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Mobile Usability

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Mobile Usability tools and practices for non-usability experts programmers

Publicada em: Celular
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Mobile Usability

  1. 1. MOBILE USABILITYUFBA, MARCH 16th 2016
  2. 2. THIAGO COLARES @thicolares agilize.com.br
  3. 3. USABILITY is a quality attribute that assesses how easy user interfaces are to use. Jakob Nielsen
  4. 4. 5 COMPONENTS
  5. 5. LEARNABILITY Easy since in the first time on design?
  6. 6. EFFICIENCY After learning, how quickly can users perform tasks?
  7. 7. MEMORABILITY Returning to the design, how easily is to reestablish the proficiency?
  8. 8. ERRORS Does users make many errors? Is it easy to recover from the errors?
  9. 9. SATISFACTION How pleasant is to use the design?
  10. 10. MOBILE IS A UNIQUE AND DIFFERENT MEDIUM. FOCUS ON WHAT IT CAN DO WELL.
  11. 11. MOBILE HAS A SMALL SCREEN
  12. 12. DIFFERENT ENVIRONMENTS AND SCREEN SIZES http://blog.fluidui.com/design-retrospective-1-performance-screen-resolutions-and-the-fluid-ui-camera/
  13. 13. MULTI-TASK IS HARD AND EASY TO GET LOST http://blog.fluidui.com/design-retrospective-1-performance-screen-resolutions-and-the-fluid-ui-camera/
  14. 14. CONTEXT MATTERS
  15. 15. SENSORS http://techpinions.com/wp-content/uploads/2014/04/BlW86f-CQAEtpWa.png-large.png
  16. 16. LIMITED BATTERY INCONSISTENT NETWORK ACCESS UNPREDICTABLE CONTEXTS OF USE HIGHLY PERSONAL
  17. 17. USABILITY ENGINEERING LIFECYCLE
  18. 18. 1. NEEDFINDING 2. DESIGN 3. PROTOTYPE 4. EVALUATION
  19. 19. USABILITY ENGINEERING LIFECYCLE
  20. 20. 1. NEEDFINDING To identify user requirements and problems. Profile Users, Task Analysis.
  21. 21. PERSONAS
  22. 22. WHAT? USER ARCHETYPE GUIDE DECISIONS REPRESENTS ACTUAL USERS BEHAVIOR PATTERNS USERS' NEEDS AND TAKS
  23. 23. WHY? CONSENSUS ON USERS NEEDS SUPPORTS FOCUS ON USER EXEMPTS USER'S PRESENCE
  24. 24. TIPS BETWEEN 3 AND 7 PERSONAS MAIN AND SECONDARY
  25. 25. HOW? QUANTITATIVE OR QUALITATIVE RESEARCH INTERVIEWS MERGE FINDINGS
  26. 26. CARDING SORTING
  27. 27. AVOID TALKING ABOUT USERS' RELATIONSHIP WITH SOFTWARE
  28. 28. USERS BEND THE TRUTH
  29. 29. USERS TELL WHAT THEY REMEMBER DOING
  30. 30. USERS RATIONALIZE THEIR BEHAVIOR
  31. 31. USERS MISPREDICT THEY MAY DO IN THE FUTURE
  32. 32. FOCUS ON THEIR NEEDS
  33. 33. OR WATCH WHAT PEOPLE ACTUALLY DO
  34. 34. USER'S GOALS AND HOW THEY CURRENTLY APPROACH THEIR TASKS
  35. 35. EFFECTIVE USER'S STRATEGIES AND WORK AROUNDS
  36. 36. WEAKNESSES OF THE CURRENT SITUATION
  37. 37. 1. NEEDFINDING 2. DESIGN 3. PROTOTYPE 4. EVALUATION
  38. 38. THINKING AHEAD Setting usability goals.
  39. 39. MODEL OF USABILITY MEASUREMENT
  40. 40. LEARNABILITY Measure how long novice users take to perform certain tasks.
  41. 41. EFFICIENCY Measure how long experienced users take to perform certain tasks.
  42. 42. MEMORABILITY Measure how long casual users take to perform certain tasks.
  43. 43. ERRORS Count how many errors are made by users while performing tasks.
  44. 44. SATISFACTION Try standardized usability questionnaires after each usability test.
  45. 45. USABILITY HEURISTICS OLD, BUT GOLD
  46. 46. RULES OF THUMB FLEXIBLES ~10 GENERAL PRINCIPLES NO USER NEEDED CHEAP AND VALUABLE TOOL
  47. 47. 1 VISIBILITY OF SYSTEM STATUS
  48. 48. 2 MATCH BETWEEN SYSTEM AND THE REAL WORLD
  49. 49. 3 USER CONTROL AND FREEDOM
  50. 50. 4 CONSISTENCY AND STANDARDS
  51. 51. 5 ERROR PREVENTION
  52. 52. 6 RECOGNITION RATHER THAN RECALL
  53. 53. 7 FLEXIBILITY AND EFFICIENCY OF USE
  54. 54. 8 AESTHETIC AND MINIMALIST DESIGN
  55. 55. 9 HELP USERS RECOGNIZE, DIAGNOSE, AND RECOVER FROM ERRORS
