Title: Designing Usable Systems
1Designing Usable Systems
- This course should enable you to design and
implement better user interfaces - We will look at case studies in
- Web browsing
- Cellular Telephones
- VCRs
- Programming Languages
2Why are you here?
- Because I needed the credits
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3Why am I here?
- Because Im paid to be here
4What do we know?
- HTML
- Tcl
- Java
- Graph Theory
- State Transition Diagrams / Finite State Automata
- State Charts (Harel)
5Course Assessment
- Two parts
- Evaluation of usability
- Due soonish
- Analysis of a gadget
- Presentation
- Analysis
- Simulation
6Reading list
- No set text
- Handouts
- P.O.E.T - Don Norman
- State charts - best book is Ian Horrocks
- My book
7Course in a nutshell
- Here are some assumptions I am working on, and
will give you an idea where I am coming from - Gadgets and software are badly designed and
everyone accepts this as normal (Dilbert) - HCI does little to help programmers engineer
usable systems - Most HCI is post disaster finger wagging and
relies on there being an artefact to evaluate - This is a slight rant, but I am happy to discuss
any point with you.
8Usability - does it exist?
- Before we can look at usability, we have to look
at how it is currently perceived - To do this, we need to analyse how users know
that a product is usable - This is not as easy as it sounds. A good place to
start looking is by analysing the tasks products
are designed to solve.
9Task types - external
- For some products, it is easy to see how well
they fulfil their role - chair, car, hi-fi, television
- This type of product is designed to fulfil some
need that exists in the physical world. - This type of task we shall call external and is
not interesting to our discussion.
10Task types - internal
- The other type of task is an internal task.
- Here a device is built to solve a problem which
exists only because the device exists! - With these internal tasks, the problem is defined
in terms of the device created to solve the
problem this makes assessing task performance
incredibly difficult.
11Visibility - Physical and DM
- Another problem in assessing usability is the
lack of visibility in electronic devices - Physical devices have visible qualities which we
can assess - Software can be visible (Direct Manipulation) but
also invisible (DOS) - Electronics have physical attributes which are
not worth investigating
12Direct Manipulation (Ben Shneiderman)
- From studies on video games, decided that
- Users should see objects
- Objects should be controlled directly
- State is always visible
- This led to interfaces such as the Star, Lisa and
Macintosh
13Visibility - gadget
- Direct manipulation has helped with software, but
most computers are sold in embedded systems - Cellular handsets etc. have limited interfaces
- This was OK when processors were under powered,
not acceptable now
14Masochism
- Before we go on to look at usable systems, it is
worth mentioning that some people like unusable
systems - Computer games rely on having obscure interfaces
- The World Wide Web it is fun to just surf around
hoping to bump into something interesting
15Introducing usability to products
- I hope I have convinced you in the first lecturer
that devices are not as usable as they might be - One possible explanation for this is that the
technology is not mature enough yet to allow
usability it to develop
16Mature technology
- Let us switch briefly to an more mature
technology as a case study cars - Originally sold on the fact they worked
- Later came technologies (Balanced Power)
- Ultimately came safety and usability
- Ralph Nader changed perception of this
17Electronic maturity
- So is the electronic industry in a mature state?
- To answer this we need to look at Christensens
ideas (MIT professor looking at disruptive
technology
He assumes that technology develops over time and
eventually reaches some level where it is
sufficient for a task This is true for external
tasks
18Internal task maturity
- This time, the graph looks a little different
- The curve never meets the task line, as the line
changes to keep ahead of the curve - What is going on?
19Capitalism
- Companies exist to make money for their share
holders. This means that they need to keep
selling products to the same consumers - Unlike cars (or other physical products),
software (and electronics) does not ware out - Therefore, companies must make you want to buy
new products - the technology curve cannot be
allowed to cross the task line.
20Task stepping
- There are many ways to produce a stepped task
curve. Here are three - Forwards compatibility
- Having software versions which are incompatible
- Processor exploitation
- Here is a quote from a Microsoft executive
- if we hadnt brought your processor to its
knees, why else would you get a new one. - Snobbery
- Word processing - font-itis, clipart-itis
etc.
