Jason I. Hong - PowerPoint PPT Presentation

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Jason I. Hong

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Title: Jason I. Hong


1
Overview of User Interface Design, Prototyping,
and Evaluation(or, All of HCI in 80 Minutes)
  • Jason I. Hong
  • January 19, 2006

2
User Interface Hall of Fame or Shame?
  • IE5 page setup for printing
  • Problems
  • codes for header footer information
  • requires recall!
  • want recognition
  • no equivalent GUI
  • help is the way to find out, but not obvious

3
Overview of User Interface Design, Prototyping,
and Evaluation (or, All of HCI in 80 Minutes)
  • Jason I. Hong
  • January 19, 2006

4
Human-Computer Interaction (HCI)
  • Human
  • the end-user of a program
  • the others in the organization
  • Computer
  • the machine the program runs on
  • clients servers, PDAs, cars, microwaves
  • Interaction
  • the user tells the computer what they want
    (input)
  • the computer communicates results (output)

5
HCI Approach to UI Design
  • Other considerations we wont look at
  • Business models, level of fun

6
Why is HCI Important?
  • Major part of work for real programs (50)
  • Bad user interfaces cost
  • money (reduced profits, call centers)
  • WiFi Alliance 30 of WiFi boxes returned
  • reputation of organization (e.g., brand loyalty)
  • time (wasted effort and energy by users, rework)
  • lives (Therac-25)

7
Why is HCI Important?
  • Privacy and Security
  • phishing scams
  • accidental disclosures (ex. location info,
    cookies)
  • difficulty diagnosing the situation (intrusion
    detection)
  • intentionally circumventing security mechanisms
  • User interfaces hard to get right
  • people are unpredictable
  • intuition of designers often wrong
  • need good design methods

8
Four Myths about Good Design
  • Myth 1 Only experts create good designs
  • experts faster, simple and effective techniques
    anyone can apply
  • Myth 2 We can fix the user interface at the end
  • good design is more than just user interface
  • having right features, building those features
    right
  • Myth 3 Good design takes too long / costs too
    much
  • simple and effective techniques that can reduce
    total development time cost (finds problems
    early on)
  • Myth 4 Good design is just cool graphics
  • graphics part of bigger picture of what to
    communicate how

9
Outline
  • Overview of the Design Process
  • Design
  • Prototyping
  • Evaluation
  • User Models
  • Affordances
  • Mappings
  • Metaphors

10
Who Builds User Interfaces?
  • A team of specialists (ideally)
  • graphic designers
  • interaction / interface designers
  • information architects
  • technical writers
  • marketers
  • test engineers
  • usability engineers
  • software engineers
  • users

11
Iterative design is crucial
12
Design
  • Design is driven by requirements
  • focus on the core need
  • not how it is to be implemented
  • e.g., PDA not as important as mobile app.
  • might be multiple ways of achieving your goals
  • A design is a simplified representation of the
    desired artifact
  • for UIs these representations include
  • text description of tasks
  • screen sketches or storyboards
  • flow diagrams / outline showingtask structure
  • executable prototypes

Write essay start word processor write
outline fill out outline Start word processor
find word processor icon double click on
icon Write outline write down high-level
ideas . . .
13
Web Design Representations
Site Maps
Storyboards
Schematics
Mock-ups
14
Usability Goals?
  • According to the ISOThe effectiveness,
    efficiency, and satisfaction with which specified
    users achieve specified goals in particular
    environments
  • This does not mean you have to create a dry
    design or something that is only good for novices
    it all depends on your goals

15
Usability Goals
  • Set goals early later use to measure progress
  • Goals often have tradeoffs, so prioritize
  • Example goals
  • Learnable
  • faster the 2nd time so on
  • Memorable
  • from session to session
  • Flexible
  • multiple ways to accomplish tasks
  • Efficient
  • perform tasks quickly
  • Robust
  • minimal error rates
  • good feedback so user can recover
  • Pleasing
  • high user satisfaction
  • Fun

16
User-centered Design
  • Cognitive abilities
  • perception
  • physical manipulation
  • memory
  • Organizational / job abilities

Know Thy User
17
User-centered Design
  • You already know too much

You Are Not the User
18
User-centered Design
  • You already know too much
  • Easy to think of self as typical user
  • Easy to make mistaken assumptions
  • Keep users involved throughout the design
  • understanding work process
  • getting constant feedback
  • User-centered design mind-set
  • thinking of the world in users terms (empathy)
  • not technology-centered / feature driven,
    think of benefit to users

You Are Not the User
19
Outline
  • Overview of the Design Process
  • Design
  • Prototyping
  • Evaluation
  • User Models
  • Affordances
  • Mappings
  • Metaphors

20
Example of Design Failure
  • BART Charge-a-Ticket Machines
  • allow riders to buy BART tickets or add fare
  • takes ATM cards, credit cards, cash

