Designing The User Experience In The Lotus Notes Client - PowerPoint PPT Presentation

1 / 69
About This Presentation
Title:

Designing The User Experience In The Lotus Notes Client

Description:

... interviews with some of the intended 'real world' users ... It's OK to 'cheat' here by capturing a screenshot of the Notes client window, Web browser, etc. ... – PowerPoint PPT presentation

Number of Views:86
Avg rating:3.0/5.0
Slides: 70
Provided by: blatn
Category:

less

Transcript and Presenter's Notes

Title: Designing The User Experience In The Lotus Notes Client


1
Designing The User Experience In The Lotus Notes
Client
  • Chris Blatnick
  • interfacematters.com

2
Who Am I?
  • Internal/external consultant with 10 years
    experience in Notes and web development
  • Recent presenter for Lotus Developer2006,
    Lotusphere 2007 and local/regional user groups
  • Project contributor to OpenNTF (Application
    Activity Tracking)
  • Author of Interface Matters blog focused on UI
    topics such as interface design, usability and
    the overall software user experience

3
What Well Cover
  • Defining Interface First design
  • Exploring the elements of Interface First design
  • Caring about usability
  • Conducting user interviews and creating user
    profiles
  • Creating Low-Fidelity prototypes
  • Leveraging usability tests
  • Thinking beyond the screen

4
Why Are We Even Talking About This?
  • To the users, the interface is the application
  • Users dont care about the technology, just
    getting their jobs done quickly and efficiently

5
What Do We Mean by Interface First?
  • Simply put, when developing a new
    application,start with the design of the
    interface, NOT the programming logic
  • This is a new way of looking at development, but
    it is not a radical departure
  • Use same skills and tools that are currently
    employed, but possibly get rid of some of the
    non-value-added processes and enhance other
    design skills
  • Use fewer design documents (views, forms, etc.)
  • User interviews become more important
  • Learn to focus on usability

6
Looking From the Outside In
  • Using Interface First design ideas, initial
    efforts focus on determining what the user sees
    and does while inthe application
  • The aim is to address the users work experience
  • We want to answer some basic questions
  • How will it look?
  • How will it work?
  • How can we simplify it?

7
The Interface Is King
  • The interface is designed before any code is
    written
  • This is a crucial point at this stage, its
    still easyto turn back
  • Great benefit Changes are cheaper and faster
  • Often the choice of interface has a direct effect
    onthe code path you take
  • Changes to the interface can cause a lot of
    rework

8
Whats the Payoff for Doing Interface First
Design?
  • Design methods are low cost and changes canbe
    made easily
  • Early emphasis on the design allows you to make
    many iterations before being locked in. Dont
    like something?Make a quick change or throw it
    away completely.
  • If changes are required after code is written,
    the applicationis already on the way to
    increased costs

9
Additional Benefits Are Seen When Finished
  • User acceptance is usually higher and the users
    have greater satisfaction with the application
  • This is especially true if they are involved in
    thedesign process
  • For example, helping design the low-fidelity
    prototypeand being involved in usability testing

10
What Well Cover
  • Defining Interface First design
  • Exploring the elements of Interface First design
  • Caring about usability
  • Conducting user interviews and creating user
    profiles
  • Creating Low-Fidelity prototypes
  • Leveraging usability tests
  • Thinking beyond the screen

11
Key Elements of Interface First Design
  • Interface design is an integrated part of
    thedevelopment plan
  • It should be a required part of all projects
  • It should be the first phase of the development
    process
  • Interface design is ITERATIVE
  • Does not stop after the first part of the process
    is complete
  • Keep examining if the interface is living up to
    its expectations. Remember the questions
  • How will it look?
  • How will it work?
  • How can we simplify it?

12
Use of Standard Tools
  • Low-fidelity prototypes
  • Answers How will it look?
  • User interviews and user profiles
  • Answers How should it work?
  • Usability testing
  • Answers How does it work and how can we simplify
    it?

13
No Code Allowed!
  • Code should not be written during the initial
    phase of Interface First design
  • Stay technology agnostic
  • Although customers may come to the table
    expecting touse Notes, it may not be the right
    fit
  • Dont become constrained by the software. Design
    the interface and then worry about how to build
    it.

