Transcript Document
Usability &
User Interface Design
What is Usability? More than...
Being ‘user-friendly’
Specifying fonts
Specifying colour
schemes
‘User testing’.
Finding Information
Users can only find information 42% of the time
– Jared Spool
62% of web shoppers give up looking for the item they want to buy
online
– Zona Research
50% of the potential sales from a site are lost because people
cannot find the item they are looking for
– Forrester Research
Reasons for Failure
49% of sites do not comply with simple usability
principles
– Forrester Research
Only 24% of internet companies conduct usability testing
– Forrester Research
90% of sites have poor usability
– Jakob Nielsen
So - What is Usability?
ISO defines usability in terms of supporting users in carrying out tasks
efficiently, effectively, and satisfactorily.
Efficiency - an appropriate level of resources is required
Effectiveness - the task is completed to an appropriate quality
Satisfaction - the user experiences satisfaction in doing the work
If users can’t complete their tasks efficiently and effectively, the system is
faulty
‘If I can’t use it, it’s broken’
In the Internet arena, usability is crucial. Many potential customers are
simply unable to complete purchasing decisions because the process is
too complex.
User Experience Goals
Fun
Satisfying
Emotionally
fullfilling
Efficient to
use
enjoyable
Effective
to use
Easy to
remember
Rewarding
Usability
Goals
Entertaining
Easy to
learn
Safe to
use
Supportive of
creativity
Have good
utility
Aesthetically
pleasing
helpful
Motivating
Software Quality & Usability
Software Quality: The extent to which a software product
exhibits these characteristics
Functionality
Reliability
Usability
Efficiency
Maintainability
Portability
Some usability principles (‘heuristics’)
Navigation – I can find my way around
Functionality – I can do what I need to
Control – I’m in charge
Language – I understand the terminology
Help & support – I can get help when I need it
Feedback – I know what the system is doing
Consistency – I don’t have to learn new tricks
Errors – Mistakes are hard to make, easy to correct
Visual clarity – I can recognize things and the design is clear and
appealing.
Benefits
Like any quality activity, benefits are hard to quantify
for an individual project
There is ample research that supports incorporation
of usability activities as a cost-reduction mechanism
Typical figures quoted are a benefit of between 10:1
and 100:1 (that is, a saving of between $10 and $100
for every dollar spent).
What benefits can usability
provide?
Increased productivity for users
Increased usage levels
Reduced training and documentation costs
Reduced support costs
Reduced development time and cost
Minimisation of re-development and other postrelease work.
Costs
Conducting usability activities does
represent a cost
Many organisations:
overestimate
the cost of usability
underestimate their own capability in the area
underestimate the risks associated with
usability problems.
Barriers to embracing usability
Lack of knowledge about what usability means
Lack of knowledge about usability techniques
Tight delivery schedules
A feeling that ‘We already know what users want’ and that ‘Our
system is intuitive’
Perception that usability is expensive
Perception that usability activities are too hard to conduct
The optional nature of usability activities.
The trouble with Users
Any developer can tell you that users are lazy,
demanding, careless and incompetent
In particular, developers are often frustrated that so
many users apparently lack ‘computer literacy’
Some day we’ll hook up all the machines and eliminate
the middle-man
What can we do in the meantime? There are some
common strategies...
First strategy - Wait for them to
die
Strategy flaws
New ‘bad’ users will replace them
There will always be some users who are
new to the current generation of
technology.
Second strategy - Wait for the superuser to
evolve
Strategy flaws
No noticeable recent evolutionary leaps
Expert users are even less forgiving of
usability problems than novices...
… so we have to deal with the users we’ve
got.
Third strategy - Educate them
Strategy flaw
Designing usable systems - 3
phases
Analysis - Understand the users and their
tasks
Design - Apply this understanding during
design activities
Evaluate - Validate design decisions to
see whether people can actually use the
system.
Analysis
Analysis - Understanding the
User
Who will use the system?
What are their characteristics - age,
education, language, motivation, domain
knowledge, knowledge of computers?
It is important that the development team
have a realistic view of the users.
Analysis - Understanding the
user’s tasks
How do people currently conduct the task?
What is the context of use?
What issues exist?
What changes would users like?
Questions to Ask
Do you understand your users?
Do you understand the medium?
Do you understand technologies?
Do you have commitment?
Personas
“Hypothetical Archetypes”
Archetype: (American Heritage Dictionary)
An original model or type after which other similar things are
patterned; a prototype
An ideal example of a type; quintessence
A precise description of a user and what they
want to accomplish
Imaginary,
but precise
Specific, but stereotyped
Real people have non-representative quirks
The Essence of Personas
Describe a person in terms of their
Goals in life (especially relating to this project)
Capabilities, inclinations, and background
People have a “intuitive” ability to generalize about real
and fictional people
We can have detailed discussions about what Harry Potter,
Imran Khan, or a shopkeeper will think or do.
