Title: Fundamentals of Information Science G0534 Usability and UserCentered Design
1Fundamentals of Information Science
G053/4Usability and User-Centered Design
- Andy Dawson
- (with acknowledgment to Jon Rimmer)
- Department of Information Studies, UCL
2What were going to be looking at
- What is Usability
- User-centered design
- Interaction design
- How to evaluate usability
- Heuristic evaluation
- Prototyping (esp rapid prototyping)
- Post-break, lo-fi prototyping exercise
3What is usability?
- How would you define it?
- Why is it important?
- How would you measure it?
4What is usability?
- http//uk.youtube.com/watch?vY8BqHjbyoio
5Usability
- Often overlooked or not understood?
- Hard to measure
- In itself
- In terms of value/cost/effectiveness
- Shortage of experts?
- Time pressure often an issue
6How can we achieve usability?
- Many things relate to usability
- HCI, HIP
- Interaction design
- User-centred design
- General and specific considerations
7ISO standards (!)
- ISO 9241Ergonomics of human-system interaction
(many parts!) - Originally about VDU usage
- ISO 13407 Human-centered design processes for
interactive systems - ISO 18529 Human-centered lifecycle process
descriptions
8Whats involved in User-Centered Design
- Indentifying needs and establishing requirements
- Developing alternative designs
- Building interactive versions
- Evaluating throughout
- Identifying usability and user experience goals
9Usability goals
- Effective to use
- Efficient to use
- Safe to use
- Have good utility
- Easy to learn
- Easy to remember how to use
10User experience goals
- Satisfying
- Enjoyable
- Fun
- Entertaining
- Helpful
- Motivating
- Aesthetically pleasing
- Supportive of creativity
- Rewarding
- Emotionally fulfilling
11General examples of poor design
12(No Transcript)
13(No Transcript)
14(No Transcript)
15(No Transcript)
16(No Transcript)
17(No Transcript)
18(No Transcript)
19Human-machine interaction Success or failure?
- Aeroplane cockpits
- Nuclear power plants
- Air traffic control
- Virtual reality
- WAP phones ( http//WAP.ITV.com )
- Ticket machines
- Video recorders
20(No Transcript)
21Interaction Design
- Rise of technologies in everyday life
- Shift away from traditional user as expert
- Defines the behavior of products and systems that
a user can interact with - Focused on complex/IT systems
- Takes knowledge from various disciplines and
applies it to the design process (e.g.
psychology, HIP)
22Interaction Design methodology
- Design research
- Research analysis and concept generation
- Alternative design and evaluation
- Prototyping and usability testing
- Implementation
- System testing
23Interaction Design
- Social interaction design
- Dynamics of personal intercommunication
- Increasingly relevant with networking
- Affective interaction design
- How key aspects of design influence emotive
responses in target users
24Design and usability principles
- Don Norman Design of Everyday Things
- Visibility
- Feedback
- Constraints
- Mapping
- Consistency
- Affordance
25Normans seven stages of action
26User-centered systems design
- Key to effective usability design is in
establishing true user requirements - Getting it right first time saves money and
improves customer satisfaction
27IT Failure rates
- The Standish Group CHAOS report (365 companies,
8380 projects) noted - 31.1 of projects cancelled
- 52.7 were performed with changed plans
- 16.2 were performed according to plan
- On average the costs for changing plans increased
189. 81 billion spent that didnt lead to
results.
