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Usability Engineering Part 1

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Poorly designed user interfaces can impair a user's ability to use an object. ... Feedback is a mechanism by which users can adjust their mental models. ... – PowerPoint PPT presentation

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Title: Usability Engineering Part 1


1
Usability EngineeringPart 1
  • CIS 577
  • Bruce R. Maxim
  • UM-Dearborn

2
Lecture Slides Based onUsability
EngineeringbyLaventhal and Barnes
3
What is a User Interface?
  • The user interface is the boundary between the
    user and the functioning part of the system.
  • The interface may disguise the inner workings of
    the system by relying on metaphors to express the
    users tasks that can be accomplished using the
    system.

4
Everyday Objects and the User Interface
  • Everyday objects have user interfaces
  • Users rarely consider an objects functionality
    separately from its user interface.
  • For most users, the user interface is the
    object.

5
Learning from Everyday Objects
  • Poorly designed user interfaces can impair a
    users ability to use an object.
  • Potentially true even if the objetcs
    functionality is very good.
  • When an interface is poor, it often reflects an
    inappropriate design process.

6
How Do Users Know What to Do with an Interface?
  • Objects provide subtle perceptual cues
  • What part of the object to operate (i.e., what is
    the interface)/
  • What we are supposed to do with the interface.
  • How our interaction is constrained by the
    interface and the interfaces.
  • What is supposed to happen when we operate the
    interface.

7
Perceptibility of Salient Cues from the Interface
  • For us to perceive subtle clues about an
    interface, the important parts must be obvious.
  • The interface must provide the appropriate
    information for achieving relevant tasks.
  • The interface needs to provide information to
    help support the users decision about what needs
    to be done next to achieve a goal.

8
User Models of Devices
  • We process the information from a device through
    whatever existing internal mental model we have
    about this kind of device.
  • We call this a mental model of the device.
  • Mental models help us to make predictions about a
    device.

9
User Device Models
  • The following information is incorporated into
    our mental models of device operation.
  • What do you perceive you can do with the user
    interface?
  • What are the limitations of the user interface?
  • What is supposed to happen when we operate the
    interface?

10
In-Class Exercise
  • Consider an everyday object in the class room
    (e.g. the display selection box)
  • Answer the following questions.
  • What is the user interface?
  • How do you operate the device?
  • How is the operation constrained?
  • How is the user input to the interface related to
    the expected function of the object?

11
Accuracy of Our Mental Model
  • How do we know that our mental model fits the
    device?
  • Feedback is a mechanism by which users can adjust
    their mental models.
  • What happens when the feedback contradicts out
    mental model?
  • Frustration?

12
Feedback
  • Information perceived from the user interface in
    concert with the users knowledge is used to form
    a mental model of the device and its operation.
  • Feedback from the user interface is a way that
    users check and evolve their mental model of a
    device.
  • We cannot evaluate the user interface design
    independently of either the users background or
    task context.

13
User Friendly? Not!
  • User friendly" is an anthropomorphic term.
  • Do people want to be friends with your computer
    or its interface?
  • User-friendly suggests a one-dimensional
    attribute.
  • The system is either user friendly or not!
  • Clearly there is a range of usabilty values as
    user interfaces can be more or less usable.

14
User Interface Success Factors
  • Type of user
  • Type of task
  • Hardware constraints
  • Social and cultural limitations
  • Environmental constraints

15
Hardware Environments
  • Hardware has become much more powerful.
  • This has permitted the development of more
    sophisticated user interfaces, such as graphical
    user interfaces.
  • Hardware that the user interacts with directly
    (peripherals) has become more diversified.
  • This has also contributed to the development of
    different user interfaces.
  • Hardware has become more accessible to a wider
    range of users.

16
Changes in User Characteristics
  • The proportion of professional computer
    scientists to routine users has changed
    dramatically.
  • In the western world most people need to interact
    with some type of computing equipment in their
    daily lives.
  • Novice users have sophisticated expectations
    about the computer systems that they use.

17
Changes in Software Applications
  • The software applications that the user interacts
    with directly have become more and more
    diversified.
  • Who would have imagined the wide spread use of
    the Internet, cell phones, Ipods, or video games
    by the masses without any programming knowledge.

18
Perspective
  • Building usable interfaces is difficult.
  • Many myths about usability persist.
  • Good user interfaces are just appealing graphics.
  • Usability is an outcome of common sense.
  • Guidelines, applied to user interface problems,
    will lead to usability.
  • Usability problems can be solved with
    help/training/documentation.

19
What are the Big Issues?
  • How do we improve user interfaces and the user
    interface development process?
  • What is the future of HCI?
  • How can software engineers ensure good usability
    in the systems that they build?

20
Defining Usability?
  • A dictionary definition is still not detailed
    enough to evaluate whether a system is usable or
    not.
  • How could we extend a definition into something
    that could actually be used to evaluate
    usability?
  • A model of usability
  • describes characteristics of a usable interface
  • indicates how those characteristics fit together
  • what the characteristics mean.