14
What Well Cover
  • Defining Interface First design
  • Exploring the elements of Interface First design
  • Caring about usability
  • Conducting user interviews and creating user
    profiles
  • Creating Low-Fidelity prototypes
  • Leveraging usability tests
  • Thinking beyond the screen

15
Usability Its All About the User
  • What is usability?
  • Usability is about trying to make a product
    transparent to whoever is using it. The goal of
    usability is not to get people to like the
    program it is to make it so they do not
    noticethe software at all.
  • "Good design is transparent.
  • It's so good you can't see it." Justin Fox

16
In Other Words
  • Its all about ease of use
  • Good usability productive, happy users
  • Poor usability unproductive, grumpy users
  • In Interface First design, usability is one of
    thedriving forces
  • Continue to test usability through each iteration
    of the design
  • Make features fight for their lives
  • If they dont have a purpose or they hinder
    usability,get rid of them

17
Whats Included
  • Usability addresses several factors
  • Interface
  • Functionality
  • Copywriting
  • Learnability
  • User satisfaction
  • Errors

18
You Be the Designer
  • How can the train notification system be improved?

19
Elements of Good Usability
  • An application with good usability will usually
    have
  • A clean, uncluttered interface
  • Readability as a priority
  • Clear definition of the purpose of each element
  • Logical flow of information across the page
  • Absence of unnecessary features

20
Aesthetics Matter
  • An application has to be functional, but it must
    look good while doing so
  • Research shows that perceived usability is
    increased witha pleasing design
  • A good design does not mean fancy graphics
    orcomplex layout
  • Simple and clean applications are highly prized
  • Avoid non-standard UI elements
  • Example Using checkboxes but only allowing
    asingle value

21
The Overall Goal
  • The best interface is the one that the user does
    not notice. That is get the interface out of
    the way.
  • If the user does not have to consciously think
    about how the program works, the designer has
    achievedtheir goal!

22
What Users Hate
  • There are many things users hate to do whenusing
    software
  • Good usability avoids this when possible
  • Dont make users
  • Repeat information
  • Learn obscure codes, routines, etc.
  • Wait
  • Search for functionality they need
  • Read a manual

23
So Why Care About Usability?
  • In the end, a focus on usability is important
    because it has a direct impact on the customers
    satisfaction
  • Usability is also important to the developer
    since it
  • Helps reduce cost of rework
  • Can minimize customer complaints
  • Simplifies end-user support
  • Enhances the image of the firm or company

24
What Well Cover
  • Defining Interface First design
  • Exploring the elements of Interface First design
  • Caring about usability
  • Conducting user interviews and creating user
    profiles
  • Creating Low-Fidelity prototypes
  • Leveraging usability tests
  • Thinking beyond the screen

25
Beyond Requirements
  • Users often come to the development staff with a
    preconceived notion of what they want
  • Often they leave out a lot of important
    information
  • Many times, they are not sure what they REALLY
    want
  • Requirements only tell part of the story
  • To be thorough, it is important to uncover all
    the necessary details to design the application
  • This is done with User Interviews

26
The User Interview
  • The purpose of the User Interview is to gain
    additional information about the users work
  • Gaining this knowledge allows the developer to
    frame the context of the application
  • Look for
  • Additional detail about the requirements
  • Background information about the job, department
    politics, past project failures and successes

27
Ideally, the User Interview Consists of
  • Direct face to face conversation about the
    application and the users job function
  • Observation of the users behavior i.e., how
    theydo the job today

28
Nondirected Interviews
  • To be most effective, ask questions that remove
    bias, opinions, and expectations
  • Open-ended questions are best
  • Avoid Yes/No questions
  • Good Questions
  • What do you likeabout this?
  • How would you ?
  • Bad Questions
  • Is this a good idea?
  • Do you likethis feature?
  • Dont you think ?

29
Choosing the Right Users
  • For user interviews to be successful and most
    productive, make sure that the best
    candidatesare chosen
  • Good mix of subject matter experts
  • Users that represent the end-to-end process
  • Let them know what is expected ahead of time
  • On large projects, ensure that users will have
    the time tomake themselves available
  • Dont go for marathon sessions two hours or
    lessworks best

30
The Role of User Profiles
  • User Profiles are typically used in larger
    applications where there are so many users that
    interviews wouldbe impossible
  • In these cases, create fictional models that
    represent some typical users, based on
    interviews with some of the intended real world
    users

31
User Profiles Help Shape Your Design
  • To use them effectively, user profiles should not
    just be a list of duties or requirements
  • Treat the profiles as real people
  • Develop goals, personality traits, needs and
    wants, tools, etc.
  • Just as done in actual user interviews, construct
    a picture of how the user works in a typical day
  • What do they do?
  • What do they need to accomplish?

