Title: About Face 2'0
1About Face 2.0
Section One Know Thy User Part I Bridging the
Gap
- Segment 1
- IntroductionCh. 1 Goal-Directed DesignCh. 2
Implementation Models and Mental ModelsCh. 3
Beginners, Experts, and Intermediates
2About Face 2.0 Introduction
- Goal Provide effective and practical tools for
designing user interfaces - Tactical hints and tips for creating user
interface idioms, like dialog boxes and
pushbuttons - Strategic ways to think about user interface
idioms the ways in which the user and the idiom
interact - Maintain a strategic sensitivity of how users
actually interact with specific software, and
have at your command a tactical toolbox to apply
in any particular situation - The explosion of the web brought interaction
design and usability to the fore
3Interaction Design
- Interaction design is the definition and design
of the behavior of artifacts, environments, and
systems, as well as the formal elements that
communicate that behavior - Interaction design seeks first to plan and
describe how things behave and then, as
necessary, to describe the most effective form to
communicate those behaviors - Without a logical structure and a flow that
facilitate solving the practical problems of
users, form-oriented interactive design is, by
itself, sensual titillation of questionable value
Form
Meaning, Content
Behavior
Three Dimensions of Design
4Scope of About Face 2.0
- Section One (Know Thy User)
- Design process systematic understanding of the
user - Section Two (Designing Behavior and Form)
- Strategic principles and tools
- Section Three (Interaction Details)
- Tactical issues
- Process
- Research the domain
- Understand the users and their requirements
- Define the framework of a solution
- Fill in the design details
- Validate (usability testing)
- Not covered in About Face 2.0
- Provide a working language for interaction design
5Section One Know Thy User
- Part I Bridging the Gap
- Ch. 1 Goal Directed Design
- Ch. 2 Implementation Models and Mental Models
- Ch. 3 Beginners, Experts, and Intermediates
- Ch. 4 Understanding Users Qualitative Research
- Ch. 5 Modeling Users Personas and Goals
- Ch. 6 Scenarios Translating Goals into Design
- Ch. 7 Synthesizing Good Design Principles and
Patterns
6Almost all of the problems with the design of
digital products originate from well-intentioned,
intelligent, and capable people focusing on the
wrong things. Instead of technology and tasks,
we must focus on the goals toward which users
strive and the motivations they have for doing so
even if the users themselves cant articulate
them.
7Design
- Victor Papanek (industrial designer) the
conscious and intuitive effort to impose
meaningful order - "The only important thing about design is how it
relates to people." - Cooper and Reimann
- Understanding the users wants, needs,
motivations, and contexts - Understanding business, technical, and domain
requirements and constraints - Translating this knowledge into plans for
artifacts (or artifacts themselves) whose form,
content, and behavior is useful, usable, and
desirable, as well as economically viable and
technically feasible
8Evolution of the Software Development Process
Programmers
Code/Test
Ship
Programmers
Managers
Code/Test
Ship
Initiate
Quality Assurance
Managers
Programmers
Designers
Look Feel
Initiate
Code
Ship
Test
Usability Practitioners
Managers
Programmers
Quality Assurance
Designers
Bug Test User Test
Initiate
Design
Code
Ship
Usability Practitioners
9User Experience Modeling in the Rational Unified
Process
10Who Focuses on Users and Their Goals?
- Developers focus on technology and engineering
methodology - Marketing focuses on what drives press attention,
feature lists, and on what people say they will
buy - Users tend to focus on low-level tasks
Result software that irritates, reduces
productivity, and fails to meet user needs
11Results of Wrong Focus
- Focusing on technology, markets, and tasks alone
(instead of users and their goals) results in the
kind of software weve all grown to despise - Software is rude
- Software makes unwarranted assumptions
- Software is obscure
- Software exhibits inappropriate behavior
12Successful Digital Products
1) What do people desire?
3) What can we build?
Desirable, viable, buildable product
2) What will sustain a business?
