Title: CS459559 HumanComputer Interaction
1CS459/559Human-Computer Interaction
- Introduction to Usability
- and the User Experience
- 8-29-2007
- Prof. Searleman, jets_at_clarkson.edu
2Outline
- Cheers and Jeers
- good bad designs
- Usability User Experience
- HW1 posted, due next Wednesday, 9/5/07
- Activity Fair tonight, 7 8 pm, Cheel Arena
3Recap
- HCI has moved beyond designing interfaces for
desktop machines - About extending and supporting all manner of
human activities in all manner of places - Facilitating user experiences through designing
interactions - Make work effective, efficient and safer
- Improve and enhance learning and training
- Provide enjoyable and exciting entertainment
- Enhance communication and understanding
- Support new forms of creativity and expression
4Examples of bad and good design
Cheers Jeers class exercise
5Current Clarkson Webpage
6Peoplesoft
7What is involved in the process of interaction
design
- Identifying needs and establishing requirements
for the user experience - Developing alternative designs to meet these
- Building interactive prototypes that can be
communicated and assessed - Evaluating what is being built throughout the
process and the user experience it offers
8Core characteristics of interaction design
- Users should be involved through the development
of the project - Specific usability and user experience goals
need to be identified, clearly documented and
agreed at the beginning of the project - Iteration is needed through the core activities
9Why go to this length?
- Help designers
- understand how to design interactive products
that fit with what people want, need and may
desire - appreciate that one size does not fit all
- e.g., teenagers are very different to grown-ups
- identify any incorrect assumptions they may have
about particular user groups - e.g., not all old people want or need big fonts
- be aware of both peoples sensitivities and their
capabilities
10Are cultural differences important?
- 5/21/1960 versus 21/5/1960?
- Which should be used for international services
and online forms? - Why is it that certain products, like the iPod,
are universally accepted by people from all parts
of the world whereas websites are reacted to
differently by people from different cultures?
11Anna, IKEA online sales agent
- Designed to be different for UK and US
customers - What are the differences and which is which?
- What should Annas appearance be like for other
countries, like India, South Africa, or China?
12Usability and The User Experience
13What Is Usability?
14How Should We Measure Usability?
- Bottom line is whether the users got what they
wanted, i.e., is the client satisfied - Practically speaking, need to break this down so
that we can operationalize our objectives - Textbook definition
- The quality of an interactive computer system
with respect to ease of learning, ease of use,
and user satisfaction - Can the users do what they want to do in a
comfortable and pleasant fashion?
15Usability Goals
- Enable you to set goals before starting the
project - Technology can then be measured against usability
goals during evaluations - Provide ways of comparing different designs
16Usability UIDE
- Effectiveness
- accuracy and completeness with which specified
users can achieve specified goals in a given
environment - Efficiency
- resources required to achieve these goals
- Satisfaction
- comfort and acceptability of the system to its
users others affected by its use
UIDE refers to the textbook User Interface
Design Evaluation
17Usability goals ID2
- Effective to use
- Efficient to use
- Safe to use
- Have good utility
- Easy to learn
- Easy to remember how to use
ID2 refers to the textbook Interaction Design,
2nd Edition
18Effectiveness
- How accurately and completely users can
accomplish tasks - Examples
- If looking for particular information on a
website, can the user find correct and complete
information? - Given information on University websites, could
you learn about the meeting time and place for
this class and the textbook you needed to buy?
19Effectiveness
- Choice of providing training or not
- Consider task completion unsuccessful if not
completed by a reasonable amount of time - Challenging to define for creative tasks
- Directly linked to user needs
20Efficiency
- How quickly can users complete tasks?
- It may be evaluated through time, the number of
steps required, or some other measure - How long does it take you to find the roster of
the Universitys mens and womens hockey teams?
21Efficiency
- A similar measure is how long users think it
takes to complete a task - Good design users think it takes less than
actual time - Poor design users think it takes longer than
actual time - Try to see normal, not hurried operation
22Safety
- Avoid danger while operating technology
- Avoid dangerous situations caused by interaction
with technology - Provide users quick ways to recover
- Examples
- BlackBerry thumbs (injury due to repeated use)
- Mizuho trade blunder
23Safety
- Sometimes difficult to evaluate
- How could a criminal use the technology?
- Privacy
- Data security
24Utility
- Does system provide enough functionality for
users to accomplish necessary tasks? - Closer to software engineering testing
- Example
- Does the CS Departments website offer sufficient
information on how to complete a degree?
25Utility
- Beware of creeping featurism
- Adding rarely used features can affect usability
for most users - Easy access to commonly used features
- Access to rarely used features for experts
26Learnability
- how easy a system is to learn how to use
- question How easy is it and how long does it
take (i) to get started using a system to perform
core tasks and (ii) to learn the range of
operations to perform a wider set of tasks?
27The Ten-Minute Rule(Nelson, 1980)
- novice users should be able to learn how to use a
system in under 10 minutes - when is the 10-minute rule appropriate? when
inappropriate?
28Memorability
- how easy a system is to remember how to use, once
learned - question What kinds of interface support have
been provided to help users remember how to carry
out tasks, especially for systems and operations
that are used infrequently?
29Usability Shneiderman
- time to learn
- speed of performance
- rate of errors by users
- retention over time
- subjective satisfaction
30Usability Shackel
- effectiveness
- how fast, how error-free
- learnability
- how much training, practice, re-learning
- flexibility
- is the interface still effective if the tasks
and/or the environment changes? - attitude
- Do users like the system? Is it tiring,
rewarding?
31Activity on usability
- How long should it take and how long does it
actually take to - use a VCR to play a video?
- use a VCR to pre-record two programs?
- use an authoring tool to create a website?
32The User Experience
- How a product behaves and is used by people in
the real world the way people feel about it and
their pleasure and satisfaction when using it,
looking at it, holding it, and opening or closing
it - every product that is used by someone has a user
experience newspapers, ketchup bottles,
reclining armchairs, cardigan sweaters.
(Garrett, 2003) - Cannot design a user experience, only design
for a user experience
33Why was the iPod user experience such a success?
34User experience goals
- satisfying aesthetically pleasing
- enjoyable supportive of creativity
- engaging supportive of creativity
- pleasurable rewarding
- exciting fun
- entertaining provocative
- helpful surprising
- motivating enhancing sociability
- challenging emotionally fulfilling
- boring annoying
- frustrating cutsey
35Next Time
- More on the User Experience
36Key Points
- users should be involved through the development
of the project - specific usability and user experience goals
need to be identified, clearly documented and
agreed at the beginning of the project - iteration is needed through the core activities