21
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22
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23
Example of Design Failure
  • BART Charge-a-Ticket Machines
  • allow riders to buy BART tickets or add fare
  • takes ATM cards, credit cards, cash
  • Problems (?)
  • no visual flow (Where do I start? Where do I go
    next?)
  • one path of operation
  • ticket type -gt payment type -gt payment -gt ticket
  • BART Plus has minimum of 28, no indication of
    this until after inserting gt 1
  • cant switch to regular BART ticket
  • too many instructions
  • large dismiss transaction button does nothing

24
Lessons from the BART machine
  • Cant we just define good interfaces?
  • good has to be taken in context of users
  • might be acceptable for office work, not for play
  • infinite variety of tasks and users
  • guidelines are too vague to be generative
  • e.g., give adequate feedback
  • How can we avoid similar results?
  • What is required to perform the users tasks?

25
Task Analysis
  • Find out
  • who users are
  • what tasks they need to perform
  • Observe existing work practices
  • Create scenarios of actual use
  • This lets us try new ideas before building
    software!
  • Get rid of problems early in the design process
    while they are still cheap to fix!

26
Task Analysis Questions
Task Analysis
  • Who is going to use the system?
  • What tasks do they now perform?
  • What tasks are desired?
  • How are the tasks learned?
  • Where are the tasks performed?
  • Whats the relationship between user data?

27
Task Analysis Questions (cont.)
  • What other tools does the user have?
  • How do users communicate with each other?
  • How often are the tasks performed?
  • What are the time constraints on the tasks?
  • What happens when things go wrong?

28
Who?
  • Identity
  • in-house or specific customer is easy
  • need several typical users for broad product
  • Background
  • Skills
  • Work habits and preferences
  • Physical characteristics
  • height?

29
Who (BART)?
  • Identity?
  • people who ride BART
  • business people, students, disabled, elderly,
    tourists
  • Background?
  • may have an ATM or credit card
  • have used other fare machines before
  • Skills?
  • may know how to put cards into ATM
  • know how to buy BART tickets

30
Who (BART cont.)?
  • Work habits and preferences?
  • Some people use BART 5 days a week
  • Others first time use
  • Physical characteristics?
  • varying heights -gt dont make it too high or too
    low!

31
What Tasks?
  • Important for both automation and new
    functionality
  • Understand relative importance of tasks
  • Example on-line billing
  • small dentists office had billing automated
  • assistants were unhappy with new system
  • old forms contained hand-written margin notes
  • e.g., patient As insurance takes longer than
    most, etc.

32
Where is the Task Performed?
  • Office, laboratory, point of sale?
  • Effects of environment on users?
  • Users under stress?
  • Confidentiality required?
  • Wet, dirty, or slippery hands?
  • Soft drinks?
  • Lighting?
  • Noise?

33
What is the Relationship Between Users Data?
  • Public data?
  • Open government records, public web sites
  • Personal data?
  • Ex. health records, bank records
  • always accessed at same machine?
  • do users move between machines?
  • Common data?
  • used concurrently?
  • passed sequentially between users?
  • Remote access required?
  • Access to data restricted?

34
What Other Tools Does the User Have?
  • More than just compatibility
  • How user works with collection of tools
    to get things done
  • Example automating lab data collection
  • how is data collected now?
  • by what instruments and manual procedures?
  • how is the information analyzed?
  • are the results transcribed for records or
    publication?
  • what media/forms are used and how are they
    handled?

35
How Often Do Users Perform the Tasks?
  • Frequent users remember more details
  • Infrequent users may need more help
  • even for simple operations
  • make these tasks possible to do
  • Which function is performed
  • most frequently?
  • by which users?
  • optimizing system for these tasks will improve
    perception of good performance

36
What Happens When Things Go Wrong?
  • How do people deal with
  • task-related errors?
  • practical difficulties?
  • catastrophes?
  • Is there a backup strategy?

37
Involve Users to Answer Task Analysis Questions
  • Users help designers learn
  • what is involved in their jobs
  • what tools they use
  • i.e., what they do and how they do it
  • Developers reveal technical capabilities
  • builds rapport an idea of what is possible
  • users can comment on whether ideas make sense
  • How do we do this?
  • observe interview prospective users in work
    place!

38
Design from Data
  • Heated arguments with others on design team
  • Over what tools, skills, and knowledge users have
  • These tend to generate lots of heat, little light
  • Go out to real users and get real data from them
  • find out what they really do
  • how would your system fit in
  • Are they too busy?
  • buy their time (t-shirts, coffee mugs)
  • find substitutes (medical students)

39
Cant we just ask users what they want?
  • Not familiar with what is possible with
    technology
  • Not familiar with design constraints
  • Budget, legacy code, time, etc
  • Not familiar with good design
  • Not familiar with security and privacy
  • Sometimes users dont know what they want
  • Ex. Remote controls
  • Contextual inquiry is an important method for
    understanding users needs
  • Also, attitude vs actual behavior

40
Contextual Inquiry
  • Go to the workplace see the work as it unfolds
  • People summarize, but we want details
  • Keep it concrete when people start to abstract
  • We usually get reports by email, ask Can I see
    one?