21
Usability
  • Usability is the result of the interaction of the
    characteristics of the user interface and the
    situation.
  • Usability engineers cannot usually control or
    change the situation.
  • The best chance to create a highly usable
    interface is to make design decisions that take
    the situation variables into account.

22
Shackels Model of Usability - 1
  • Effectiveness
  • User performance better than some required level
  • By some proportion of the target users
  • Within some required range of user environments
  • Learnability
  • Time required between system installation and
    start of user training
  • Based on a specified amount of training and user
    support
  • Amount of the relearning time required for
    intermittent users between sessions

23
Shackels Model of Usability - 2
  • Flexibility
  • Allows adaptation to a specified level of
    variation in tasks or environments (beyond the
    original specification)
  • Attitude
  • Within acceptable measures of human cost
    (tiredness, discomfort, frustration, effort)

24
Nielsens Model of Usability
25
Easons Model of Usability
26
Easons Model of Usability
  • Usability is an outcome (dependent variable) that
    results from a combination of system (user
    interface) characteristics and contextual
    variables of user and task.
  • Under each of these dimensions (system, user,
    task), Eason gives some ideas of what issues
    affect usability.
  • Eason's framework is based on a field study that
    he performed and the variables that he
    highlighted were the one's that he found to be
    important in his study.

27
Eason ModelTask Characteristics
  • Task is what the user can accomplish with the
    system or device.
  • Task characteristics
  • Frequency
  • Number of times a task is performed by a user.
  • Openness
  • Extent to which a task is modifiable.
  • Task characteristics are independent of the
    platform on which the task is performed.

28
Eason ModelUser Characteristics
  • Eason recognized that characteristics that the
    user brought to the task and the user interface
    would influence their experience.
  • User characteristics
  • Knowledge
  • The knowledge user applies to the task may be
    appropriate or inappropriate.
  • Motivation
  • How determined the user is to complete the task.
  • Discretion
  • User's ability to choose not to use some part of
    a system.

29
Eason ModelSystem Characteristics
  • In this model the system is the user interface.
  • System characteristics
  • Ease of learning
  • Effort required to understand and operate an
    unfamiliar system.
  • Ease of use
  • Effort required to operate a system once it has
    been understood and mastered by the user.
  • Task match
  • Extent to which information and functions a
    system provides matches the needs (goals) of the
    user.

30
Applying Causal Models
  • Easons model says that usage context, in
    combination with user interface characteristics,
    drive and determine usability.
  • Easons model has two parts
  • Input is user/system/task characteristics which
    are the main independent variables.
  • Outcome is users reaction which is the dependent
    variable.

31
What to Do With Usability Models?
  • Demonstrate or evaluate existing systems.
  • Develop systems with a goal of usability
  • Usability models suggest that a usable interface
    will be one that emphasizes
  • Ease of learning
  • Ease of use
  • Good task match
  • High levels of user satisfaction

32
Building a User Interface
  • Building a User Interface is part of the larger
    problem of building a software system.
  • Adding a significant user interface to a software
    project requires.
  • Support for interactivity.
  • Support for media.
  • Support for user-tailoring.

33
Activities in Software Engineering
  • Understanding and documenting the context of the
    project.
  • Understanding and documenting the problem to be
    solved
  • Designing and documenting a solution in the
    context.
  • Implementing the solution.
  • Testing and evaluating the solution.

34
The Waterfall Model of Software Development
35
Benefits of Exactly Following the Waterfall Model
  • Following any methodology imposes discipline on
    the software development process.
  • Following a phased model improves cost and
    resource forecasting.

36
Problems of Following the Waterfall Model
  • Has difficulty accommodating uncertainty existing
    at beginning of many projects.
  • Does not inherently support iteration.
  • Requires customer to completely elaborate
    requirements at the beginning of the project.
  • Customer will not see any defects until late in
    the development cycle.

37
Spiral Model
38
Spiral Model
  • Supports incremental ddevlopment
  • Early customer involvement
  • Uses metrics-based risk assessment with each spin
    to make the go/no go decision
  • Requires creation and evaluation of interface
    prototypes

39
Star Life Cycle
40
Star Life Cycle Is
  • Not sequential
  • Activities can proceed in any order
  • Evaluation-centred
  • Each activity is evaluated
  • Interconnected
  • Thorough the evaluation in the middle

41
Usability and Software Engineering
  • In the abstract, the steps for both tasks are the
    same.
  • We can set up parallel flows of activities for
    both usability and software engineering.
  • The model supports iteration.

42
Activities of Usability Engineering
  • Understanding and documenting the context of the
    project.
  • Understanding and documenting the problem to be
    solved.
  • Designing and documenting a solution in the
    context.
  • Implementing the solution.
  • Testing and evaluating the solution.

43
Usability and Software Engineering Activities
44
Integrating UE Processes
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