building blocks
   – GUI structures
• Usability
   – Good design / bad design
   – Usability levels
• User-centered design
   – Principles and ideals
   – The process




                                42
User Centered Design
• The objective is to create
  a design process that                            Initiation
  would increase the                                                 UCD:
  usability of the product                       Requirement        User is
                                                                 involved here
• Three principles:
                                                 Specification
     – Finding the user’s context of
       the product
     – Iterative process, including                Design
       ongoing tests and revisions
     – Participatory Design - Users             Implementation
       become members of the                                       Classic:
                                                                    User is
       design team                                 Testing       involved here




Intro | UI Design | Usability | User-centered                              43
Where are the differences
• Requirements gathering stage:
     – Talk / view users
     – Identifying personas
• Specification stage:
     – Interface prototyping
     – Usability expert analysis
     – Heuristic Evaluation
• Design / Implementation
     – Usability Lab
     – Log Analysis




Intro | UI Design | Usability | User-centered   44
Requirements stage
• Talk to users
     – Interview them in order to
       discover user’s culture,
       requirements, expectations,
       etc.




• Watch the users
     – At work
     – See how they use their
       existing systems
     – See what they do not use


Intro | UI Design | Usability | User-centered   45
Identifying Personas
• Personas are
  hypothetical archetypes
  of actual users
• By identifying a small set
  of personas, we can:
     – make the users seem more
       real
     – Judge the importance of
       features
     – Look at the:
         • Usage frequency
         • Competency
                                                Taken from
         • ...                                  http://www.w3.org/WAI/redesign/personas


Intro | UI Design | Usability | User-centered                                             46
Evaluation at the requirements stage

 Focus Group
 The ideas of the new system are
 presented to a group of potential
 users.




 Cognitive Walkthrough
 The user “imagines” the system,
 by going with the interviewer
 through its stages and actions




Intro | UI Design | Usability | User-centered   47
Prototyping
• Brainstorm
                                                       Specification
• Rough interface design
• Application walkthrough




                       Low fidelity paper prototypes
Intro | UI Design | Usability | User-centered                      48
Prototyping – Intermediate Stages
• Fine tune interface design
• Screen design
• Heuristic evaluation and redesign
                                                               Design




                                  Medium fidelity prototypes
Intro | UI Design | Usability | User-centered                           49
Evaluation at the specification / design

 Usability Lab
 Testing the prototypes by actual
 users. Good for: finding
 unexpected problems and process
 refinement.



 Guided Walkthrough
 Guiding and questioning the users
 while they perform specific tasks.




Intro | UI Design | Usability | User-centered   50
Evaluation with the actual system
• Log analysis may be
  used to:
     – Identifying actual usage
       patterns
     – Effectiveness of processes,
       and components


• Benefits:
     – Real statistical information
     – Real-time information


                                                Taken from
                                                http://www.clickdensity.com



Intro | UI Design | Usability | User-centered                                 51
Summary
 Usability is important:
   – Changing the registration interface at eBay had increased
     success rate from 16% to 68%. Sales went up in 84M$.
 User interface design
   – Components, storyboard, maps
 Usability
   – Familiar, rules, patterns
 User-centered design
   – Involve the users
   – Evaluate early and often




                                                                 52
References
• Bad design:
   – http://homepage.mac.com/bradster/iarchitect/shame.htm
• Patterns:
   – http://www.welie.com/patterns/index.php
   – COMMON GROUND: A Pattern Language for Human-
     Computer Interface Design, Jenifer Tidwell,
     http://www.mit.edu/~jtidwell/common_ground_onefile.html
• Interaction Design:
   – User Interface Design, Prototyping, and Evaluation (UC
     Berkeley Extension Summer Engineering Institute)
     http://guir.berkeley.edu/courses/SummerHCI02/
   – http://www.interaction-design.org/
   – http://www.useit.com/

                                                               53

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Fundamental principles of Usability and User Centred Design

