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Efficient Experience            Break!        Collated Usability Principles, Guidelines, and Rules            Wrapping Up




      The User Experience
        from 30,000ft
            #comp33512
       Week 05 – Lectures 09/10


              Simon Harper
        University of Manchester



          Semester 2 – 2012/13
               last update: March 4, 2013

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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules             Wrapping Up




UX Pop Quiz



         1. Give an example of why Accessibility is for everyone.
         2. What is your view regarding ‘Combinatorial Impairment’ ?
         3. Pick an interface bridge and describe it.
         4. What is the relationship between effective and accessible
            design?
         5. What are the five main principles of effective design?




                                                                                              ...expanded in on pg. 137.



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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules            Wrapping Up




Efficient Experience


      Efficient, adj. and n.
      “Productive of effects; effective; adequately operative. The cause
      which makes effects to be what they are (esp. of a system or
      machine) achieving maximum productivity with minimum wasted
      effort or expense” OED – 1787 J. Barlow Oration July 4th.




                                                          ...expanded in ‘Principles of Efficient Experience’ (pg. 139)



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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules            Wrapping Up




Efficient Experience


      Efficient, adj. and n.
      “Productive of effects; effective; adequately operative. The cause
      which makes effects to be what they are (esp. of a system or
      machine) achieving maximum productivity with minimum wasted
      effort or expense” OED – 1787 J. Barlow Oration July 4th.
      Why Not Just Usability?
      Think of usability in more general terms; the more general terms
      of efficient use. The concept of usability is much broader than
      the narrow confines of it is often associated with.

                                                          ...expanded in ‘Principles of Efficient Experience’ (pg. 139)



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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules            Wrapping Up




Efficiency is for Everyone...




                                                                  Figure 50. ‘Modern Thermostat’; pg. 140

      Figure 48. ‘Nest Learning Thermostat’; pg. 139


                                                                    ...expanded in ‘Principles of Efficient Experience’ (pg. 139)



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Efficient Experience            Break!            Collated Usability Principles, Guidelines, and Rules            Wrapping Up




Efficiency is for Everyone...




                                                                  Figure 50. ‘Modern Thermostat’; pg. 140

      Figure 49. ‘Nest Thermostat Control’; pg. 140


                                                                   ...expanded in ‘Principles of Efficient Experience’ (pg. 139)



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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules            Wrapping Up




Consensus on Meaning

      Relationship of UX, ergonomics, or human factors to
      usability
         1. Some think of usability ‘. . . as the software specialisation of
            the larger topic of ergonomics’;
         2. Others view topics as tangential, with ergonomics focusing
            on physiological matters, and usability focusing on
            psychological matters; but
         3. Experts have written separate, but overlapping, frameworks
            for aspects of usability which should be taken into account
            when designing and building systems interfaces.

                                                          ...expanded in ‘Principles of Efficient Experience’ (pg. 139)



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Universal Design and Design for All!


      ‘Universality’ suggests
      ...to most UXers and engineers that the solutions they come up
      with must best fit most of the population most of the time.
      Many organisations follow the viewpoint that universal usability
      means design-for-all.


      “A focus on designing products so that they are usable by the
      widest range of people operating in the widest range of situations
      as is commercially practical”

                                                       ...expanded in ‘Universal Design and Design for All!’ (pg. 144)



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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules            Wrapping Up




Universal Design and Design for All!


      ‘Universality’ suggests
      ...to most UXers and engineers that the solutions they come up
      with must best fit most of the population most of the time.
      Many organisations follow the viewpoint that universal usability
      means design-for-all.


      “Thus, universal usability is more a function of keeping all of the
      people and all of the situations in mind and trying to create a
      product which is as flexible as commercially practical, so that it
      can accommodate the different users and situations.”
                                                       ...expanded in ‘Universal Design and Design for All!’ (pg. 144)



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Universal Design and Design for All!


      My Unconventional View
              By trying to address all user needs in one design the
              technologist is apt to address none;
              Making software usable is not just about a utilitarian view of
              software use, it is also about the personal choice of the user;
              Greater flexibility and configurability of both interfaces and
              interactions are the solution.




           ...expanded in: S. Harper. Is There Design-For-All? Universal Access in the Information Society, 6(1):111–113, 2007.



