Title: Usability Engineering Part 1
1Usability EngineeringPart 1
- CIS 577
- Bruce R. Maxim
- UM-Dearborn
2Lecture Slides Based onUsability
EngineeringbyLaventhal and Barnes
3What 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.
4Everyday 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.
5Learning 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.
6How 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.
7Perceptibility 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.
8User 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.
9User 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?
10In-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?
11Accuracy 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?
12Feedback
- 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.
13User 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.
14User Interface Success Factors
- Type of user
- Type of task
- Hardware constraints
- Social and cultural limitations
- Environmental constraints
15Hardware 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.
16Changes 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.
17Changes 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.
18Perspective
- 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.
19What 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?
20Defining 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.
21Usability
- 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.
22Shackels 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
23Shackels 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)
24Nielsens Model of Usability
25Easons Model of Usability
26Easons 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.
27Eason 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.
28Eason 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.
29Eason 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.
30Applying 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.
31What 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
32Building 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.
33Activities 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.
34The Waterfall Model of Software Development
35Benefits 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.
36Problems 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.
37Spiral Model
38Spiral 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
39Star Life Cycle
40Star Life Cycle Is
- Not sequential
- Activities can proceed in any order
- Evaluation-centred
- Each activity is evaluated
- Interconnected
- Thorough the evaluation in the middle
41Usability 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.
42Activities 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.
43Usability and Software Engineering Activities
44Integrating UE Processes