Title: UserCentric
1User-Centric The Human Factor in Design
Susanne M. Furman, PhD Usability Engineer Web
Communication and New Media Division U.S.
Department of Health Human Services
2What is Human Factors?
- Science of understanding the properties of human
- capability
- The application of this understanding to the
design - and development of systems
- The art of ensuring successful application of
Human - Factors Engineering
The study of all aspects of the way humans relate
to the world around them.
3History of Human Factors
- Origin in the Industrial Revolution
- Full-fledged discipline during WWII
- Aircraft cockpit design needed to consider human
- interface for controls and displays
4What Does Human Factors Involve?
- Cognition mental processes, memory,
recognition - Perception how we perceive color, layout,
appeal - Motor Skills how we interact with systems
- Experimental psychology applying experimental
- methodology outside a controlled environment
-
5Objectives of Human Factors
- Enhance effectiveness and efficiency of human-
- machine systems
- Enhance certain desirable human characteristics
- Recognize and utilize individual differences
- Influence human behavior and well-being through
the - intelligent design of machines, devices, and
work - environments
- Utilize empirical data for design and evaluation
- Utilize the scientific method in the collection
of this - data
6What is Usability
- General term that encompasses ease of use
- How easily can people use any products controls
- or displays
- Study of methods, measurement, and principles of
- a products efficiency, elegance, and
usefulness. - Putting the user FIRST
- Provide the best match between the
characteristics - of people with the operation of the systems
and - products they use
-
7Usability Results
- Greater efficiency
- Shorter learning time
- Increased satisfaction
- Reduce human error and the likelihood of
negative - outcomes
- Usability is NOT just user testing!!!
-
8International Standard
System satisfies specified requirements
- Specify the context of use identify people who
will use it, what they use it for and under what
conditions. - Specify requirements Identify business
requirements or user goals for product to be
successful. - Create design solutions Build from rough concept
to a completed design. - Evaluate designs evaluation - usability testing
with actual users.
9Operator Error in Complex Systems
- Three Mile Island
- Bhopal
- Chernobyl
- Why large-scale systems pose additional demands
and new requirements on human operators. -
10- Three Mile Island
- Attributed to wrong decisions
- Operators overwhelmed with info much of it
- irrelevant, misleading or incorrect.
- Poorly designed instrumentation
- Important gauges were out of view
- No critical line on gauges
- No consistent action results for knobs and dials
- Exceptions what happens if..
-
11But Really This is Not Life or Death
12Impacts Our Daily Lives
- Surrounded by manufactured items intend to
- make life easier, more pleasant, and to help
us - save time.
- We are victimized by inanimate objects
- VCR?
- Lost trying to find information on a web site
- Tried to put our mug in the cup holder
- Why do we try so hard and put up with all these
- frustrations? Or do we???
13Mental Models
What is it?
Example Walk in a store cannot tell what
services goods were available.
- Users
- Come to your site with an idea of how things
work - Have been to many sites
- Have generic mental model way supposed to work
14Two Conclusions Follow
- Users have mental model of way things
- should work
- Average user is not a novice
15Users Mental Model
- Users experience majority of sites have
horrible - usability
- Users discover this and they are GONE
- Average users expectation of 1st time visit
- DISAPPOINTMENT
- If not apparent how site applies to immediate
concerns - GONE
16Users Are Not Novices
- Users acquainted with way most pages work
- Users dont have time to learn something new
- Homepages need to communicate immediate value
- Need to enable users to find relevant stuff in
seconds - If your homepage works similarly then users will
- understand because they are familiar with
design - conventions
17Design Conventions Stifle Creativity
- Boring if all homepages look the same
- Design is problem-solving with constraints
- Goal make something that works in the real
world - Doesnt mean they all look alike
- Magazine example
- Numbers located in corners
- Display headlines in type larger than body text
- Table of contents is at beginning
- But Vogue doesnt look like SI
18What Your Site Is
- Face to the world
- You get one chance to make a first impression
- If first impression is not good there is no
second - chance
- It is NOT artwork
- It is an interaction
- It is a stepping stone to the users destination
- inside
19Users Have Multiple Goals
- Find out what you do
- Researching a specific purpose
- Interested in some service or support
- Users may have different goals at different
times - segmenting does not work
- If number of options are overwhelming GONE
20What Your Homepage Must Do
At First Glance
- Where users are in your site
- What your company does
- What users can do at your site
Whats Important?
- Branding
- High-priority tasks
21So Why?
- Usability plays a role in publics perception
- Affects your brand value
- Affects public perception
- Makes it easier for users to accomplish their
goals - Bad design costs billions/year
- Internet easy to use can pay off by a factor
of 10 - Fewer last minute design changes
- Usable, appealing, and effective designs