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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules            Wrapping Up


                                                                           ...expanded in ‘Usability Models’ (pg. 147)
Usability Models
      The Human Processor Model –Card, Moran, & Newell

              Calculate how long it takes to perform a certain task;
              Experimental times to calculate cognitive and motor
              processing time;
              Allows a system designer to predict the performance;
              Uses the cognitive, perceptual, and motor processors along
              with the visual image, working memory, and long term
              memory stores;
              Each processor has a cycle time and each memory has a
              decay time;
              Combining input pathways with cycle or decay times allows
              task completion time can be calculated; but...
      ...not very accurate, too many variables / confounding variables.
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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules            Wrapping Up


                                                                           ...expanded in ‘Usability Models’ (pg. 147)
Usability Models
      GOMS –Card, Moran, & Newell

             Goals are what the user intends to accomplish;
      Operators are actions that are performed to get to the goal;
        Methods are sequences of operators that accomplish a goal; and
        Selection rules are used to choose a from multiple methods.

              Specialisation of HPM;
              Reductionist - reduces a user’s interaction with a computer
              to their primary actions;
              Trying to reduce number of possible variables / confounding
              variables; but...
      ...expects users to follow logical routines and is not resilient to
      user unpredictability.
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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                           ...expanded in ‘Usability Models’ (pg. 147)
Usability Models – Keystroke Level Modelling (KLM)



      KLM –Card, Moran, & Newell, also Kieras

              More simplistic specialisation of GOMS;
              Amenable to Computation; i.e.
              CogTool - CMU http://cogtool.hcii.cs.cmu.edu.




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Efficient Experience            Break!          Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Usability Models – Keystroke Level Modelling (KLM)




                       ...from: Richards, Bellamy, John, Swart, Thomas (2010) Using CogTool to Model Programming Tasks.
                               Presented at the Psychology of Programming Work in Progress Workshop, Dundee, Scotland.


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Efficient Experience            Break!          Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Usability Models – Keystroke Level Modelling (KLM)




                       ...from: Richards, Bellamy, John, Swart, Thomas (2010) Using CogTool to Model Programming Tasks.
                               Presented at the Psychology of Programming Work in Progress Workshop, Dundee, Scotland.


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Efficient Experience            Break!          Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Usability Models – Keystroke Level Modelling (KLM)




                       ...from: Richards, Bellamy, John, Swart, Thomas (2010) Using CogTool to Model Programming Tasks.
                               Presented at the Psychology of Programming Work in Progress Workshop, Dundee, Scotland.


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Efficient Experience            Break!              Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Discussion Topics Coursework # 2


      13-Mar-2013 10:00AM (Deadline) 27-Mar-2013 10:00AM
      (Feedback)
      ‘Designing the Star User Interface’ (10 Marks) – the Star
      interface is really where all GUI interfaces began. It takes the user
      as a first and primary priority in the design and it is inconceivable
      that you do not have an awareness of these classic design
      principles as perspective computer science graduates.
      http://vimeo.com/kirbyferguson/everythingisaremix3
      D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface., BYTE, 7(4):
      242–282, 1982., URL http://www.guidebookgallery.org/articles/designingthestaruserinterface.




                                                                                      ...expanded in ‘Discussion Topics’ (pg. 19)



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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Let’s Have a Break!




  Back in 10 Minutes!


  Come see me now if you have
  Questions Regarding this Lecture!




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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Collated Usability Principles, Guidelines, and Rules




                                                                          ...expanded in ‘Collated Usability Principles’ (pg. 150)


                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Collated Usability Principles, Guidelines, and Rules




                                                                          ...expanded in ‘Collated Usability Principles’ (pg. 150)


                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Collated Usability Principles, Guidelines, and Rules




                                                                          ...expanded in ‘Collated Usability Principles’ (pg. 150)


                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Potted Principles of Efficient User Experience


                        ‘Stability’ Are the interactions stable?
                     ‘Scalability’ Does the interface and its data scale?
                      ‘Simplicity’ Is interface and interaction simplicity
                                    encouraged?
       ‘Situational Awareness’ Is perception of the interface facilitate decision
                                    making?
             ‘Self-Description’ Does your system describe itself to the user?
      ‘Progressive Disclosure’ Are the interface options presented a step at a
                                    time?
                    ‘Familiarity’ Is your system us ‘intuitive’ ?
                   ‘Learnability’ Are the interactions easy to learn?
                  ‘Consistency’ Does your system exhibit internal and external
                                    (OS) constancy?
                   ‘Robustness’ Is the system robust to errors?            ...onwards from pg. 153


