Title: Fundamentals of Information Architecture and Usability Engineering
1Fundamentals of Information Architectureand
Usability Engineering
- Introductory Lecture
- david.rashty_at_gmail.com
2Issues covered
- Introduction to Information Architecture and
Usability - Metrics for Usability evaluation and ROI
- Defining users and tasks
- Information Clustering, Labeling and Taxonomies
- Usability testing methods
- Heuristic Evaluation Usability Labs
- Information Architecture lifecycle
- Research in the area of CHI and IA
- Bibliography for further study
3Introduction and Short History
4Computer Human Interface Domain
User Centered Design (UCD) (new term)
Information Architecture (IA)
Usability
Testing and Evaluation
Design and Implementation
Computer Human Interface (UI/CHI)
5Computer Human Interface - Terms
- MMI (Man Machine Interface)
- GUI (Graphical User Interface)
- CHI (Computer Human Interface)
- CHI (Computer Human Interaction)
- UCD (User Centered Design)
- IA Information Architecture
- PUI Perceptual User Interface
6Harvard Mark I, 1945
- Harvard Mark I
- Picture from http//www.maxmon.com/1939ad.htm
- 18 meters, 5 tons
71961
- Stretch
- http//www.brouhaha.com/eric/retrocomputing/ibm/s
tretch/
81968
91970-1980
10 First GUI 1984, Apple
11Windows 2.0 1987
12Windows 3.0/1 1990 -1992
13Microsoft Bob 1995
14Web Mosaic and Netscape 1994-5
15Today (1)
Wap / XHTML
Windows
Web
Palm
16Today (2)
Wearable Technology
3D
Visual Interfaces
17Perceptual User Interface
- Multimedia- Use of audio, video, sound (one way
only) - Multimodal- Communication is done in all senses
- Perceptive- Computer Interface recognize Human
emotions and language
18Evolution of CHI
- 50s - Interface at the hardware level for
engineers - switch panels - 60-70s - Interface at the programming level -
COBOL, FORTRAN - 70-90s - Interface at the terminal level -
command languages - 80s - Interface at the interaction dialogue level
- GUIs, multimedia - 90s - Interface at the work setting - networked
systems, groupware - 00s - Interface becomes pervasive
- RF tags, Bluetooth technology, mobile devices,
consumer electronics, interactive screens,
embedded technology
19Trends in CHI
- B W / Monochrome -gt Color
- Two Dimensions -gt 3D
- Textual Interface -gt Visual Interface
- Single Input -gt Multi Perceptual Interface
- Machine Language -gt Natural Language
- Single Screen -gt Multi Screen
- Big -gt Small
20Examples
21Basic Example
22Basic Solution
23Information overload
24Information overload
25Disinformation overload
26Information overload
27Information overload
28Culture Diff 1
News
News
29Culture Diff 2
Shopping
Shopping
30Culture Diff 3
Siemens China
31Culture Diff 4
Siemens Germany
32Culture Diff 5
Siemens Canada
33Culture Diff 6
Siemens Saudia Arabia
34Terrible designs!
35Confusing designs!
36Missing Information!
37This is hard to read. In fact, many people have
gone stone blind from reading horrible pages on
Web sites. You could be next! Well, that's a bit
of an exaggeration. Please, please, never do this.
This is easier to read. The colors may not be
very pretty, but they sure are easier to read
than the example above. Also avoid colors that
look ugly together.
Color Problems !
38Cognitive Problems !
39 40 41 42Inconsistency
43Memory
44How bad can it be?
45Definitions
46AI Definition
- Information Architecture is the process of
organizing and presenting information in an
intuitive and clear manner. - Richard Saul Wurman The building of
information structures that allow others to
understand - When architects design a house they need to
- Learn about the clients wishes
- Organize those wishes into a coherent pattern
- Design a house that will meet the occupants
needs.
47CHI Definitions
- Computer Human interaction (CHI) is
- concerned with the design, evaluation and
implementation of interactive computing systems
for human use and with the study of major
phenomena surrounding them (ACM SIGCHI, 1992,
p.6) - Usability is
- That quality of a system that makes it easy to
learn, easy to use and encourages the user to
regard the system as a positive help in getting
the job done. User A person who uses a system to
perform a business function - The ease with which a user can learn to
operate, prepare inputs for, and interpret
outputs of a system or component.
48Metrics
49Usability metrics
- Cost of finding (time, clicks, frustration,
precision). - Cost of not finding (success, recall,
frustration, alternatives). - Cost of development (time, budget, staff,
frustration). - Value of learning (related products, services,
projects, people).
50User experience goals
- Satisfying - rewarding
- Fun - support creativity
- Enjoyable - emotionally fulfilling
- Entertaining and more
- Helpful
- Motivating
- Aesthetically pleasing
- Motivating
51Log file analysis (Tools)
52Visual approach to metrics of IA
53Defining Users and Tasks
54Why do we need to understand users?