They won’t be 100% accurate, but it feels natural to think about
people this way
Mental Model
Human (uses) understanding (conceptual model) of the way
Objects work
Events take place
People behave
Mental
Model
User
Uses object
Object
Perceive
Conceptual
Model
Design
Designer
Design object
Design
Ensure that the design is focused on meeting the users’
requirements
Use ‘personas’ or user profiles to ensure the
development team has a good knowledge of the users
Use scenarios to describe typical interactions, and base
the design on those scenarios
Use participatory design techniques
Design on paper.
Visibility
Correct parts must be visible
More visible functions are, more likely users will be able to know what to do
next
“Out of sight” functions make them difficult to use and find
Make relevant parts visible
This critical principle violated again and again in everyday things
Crucial parts carefully hidden away
Visibility – Good Example
Controls on a car
Controls for
different
operations
Indicators
Headlights
Horn
Hazard lights
Visibility Example
Modern Telephone
This is a control panel for an elevator.
• How does it work?
• Push a button for the floor you want?
• Nothing happens. Push any other
button? Still nothing. What do you
need to do?
It is not visible as to what to do!
Visibility Example
Many do not have large enough display
Forget sequence of steps, what was
entered before, and what to do next
Better to have television on-screen
programming
Other Examples
Song title for CDs
Names of Television Programs
Cooking information for foods on food
containers
Affordance
The presence and actual properties of a thing
These properties determine how the things could be used
Attribute of an object that allows people to know how to use it
To Afford - to give a clue
If affordances of a physical object are perceptually obvious, it is
easy to know how to interact with it.
Affordance - Examples
Sitting
pushing
pulling
Affordance - Examples
Bouncing
Solidity, Support
Inserting
Turning
Affordance in UI
Interface elements design
Icons
Scroll
bars
Button
Affordance in UI
Hyperlinks – underlined (web)
Button – 3D (software, web)
Constraints
“Restricting the kind of user interaction
that can take place at a given moment in
time”
Prevents user from taking the wrong
actions
Types of Constraints
Physical
Logical
Cultural
Physical Constraints
Refer to the way physical objects restrict the movement of things
E.g. only one way you can insert a key into a lock
How many ways can you insert a CD or DVD disk into a computer?
How physically constraining is this action?
How does it differ from the insertion of a floppy disk into a computer
Designing them More Logically
(i) A provides direct adjacent
mapping between icon and
connector
(ii) B provides colour coding to
associate the connectors with
the labels
Mapping
Relationship between controls and their
effects in the world
Mapping
Why is this a better mapping?
The control buttons are mapped better onto the sequence of actions
of fast rewind, rewind, play and fast forward
Map configuration onto directionality of actions
Activity on Mappings
Which controls go with which rings
(burners)?
A
B
C
D
Why is this a Better Design?
Consistency
Design interfaces to have similar operations and use similar
elements for similar tasks
For example:
always use ctrl key plus first initial of the command for an operation –
ctrl+C, ctrl+S, ctrl+O
Main benefit is consistent interfaces are easier to learn and use
When Consistency Breaks
Down
What happens if there is more than one command starting with the
same letter?
Have to find other initials or combinations of keys, thereby breaking
the consistency rule
e.g. save, spelling, select, style
E.g. ctrl+S, ctrl+Sp, ctrl+shift+L
Increases learning burden on user, making them more prone to
errors
Internal and External
Consistency
Internal consistency refers to designing operations to behave the
same within an application
Difficult to achieve with complex interfaces
External consistency refers to designing operations, interfaces, etc.,
to be the same across applications and devices
Very rarely the case, based on different designer’s preference
Feedback
Sending information back to the user about what has been done
Includes sound, highlighting, animation and combinations of these
e.g. when screen button clicked on provides sound or red highlight
feedback:
“ccclichhk”
Heuristics and Usability Principles
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Visibility of system status
Match between system and the real world
User control and freedom
Consistency and standards
Help users recognize, diagnose, and recover from errors
Error prevention
Recognition rather recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help and documentation
(Nielsen)
Scene from a Shopping Mall
Saturday afternoon
Head for shopping mall
Want to buy a chainsaw
You may decide to ask someone instead
This
depends on
Familiarity with store
Your trust in the store’s ability to organize sensibly
How much hurry you’re in
How sociable you are
Web Navigation 101
You go through a similar process when
you enter a Web site:
You
are trying to find something
You
decide whether to ask first of browse first
Web Navigation 101
Search-dominant users
Look
for search box as soon as they enter a
site
Link-dominant users
Browse
first
Search only if browsing fails
Problems with the Web Experience
Web experience similar to physical
experiences in the real world
Moving
around in a space
“Cruising”, “Browsing”, “Surfing”
Web experience misses many of the cues
we’ve relied on all our lives to negotiate
spaces
Problems with the Web Experience
No sense of scale
1
page? 100 pages? 50,000 pages?
