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Lecture 23: Usability Engineering

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These can be interspersed with pictures showing drawings of the interface ... understandability of headlines, links, and explanations; ... – PowerPoint PPT presentation

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Title: Lecture 23: Usability Engineering


1
Lecture 23 Usability Engineering
  • Readings see URLs on Web version of this
    lecture, http//www.upassoc.org
  • www.useit.com.

2
Goals
  • Review iterative design process for user
    interface development
  • Show examples of rapid prototyping
  • Introduce usability testing

3
Overview of User-Centred Design
  • 1. User/Task Analysis
  • 2. Set Usability Goals
  • 3. Design User Interface
  • 4. Evaluate Design Models
  • 5. Build Prototypes
  • 6. Test Prototypes
  • 7. Evaluate Results of Test

If goals not met.
?
If goals met.
4
Rapid Design Tools
  • Storyboarding
  • Written Descriptions
  • Video Envisionment
  • Wizard of OZ techniques

5
Storyboarding
  • Sequence of screen displays that represent
    sequence of user actions followed by screen
    update
  • Storyboards often videotaped or animated to
    represent operation of a running user interface.

6
Example Storyboard Scenario for a Homebanking
System
7
Example Storyboard Scenario for a Homebanking
System
  • Possible User Actions
  • User selects telephone with double click on mouse
  • User selects checkbook with double click on
    mouse..

8
Example Storyboard Scenario for a Homebanking
System
9
Written Descriptions
  • Natural language descriptions of the interface
    design, e.g.,
  • The first screen will have a five menu options
    which will allow the user to select five
    different categories of restaurants. The
    categories will be French, Italian, Indian,
    Chinese and Ethiopian.
  • These can be interspersed with pictures showing
    drawings of the interface

10
Example Language Description of a User Interface
  • The application will have one menu, called FILE.
    The FILE menu will have three menu items called
    OPEN, CLOSE and QUIT, as indicated in the
    following diagram.

11
Demo Programs
  • Programs which allow the designer to create
    screen mockups
  • They are like Prototyping Systems but with the
    following exceptions
  • Users are not allowed to type real input into the
    program - any key they type will typically bring
    on the next screen display
  • The interfaces are rigid simulations of ONE case
    of possible user input not the many cases that
    might occur
  • Director/Visual Basic used in this way

12
Video Envisionments
  • Static representations of user interaction
    created
  • on computer screen
  • on paper
  • Sequence of these representations videotaped to
    simulate a working system
  • technique shown to elicit more accurate user
    attitudes toward completely new designs
  • hard parts of prototyping task can be simulated

13
Wizard of OZ techniques
  • Very rudimentary mockup of design created
  • Very fast human sits in next room observing user
    actions
  • brings up screen display that represents users
    request
  • or types envisioned computer response to request
  • Example the automatic secretary
  • fast typist generates words, corrections, etc.,
    as user dictates memorandum

14
Paper Prototyping Example Real Estate Application
15
(No Transcript)
16
Usability for Web Sites
  • Site Level Usability
  • Page Level Usability

17
Site Level Usability
  • home page
  • information architecture,
  • navigation, and search
  • linking strategy
  • overall writing style page templates, layout,
  • site-wide design standards graphical language
    and commonly used icons

18
Page Level Usability
  • specific issues related to the individual pages
  • understandability of headlines, links, and
    explanations
  • intuitiveness of forms and error messages
  • inclusion or exclusion of specific information
  • individual graphics and icons

19
Testing Internal Consistency
  • Can all nodes and screens in the Website be
    reached from each other?
  • Is there a reasonable entry point?
  • Is information design reasonably consistent
    across the different screens and nodes?
  • What actions can be performed on the nodes?
  • Are the interactions and dialogs necessary to
    perform equivalent actions consistent?

20
Web Design Guidelines
  • Apple http//www.applenet.apple.com/hi/web/intro.h
    tml
  • Sun http//www.sun.com/styleguide/
  • IBM http//www.ibm.com/IBM/HCI/guidelines
  • See upassoc.org for more citations...

21
Make Text Work
  • Text should be
  • Concise
  • Objective
  • Scannable
  • See following example.

22
Making Text Work Before
  • Nebraska is filled with internationally
    recognized attractions that draw large crowds of
    people every year, without fail. In 1996, some of
    the most popular places were Fort Robinson State
    Park (355,000 visitors), Scotts Bluff National
    Monument (132,166), Arbor Lodge State Historical
    Park Museum (100,000), Carhenge (86,598), Stuhr
    Museum of the Prairie Pioneer (60,002), and
    Buffalo Bill Ranch State Historical Park (28,446).

23
Making Text Work After
  • In 1996, six of the most-visited places in
    Nebraska were
  • Fort Robinson State Park
  • Scotts Bluff National Monument
  • Arbor Lodge State Historical Park Museum
  • Carhenge
  • Stuhr Museum of the Prairie Pioneer
  • Buffalo Bill Ranch State Historical Park

24
Usability Testing
  • Choose scenarios and detailed tasks
  • Select Representative Users
  • Perform tasks with think aloud
  • Identify Usability problems
  • Recommend Design changes

25
A Few Testers Find Most Problems
26
Fewer Testers -gt Save for More Cycles
27
Heuristic Usability Evaluation
  • 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

28
Conclusions
  • Use the guidelines
  • Know your task and user
  • Know the properties of your medium/OS/environment
  • Prototype cheaply, early, and often
  • Test cheaply, early, and often
  • Functionality comes first, but only if it can be
    used
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