                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Potted Principles of Efficient User Experience
      SSSADD FLCR                      ©
                      ‘Stability’ Are the interactions stable?
                   ‘Scalability’ Does the interface and its data scale?
                    ‘Simplicity’ Is interface and interaction simplicity
                                  encouraged?
      ‘Situational Awareness’ Is perception of the interface facilitate decision
                                  making?
            ‘Self-Description’ Does your system describe itself to the user?
      ‘Progressive Disclosure’ Are the interface options presented a step at a
                                  time?
                   ‘Familiarity’ Is your system us ‘intuitive’ ?
                  ‘Learnability’ Are the interactions easy to learn?
                 ‘Consistency’ Does your system exhibit internal and external
                                  (OS) constancy?
                  ‘Robustness’ Is the system robust to errors?           ...onwards from pg. 153


                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                                  ...expanded in ‘Interaction Stability’ (pg. 155)
Interaction Stability


      Questions to think about as you design your prototype:

              Are you able to resume interrupted actions?
              Are you able easily reverse an action, incorrectly taken?
              Are you able to understand your location in the interaction?
              Does your system recover well from an unexpected event?
              Does your interactions (including dialogs) exhibit stable
              non-cyclical behaviour and closure?




                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules              Wrapping Up


                                                                                  ...expanded in ‘Facilitate Scalability’ (pg. 157)
Facilitate Scalability
      Questions to think about as you design your prototype:

              Does your interface scale to handle larger datasets then
              envisaged etc?
              Does your system handle data and interaction within an
              acceptable time?
              Do complex actions scale up in terms of data and user
              requirements?
              Do your interfaces remain simple when information is being
              dynamically added?
              Can new functionality be added to your system without
              negatively impacting on its current interactions and
              interfaces?

                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                                  ...expanded in ‘Facilitate Simplicity’ (pg. 159)
Facilitate Simplicity


      Questions to think about as you design your prototype:

              Is your system presented simply?
              Are the interactive elements simple to understand and use?
              Can you understand the system behaviour without recourse
              to manuals of help systems?
              Does your system exploit natural interactive constrains?
              Is complexity hidden from the novice user?




                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                      ...expanded in ‘Facilitate Situational Awareness’ (pg. 159)
Facilitate Situational Awareness

      Questions to think about as you design your prototype:

              Does your system facilitate orientation both within the
              interface and within the interaction?
              Is orientation and navigation, around and through the
              interface (and interaction), easy?
              Is error handling simple? Is feedback informative?
              Are all components, needed for the interaction, visible?
              Do you maintain a single focus of interactive attention,
              without distractors?



                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                            ...expanded in ‘Facilitate Self-Description’ (pg. 158)
Facilitate Self-Description

      Questions to think about as you design your prototype:

              Is your system well documented?
              Is help present and informative?
              Is it possible to understand the program functionality without
              recourse to the manual?
              Is it possible to understand the interface, widgets, and
              interactivity without recourse to the manual?
              Is it possible to fully understand all dialogs, messages, and
              status’ ?



                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                     ...expanded in ‘Facilitate Progressive Disclosure’ (pg. 157)
Facilitate Progressive Disclosure

      Questions to think about as you design your prototype:

              Does your interface look overly complex? If so, simplify.
              Are there a lot of components displayed at one time? If so
              clean it.
              Are there a multitude of possible actions available to the
              user? If so focus on building one action for one interface
              element.
              Is there a tight logical hierarchy of actions?
              Is the user led along the interactive path?



                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules              Wrapping Up


                                                                                  ...expanded in ‘Facilitate Familiarity’ (pg. 154)
Facilitate Familiarity

      Questions to think about as you design your prototype:

              Does your system map real world concepts to the virtual
              world?
              Does your system use terms the user is familiar with
              (including Jargon)?
              Does the system work in familiar ways, with reference to
              itself and other comparable applications?
              Do you assuage ‘intuition’ for familiarity?
              Does your system use easily understandable (and therefore
              familiar) messages?


