Title: Exam Review
1Exam Review
2Exam Wednesday. 4/30
3Format
- 50 questions (more or less)
- Multiple choice
- Closed book and 1 page handwritten cheat sheet
- Will be online _at_ mycourses.rit.edu
- During class time
4THE USABILITY ENGINEERING LIFECYCLE
1. REQUIREMENTS ANALYSIS
User Profile Contextual Task Analysis Platform
Capabilities Constraints General Design
Principles
Usability Goals
2. DESIGN, TESTING DEVELOPMENT
Level 1 Work Reengineering Conceptual Model
Design Conceptual Model Mock-ups Iterative
Conceptual Model Evaluation
Level 2 Screen Design Standards Screen Design
Prototyping Iterative Screen Design Standards
Evaluation Style Guide Development
Level 3 Detailed User Interface
Design Iterative Detailed User Interface Design
Evaluation
3. Installation
User Feedback
5THE USABILITY ENGINEERING LIFECYCLE
User Profile Contextual Task Analysis Platform
Capabilities Constraints General Design
Principles
Usability Goals
2. DESIGN, TESTING DEVELOPMENT
Level 1 Work Reengineering Conceptual Model
Design Conceptual Model Mock-ups Iterative
Conceptual Model Evaluation
Level 2 Screen Design Standards Screen Design
Prototyping Iterative Screen Design Standards
Evaluation Style Guide Development
Level 3 Detailed User Interface
Design Iterative Detailed User Interface Design
Evaluation
3. Installation
User Feedback
6Phase 1
REQUIREMENTS ANALYSIS
User Profile Contextual Task Analysis Platform
Capabilities Constraints General Design
Principles
Usability Goals
7THE USABILITY ENGINEERING LIFECYCLE
1. REQUIREMENTS ANALYSIS
User Profile Contextual Task Analysis Platform
Capabilities Constraints General Design
Principles
Usability Goals
Level 1 Work Reengineering Conceptual Model
Design Conceptual Model Mock-ups Iterative
Conceptual Model Evaluation
Level 2 Screen Design Standards Screen Design
Prototyping Iterative Screen Design Standards
Evaluation Style Guide Development
Level 3 Detailed User Interface
Design Iterative Detailed User Interface Design
Evaluation
3. Installation
User Feedback
8THE USABILITY ENGINEERING LIFECYCLE
2. DESIGN, TESTING DEVELOPMENT
Level 1 Work Reengineering Conceptual Model
Design Conceptual Model Mock-ups Iterative
Conceptual Model Evaluation
Level 2 Screen Design Standards Screen Design
Prototyping Iterative Screen Design Standards
Evaluation Style Guide Development
Level 3 Detailed User Interface
Design Iterative Detailed User Interface Design
Evaluation
9THE USABILITY ENGINEERING LIFECYCLE
1. REQUIREMENTS ANALYSIS
User Profile Contextual Task Analysis Platform
Capabilities Constraints General Design
Principles
Usability Goals
2. DESIGN, TESTING DEVELOPMENT
Level 1 Work Reengineering Conceptual Model
Design Conceptual Model Mock-ups Iterative
Conceptual Model Evaluation
Level 2 Screen Design Standards Screen Design
Prototyping Iterative Screen Design Standards
Evaluation Style Guide Development
Level 3 Detailed User Interface
Design Iterative Detailed User Interface Design
Evaluation
User Feedback
105 Usability Attributes
- Learnability
- Efficiency
- Memorability
- Errors
- Satisfaction
11The top 10 recommended usability heuristics
- Visibility of system status
- Match between system and the real world
- User control and freedom
- Consistency and standards
- Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aesthetic and minimalist design
- Help users recognize, diagnose, and recover from
errors - Help and documentation
according to Nielsen
12reference
- http//www.useit.com/papers/heuristic/
- Jakob Nielsen's Online Writings on Heuristic
Evaluation - How to conduct a heuristic evaluation
- A list of ten recommended heuristics for usable
interface design - A more detailed discussion of the
characteristics of the usability problems found
by heuristic evaluation - How to rate the severity of the usability
problems - Why uptake in industry has been so fast for
heuristic evaluation (note this essay is about
technology transfer and not a tutorial article
like the rest of this list)
13Hierarchical Task Analysis (HTA)
- Task decomposition
- Split into subtasks - subdivision no longer
needed - Plans to describe order and conditions
- Text and diagrams
14Plans
- Explanation for each step
- Fixed sequence - parts always done
- Choice
- Waiting for events
- Cycles - repetition
- Time-sharing - done at same time
- Discretionary - optional
- Mixture of all above
- Start and stop rule
15What Is a Task Scenario?