Have I missed something?
c/w magazine, museum, department store
How
do I know when to stop looking
Coloring visited links
Problems with the Web Experience
No sense of direction
No
left, right, up, down
No sense of location
In
physical spaces, we accumulate knowledge
Develop a sense of where things are
Develop shortcuts
In the physical world …
On the Web …
No physical sense
Reliance on remembering conceptual hierarchy
Bookmarks
Back button
stored personal shortcuts
Accounts for 30-40% of Web clicks
Home Pages
Akin to North Star
Lack of Web’s Physicality
Plus side
Sense of
weightlessness
Easy to lose track of
time
Negative side
Figuring out where
you are
Figuring out how to
go from one place to
another
Definition of Navigation
It’s about doing two things
Getting
from one place to another
Figuring out where you are
Significance of Web Navigation
We don’t talk about “Department Store
Navigation” or “Library Navigation”
Navigation embodies the site’s hierarchy
creating a sense of space
Purpose of Web Navigation
Helps us find what we’re looking for
Tells us where we are
Purpose of Web Navigation
Tells us what’s here
Tells us how to use the site
Reveals content
Implicitly gives instructions
Where to begin
What options are available
Gives user confidence in builders
Good navigation creates good impression
Conventions for Navigating the
Physical World
Cities and Buildings
Street
signs
Books and Magazines
Page
numbers, chapter titles
Conventions for Navigation
Elements
Put them in a standard place
Standardize appearance
Web Navigation Conventions
Evolved from print media
Consist of ...
Global Navigation
A.k.a. Persistent Navigation
Should be consistent
Should consist of:
Site
ID
Sections
Utilities
Home
Search
Global Navigation
Exceptions in consistency
Home
Page
Forms
e.g., e-commerce site
Printable
pages
Exceptions can have minimal versions
Site ID (or Logo)
Building name for a Web site
Only need to see it once on a building
Need to see it on every page on the Web
Why?
Primary mode of transportation is teleportation
Site ID (or Logo)
Placement
Top
of page
Represents whole site
Highest
thing in logical hierarchy of the site
Site ID (or Logo)
Two ways of getting primacy of site ID
across
Most
prominent thing
Make it frame everything else
Site ID (or Logo)
Two ways of getting primacy of site ID
across
Most
prominent thing
Make it frame everything else
Site ID (or Logo)
Should have certain attributes
Distinctive
typeface
Graphic recognizable at any size
Sections
A.k.a. ‘Primary
Navigation’
Links to main sections
of the site (top level)
Sub-sections
A.k.a. ‘Secondary Navigation’
Links to sub-sections of a site (2nd level)
Utilities
Important elements
Not part of site content
Provide help or info about publisher
Utilities
Should be less prominent than sections
Utilities
Utilities will vary for different types of sites
Utilities
‘Home’ button provides reassurance
Site ID has dual role
Provides
link to home page
Low-Level Navigation
Low-Level Navigation
Page Names
I love driving in LA
Page Names
Page Names are the street signs of the
Web
Need them as soon as something starts
going wrong
4 things about page names
“You are Here” Indicators
Where am I in the scheme of things
“You are Here” Indicators
“You are Here” Indicators
Breadcrumbs
Evaluation
Evaluation
The process of systematically collecting data
that informs us about what it is like for a
particular or group of users to use a
product for a particular task in a certain
type of environment
Trunk Test
Trunk Test
Imagine yourself:
Blindfolded
Locked
in trunk of car
Driven around for a while
And then ….
Trunk Test
Acid test for good Web navigation
True test isn’t if you can figure out given enough
time and close scrutiny
Elements should pop off the page
Whether
looking closely or not
Reliance should be on overall appearance rather
than details
Trunk Test
What site is this? (Site ID)
What page am I on? (Page Name)
What are the major sections of this site? (Sections)
What are my options at this level? (Local navigation)
Where am I on the scheme of things? (“You are here”
indicators)
How can I search?
Trunk Test
Step 1
Choose
Step 2
Position
a page anywhere in the site (print)
yourself so you can study the page
Step 3
Quickly
find and circle each item
Other Evaluation Techniques
Without Users
Cognitive
Walkthroughs
With Users
Thinkalouds
Evaluation
Every product undergoes usability testing but in many cases it happens in the field
where failure is costliest
Evaluate early
Evaluate often
You must evaluate with real users
Evaluation does not have to be expensive.
Conclusion
Usability can reduce costs
Usability activities can be conducted in-house
Embracing usability can impart a competitive advantage
Usability should be central to the design process
Usability is about Quality - you do your organisation and
your customers a disservice if you fail to design usercentred systems.
References
Special thanks to Mr. Imran Hussain of
UMT who provided me some of these
slides.
Task Centered User Interface design
http://hcibib.org/tcuid/
usability.gov