21Usability exploitation
- Companies can also exploit usability to step the
task line using marketing and drama - Drama
- Exploits the fact that products can be made to
look easy to use at purchase time - Sales people use demo buttons or careful
walkthroughs - This is backed by marketing
- Microsoft head of marketing perception is
reality - Techno-centric focus (Super-Intelligent control)
22Complicity
- Most users are happy to be exploited in this way
for many reasons - Dont want to admit they have made a bad decision
- Enjoy the kudos that comes from knowing a system
and helping others - Early adopters buy for fashion purposes
- Moreover, users do not know that there are better
ways of doing things - as the technology is hard to understand, users
assume un-usability is essential
23Increasing usability awareness
- Before we start to look at how programmers
improve usability, it is worth considering how
usability awareness can be raised - Commercial
- new user groups and applications, esp. cellular
phones - little need whilst still selling
- Academic
- little impact in three decades
- Consumer groups
- need to develop usability standards (I have done
a lot of work here)
24Building better systems
- There has been much work in HCI on principles for
interface design - We shall look at a few of these and see how they
can be applied to common systems - Remember these are principles for programmers -
there is much more to HCI especially in
prototyping, evaluation and user centred design
25Affordance (Don Norman)
- Affordances of an object are those properties of
the object which give users clues as to how the
device is used - Good examples include push buttons and levers
- Bad examples
- Pet hate is Web site design where links are not
underlined and give no indication of how they
should be used.
Button Graphic Traditional Rollover No
affordance
Gary
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26Affordance examples (UCT)
27Mapping (Don Norman)
- Mapping is concerned with ensuring that there is
a natural correlation between objects and the
interface controlling them
This crops up with oven controls, light switches
and, our old friend, the car radio Beware of
cultural mappings as opposed to real mappings
28Constraints (Don Norman)
- Constraining a design so that it can only be used
the correct way - Lego
- 3.5 disks
- Greyed menu options
29Visualising (Don Norman / Ben Shneiderman)
- Features should be made visible - we talked about
this earlier - Bad (usually impoverished interface)
- Command lines
- Cellular phone menus
- Good
- Direct Manipulation
- Menu systems
30Memory (Don Norman many others)
- Essentially memory comes in two flavours
- Short term
- Long term
- Short term memory is like RAM and can hold 72
items at a time. This impacts issues like menu
design - Long term is like hard disk. Too complicated to
go into here - Also linked to cognitive models
31Knowledge Chunking (Don Norman etc.)
- To improve on memory, we tend to chunk actions
- Chunking works by grouping actions into a lump
- Seek for meaningful relationships. Here is my UK
cellphone number written two ways - 0976 609766
- 09766 09766
- To help, we need to differentiate knowledge in
head and knowledge in world - Display based action
- Recognition vs. recall
32Conceptual Models and task analysis (Don Norman
etc.)
- Task analysis techniques like GOMS, which you
have covered already, help programmers think
about the user goals and task closure - ATM machines fail on the closure test
- Conceptual models require the programmer to
think about how the user is conceptualising a
problem and build an accurate representation - When the user model and the computer model do not
match, we have cognitive dissonance
33Reverse Turing test (Harold Thimbleby)
- Humans should be treated at least as well as
computers - Explains why direct manipulation better than
guided dialog (as per VCR timer recording) - Sounds obvious, but this has huge impact on
interface design - We will look at this point a lot more in the case
studies
34Role Integrity (Harold Thimbleby)
- Interfaces should not mislead users about what
the computer is capable of - This usually applies to hidden limits such as
- Midi sequencers coping with only eight tracks
- Generally limits should be zero, one or infinity
- If the interface is capable of specifying a task,
the computer should be able to complete it
35Simpler is not always better (Harold Thimbleby)
- Einsteins Everything should be made as simple
as possible, but not simpler - Fewer buttons often seen as simpler, but not
always the case - Overloading buttons with modes
- Typewriters are easy to use
- My Navi-key Nokia is not
Complex looking buttons can be hid under a lid
36Principle of least astonishment (Harold
Thimbleby)
- Consistency is obviously a key goal in interface
design. - This has been stated as
- The principle of least astonishment
- Consistency applies to functionality and form
- The car radio displays both types of
inconsistency - Button layout on face / button layout on remote
control - Functionality of RDS modes
37Modes (Harold Thimbleby etc.)
- Modes allows different behaviours from the same
interface features - Not necessarily bad, but linked to poor feedback,
can be awful - Buttons 7-12 on the radio
- For users who are not aware that the mode has
changed, this makes the device appear
non-deterministic - Polyas principle of Non-sufficient reason - if
there is no reason to believe things are
different, they arent
38Equal opportunity (Harold Thimbleby Andy Monk)
- Equal opportunity states that there should be no
difference between input and output values (or
known / unknown) - one can be substituted for the
other. - Good examples include
- Spreadsheets - cells are neither input or output
exclusively - Camera aperture / shutter speed
- Zloof Query by Example
39Principle of least effort (Harold Thimbleby)
- Zipfs principle of least effort can be rewritten
as - Make frequent things easy, unlikely things
harder - Similar to the simplicity idea, this manifests in
the following ways - Morse code E is only one dot, apostrophe is 6
dots and dashes - Menus organised to common things at top
- Dangerous operations could be heavily nested or
require many clicks or presses
40Feedback (Harold Thimbleby Isaac Newton)
- Newton taught us that every action in nature is
met with a reaction - this is not always the case
in interfaces - Every user action needs the interface to react so
that the user knows the action is complete - this can be tricky in multi-tasking systems
- Especially important for displaying modal
information
41Fitts Law
- The time taken to acquire a target is a function
of the distance to and size of the target - For a target of size S, a distance D from the
pointer, time is - ablog2(D/S 1) (a and b depend on device
characteristics) - This has big implications for items such as menu
design
42Bruce Tog Tognazzini
- Somewhat of a character, Tog is well known as an
outspoken proponent of good interface design - Almost unique in HCI community he worked for a
real company (Apple) and was responsible for
designing real products (System 7 among them) - He is not a whinge-bag
43Togs ideas
- Anticipation / Autonomy
- Do not try to guess what your users want
- Give them some room to explore (more than an
ATM, less than UNIX) - Colour Blindness
- Never use as a primary queue
- Consistency
- Inconsistency just as important
- Defaults
- Never called Default easy to over-ride
44Tog continued
- User efficiency
- Do not confuse machine with user efficiency
- Latency reduction
- Use threads!