                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                                ...expanded in ‘Facilitate Learnability’ (pg. 156)
Facilitate Learnability


      Questions to think about as you design your prototype:

              Is your system behaviour predictable?
              Can users easily transit from novice to expert?
              Can you understand the system behaviour without recourse
              to manuals of help systems?
              How easy is it to learn any bespoke system functionality?
              Does your system facilitate self learning, and functionality
              investigation?




                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                                ...expanded in ‘Facilitate Consistency’ (pg. 153)
Facilitate Consistency


      Questions to think about as you design your prototype:

              Am my developing a consistent interface?
              Are the interactions consistent across the platform and
              development?
              Is my command and event structure universal across the
              development and platform?
              Am I following standards and best practice?
              Am I following the platform design guide?




                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!             Collated Usability Principles, Guidelines, and Rules             Wrapping Up


                                                                                 ...expanded in ‘Facilitate Robustness’ (pg. 156)
Facilitate Robustness


      Questions to think about as you design your prototype:

              Does your system recover well from an unexpected event?
              Are errors easily dealt with?
              Are incorrect user actions easily recoverable?
              Is the user-state saved between sessions in the event of a
              system failure?
              How does your system handle abnormal input?




                                       Collated Usability Principles, Guidelines, and
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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Pop Quiz for next week...



         1. What is the significance of the Xerox Star interface?
         2. What are the five main principles proposed by the Xerox Star
            team?
         3. What does GOMS stand for and what does it involve?
         4. What are the ten main principles of efficient design?
         5. How do these principles differ from Shneiderman’s rules?




                                                                                               ...expanded on pg. 163.



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Efficient Experience             Break!             Collated Usability Principles, Guidelines, and Rules              Wrapping Up




To Do for next week...



         1. Pop Quiz (pg. 163) Discuss Next Week; and
         2. Read your notes up to the end of ‘Self Assessment
            Questions’ (pg. 163)
         3.   D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface.,

              BYTE, 7(4):242–282, 1982., URL

              http://www.guidebookgallery.org/articles/designingthestaruserinterface.




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Efficient Experience            Break!   Collated Usability Principles, Guidelines, and Rules             Wrapping Up




Any Questions?




         Simon Harper 2.44 Kilburn Building
         0161 275 0599 (OR x50599)
         simon.harper@manchester.ac.uk
         Office Hours: Friday 14:00–18:00

                                                                          Figure 93. ‘Simon Harper –
                                                                          Your Mild-Mannered Course
                                                                          Tutor’; pg. 326



                                                                                    ...expanded in ‘Contact’ (pg. 326)



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UX from 30,000ft (COMP33512 - Lecture 9 & 10 - 2012/2013)