28IT Failure rates
- Eighty percent of software lifecycle costs occur
after the product is released, in the maintenance
phase. Of that work, 80 is due to unmet or
unseen user requirements only 20 of this is due
to bugs or reliability problems. (Karat)
29Failure of corporate websites
- 62 of web shoppers gave up looking for something
they wanted to buy - 40 of people never return to a website after bad
experience - 75 of all large companies are operating failures
that either do not function as intended or are
not used at all - 63 of large software projects significantly
overrun the estimate(Rimmer)
30UCD for the web
- Move away from Web as print paradigm, moving
towards Web as software - Increased complexity, not just content but
allowing manipulation like traditional software - Web projects increasing in size and budget (some
over 1million)
31UK Disability Discrimination Act Demographics
of Age
- World adults over 60
- 1996 550 million
- 2025 1.2 billion (20 population)
- Little attention has been placed on older users
needs for organising and understanding
32Universal access older users
- Older users have more problems with fine
manipulation mouse, touch screens a problem - Older users perform less well on multiple task
concurrent processing - Older users improve with practice
- Interface development that benefits older users
also benefits younger users
33(No Transcript)
34Usability benefits
- Improved customer focus
- Greater client retention
- Reduction of error and user frustration
- Lower support costs
- Less expensive redesigns
- Faster development cycles
- Reach wider audience
35User-Centered Design
- Phases of
- Analysis
- Iterative Design
- Build and test
- Deployment
36Analysis phase
- Identify and establish contact with users
- Develop usability goals, objectives and
priorities - Conduct field studies
- Interviews
- Create user profiles
- Look at competitive products
- Task analysis
- Document user requirements
37In a web context Defining the users website
- What is the purpose of the site?
- What are the problems that the site addresses or
the goals it sets to achieve? - Brainstorm start with common ideas e.g. what
people dont want to see - Check other sites and resources
38Iterative design phase
- Brainstorming of design
- Navigation, layout, functionality, information
architecture - Lo-Fidelity prototyping
- Walkthrough tests
- Create design specification
39Initial designs
40Information architecture
- Web design tradition, social forces,
technology, common sense and random chance - Comnbine visual display and programming to create
organisation of content - Site should be mapped out so that from the user
perspective the site has a natural flow
41Conventions of design
- User expectations other sites and software
- GUI design conventions (WIMPs) why?
- File/Menu/View Help OK X top right
- Web design not the same, but
- Home menus logo top left and home link text
links at the footer site map for larger sites
printer friendly version etc - Make sure your site meets your users expectations
42Traditional web usability
- Advocates of simplicity e.g. Nielsen
- Usability gurus sites boring?
- Simplicity /LCD may alienate advanced users?
- Be adaptive think of skins or multiple
entries - Looks do matter peoples perception of the site
is important - Branding, corporate image, trust
- What makes a good site good?
- Examine classic sites e.g. Amazon, BBC
- Needs to be memorable, not unusual
43Designing for error
- We are human, we do make mistakes!
- Prevent them where we can
- Repair them if possible
- Page filenames obvious
- Spell checker (e.g. on search terms)
- Better error pages (eg 404)
44Design principles for customer messages
- Informative diagnosis
- Non-technical language
- Non-threatening terms
- Allow easy recoverability
- Designing for error
- Customised message page
45Build and test phase
- Hi-fidelity prototypes
- User testing again user observation,
questionnaires - Heuristic evaluation
- Designing and testing for errors
- Iterative building and testing
- Check usability goals and objectives
46Heuristic evaluation
- Most popular usability inspection method best
done by a small team of usability specialists as
part of an expert evaluation - Method can be used by most people in order to
critique a design (as well as expert
evaluation) at any stage - Needs a set of Heuristics (general design
guidelines) to compare to
47Heuristic evaluation criteria (after Nielsen)
- Visibility of system status
- Match between system and real world
- User control and freedom
- Consistency and standards
- Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aethetic and minimalist design
- Help users recognise, diagnose and recover from
errors - Help and documentation
48Deployment phase
- User surveys, questionnaires
- Observe users
- Feedback forms
- Check usability goals and objectives
- NB again - usability should not be an
afterthought, it is something that is important
throughout the design process!
49User experience
- Take away value of a system or site
- Successful visit feeling /- or neutral
- The content, visuals, and the ease of use
- Affective qualities (emotion)
- Dissatisfied users will dump the trolley
- so understand your user audiences and
preferences!
50Websites to visit
- www.useit.org
- www.usabilitynews.com
- www.baddesigns.com
- www.design-emotion.com/2004/12/15/
getting-emotional-with-donald-norman - uxmatters.com/MT/archives/000019.php
51Practical exercise
- First - Teabreak! ?
- Then Lo-Fidelity prototyping exercise(in groups)
- Create a lo-fi prototype and present it!