- Use metaphors
- but not too much (what the heck is an analogy?)
- Protect your users
45Genuine Usability
- We are going to look at some results from a
usability test on mobile phones conducted by
US-West - Before we look at the results, what do you think
of handset usability and how practice, age and
instruction might affect it? - Interesting study as purchasers are not the end
user
46Usability experiment
- US-West carried out a series of tests with a
diversity of subjects - They had to complete 28 tasks on 3 different
handsets. Times were measured and compared - Subjects were also interviewed about phone
preferences
47Task results
- Similar usability
- Plenty of room for improvement
- Varied success
- basic features good
- advanced / vertical services were awful
- Practice doesnt help much
- Very poor feedback
- possibly a problem of handset and network feature
confusion - Age makes a big difference
48Consequences
- Reduced network usage
- Speed dials 16 success
- Save from call log 25 success
- many dont try
- Reduced usage of vertical services
- Vulnerability to competition
49Manuals Instruction
- Can help with success
- Need to be tailored for age / gender etc.
- Fonts hard to read for elderly
- Poorly optimised dialog
- Call forwarding is on Vs.
- Your feature has been activated Vs
- stutter dialtone
- Instructions are age related
- Nintendo effect cross over point
50Second experiment
- A second experiment was conducted to check
physical attribute preference - Before looking at the next page, what do you
think are the attributes people look for - size
- colour
- battery life
- Are attributes the same for different groups of
people.
51Results
- Long battery life is important
- for men
- for experienced users
- Smaller and lighter are good, unless
- you are an experienced user
- you are a kid
- Too small is bad
- Bigger displays important
- especially to elderly
52Conclusions
- Manufacturers must resist Swiss Army phones
- creeping featurisim
- features as rewards like Nintendo
- Touch screens seem way forward
- Usability must improve to reduce calls to support
line but increase calls to vertical services - Network suppliers are not happy with usability
- Handset manufacturers are more likely to listen
to service providers than individual customers
53Using Design Rules
- Attempt to provide designers with information
about impact of their designs - Always a trade-off - the more general the rule,
the more chance it conflicts with another rule - We can make a vague distinction between
Guidelines vague, need to know theoretical
underpinning Standards can be very specific, e.g
3-button mice used
Guidelines
Generality
Standards
Authority
54Standards
- Usually set by international committee
- Hardware standards more specific than software
- Hardware less likely to change
- Strength lies in forcing a large community to
follow standard - Currently not much for promoting usability tend
towards de facto standards
55Guidelines
- Style guides published by Apple, Sun etc.
- Tend to be generalisations - the more general,
the earlier they should be in the design process - Can range from
- Users must initiate all dialog (Apple)
- to
- Use white space between long groups of menu
controls (Open Look)
56Summary
- Standards
- High authority
- Little overlap
- Limited application
- Minimal interpretation
- Guidelines
- Lower Authority
- Conflicts / overlap / trade-
- off
- Less focused
- Interpretation required -
- HCI background
57Web Guides
- For the coursework, you will need to find a style
guide for the site design - As there are so many styles of site, make sure
you find one which suits the site you are
interested in - I will give you a list of style guides, but here
are some good design rules from Jakob Nielsen
(Web guru) - http//www.useit.com
58To 10 points of bad design
- Breaking the back button
- Opening browser windows
- Non-standard use of widgets
- Lack of biography
- No archives
- Moving URLs
- Smart headlines
- Buzzwording
- Slow sites
- Any advertising, or similar graphic
59Writing for the Web
- Simplicity and informality
- Credibility
- Outbound links for credibility
- Low humour
- Speed
- Scanable text (bullet points)
- Concise (half word count of other media)
- Summaries / Inverted pyramid
- Graphics and text integrated
- Check Strunk and White