32
How Do User Interviews and Profiles Help?
  • Use the information that has been compiled to
    drivethe design
  • Answer the questions that were asked
  • Align the design with the targeted goals
  • Frequently review the user interviews or profiles
    as work moves through the design process to
    ensurethat the team is on the right path

33
A Sample User Profile
34
What Well Cover
  • Defining Interface First design
  • Exploring the elements of Interface First design
  • Caring about usability
  • Conducting user interviews and creating user
    profiles
  • Creating Low-Fidelity prototypes
  • Leveraging usability tests
  • Thinking beyond the screen

35
About Prototyping
  • Prototyping is a crucial part of a good design
    process
  • Prototypes should be used as early as possible in
    thedesign phase
  • Prototypes are much cheaper and easier to change
    than code
  • Prototypes provide a solid foundation for
    discussion between developers and users
  • Fortunately, due to its RAD nature, prototyping
    is well known by most Notes developers
  • Whats not so well known is the power
    ofLow-Fidelity Prototypes

36
Low-Fidelity Whats That?
  • Fidelity refers to the level of detail in the
    design
  • Low-fidelity Hand-drawn screens
  • High-fidelity Lots of detail
  • Professionally rendered drawings
  • Screenshots

37
Simple Tools Are Used
  • The low-fidelity method uses simple tools to
    buildthe prototype
  • Paper
  • Pencils
  • Crayons
  • Scissors

38
Features of a Low-Fidelity Prototype
  • Good low-fidelity prototypes
  • Are quick and dirty
  • Are easily changed
  • Can be thrown away without worry
  • Are combined with usability testing
  • Are created at the very beginning of the project
  • Go through several iterations

39
Purpose of the Low-Fidelity Prototype
  • The main purpose of the low-fidelity prototype is
    to map out the key aspects of the user interface
    and application functionality early in the
    process
  • With this method, prototyping can be done
    cheaplyand easily in a very short time frame
  • This usually results in big cost savings

40
Low-Fidelity Prototyping Benefits
  • There are some key benefits that low-fidelity
    prototyping gives the developer
  • Because it doesnt look professional, users are
    much more likely to speak freely about the design
  • Users can become actively involved in the design
    processby picking up the crayons or pencils
    investment leads to better acceptance

41
More Benefits
  • Specifically from the developers perspective,
    the changes required dont hurt as much, since
    the developer is not emotionally invested in the
    design

42
Low-Fidelity Examples
43
Low-Fidelity Examples (cont.)
44
Low-Fidelity Examples (cont.)
45
Low-Fidelity Examples (cont.)
46
The First Step
  • Begin by creating the frame of your UI togive
    it context
  • Its OK to cheat here by capturing a screenshot
    of the Notes client window, Web browser, etc.
  • This sets up the environment the user will be
    working in and provides them with a familiar
    starting point (menus, window commands, etc.)

47
Building the Interface
  • Next, simply draw out the features of the
    interface
  • Screen layout
  • Buttons
  • Dialogs, etc.
  • Use a new sheet of paper for each screen
  • For example, in a Notes application, there might
    be pages for
  • Home page
  • Forms
  • Views
  • Embedded Editors

48
Additional Bonus
  • At the end of the project, the low-fidelity
    prototype serves both as a history of the design
    changes and as a good documentation resource

49
What Well Cover
  • Defining Interface First design
  • Exploring the elements of Interface First design
  • Caring about usability
  • Conducting user interviews and creating user
    profiles
  • Creating Low-Fidelity prototypes
  • Leveraging usability tests
  • Thinking beyond the screen

50
Bringing It All Together
  • Usability testing is the component of Interface
    First design that joins together all of the
    design workdone to this point

51
Usability Testing Defined
  • Usability testing is a technique for ensuring
    that the users of a system can carry out the
    intended tasks efficiently, effectively, and
    satisfactorily
  • Note that this is not the same as testing that
    the system actually returns the correct results
  • Functional testing and QA should still take place

52
Usability Testing Is About Testing Your Design
  • The purpose of the usability test is to test the
    application, NOT the user
  • Never make the user feel like they made a
    mistake. If they dont do what was planned, the
    design MAY be wrong!
  • The test should uncover whether or not thedesign
    works
  • In particular, look for
  • Ease of use
  • Functionality
  • Uncovering unknowns or items not thought of
    before

53
Poking a Little Fun
54
Participants in a Usability Test
  • User
  • In testing, users should be given specific tasks
    to accomplish (e.g., complete an employee
    profile)
  • Facilitator/Host
  • The Facilitator runs the test session, explaining
    the test tothe user, collecting notes, etc.
  • Usually, the Facilitator is the only person
    besides the user who will speak during a testing
    session

55
Additional Participants
  • Computer
  • One person takes on the role of the computer,
    explaining to the user what is happening when
    they perform a certain action
  • They also change the screens when necessary
  • Observer(s)
  • The observation group may be made up of several
    team members, including process owners,
    developers, etc. Observers do not interact with
    users they are there onlyto record the actions
    of the user.

