Title: More on working with users
1More on working with users
- Loren Terveen
- CS 5115, Fall 2008
- September 24
2Agenda
- Hall of Fame/Shame
- More on working with users
- Focused on requirements gathering
3Next weeks H of F/S
- Monday, Sep 29
- Noah Odland Luke Parrott
- Sinan Goknur Denis Kune
- Wednesday, Oct 1
- Arun Kumar Mannava Josh Fehrman
- Paul Kavan Robert Fraher
4Hall of Fame/Shame
Red Box Kiosk Justin Keller Sean Kapisak
5Red Box Kiosk
Goal Rent/Return DVD Usability Touch screen
interaction Clear/Easy to read Speed of
Service Credit Card cost - 1 per day
6Red Box Kiosk
Scroll through selections (release or name)
Brief description of Movie with Picture is
provided Once selection is made, insert card,
enter info, payment made and kiosk spits out
DVD Easy Return / Insert diagram on DVD case
Return at any location
7 Drawbacks?
- Possible security issues
- - Skimmer is illegal device that is placed near
card reader in an attempt to steal credit card
info - Newer Kiosk models have blocks near readers to
prevent this. - Need a credit card to use service
- DVD could be unplayable or wrong DVD in case
8Hall of Fame Red Box Kiosk
- Convient
- Easy to use, very clear and visual instructions
- Handles both English and Spanish speakers
- Movie selection updated frequently every
Tuesday - Majority of drawbacks are rare cases
- Positive feedback More locations than
Blockbuster
9More on working with users
10Why involve users?
- Better design, of course, but also
- Expectation management
- No surprises, no disappointments
- Timely training
- Communication, but no hype
- Ownership
- If users are actively involved, theyre more
likely to forgive or accept problems - Can make a big difference to acceptance and
success of product
11Deepening our understanding of users and their
role
- Who are the users?
- Primary users those who interact with an
interface to do a task - Broader definition anyone affected by primary
users ability to perform their tasks or who
influences requirements - Managers
- Product testers
- Purchasing
- Designers
- Customer Reps
- Union Reps,
12Users vs. Stakeholders
- For your project, youll deal with primary users
- In the real world, youll work with the entire
range of stakeholders - But dont let organizational politics keep you
away from the primary users - Managers or marketers cant define requirements
or tasks at least not successfully - Involve primary users in the entire process
- Early input needed usability delayed is
usability denied
13Different types of users
- Characteristics ability, background, attitude
towards computers - System use
- Novices
- First-time users
- Knowledgeable but infrequent
- Experts
- Job role e.g., nurse, physician, medical-record
maintainer, database administrator
14Novices / First-timers
- Novices
- Little task or interface knowledge
- First-time users
- Knowledgeable about the task, but not the
interface - Goal get the job done
- Design approach
- Step-by-step prompting
- Constrained action
- Clear procedures
- Error recovery
- Feedback is crucial
15Knowledgeable but infrequent
- They know the task and interface concepts in
general, but may find it difficult to remember
interface details - Design approach
- Well-designed menus
- Consistency, e.g. of terminology
- Recognition over recall
16Experts
- Power users
- Design approach
- Speed is a key quick responses
- Shortcuts
- Feedback should be brief and non-distracting
- Support for user-defined macros
17Its not just users that differ, itsalso their
work contexts
- Physical dusty? noisy? vibration? light? heat?
humidity? hands free? - Social sharing of files, of displays, in paper,
across great distances, work individually,
privacy for clients - Organizational hierarchy, IT departments
attitude, user support, communications structure
and infrastructure, availability of training
18OK, how do you gather data from users?