  • 1. Fundamental principles Of Usability and User Centered Design. Specification and Analysis of Information Systems Spring 2005 1
  • 2. Agenda • Introduction • User Interface Design – GUI building blocks – GUI structures • Usability – Good design / bad design – Usability levels • User-centered design – Principles and ideals – The process Intro | UI Design | Usability | User-centered 2
  • 3. What is Usability? The effectiveness, efficiency, and satisfaction with which specified users can achieve specified goals in particular environments. ISO 9241 usability definition Intro | UI Design | Usability | User-centered 3
  • 4. Why is Usability Important? 1. The fate of 2. The Apple the world iPhone Intro | UI Design | Usability | User-centered 4
  • 5. 1. The Fate of the World The 2001 Florida Ballot Incident Bush won Florida by a 537-vote margin in official results Intro | UI Design | Usability | User-centered 5
  • 6. The Florida Ballot • 5,330 Palm Beach County residents invalidated their ballots by punching for Gore and Reform Party candidate Pat Buchanan. • Almost half of them were 65 or older and Democrats. Intro | UI Design | Usability | User-centered 6
  • 7. 2. The Apple iPhone Intro | UI Design | Usability | User-centered 7
  • 8. Focus on Usability and Design Intro | UI Design | Usability | User-centered 8
  • 9. The implications of usability Intro | UI Design | Usability | User-centered 9
  • 10. Usability vs. Specification Initiation Requirement We design the user interface here Specification We test them here Design Implementation Testing Is it too late? Intro | UI Design | Usability | User-centered 10
  • 11. User Centered Design Initiation • Therefore, we need a crush course in: Requirement – UI Design – Usability principles UI Design + Testing Specification – User-centered design • Note, these issues will be Design discussed in a very shallow manner. Implementation • Each of these issues deserve a course (actually, Testing in our faculty, there are two courses on these issues). Take them! Intro | UI Design | Usability | User-centered 11
  • 12. Agenda • Introduction • User interface design – GUI building blocks – GUI structures • Usability – Good design / bad design – Usability levels • User-centered design – Principles and ideals – The process 12
  • 13. Basic Model of HCI Computation input Computer output Intro | UI Design | Usability | User-centered 13
  • 14. Types of User Interfaces Graphical User Command Line Voice activated Interface (GUI) interfaces Intro | UI Design | Usability | User-centered 14
  • 15. GUI Model input Computation Keyboard : {I∈{A..Z, 1..0,...}} Mouse : {x∈0..1024, y∈0..768} Computer output Screen : {(x,y)∈Z2} Intro | UI Design | Usability | User-centered 15
  • 16. GUI Components: Simple Input Text field Button Enter Text Click to Submit Text area Link Enter Lots of text Link 1, link 2, link 3 • What is the type of information received by each input field? • What’s the effect? Intro | UI Design | Usability | User-centered 16
  • 17. Simple GUI components: Choosers Combo box Slider Choose one Radio button Checkbox Option 1 Option 1 Option 2 Option 2 • What is the difference between a radio button and a check box? • What is the choice domain and the choice range of each component? Intro | UI Design | Usability | User-centered 17
  • 18. Larger Constructs Pages (in Web-based systems) Windows (in Desktop-based systems) Intro | UI Design | Usability | User-centered 18
  • 19. Composing components Tabs Areas of reference List Intro | UI Design | Usability | User-centered 19
  • 20. Actions Task Context Consequences Intro | UI Design | Usability | User-centered 20
  • 21. Designing Interface Elements (top-down) 1. User flow: take the user Use Case aspect with the use- case model 2. Storyboard: • Find compositions of actions / information • Find relations between compositions 1. Detailed view: • Refine each composition to the component level 1. Check and integrate Intro | UI Design | Usability | User-centered 21
  • 22. The use case model Intro | UI Design | Usability | User-centered 22
  • 23. User flow • Integrate use-case scenarios from the user perspective Intro | UI Design | Usability | User-centered 23
  • 24. Storyboard Login Page Welcome Text Login Fields Blah blah blah Blah blah email blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah password blah Blah blah blah Blah blah blah Blah blah blah Blah blah blah Blah blah Submit blah Registration Links Sign in Marketing Text Conversations Page LOGO Sign-out Messages Pane Message Managing page Show Folders Message folder Info: from, when, subject, has attachment? Actions: read, reply, replay, archive, delete Message show Label Filters labeled Message Intro | UI Design | Usability | User-centered 24
  • 25. Detailed View Intro | UI Design | Usability | User-centered 25
  • 26. Agenda • Introduction • User interface design – GUI building blocks – GUI structures • Usability – Good design / bad design – Usability levels • User-centered design – Principles and ideals – The process 26
  • 27. Good UI design vs. bad design • What makes a good design different from a bad design? • In order to answer this question we will define the concept of usability. Intro | UI Design | Usability | User-centered 27
  • 28. Which of these apps is easy to use? Intro | UI Design | Usability | User-centered 28
  • 29. Good design • Recognizable • Simple • Clear purpose • Learnable • Safe • Flexible • Robust • Good Metaphors • ... Intro | UI Design | Usability | User-centered 29
  • 30. Recognizable interfaces Pretty, or smart, is not necessarily Usable Intro | UI Design | Usability | User-centered 30
  • 31. Patterns • Design patterns in HCI are a good way to explore suggestions for good design • We would look at some patterns: – Wizard (for simplicity) – Contextual help (for learnable interface) – Go back to a safe place – Shortcuts (for flexible) – Undo (for robustness) Intro | UI Design | Usability | User-centered 31