56
But Theres Only One of Me
  • Taking on multiple roles is OK
  • Sometimes it is necessary to play all the roles

    in the usability test. Just remember some
    simple
    rules
  • When acting as the computer, dont talk or guide
    the user
  • Take notes after the user has completed an action
  • Break sessions into small chunks a tired user
    wont give you optimal results

57
Using the Testing Results
  • The results of the usability test should be used
    to
  • Fix obvious flaws in the design
  • If a significant percentage of users could not
    accomplisha specific task or were confused by an
    aspect of the functionality, it should be
    redesigned. (Thus, a good reason that initial
    testing should be done with a low-fidelity
    prototype.)

58
Additional Considerations
  • Test results can also be used to
  • Add or modify behavior to meet user expectations
  • For example, if users kept clicking certain text
    thinking it was a link, it might be worthwhile
    actually turning that text into a link
  • Learn what works and what doesnt work for
    future designs
  • If desired, create a knowledge base containing
    materials used in the testing process and results
    obtained
  • This can be a great resource for future developers

59
What Well Cover
  • Defining Interface First design
  • Exploring the elements of Interface First design
  • Caring about usability
  • Conducting user interviews and creating user
    profiles
  • Creating Low-Fidelity prototypes
  • Leveraging usability tests
  • Thinking beyond the screen

60
The User Experience
  • Usability and UI design are all part of a greater
    package that encompasses every aspect of the
    users interaction with your software
  • This all encompassing nature of design
    consideration is known as the user experience
  • BUTgood user experience design goes beyond just
    the software itself

61
Theres Only One Chance To Make A First
Impression
  • The initial engagement with a customer often sets
    the stage for the entire project
  • Make sure to
  • Clearly map out the work plan
  • Inform customer of unique design ideas they may
    not have seen before, such as low-fi prototyping
    and usability testing
  • Project an enthusiastic, up-beat attitude
  • Truly LISTEN to what the customer has to say
  • Avoid the temptation to start solving their
    problems
  • Use this time to really focus on the people
    involved

62
Have Fun And Delight The Customer
  • Dont underestimate the power of fun
  • Just because it is a business environment doesnt
    mean that humor and fun cant be injected into
    the project
  • Look for opportunities to play
  • Use funny test names or names that have a lot of
    meaning to the customer (favorite singer, actor,
    etc.)
  • Build an Easter Egg into your app

63
Question The Whole Process
  • Consider the users perception of working with
    the designer and with the application
  • How are problems reported?
  • How are answers communicated?
  • How do users make suggestions for improvement?
  • Is online help readily available?
  • How do users get support?

64
Some Good Answers
  • Develop a sense of community around the
    application
  • Build a mechanism for users to interact,
    especially if the user base is geographically
    disperse
  • Discussion area?
  • Process owner blog?
  • Design a feedback process directly into the
    application
  • Provide on-line help that users can update
    themselves
  • Use a wiki to let users build a self-sustaining,
    more relevant help system

65
Consider Fast Release Cycles
  • Many Web 2.0 apps introduce new features almost
    daily
  • Sometimes new features work and sometimes they
    dont
  • Dont be afraid to introduce a feature and then
    remove it if it doesnt live up to expectations
  • Users prefer small, incremental changes to big,
    sweeping modifications
  • Endeavour to make responding to bug reports a
    critical task
  • Perception of responsiveness is key to engaging
    the users

66
Some Ideas To Get You Started
67
Rethinking Your UI
  • Some great ideas to think about when building
    your UI
  • Use layers
  • Do you really need views?
  • Hide complexityuse the 80-20 rule
  • Embrace the concepts of dashboards

68
Resources
  • Steve Krug, Dont Make Me Think A Common Sense
    Approach to Web Usability (New Riders Press,
    2005).
  • Excellent book about using a common sense
    approach inWeb design (applicable to Notes too)
  • Carolyn Snyder, Paper Prototyping The Fast and
    Easy Way to Design and Refine User Interfaces
    (Morgan Kaufmann, 2003).
  • Companion Web site can be found at
    www.paperprototyping.com
  • Great selection of downloadable materials to use
  • www.useit.com
  • Website of Jakob Nielsen, one of the foremost
    authoritieson usability and user interface design

69
Resources (cont.)
  • www-03.ibm.com/developerworks/blogs/page/marybeth
  • Mary Beth Ravens blog (lead product designer for
    Hannover)
  • interfacematters.com
  • My blog, where I discuss UI issues with a focus
    onNotes and Domino

70
How To Contact Me
Chris Blatnick http//interfacematters.com chris_at_i
nterfacematters.com
Write a Comment
User Comments (0)
About PowerShow.com