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Designing Better Software User Centred Design and Usability

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Do not make assumptions about their. knowledge, behaviour, or motivations. Tailor sales/marketing to be appropriate. to their needs and expectations ... – PowerPoint PPT presentation

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Title: Designing Better Software User Centred Design and Usability


1
Designing Better Software User Centred Design
and Usability
  • Adam Smith
  • Director, Design and Usability
  • Flight Level Media Ltd.

2
The problem
  • Moving from passive, broadcast system to
    interactive model
  • Software is designed by a range of specialists,
    with one person missing
  • Best intentions fail without good information
  • Most software is good enough

3
The problem
  • Moving from passive, broadcast system to
    interactive model
  • Software is designed by a range of specialists,
    with one person missing
  • Best intentions fail without good information
  • Most software is good enough

4
The problem
  • Moving from passive, broadcast system to
    interactive model
  • Software is designed by a range of specialists,
    with one person missing
  • Best intentions fail without good information
  • Most software is good enough

5
The problem
  • Moving from passive, broadcast system to
    interactive model
  • Software is designed by a range of specialists,
    with one person missing
  • Best intentions fail without good information
  • Most software is good enough

6
The problem
  • Moving from passive, broadcast system to
    interactive model
  • Software is designed by a range of specialists,
    with one person missing
  • Best intentions fail without good information
  • Most software is good enough

7
Overcoming the Obstacles
  • User-Centred Design
  • Human Factors
  • Usability

8
Overcoming the Obstacles
  • User-Centred Design
  • An approach to designing interactive systems that
    starts with user needs and involves real end
    users in the design process.
  • Human Factors
  • Usability

9
Overcoming the Obstacles
  • User-Centred Design
  • Human Factors (aka Ergonomics)
  • Recognising the capabilities and limitations of
    human beings so that systems can be adapted to
    them.
  • Usability

10
Overcoming the Obstacles
  • User-Centred Design
  • Human Factors
  • Usability
  • Methods and metrics for measuring how well a
    piece of software works for its intended audience.

11
User-Centred Design
  • Start with the passenger
  • The importance of observation
  • Situational awareness

12
User-Centred Design
  • Start with the passenger
  • Do not make assumptions about their knowledge,
    behaviour, or motivations.

13
User-Centred Design
  • Start with the passenger
  • Do not make assumptions about their knowledge,
    behaviour, or motivations.
  • Tailor sales/marketing to be appropriate to
    their needs and expectations

14
User-Centred Design
  • Start with the passenger
  • Do not make assumptions about their knowledge,
    behaviour, or motivations.
  • Tailor sales/marketing to be appropriate to
    their needs and expectations
  • Not all people are the same. Be thoughtful and
    selective.

15
User-Centred Design
  • The importance of observation
  • People dont self-report very well.

16
User-Centred Design
  • The importance of observation
  • People dont self-report very well.
  • The best information is obtained by talking,
    listening, and watching.

17
User-Centred Design
  • The importance of observation
  • People dont self-report very well.
  • The best information is obtained by talking,
    listening, and watching.
  • We have access to many thousands of passengers
    every day.

18
User-Centred Design
  • Situational Awareness
  • We have many restraints to work around,but we
    also have some unique opportunities.

19
User-Centred Design
  • Situational Awareness
  • We have many restraints to work around,but we
    also have some unique opportunities.
  • Where know where the user is, where theyre
    going, what kind of environment they are in.

20
User-Centred Design
  • Situational Awareness
  • We have many restraints to work around,but we
    also have some unique opportunities.
  • We know where the user is, where theyre going,
    what kind of environment they are in.
  • Where can we go with IFE beyond the classic
    applications?

21
Usability
  • The verification side of user interface design
  • A set of tools and metrics - the classic is the
    usability test

22
Usability
  • The verification side of design
  • Usability is the flip side of user interface and
    software design.

23
Usability
  • The verification side of design
  • Usability is the flip side of user interface and
    software design.
  • Goal is to identify what works and what doesnt,
    and provide a benchmark for measuring
    improvement.