  • 1. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up The User Experience from 30,000ft #comp33512 Week 05 – Lectures 09/10 Simon Harper University of Manchester Semester 2 – 2012/13 last update: March 4, 2013 The User Experience from 30,000ft 1 / 27
  • 2. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up UX Pop Quiz 1. Give an example of why Accessibility is for everyone. 2. What is your view regarding ‘Combinatorial Impairment’ ? 3. Pick an interface bridge and describe it. 4. What is the relationship between effective and accessible design? 5. What are the five main principles of effective design? ...expanded in on pg. 137. The User Experience from 30,000ft 2 / 27
  • 3. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Efficient Experience Efficient, adj. and n. “Productive of effects; effective; adequately operative. The cause which makes effects to be what they are (esp. of a system or machine) achieving maximum productivity with minimum wasted effort or expense” OED – 1787 J. Barlow Oration July 4th. ...expanded in ‘Principles of Efficient Experience’ (pg. 139) The User Experience from 30,000ft Efficient Experience 3 / 27
  • 4. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Efficient Experience Efficient, adj. and n. “Productive of effects; effective; adequately operative. The cause which makes effects to be what they are (esp. of a system or machine) achieving maximum productivity with minimum wasted effort or expense” OED – 1787 J. Barlow Oration July 4th. Why Not Just Usability? Think of usability in more general terms; the more general terms of efficient use. The concept of usability is much broader than the narrow confines of it is often associated with. ...expanded in ‘Principles of Efficient Experience’ (pg. 139) The User Experience from 30,000ft Efficient Experience 3 / 27
  • 5. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Efficiency is for Everyone... Figure 50. ‘Modern Thermostat’; pg. 140 Figure 48. ‘Nest Learning Thermostat’; pg. 139 ...expanded in ‘Principles of Efficient Experience’ (pg. 139) The User Experience from 30,000ft Efficient Experience 4 / 27
  • 6. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Efficiency is for Everyone... Figure 50. ‘Modern Thermostat’; pg. 140 Figure 49. ‘Nest Thermostat Control’; pg. 140 ...expanded in ‘Principles of Efficient Experience’ (pg. 139) The User Experience from 30,000ft Efficient Experience 4 / 27
  • 7. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Consensus on Meaning Relationship of UX, ergonomics, or human factors to usability 1. Some think of usability ‘. . . as the software specialisation of the larger topic of ergonomics’; 2. Others view topics as tangential, with ergonomics focusing on physiological matters, and usability focusing on psychological matters; but 3. Experts have written separate, but overlapping, frameworks for aspects of usability which should be taken into account when designing and building systems interfaces. ...expanded in ‘Principles of Efficient Experience’ (pg. 139) The User Experience from 30,000ft Efficient Experience 5 / 27
  • 8. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Universal Design and Design for All! ‘Universality’ suggests ...to most UXers and engineers that the solutions they come up with must best fit most of the population most of the time. Many organisations follow the viewpoint that universal usability means design-for-all. “A focus on designing products so that they are usable by the widest range of people operating in the widest range of situations as is commercially practical” ...expanded in ‘Universal Design and Design for All!’ (pg. 144) The User Experience from 30,000ft Efficient Experience 6 / 27
  • 9. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Universal Design and Design for All! ‘Universality’ suggests ...to most UXers and engineers that the solutions they come up with must best fit most of the population most of the time. Many organisations follow the viewpoint that universal usability means design-for-all. “Thus, universal usability is more a function of keeping all of the people and all of the situations in mind and trying to create a product which is as flexible as commercially practical, so that it can accommodate the different users and situations.” ...expanded in ‘Universal Design and Design for All!’ (pg. 144) The User Experience from 30,000ft Efficient Experience 6 / 27
  • 10. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Universal Design and Design for All! My Unconventional View By trying to address all user needs in one design the technologist is apt to address none; Making software usable is not just about a utilitarian view of software use, it is also about the personal choice of the user; Greater flexibility and configurability of both interfaces and interactions are the solution. ...expanded in: S. Harper. Is There Design-For-All? Universal Access in the Information Society, 6(1):111–113, 2007. The User Experience from 30,000ft Efficient Experience 7 / 27
  • 11. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Usability Models’ (pg. 147) Usability Models The Human Processor Model –Card, Moran, & Newell Calculate how long it takes to perform a certain task; Experimental times to calculate cognitive and motor processing time; Allows a system designer to predict the performance; Uses the cognitive, perceptual, and motor processors along with the visual image, working memory, and long term memory stores; Each processor has a cycle time and each memory has a decay time; Combining input pathways with cycle or decay times allows task completion time can be calculated; but... ...not very accurate, too many variables / confounding variables. The User Experience from 30,000ft Efficient Experience 8 / 27