- Interacting with technology is cognitive
- We need to take into account cognitive processes
involved and cognitive limitations of users - We can provide knowledge about what users can and
cannot be expected to do - Identify and explain the nature and causes of
problems users encounter - Supply theories, modelling tools, guidance and
methods that can lead to the design of better
interactive products
55Core cognitive aspects
- Attention
- Perception and recognition
- Memory
- Reading, speaking and listening
- Problem-solving, planning, reasoning and
decision-making, learning - Here we focus on attention, perception
recognition, memory
56Different kinds of requirements
- Users Who are they?
- Characteristics ability, background, attitude
to computers - System use novice, expert, casual, frequent
- Novice step-by-step (prompted), constrained,
clear information - Expert flexibility, access/power
- Frequent short cuts
- Casual/infrequent clear instructions, e.g. menu
paths
57Who are the users?
- Not as obvious as you think
- those who interact directly with the product
- those who manage direct users
- those who receive output from the product
- those who make the purchasing decision
- those who use competitors products ???
- Three categories of user
- primary frequent hands-on
- secondary occasional or via someone else
- tertiary affected by its introduction, or will
influence its purchase. -
- Wider term stakeholders
58Who are the users? (contd)
- What are their capabilities? Humans vary in many
dimensions! - Some examples are
- size of hands may affect the size and positioning
of input buttons - motor abilities may affect the suitability of
certain input and output devices - height if designing a physical kiosk
- strength - a childs toy requires little strength
to operate, but greater strength to change
batteries
59What are needs?
- Users rarely know what is possible
- Users cant tell you what they need to help
them achieve their goals - Instead, look at existing tasks
- their context
- what information do they require?
- who collaborates to achieve the task?
- why is the task achieved the way it is?
- Envisioned tasks
- can be rooted in existing behaviour
- can be described as future scenarios
60- Information Organization Clustering
61Information organization
- The most important step in planning your
interface is organizing your information. - Steps to build a usable information structure
- Divide the content into logical units
- Chunk the information into sections and
subsections (clusters) - Think about which sections are more important
- Think about how the sections relate to one
another - Build links between related sections.
62Building an Information Architecture
Information Organization Clustering
Labeling Systems Metaphors
Navigation Systems
Searching Systems
637 Step Process
Research
Whiteboard
Clustering
Highlighting
Focusing
Labeling
Functional structure
Interaction Design
User Experience
64Download About Help
Authorware attain Director Dreamweaver Fireworks
F.A.Q. Ordering options
Flash Freehand Generator Pathware
Developers centers Technologies Tech support
Online store
Test Licensing Advertising
Support
Software
Magic program Beta programs Training
Search Webmaster feedback Advertising
Help
Shockwave
About the company Contact us Press room Press
releases
Sites
Jukebox Flash leading edge Director leading edge
Home Page Shockwave Japanese
French German Canada DHTML Zone
Investors Jobs Events Education
Shocked site of the day Gallery guide Arcade
About us
Shockzone
65Labeling
- Labels are concepts that represent chunks of
information. - The About us page of a website, for instance, may
include - background information
- Relevant addresses
- Other contact information.
- Labels must be clear and intuitive to be
effective.
66Labels are not definite
The menus in this slide are all from consulting
companies. Pay attention to the differences
67Metaphors
- When choosing a label we often make use of
metaphors a word denoting one kind of idea is
used in place of another to suggest an analogy
between them. - For example
- someone that is drowning on money is not really
drowning - food for thought is not food
- time is not really money.
68Metaphors example
69Metaphors example
- The VCR metaphor to control the printer doesnt
make sense what does the rewind button means?
70Navigation
Building an Information Architecture gt Navigation
- Navigation refers to the way users find their way
through information spaces - When driving in a new neighborhood drivers expect
to meet the traditional traffic signs. - When visiting a new house people do not expect to
go through the kitchen in their way to the
toilette.
Meeting room
Kitchen
Bedroom
Toilette
71Example Amazon
Building an Information Architecture gt Navigation
72Building an Information Architecture gt Navigation
A menu with too many options
73Usability Testing Methods
74Testing methods
Short description Method
A room with computer equipment, a place for an observer to sit and a special observation area. Usability laboratory
Online evaluation with live feedback from users. Web-based
A test subject thinks aloud while navigating the site. Thinking aloud
Visiting the users and observing them work. Observation
Site or email questionnaires are an effective way of measuring user satisfaction. Questionnaires
75Testing methods
Short description Method
Well suited to exploratory studies where one does not know yet what one is looking for. Interviews
Users are brought together to discuss new concepts and identify important issues. Focus groups
Looking at an interface and trying to come up with an opinion about pros and cons about it. Heuristic evaluation
The computer automatically collect statistics about the detailed use of the system. Log file analysis
Shows the immediate and pressing concerns, is an ongoing process and is adapts quickly. User feedback
76Iterative Design
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79Observation room
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83Heuristic Evaluation
84Discount Usability Engineering
- Cheap
- no special labs or equipment needed
- the more careful you are, the better it gets
- Fast
- on order of 1 day to apply
- standard usability testing may take a week
- Easy to use
- can be taught in 2-4 hours
85Heuristic Evaluation
- Developed by Jakob Nielsen
- Helps find usability problems in a UI design
- Small set (3-5) of evaluators examine UI
- independently check for compliance with usability
principles (heuristics) - different evaluators will find different problems
- evaluators only communicate afterwards
- findings are then aggregated
- Can perform on working UI or on sketches
- Ive found in this class it works better on
working UI
86Why Multiple Evaluators?