24
Usability
  • The verification side of design
  • Usability is the flip side of user interfaceand
    software design.
  • Goal is to identify what works and what doesnt,
    and provide a benchmark for measuring
    improvement.
  • There are no simple, universal rules - it all
    depends.

25
Usability
  • A set of tools and metrics
  • Heuristic analysis, elements of human factors and
    user research

26
Usability
  • A set of tools and metrics
  • Heuristic analysis, elements of human factors and
    user research
  • Usability testing

27
Human Factors
  • Basic awareness of the physical realities of the
    passenger and their environment
  • Remember the social and cultural aspects of the
    environment
  • Draw on existing research to better take into
    account that environment

28
Human Factors
  • Basic awareness of the physical realities of the
    passenger and their environment
  • Examples
  • Touch screen button sizes
  • Cognitive load
  • Colour and contrast in displays
  • Physical environment (shaking, lighting, distance
    from screen)
  • Noise

29
Human Factors
  • Remember the social and cultural aspects of the
    environment
  • Lack of privacy
  • Heightened levels of anxiety
  • Restricted movement and visual field
  • Close proximity to strangers

30
Human Factors
  • Draw on existing research to better take into
    account that environment
  • Physical human factors
  • Cognitive psychology
  • Cultural anthropology

31
Human Factors
  • This information and research is out there, but
    its off the radar for most software development
    teams.

32
Where to start
  • Two basic, simple tools to adopt
  • Personas
  • Usability Testing

33
Personas
  • Archetypal users based on research of your real
    users who can be used to help direct design and
    provide a common understanding of who you are
    designing for throughout the team.

34
Personas
  • Research (observation, interviews)

35
Personas
  • Research (observation, interviews)
  • Establish realistic, honest archetypes around
    groupings of behaviours

36
Personas
  • Research (observation, interviews)
  • Establish realistic, honest archetypes around
    groupings of behaviours
  • Develop personas - detailed descriptions of the
    person, their background, approach, needs,
    expectations, etc.

37
Personas
  • Research (observation, interviews)
  • Establish realistic, honest archetypes around
    groupings of behaviours
  • Develop personas - detailed descriptions of the
    person, their background, approach, needs,
    expectations, etc.
  • Use those models to inform and shape the design

38
Usability Testing
  • Real end users performing typical tasks and
    observing their actions to reveal where the
    design is strong and where it can be improved.

39
Usability Testing
  • Can be done inexpensively and quickly.

40
Usability Testing
  • Can be done inexpensively and quickly.
  • Best done early and often - paper prototypes are
    an excellent place to start.

41
Usability Testing
  • Can be done inexpensively and quickly.
  • Best done early and often - paper prototypes are
    an excellent place to start.
  • When done properly it avoids biases and provides
    honest answers.

42
Usability Testing
  • Can be done inexpensively and quickly.
  • Best done early and often - paper prototypes are
    an excellent place to start.
  • When done properly it avoids biases and provides
    honest answers.
  • Unmatched in its ability to uncover problems
    before deployment.

43
Who to involve
  • Airlines
  • Information gathering
  • Setting priorities and merging branding into
    design
  • Developers
  • Informed developers produce better software
  • Everyone
  • Have a user advocate position on the team
  • Can be involved in personas and user testing

44
A few myths to watch out for
  • Good design just requires common sense.
  • Intuitive user interface design.
  • Were passengers too.
  • We dont need to talk to anyone else because
    weve got focus group data.
  • Our customers have told us what they want.

45
What is to be gained
  • An IFE system is like a customer service rep in
    the next seat - it needs to behave appropriately.
  • Being good enough isnt good enough - dont die
    the death of a thousand pin pricks.
  • Brand experience comes from the overall
    experience, not the colours and pictures.

46
What is to be gained
  • IFE software is an expensive and complex
    undertaking. It is worth doing it right.

47
Closing comments
  • DO sweat the details
  • The best passenger/brand experience is one where
    the passenger is comfortable and feel that they
    have some control.
  • A lot of foundation work exists in application,
    new media, and Web design. Lets learn from that,
    avoid their mistakes, and improve upon their
    successes.

48
For More Info
  • Detailed notes, including a list of resources to
    accompany this presentation are available at
  • http//www.flightlevelmedia.com/ucd/
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