  • 12. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Usability Models’ (pg. 147) Usability Models GOMS –Card, Moran, & Newell Goals are what the user intends to accomplish; Operators are actions that are performed to get to the goal; Methods are sequences of operators that accomplish a goal; and Selection rules are used to choose a from multiple methods. Specialisation of HPM; Reductionist - reduces a user’s interaction with a computer to their primary actions; Trying to reduce number of possible variables / confounding variables; but... ...expects users to follow logical routines and is not resilient to user unpredictability. The User Experience from 30,000ft Efficient Experience 9 / 27
  • 13. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Usability Models’ (pg. 147) Usability Models – Keystroke Level Modelling (KLM) KLM –Card, Moran, & Newell, also Kieras More simplistic specialisation of GOMS; Amenable to Computation; i.e. CogTool - CMU http://cogtool.hcii.cs.cmu.edu. The User Experience from 30,000ft Efficient Experience 10 / 27
  • 14. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Usability Models – Keystroke Level Modelling (KLM) ...from: Richards, Bellamy, John, Swart, Thomas (2010) Using CogTool to Model Programming Tasks. Presented at the Psychology of Programming Work in Progress Workshop, Dundee, Scotland. The User Experience from 30,000ft Efficient Experience 10 / 27
  • 15. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Usability Models – Keystroke Level Modelling (KLM) ...from: Richards, Bellamy, John, Swart, Thomas (2010) Using CogTool to Model Programming Tasks. Presented at the Psychology of Programming Work in Progress Workshop, Dundee, Scotland. The User Experience from 30,000ft Efficient Experience 10 / 27
  • 16. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Usability Models – Keystroke Level Modelling (KLM) ...from: Richards, Bellamy, John, Swart, Thomas (2010) Using CogTool to Model Programming Tasks. Presented at the Psychology of Programming Work in Progress Workshop, Dundee, Scotland. The User Experience from 30,000ft Efficient Experience 10 / 27
  • 17. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Discussion Topics Coursework # 2 13-Mar-2013 10:00AM (Deadline) 27-Mar-2013 10:00AM (Feedback) ‘Designing the Star User Interface’ (10 Marks) – the Star interface is really where all GUI interfaces began. It takes the user as a first and primary priority in the design and it is inconceivable that you do not have an awareness of these classic design principles as perspective computer science graduates. http://vimeo.com/kirbyferguson/everythingisaremix3 D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface., BYTE, 7(4): 242–282, 1982., URL http://www.guidebookgallery.org/articles/designingthestaruserinterface. ...expanded in ‘Discussion Topics’ (pg. 19) The User Experience from 30,000ft Efficient Experience 11 / 27
  • 18. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Let’s Have a Break! Back in 10 Minutes! Come see me now if you have Questions Regarding this Lecture! The User Experience from 30,000ft Break! 12 / 27
  • 19. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Collated Usability Principles, Guidelines, and Rules ...expanded in ‘Collated Usability Principles’ (pg. 150) Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 13 / 27
  • 20. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Collated Usability Principles, Guidelines, and Rules ...expanded in ‘Collated Usability Principles’ (pg. 150) Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 13 / 27
  • 21. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Collated Usability Principles, Guidelines, and Rules ...expanded in ‘Collated Usability Principles’ (pg. 150) Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 13 / 27
  • 22. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Potted Principles of Efficient User Experience ‘Stability’ Are the interactions stable? ‘Scalability’ Does the interface and its data scale? ‘Simplicity’ Is interface and interaction simplicity encouraged? ‘Situational Awareness’ Is perception of the interface facilitate decision making? ‘Self-Description’ Does your system describe itself to the user? ‘Progressive Disclosure’ Are the interface options presented a step at a time? ‘Familiarity’ Is your system us ‘intuitive’ ? ‘Learnability’ Are the interactions easy to learn? ‘Consistency’ Does your system exhibit internal and external (OS) constancy? ‘Robustness’ Is the system robust to errors? ...onwards from pg. 153 Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 14 / 27
  • 23. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Potted Principles of Efficient User Experience SSSADD FLCR © ‘Stability’ Are the interactions stable? ‘Scalability’ Does the interface and its data scale? ‘Simplicity’ Is interface and interaction simplicity encouraged? ‘Situational Awareness’ Is perception of the interface facilitate decision making? ‘Self-Description’ Does your system describe itself to the user? ‘Progressive Disclosure’ Are the interface options presented a step at a time? ‘Familiarity’ Is your system us ‘intuitive’ ? ‘Learnability’ Are the interactions easy to learn? ‘Consistency’ Does your system exhibit internal and external (OS) constancy? ‘Robustness’ Is the system robust to errors? ...onwards from pg. 153 Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 14 / 27
  • 24. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Interaction Stability’ (pg. 155) Interaction Stability Questions to think about as you design your prototype: Are you able to resume interrupted actions? Are you able easily reverse an action, incorrectly taken? Are you able to understand your location in the interaction? Does your system recover well from an unexpected event? Does your interactions (including dialogs) exhibit stable non-cyclical behaviour and closure? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 15 / 27