  56. 56. 10 HELP AND DOCUMENTATION
  57. 57. 1. NEEDFINDING 2. DESIGN 3. PROTOTYPE 4. EVALUATION
  58. 58. ITERATIVE DESIGN PARALLEL DESIGN COMPETITIVE TESTING
  59. 59. TO TRY (AND TEST) MULTIPLE DESIGN IDEAS
  60. 60. https://www.nngroup.com/articles/parallel-and-iterative- design/
  61. 61. AT LEAST 2 ITERATIONS (3 VERSIONS)
  62. 62. PROS: LINEAR PROGRESSION AS MANY ITERATIONS AS YOUR BUDGET ALLOWS
  63. 63. CONS: LOCAL MAXIMUM (RATHER THEN DISCOVERING OTHERS POSSIBILITIES)
  64. 64. https://www.nngroup.com/articles/parallel-and-iterative- design/
  65. 65. MERGING IF MORE EFFECTIVE THAN CHOOSING A WINNER
  66. 66. AFTER MERGING AND ITERATING, MEASURED USABILITY WAS 152% HIGHER THAN THE AVERAGE OF THE ORIGINAL DESIGNS.
  67. 67. COMPETITIVE DESIGN http://uniquemobiledesigns.com/wp-
  68. 68. SIMILAR AS PARALLEL DON'T SPEND RESOURCES CREATING EARLY DESIGN ALTERNATIVES
  69. 69. PATTERNS Navigations, forms, anti-patterns
  70. 70. SIGN IN FORM
  71. 71. ANTI-PATTERNS: IDIOT BOXES
  72. 72. ANTI-PATTERNS: CHART JUNK
  73. 73. 1. NEEDFINDING 2. DESIGN 3. PROTOTYPE 4. EVALUATION
  74. 74. FOR THINGS THAT ARE HARD TO PREDICT QUICKLY FEEDBACK LOW COSTS
  75. 75. PROTOTYPE PROTOTYPES: 1 LOOK AND FEEL 2 IMPLEMENTATION 3 ROLE
  76. 76. THE WISE MAN LEARNS FROM THE MISTAKES OF OTHERS: TEST EXISTENT PRODUCTS.
  77. 77. PAPER PROTOTYPING TIPS
  78. 78. http://media.netmagazine.futurecdn.net/files/images/2012/6/7171789134_08da5a27e9_o.jpg, farm3.static.flickr.com/2544/3962381215_e230510296.jpg, www.taniaschlatter.com/wp- content/uploads/2011/05/Tania-Schlatter-10.jpg, iwataasks.nintendo.com/_ui/images/wiiu/miiverse/vol2/slide001.jpg
  79. 79. 1. NEEDFINDING 2. DESIGN 3. PROTOTYPE 4. EVALUATION
  80. 80. USABILITY TEST
  81. 81. 1. GET HOLD OF SOME REPRESENATIVE USERS 2. ASK THEM TO PERFORM TASKS 3. OBSERVE WHAT THEY DO
  82. 82. 5 USERS IS ENOUGH CONSENT TERMS THINK-ALOUT PROTOCOL TAKE NOTES RECORD AUDIO AND VIDEO GIVE THANKS
  83. 83. https://www.mrtappy.com/product/
  84. 84. WE'RE HIRING contato@agilize.com.br
  85. 85. DANKE SEHR!
  86. 86. REFERENCES 1. “Usability 101: Introduction to Usability”, Jakob Nielsen’s Alertbox: January 4, 2012 (http://www.nngroup.com/articles/usability-101-introduction-to-usability/) 2. Jakob Nielsen. 1992. The Usability Engineering Life Cycle. Computer 25, 3 (March 1992), 12-22. DOI=10.1109/2.121503 http://dx.doi.org/10.1109/2.121503 (http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=121503) 3. Human-Computer Interaction lectures by Scott Klemmer, from Stanford Online Course, at http://coursera.org (2012) 4. Mobile Prototyping Essentials Workshop, by Rachel Hinman (see more: http://www.slideshare.net/Rachel_Hinman) 5. Parallel & Iterative Design + Competitive Testing = High Usability, Jakob Nielsen’s Alertbox: January 18, 2011, 6. “An Overview of Expert Heuristic Evaluations”, http://www.uxmatters.com/mt/archives/2014/06/an-overview-of-expert-heuristic- evaluations.php
  87. 87. VENT UP! 1.7 reasons why you can’t sell usability, and what to do about it http://www.usefulusability.com/7-reasons-why-you-can%E2%80%99t-sell- usability/ 2.Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies), Bill Buxtonhttp://www.amazon.com/Sketching- User-Experiences-Interactive-Technologies/dp/0123740371 3.UsabilityGeek (Justin Mifsud) http://usabilitygeek.com/ 4.Mobile Design Pattern Gallery: UI Patterns for Mobile Applications, by Theresa Neil, 284 pages, O'Reilly Media (March 13, 2012) ISBN-10: 1449314325,I SBN-13: 978-1449314323 5.Universal Principles of Design, by William Lidwell, Kritina Holden and Jill Butler, Hardcover: 216 pages, Rockport Publishers (October 1, 2003), English, ISBN-10: 1592530079, ISBN-13: 978-1592530076

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