Do the steps in sequence
13Analogy to Architecture
- Planning of complex digital products that
interact with humans requires a significant
up-front effort by professional designers - Planning of complex physical structures that
interact with humans requires a significant
up-front effort by professional architects - The planning involves understanding how the
humans using the product (or structure) live and
work, and designing product behavior (spaces) and
form that supports and facilitates human behavior - Not a matter of aesthetic choice, rather it is
based on an understanding of users and cognitive
principles - Rules of form and aesthetics must work in harmony
with the larger concern of achieving user goals
via appropriately designed behaviors
14Recognizing User Goals
- Products designed and built to achieve business
goals alone will fail - Personal goals of users need to be addressed
- (Most software fails at achieving business goals
and personal goals, due to a focus on
implementation issues) - Goals are not tasks
- Focusing on goals allows you to leverage
technology to eliminate irrelevant tasks - Task analysis is useful, but only after user
goals have been analyzed
Good design makes users more effective
15User Research
- User research is necessary to create good
products - Quantitative market research and market
segmentation is useful for selling products but
not for defining products - How to translate research results into design
solutions? - Involve designers in the research process
- Designers need to understand users
- Designers bring user empathy
- Provide methods to capture user behaviors in a
manner that appropriately directs the definition
of a product - Models, requirements, and frameworks
16Process Overview
Goal-Directed Design Phases
Requirements definition of user, business,
technical needs
Framework definition of design structure flow
Refinement of behavior, form, content
Modeling users and use contexts
Research users and the domain
Combines techniques of ethnography, stakeholder
interviews, market research, product/literature
reviews, detailed user models, scenario-based
design, and a core set of interaction principles
and patterns
17Research Methods
- Ethnographic field study techniques (observation
and contextual interviews) to provide qualitative
data about potential and/or actual users of the
product - Competitive product audits
- Market research review
- Technology white paper review
- One-on-one interview
- stakeholders
- developers
- subject matter experts (SMEs)
- technology experts
18Research Results
- Field observation and interviews provide usage
patterns identifiable behaviors that help
categorize modes of use of a potential or
existing product - The patterns suggest goals and motivations
- Patterns and goals drive the creation of personas
in Modeling phase - Market research helps select and filter for valid
personas that fit corporate business models - Stakeholder interviews, literature reviews, and
product audits deepen the designers
understanding of the domain and elucidate
business goals and technical constraints that the
design must support
19Modeling
- Usage patterns and workflow patterns are
synthesized into domain models and user models - Domain models information flow diagrams and
workflow diagrams - User models personas
- Personas
- Distinct groupings of behavior patterns, goals,
and motivations observed and identified during
the Research phase - Main characters in design scenarios during
Framework Definition phase - Enforce coherence and appropriateness in
Refinement phase - Communication tool to understand design rationale
and prioritize features
20Persona Types
- Primary personas needs are sufficiently unique
to require a distinct interface form and behavior - Secondary a primary interface serves the needs
of the persona with a minor modification or
addition - Supplemental the personas needs are fully
satisfied by a primary interface - Served the persona is not an actual user of the
product, but is indirectly affected by it and its
use - Negative the persona is created as an explicit,
rhetorical example of whom not to design for
21Requirements Definition
- Provides the much-needed connection between
domain and user models and the framework of the
design - Employs scenario-based design methods focusing on
meeting the goals and needs of specific user
personas - Personas are the main characters of the scenarios
and provide an understanding of which tasks are
truly important and why - Process
- Analyze persona data and functional needs
(expressed as objects, actions, and contexts) - Prioritized and informed by persona goals,
behaviors, and interactions with other personas
in various contexts - Iteratively refine and detail the scenarios,
successively considering business goals and
technical constraints balanced with persona goals
and needs
22Framework Definition
- Synthesize an interaction framework using
- Context scenarios
- Interaction design principles
- Interaction design patterns
- Interaction design principles provide guidance in
determining appropriate system behavior in a
variety of contexts - Interaction design patterns provide general,
proven solutions to classes of previously
analyzed problems - Data and functional needs are translated into
design elements according to interaction
principles - Design elements are organized using patterns and
principles into design sketches and behavior
descriptions - Result logical structure and gross formal
structure - Flesh out the framework with details in
Refinement phase iterations
23Refinement
- Iterate through more narrowly-focused scenarios
to add detail to the framework definition - Balance top-down (pattern-oriented) design and
bottom-up (principle-oriented) design - Focus on task coherence
- Use key path (walkthrough) and validation
scenarios - Storyboarding paths through the interface in high
detail - Result the detailed documentation of the design
- Form and behavior specification
- In paper and/or interactive media
24Goal-Directed Design Process Summary
Research and Modeling
Requirements, Framework, and Refinement
Opportunities, Constraints, and Context
Form, Content, and Behavior
Scope
Audit
Interviews
Observations
Personas
Requirements
Scenarios
Elements
Framework
Spec.