  • 25. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Scalability’ (pg. 157) Facilitate Scalability Questions to think about as you design your prototype: Does your interface scale to handle larger datasets then envisaged etc? Does your system handle data and interaction within an acceptable time? Do complex actions scale up in terms of data and user requirements? Do your interfaces remain simple when information is being dynamically added? Can new functionality be added to your system without negatively impacting on its current interactions and interfaces? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 16 / 27
  • 26. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Simplicity’ (pg. 159) Facilitate Simplicity Questions to think about as you design your prototype: Is your system presented simply? Are the interactive elements simple to understand and use? Can you understand the system behaviour without recourse to manuals of help systems? Does your system exploit natural interactive constrains? Is complexity hidden from the novice user? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 17 / 27
  • 27. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Situational Awareness’ (pg. 159) Facilitate Situational Awareness Questions to think about as you design your prototype: Does your system facilitate orientation both within the interface and within the interaction? Is orientation and navigation, around and through the interface (and interaction), easy? Is error handling simple? Is feedback informative? Are all components, needed for the interaction, visible? Do you maintain a single focus of interactive attention, without distractors? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 18 / 27
  • 28. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Self-Description’ (pg. 158) Facilitate Self-Description Questions to think about as you design your prototype: Is your system well documented? Is help present and informative? Is it possible to understand the program functionality without recourse to the manual? Is it possible to understand the interface, widgets, and interactivity without recourse to the manual? Is it possible to fully understand all dialogs, messages, and status’ ? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 19 / 27
  • 29. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Progressive Disclosure’ (pg. 157) Facilitate Progressive Disclosure Questions to think about as you design your prototype: Does your interface look overly complex? If so, simplify. Are there a lot of components displayed at one time? If so clean it. Are there a multitude of possible actions available to the user? If so focus on building one action for one interface element. Is there a tight logical hierarchy of actions? Is the user led along the interactive path? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 20 / 27
  • 30. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Familiarity’ (pg. 154) Facilitate Familiarity Questions to think about as you design your prototype: Does your system map real world concepts to the virtual world? Does your system use terms the user is familiar with (including Jargon)? Does the system work in familiar ways, with reference to itself and other comparable applications? Do you assuage ‘intuition’ for familiarity? Does your system use easily understandable (and therefore familiar) messages? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 21 / 27
  • 31. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Learnability’ (pg. 156) Facilitate Learnability Questions to think about as you design your prototype: Is your system behaviour predictable? Can users easily transit from novice to expert? Can you understand the system behaviour without recourse to manuals of help systems? How easy is it to learn any bespoke system functionality? Does your system facilitate self learning, and functionality investigation? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 22 / 27
  • 32. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Consistency’ (pg. 153) Facilitate Consistency Questions to think about as you design your prototype: Am my developing a consistent interface? Are the interactions consistent across the platform and development? Is my command and event structure universal across the development and platform? Am I following standards and best practice? Am I following the platform design guide? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 23 / 27
  • 33. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up ...expanded in ‘Facilitate Robustness’ (pg. 156) Facilitate Robustness Questions to think about as you design your prototype: Does your system recover well from an unexpected event? Are errors easily dealt with? Are incorrect user actions easily recoverable? Is the user-state saved between sessions in the event of a system failure? How does your system handle abnormal input? Collated Usability Principles, Guidelines, and The User Experience from 30,000ft Rules 24 / 27
  • 34. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Pop Quiz for next week... 1. What is the significance of the Xerox Star interface? 2. What are the five main principles proposed by the Xerox Star team? 3. What does GOMS stand for and what does it involve? 4. What are the ten main principles of efficient design? 5. How do these principles differ from Shneiderman’s rules? ...expanded on pg. 163. The User Experience from 30,000ft Wrapping Up 25 / 27
  • 35. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up To Do for next week... 1. Pop Quiz (pg. 163) Discuss Next Week; and 2. Read your notes up to the end of ‘Self Assessment Questions’ (pg. 163) 3. D. C. Smith, C. Irby, R. Kimball, B. Verplank, and E. Harslem., Designing the star user interface., BYTE, 7(4):242–282, 1982., URL http://www.guidebookgallery.org/articles/designingthestaruserinterface. The User Experience from 30,000ft Wrapping Up 26 / 27
  • 36. Efficient Experience Break! Collated Usability Principles, Guidelines, and Rules Wrapping Up Any Questions? Simon Harper 2.44 Kilburn Building 0161 275 0599 (OR x50599) simon.harper@manchester.ac.uk Office Hours: Friday 14:00–18:00 Figure 93. ‘Simon Harper – Your Mild-Mannered Course Tutor’; pg. 326 ...expanded in ‘Contact’ (pg. 326) The User Experience from 30,000ft Wrapping Up 27 / 27