- Every evaluator doesnt find every problem
- Good evaluators find both easy hard ones
87Heuristic Evaluation Process
- Evaluators go through UI several times
- inspect various dialogue elements
- compare with list of usability principles
- consider other principles/results that come to
mind - Usability principles
- Nielsens heuristics
- supplementary list of category-specific
heuristics - competitive analysis user testing of existing
products - Use violations to redesign/fix problems
88Nilsens 10 Heuristics (original)
- H1-1 Simple natural dialog
- H1-2 Speak the users language
- H1-3 Minimize users memory load
- H1-4 Consistency
- H1-5 Feedback
- H1-6 Clearly marked exits
- H1-7 Shortcuts
- H1-8 Precise constructive error messages
- H1-9 Prevent errors
- H1-10 Help and documentation
89Heuristics (revised set)
- H2-1 Visibility of system status
- keep users informed about what is going on
- example pay attention to response time
- 0.1 sec no special indicators needed, why?
- 1.0 sec user tends to lose track of data
- 10 sec max. duration if user to stay focused on
action - for longer delays, use percent-done progress bars
90Heuristics (cont.)
- Bad example Mac desktop
- Dragging disk to trash
- should delete it, not eject it
- H2-2 Match between system real world
- speak the users language
- follow real world conventions
91Heuristic Evaluation vs. Usability Lab
- HE is much faster
- 1-2 hours each evaluator vs. days-weeks
- HE doesnt require interpreting users actions
- Usability lab is far more accurate (by def.)
- takes into account actual users and tasks
- HE may miss problems find false positives
- Good to alternate between HE Usability lab
- find different problems
- dont waste participants
92Information Architecture Lifecycle
93Information Architecture work process
- Plan
- Research
- Analyze
- Design (Functional Design)
- Evaluate (Usability)
- Implement (Visual Design and Templates)
- Document (Design Guide)
- Train
Why ?
How ?
Maintain
94Information Architecture Lifecycle
Plan
Prototype
Evaluate
95IA Products
Research report
Taxonomy
Functional Design
Prototype
96Taxonomy using Correlate
97Taxonomy using MS Visio
98Functional Design Span
99IA Evolution in Macromedia.com
1996
1998
2001
2002
100Macromedia.com 2004
101Macromedia.com 2005
102Examples of good IA
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108Examples of bad IA
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110Research in the Area of IA and CHI
111Who is Doing Research
- Universities
- Microsoft / IBM / Sun
- Auto / Aviation industries
- Army
- Specialized research institutes
112Examples of Research Areas
- Wearable interfaces
- Visualization
- Information scent
- Automatic usability testing
- Input devices
113Wearable Interface
114Wearable Interface
Good bye keyboard, so long mouse. Hello smart
rooms and clothes that recognize acquaintances,
understand speech, and communicate by
gesture. And thats just the beginning
Alex Pentland
http//www.media.mit.edu/wearables/
115Visualization
http//www.cs.umd.edu/hcil/research/visualization.
shtml
116Visualization
http//www.visualthesaurus.com/?vt
117Information Scent
http//www2.parc.com/istl/projects/uir/publication
s/project/index.html
118Automatic Usability Testing
119Input Devices and Sensors
120Understanding Human Language
121Bibliography
122References Research
- http//www.cs.umd.edu/hcil/ - University of
Maryland man-Computer Interaction Lab - http//www2.parc.com/istl/projects/uir/ - User
Interface Research _at_ PARC - http//guir.berkeley.edu/ - Group of User
Interface Research at Barkley - http//research.microsoft.com/ui/ - Microsoft
research group - http//www.acm.org/sigchi/ - ACM CHI
123References Websites
- www.argus-acia.com - Peter Morville and Louis
Rosenfeld companys website - www.jjg.net/ia - Information Architecture
resources - www.useit.com - Jakob Nielsen website
- www.usableweb.com - Mainly about usability but
contains lots of info on IA
124References Books
Information Architecture for the World Wide Web
Designing Large-Scale Web Sitesby Louis
Rosenfeld, Peter Morville
Information Architecture Blueprints for the
Webby Christina Wodtke
125References Books (cont)
The Usability Engineering Lifecycle A
Practitioner's Handbook for User Interface
Design by Deborah J. Mayhew
Usability Engineer by Jakob Nielsen
126References Books (cont)
Designing the User Interface Strategies for
Effective Human-Computer Interaction Ben
Shneiderman, University of MarylandCatherine
Plaisant, University of Maryland
127References Also Recommended
- Designing Web Usability / Jacob Nielsen
- Dont make me think / Steve Krug
- About Face / Alan Cooper
- The design of everyday things / Don Norman
128Thank you!