Goals
Lead to
Drive
Design Group Practices
Designer Talent and Skills
Design Principles
Design Patterns
See Figure 1-6 (p. 18) for details
25Goals, not features, are the key to product
success
Interaction design is not guesswork
AXIOM
26Implementation Models and Mental Models
- Computer literacy is nothing more than a
euphemism for making the user stretch to
understand an alien logic rather than having
software-enabled products stretch to meet the
users way of thinking
27Implementation Models and User Mental Models
- Implementation models describe the details of the
way a program is implemented in code - User mental models provide a cognitive shorthand
for explaining how the system works - Powerful enough to cover their interactions, but
may not reflect actual inner mechanisms - People dont need to know all the details of how
a complex artifact actually works in order to be
able to use it - Examples movie projector, electrical appliance,
cell phone - Digital products distinct difference between
implementation model and mental model - Software products stark difference between
implementation model and mental model - Nearly impossible to see and understand the
connections - Examples editing sound or creating visual
special effects
28Represented Models
- A represented model is the way the designer
chooses to represent a programs functioning to
the user - The behavioral face the user sees
- A programs represented model can (and often
should be) quite different from the actual
processing structure of the program - The closer the represented model comes to the
users mental model, the easier he will find the
program to use and understand - Offering a represented model that follows the
implementation model too closely significantly
reduces the users ability to learn and use the
program - (assuming, as is almost always the case, that the
users mental model differs from the
implementation model)
29Three Models
User interfaces that conform to implementation
models are often bad
Worse
Better
Implementation Model reflects technology
Mental Model (Conceptual Model) reflects users
vision
Represented Model is the way the program
represents its functioning to the user
30Represented Models Provide Opportunity
- We tend to form mental models that are simpler
than reality - Creating representation models that are simpler
than the actual implementation model help the
user achieve a better understanding - Examples brakes in a car, scrolling spreadsheet
or document, Adobe Photoshops Variations feature - A users mental model need not be true or
accurate - It needs to enable him to work effectively
User interfaces should avoid implementation
models in favor of user mental models
AXIOM
AXIOM
Goal-directed interactions reflect user mental
models
31Most Software Conforms to Implementation Models
- It is much easier to design software that
reflects its implementation model a button for
every function, a field for every data input, a
page for every transaction step, and a dialog for
every code module - Example a typical software-based fax product
- Example Windows file explorer behaves
differently when moving (copying?) files
between drives than on the same drive - Mathematical thinking leads to implementation
model interfaces - Users dont understand recursion, hierarchical
data, or multithreading - Users dont understand Boolean logic
- Find all my employees in Arizona and Texas
- Find employees such that employee.residence
Arizona OR employee.residence Texas
DESIGN TIP
32Mechanical-Age vs. Information-Age Represented
Models
- It is natural to use the imagery and language of
an earlier era to explain modern artifacts - Railroad engine iron horse Automobile
horseless carriage - Sometimes, the usage is valid because the
function is identical - Tab stops on typewriters and word processors
- Sometimes the usage is inappropriate
- New technology demands new representations
- But we have a hard time seeing appropriate
information-age representations at first - Sometimes, tasks, processes, concepts, goals, and
benefits arise solely because new technology
makes them possible - Telephone to broadcast music and news?
- Worldwide web advantage is the creation of
virtual communities
33Mechanical-Age Representations Degrade User
Interaction
- Mechanical procedures are easier by hand than
they are with computers - Example addressing an envelope
- Example searching pages of a digital address
book by first name - ? Enhance the representation to take advantage of
information-age strengths - Dont replicate mechanical-age artifacts in
interfaces without information-age enhancements - Example why does a computer-based calendar
display days in discrete one-month chunks and in
a grid of a fixed size? - People dont find it difficult to adapt to newer,
more useful representations of familiar systems - Significant change must be significantly better
AXIOM
AXIOM
34Beginners, Experts, and Intermediates
- Challenge how to address the needs of the
beginner and the expert with a single interface - Solution design for the Perpetual Intermediate
- Beginners quickly become intermediates (or they
quit) - Experts tend toward intermediates because of the
difficulty of maintaining expertise
Number of people with skill level
Skill level
Beginner
Intermediate
Expert
35Perpetual Intermediates
- Programmers are experts in the program
- They design for experts
- Marketing, sales, and management interact most
often with beginners - Programmers graft on wizards and Clippy to
satisfy them - Most users are intermediates
- A well-balanced user interface focuses on
satisfying the perpetual intermediate - Without offending beginners or experts
- Nobody wants to remain a beginner
- If a user finds himself not satisfactorily
progressing beyond the beginner stage after only
a few hours, he will abandon the program
altogether and find another to take its place
AXIOM
36Three Goals
- Rapidly and painlessly get beginners into
intermediacy - Avoid putting obstacles in the way of
intermediates becoming experts - Keep perpetual intermediates happy
- The most important goal
Optimize for intermediates
AXIOM
37What Beginners Need
- Imagine users as very intelligent but very busy
- Especially beginners
- They need some instruction, but not very much
- The process must be rapid and targeted
- Getting beginners on board
- Give them a representation model that allows them
to understand cause and effect consistent with
their mental model - Provide a separate guide (guided tour) that
states the basic goals and tools and names the
main features - But let it be permanently dismissed once its
utility is worn out - Menus are a powerful way to learn commands (and
shortcuts) - On-line help is for reference, not for beginner
assistance
AXIOM
38What Experts Need
- Experts demand faster access to their regular
working set of tools (which may be quite large) - Shortcuts for everything
- Frequency of use justifies and requires
memorization - Experts constantly, aggressively seek to learn
more and to see more connections between their
actions and their programs - Comprehensive on-line help
- User groups
- Experts appreciate new, powerful features
- They can accommodate the complexity
39What Perpetual Intermediates Need
- Perpetual intermediates need access to tools
- ToolTips are the perfect perpetual intermediate
idiom - Briefly state function
- Consume least amount of video space
- Motivated to dig deeper and learn
- On-line help with a comprehensive index
- Will discover the tools they use regularly
- Demand that their working set is placed
front-and-center in the user interface
40My PowerPoint Tool Set
41My Word Tool Set
With full menus!
42Yes, you must provide features for expert
users. Yes, you must provide support for
beginners. But you must apply the bulk of your
talents, time, and resources to designing the
best interaction possible for your most
representative users the perpetual intermediates.
43Homework
- Read About Face
- Chapter 4 Understanding Users Qualitative
Research - Chapter 5 Modeling Users Personas and Goals