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Title: UserCentric


1
User-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
2
What 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.
3
History 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

4
What 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

5
Objectives 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

6
What 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

7
Usability Results
  • Greater efficiency
  • Shorter learning time
  • Increased satisfaction
  • Reduce human error and the likelihood of
    negative
  • outcomes
  • Usability is NOT just user testing!!!

8
International 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.

9
Operator 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..

11
But Really This is Not Life or Death
12
Impacts 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???

13
Mental 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

14
Two Conclusions Follow
  • Users have mental model of way things
  • should work
  • Average user is not a novice

15
Users 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

16
Users 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

17
Design 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

18
What 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

19
Users 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

20
What 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

21
So 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
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