- Questionnaires
- Interviews
- Workshops / Focus Groups
- Observations
- Studying Documentation
- Participatory Design
Contextual Inquiry
Ethnography
19Questionnaires
- A series of questions designed to elicit specific
information - Questions may require different kinds of answers
- YES/NO choice of pre-supplied answers comment
- Often used in conjunction with other techniques
- Can give quantitative or qualitative data
- Good for answering specific questions from a
large, dispersed group of people - But you need to know what questions to ask
design is crucial
20Interviews
- Forum for talking to people
- Structured, unstructured or semi-structured
- Props, e.g. sample use scenarios, prototypes, can
help - Good for exploring issues
- But are time consuming and may be infeasible to
visit everyone
21Workshops / Focus Groups
- Group interviews
- Good at gaining a consensus view and/or
highlighting areas of conflict
22Observation
- Spend time with stakeholders in their day-to-day
tasks, observing work as it happens - Gain insights into stakeholders tasks
- Good for understanding the nature and context of
the tasks - But it requires time and commitment from a
member of the design team, and it can result in a
huge amount of data - Ethnography is one method
23Studying Documentation
- Procedures and rules are often written down in
manuals - Good source of data about the steps involved in
an activity, and any regulations governing a task - Not to be used in isolation
- Good for understanding legislation and getting
background information - No stakeholder time, which is a limiting factor
for the other techniques
24Choosing between techniques
- Data gathering techniques differ in two ways
- Amount of time, level of detail, and risk
associated with the findings - Knowledge the analyst requires
- The choice of technique is also affected by the
kind of task to be studied - Sequential steps or overlapping series of
subtasks? - High or low, complex or simple information?
- Task for a layman or a skilled practitioner?
- and what youre trying to find out
25Ethnography
- An anthropological method immerse yourself in
users environment, participate in their
day-to-day activity - Using the results of ethnographic study for
design is a challenge - See EPIC conference (http//www.epic2008.com/)
- Sponsors include Microsoft, Intel, IBM
26Contextual Design
- Consider trying to teach someone to drive not in
a car, but in a conference room - Defining requirements for a figure layout feature
in a word processor
27Contextual Design
- Contextual inquiry modelling design process
28Contextual Inquiry
- An approach to ethnographic study where user is
expert, designer is apprentice (Be like this
instead of do this) - A form of interview, but
- At users workplace (contextualized)
- 2 to 3 hours long (much quicker than ethnography)
- Design-oriented
29Principles of Contextual Inquiry
- Context see workplace what happens
- Context is a reminder concrete not abstract
- Partnership user and developer collaborate
- watch probe
- withdraw return
- Focus defines what to look for
- E.g., pieces of paper, conversations with others,
physical tools - Look for surprises, things you dont understand
- Interpretation observations interpreted by user
and developer together - Did you mean ? Give users something-to-react-to
- Design in the moment instant feedback
30Work Modeling
- In interpretation session, models are drawn from
the observations - Workflow model the people, communication and
coordination - Sequence model detailed work steps to achieve a
goal - Artifact model the physical things created to
do the work - Cultural model constraints on the system from
organizational culture - Physical model physical structure of the work,
e.g. office layout
31Consolidation
- Each contextual inquiry (one for each
user/developer pair) results in a set of models - These need to be consolidated into one view of
the work - Affinity diagram
- Organizes interpretation session notes into
common structures and themes - Categories arise from the data
- Diagram is built through induction
- Work models consolidated into one of each type
32TCUID and Software Lifecycle Models
- A software lifecycle model defines a set of
activities and relationships between them - Why? So developers and managers can
- Track progress
- Specify deliverables and deadlines
- Allocate resources
- Set targets
- etc.
33Waterfall Model
Requirements
34Comments on Waterfall Model
- An early classic, but unrealistic
- No provision made for users or prototyping or
iteration - Design is inherently a learning process, so
requirements must change
35Newer Software Engineering Models
- Spiral model
- Risk analysis
- Prototyping
- Rapid Applications Development
- Time-boxing smaller jobs, more flexibility
- JAD (Joint Application Development) workshops
get users involved
36And there are HCI models, too
- Star Lifecycle
- Activities arent ordered
- Evaluation is central
- Usability Engineering
- Detailed description of usability tasks
- Integration with traditional software development
models/techniques - Rapid prototyping
- Object-Oriented Software Engineering
37But for our purposes
- We dont have to be so systematic
- TCUID is good enough
Requirements
Without users, With users
Storyboards, Mockups, LoFi Prototypes
HiFi Prototype
38Related Terminology
- You might also hear
- Scenario something like a TCUID task, but
with some high-level system details (a little of
the how) - Use case (OOSE) description of an
interactive activity that focuses on the
user-system interaction - Essential use case abstract from the details
of a scenario or use case - Just be aware that there are lots of approaches
out there that use similar terminology in
slightly different ways
39The Rest of TCUID
- Design
- Low-, medium-, high-fidelity prototypes
- Evaluate
- without users
- with users
- Revise and Re-Evaluate
- Deliver!