- Example for a customer support page for a
computer retailer - Who it is
- A 20 year old college student
- What they want to do
- Find out how to fix her HP printer that wont
print - When they want to do it
- At 11pm at night
- Where they are
- In a dorm room using her laptop
- Why they want to do it
- For a term paper due tomorrow
16Types of Tasks Critical Tasks
- New concepts or features
- E.g., new search capabilities
- New mechanisms for users
- E.g., drop down lists, roll-overs
- Critical features to success of interface
- E.g., ordering or communication
17User Interaction Scenario
- A story about people and their activities
- Also called Activity Design Scenario
- Example
- An accountant wishes to open a folder displayed
on his screen in order to open and read a memo.
However, the folder is covered by a budget
spreadsheet that he also needs to see while
reading the memo. The spreadsheet is so large
that it nearly fills the display. The accountant
pauses for several seconds, then resizes the
spreadsheet, moves it partially out of the
display, opens the folder, opens the memo,
resizes and repositions the memo, and continues
working.
18Root Concept
- High-level Vision may come from management,
client, marketing, open-ended discussions about
new technologies - Rationale why do we want to do this?
- Starting assumptions these constrain or
otherwise guide the development process - Stakeholders (users) identification of the
people who will have a vested interest (or stake)
in the project outcome
19Using User/Customer Personas and Task Scenarios
- Usage
- Match specific tasks with the individuals
- Use in both design and evaluation
- In design, used as a target and communication
tool - In evaluation, the tasks are used to illuminate
the expected experience - Repeat the task, approaching it as if you were
one of the other personas
20Stakeholders The Users
- Determined from the observations and interviews
for each group - Organize into profiles
- Include general characteristics
21Scenario-based Design and Evaluation
- Who is the user?
- Develop user personas
- What are they supposed to do?
- Develop some task descriptions
22Scenario
- A story about people carrying out an activity
- Problem scenario a story about the problem
domain as it exists prior to technology
introduction - Good at raising questions
- Design scenario conveys a new vision for the
project
23User Personas
- Build a profile of a user with enough richness
for a designer to get into their shoes - Who
- Age, gender, education, experience (internet and
computer), occupation, language and
nationality(?) - Context
- When, where (work, home, other), computer (speed,
browser, monitor, etc.), connection (ISP, modem,
etc.)
24Definition - Prototype
- Artifacts that simulate or animate some but not
all features of the intended system - Iterative design
25Three main approaches
- Revolutionary
- Throw-away
- Actual prototype is discarded
- Incremental
- Product built one component at a time
- Evolutionary
- Basis for iterative design system evolves
26Rapid Prototyping
- Fast cycles, little or no code development
- Early visualization of product
- Crisp definition of requirements
- Early user testing
- Enhanced feedback to the user
27Approach - Scaling down
- Horizontal
- shallow and wide
- usability eval. less realistic, but covers
functionality - Vertical
- deep and narrow
- usability eval. realistic, but few functions
- details in functions included
28Approach - Content
- Global
- wide and deep
- much of entire system
- get a feel for the final product
- Local
- narrow and shallow
- pick a single important detail
- stand-alone, not connected to rest of sys.
29Usability Testing
- 5 testers discover 85 of major flaws
- Next 5 discover approximately 90
- Next 5 discover aproximately 95 (or better)
30What we want
- Reliability
- Repeatable results
- Validity
- Do results reflect usability issues one wants to
test - Wrong users, wrong tasks
31Evaluation
- Informal
- go play around with this thing and tell us what
to fix - Formative
- as developed
- Summative
- after product finished
32Formative Evaluation
- All thru project
- Use think aloud
- 3 major cycles followed by iterative redesign
- Get most data from the first major cycle
- Fewer newer discoveries later
33Summative Evaluation
- Good for comparing 2 products
- Performed once
- If you wait, may be too late
- Better for comparison of two systems
34Usability Testing
- Plan and prepare
- Conduct the test
- Collect data
- Analyze data
- Draw conclusions
- Document results
- Repeat step 1
35Task analysis
setting
users