  • 32. Wizard • Problem: – The user wants to achieve a single goal but several decisions need to be made. • Solution: – Take the user through the entire task one step at the time. Intro | UI Design | Usability | User-centered 32
  • 33. Contextual Help • Problem: – Users may need help regarding specific tasks, but would spend a lot of energy searching for it. • Solution: – Place help in the context of the given task. Intro | UI Design | Usability | User-centered 33
  • 34. Computers can be SCARY Sometimes an innocent user gets into a state she don’t want to be in… And then, the terror!!! Intro | UI Design | Usability | User-centered 34
  • 35. Solution • Provide a way to go back to a checkpoint of the user's choice. The "Home" button Clicking the Logo in and the “Back” Web sites Intro | UI Design | Usability | User-centered 35
  • 36. Shortcuts • Problem: – Power users need faster ways to execute operations than novice users • Solution: – Create shortcuts for power operations, using keyboard, combinations, icons, special menus etc... Intro | UI Design | Usability | User-centered 36
  • 37. Undo • Problem: – The user might regret executing some operation. – Asking the user for confirmation after executing each operation will make the interaction unusable. • Solution: – Enable the user to undo her operations, after they were executed. Intro | UI Design | Usability | User-centered 37
  • 38. Usability levels Component Application Project Intro | UI Design | Usability | User-centered 38
  • 39. Component Level • Familiar to use • Gives feedback • Reduces errors • Satisfies a given task • Readable • Self explaining Intro | UI Design | Usability | User-centered 39
  • 40. Application Level • Accessible • Gives sense of place • Easy to navigate in • Handles errors • Realistic Scenarios • Personalized Intro | UI Design | Usability | User-centered 40
  • 41. Project Level • Answers real needs • Answers current needs • Generates value • Communicate with all organization's units Intro | UI Design | Usability | User-centered 41
  • 42. Agenda • Introduction • User interface design – GUI building blocks – GUI structures • Usability – Good design / bad design – Usability levels • User-centered design – Principles and ideals – The process 42
  • 43. User Centered Design • The objective is to create a design process that Initiation would increase the UCD: usability of the product Requirement User is involved here • Three principles: Specification – Finding the user’s context of the product – Iterative process, including Design ongoing tests and revisions – Participatory Design - Users Implementation become members of the Classic: User is design team Testing involved here Intro | UI Design | Usability | User-centered 43
  • 44. Where are the differences • Requirements gathering stage: – Talk / view users – Identifying personas • Specification stage: – Interface prototyping – Usability expert analysis – Heuristic Evaluation • Design / Implementation – Usability Lab – Log Analysis Intro | UI Design | Usability | User-centered 44
  • 45. Requirements stage • Talk to users – Interview them in order to discover user’s culture, requirements, expectations, etc. • Watch the users – At work – See how they use their existing systems – See what they do not use Intro | UI Design | Usability | User-centered 45
  • 46. Identifying Personas • Personas are hypothetical archetypes of actual users • By identifying a small set of personas, we can: – make the users seem more real – Judge the importance of features – Look at the: • Usage frequency • Competency Taken from • ... http://www.w3.org/WAI/redesign/personas Intro | UI Design | Usability | User-centered 46
  • 47. Evaluation at the requirements stage Focus Group The ideas of the new system are presented to a group of potential users. Cognitive Walkthrough The user “imagines” the system, by going with the interviewer through its stages and actions Intro | UI Design | Usability | User-centered 47
  • 48. Prototyping • Brainstorm Specification • Rough interface design • Application walkthrough Low fidelity paper prototypes Intro | UI Design | Usability | User-centered 48
  • 49. Prototyping – Intermediate Stages • Fine tune interface design • Screen design • Heuristic evaluation and redesign Design Medium fidelity prototypes Intro | UI Design | Usability | User-centered 49
  • 50. Evaluation at the specification / design Usability Lab Testing the prototypes by actual users. Good for: finding unexpected problems and process refinement. Guided Walkthrough Guiding and questioning the users while they perform specific tasks. Intro | UI Design | Usability | User-centered 50
  • 51. Evaluation with the actual system • Log analysis may be used to: – Identifying actual usage patterns – Effectiveness of processes, and components • Benefits: – Real statistical information – Real-time information Taken from http://www.clickdensity.com Intro | UI Design | Usability | User-centered 51
  • 52. Summary  Usability is important: – Changing the registration interface at eBay had increased success rate from 16% to 68%. Sales went up in 84M$.  User interface design – Components, storyboard, maps  Usability – Familiar, rules, patterns  User-centered design – Involve the users – Evaluate early and often 52
  • 53. References • Bad design: – http://homepage.mac.com/bradster/iarchitect/shame.htm • Patterns: – http://www.welie.com/patterns/index.php – COMMON GROUND: A Pattern Language for Human- Computer Interface Design, Jenifer Tidwell, http://www.mit.edu/~jtidwell/common_ground_onefile.html • Interaction Design: – User Interface Design, Prototyping, and Evaluation (UC Berkeley Extension Summer Engineering Institute) http://guir.berkeley.edu/courses/SummerHCI02/ – http://www.interaction-design.org/ – http://www.useit.com/ 53