41
Contextual Inquiry
  • Facts are only the starting point, you want a
    design based on correct interpretations
  • Validate rephrase
  • share interpretations to check your reasoning
  • Ex. So accountability means a paper trail?
  • people will be uncomfortable until the phrasing
    is right

42
Conducting a Contextual Inquiry
  • Use recording technologies
  • notebooks, tape recorders, still video cameras
  • Structure
  • conventional interview (15 minutes)
  • introduce focus deal with ethical issues
  • get used to each other by getting summary data
  • transition (30 seconds)
  • state new rules they work while you watch
    interrupt
  • contextual interview (1-2 hours)
  • take notes, draw, be nosy! (who was on the
    phone?)
  • wrap-up (15 minutes)
  • summarize your notes confirm what is important

43
Using the Data You Learn
  • Say who the users are (use personas or profiles)

44
Example Persona
Name Patricia
Age 31
Occupation Sales Manager, IKEA Store
Hobbies Painting Fitness/biking Taking son Devon to the park
Likes Emailing friends family Surprises for her husband Talking on cell phone with friends Top 40 radio stations Eating Thai food Going to sleep late
Dislikes Slow service at checkout lines Smokers
45
Using the Data You Learn
  • Say who the users are (use personas or profiles)
  • personas do not have to be a real person, but
    should be based on real facts and details
  • design can really differ depending on who the
    target is
  • provide names (easier to reference)
  • characteristics of the users (job, expertise,
    etc.)
  • Might have one persona for each class of users
  • helps the design team think in terms of the users
  • Keep in mind we already use personas
  • I wouldnt like that
  • My mom wouldnt be able to use that

46
Selecting Tasks
  • Choose real tasks users face
  • Have a mixture of simple complex tasks
  • easy tasks (common or introductory)
  • moderate tasks
  • difficult tasks (infrequent or for power users)
  • Good tasks are fundamental to good usability
  • does your system support key tasks desired by
    users?
  • how well does your system support these?
  • well see more of tasks in evaluation

47
Using Tasks in Design
  • Write up a description of tasks
  • formally or informally
  • run by users and rest of the design team
  • do they make sense? realistic?
  • get more information where needed

Manny is in the city at a club and would like to
call his girlfriend, Sherry, to see when she will
be arriving at the club. She called from a
friends house while he was driving, so he
couldnt answer the phone. He would like to check
his missed calls and find the number so that he
can call her back.
48
Using Tasks in Design (contd.)
  • Okay to have some freeform tasks
  • Ex purchase tickets for a movie you want to
    see
  • navigation, reviews, shopping cart, etc
  • specific tasks good for understanding usability,
    freeform tasks good for understanding
    usefulness

49
Outline
  • Overview of the Design Process
  • Design
  • Prototyping
  • Evaluation
  • User Models
  • Affordances
  • Mappings
  • Metaphors

50
Why Do We Prototype?
  • Quickly experiment with alternative designs
  • Get feedback on our design faster
  • fix problems before code is written
  • saves time and money
  • Keep the design centered on the user
  • must test observe ideas with users

51
Fidelity in Prototyping
  • Fidelity refers to level of detail
  • High fidelity
  • prototype looks like the final product
  • Low fidelity
  • artists rendition with many details missing

52
Low-fi Sketches Storyboards
53
Low-fi Sketches Storyboards
54
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55
Why Use Low-fi Prototypes?
  • Traditional methods take too long
  • sketches ? build prototype ? evaluate ? iterate
  • dont want to program for weeks or months before
    feedback
  • Simulate the prototype
  • sketches ? evaluate ? iterate
  • sketches act as prototypes
  • designer plays computer
  • other design team members observe record
  • Kindergarten implementation skills
  • allows non-programmers to participate
  • helps make sure everyone on the team is together

56
Qualities of Lo-Fi Prototypes
  • Advice avoid high-fidelity tools until necessary
  • Informal visual representation
  • communicates unfinished
  • encourages creativity
  • faster to create
  • higher-level feedback
  • Formal visual representation
  • communicates finished
  • inhibits creativity (detailing)
  • slower to create

57
The Basic Materials
  • Large, heavy, white paper (11 x 17)
  • 5x8 in. index cards
  • Post-its
  • Tape, stick glue, correction tape
  • Pens markers (many colors sizes)
  • Overhead transparencies
  • Scissors, X-acto knives, etc.

58
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59
Constructing the Model
60
Constructing the Paper Prototype
  • Set a deadline
  • a few hours or 1-2 days
  • dont think for too long - build it!
  • Draw a window frame on large paper
  • Put different screen regions on cards
  • anything that moves, changes, appears/disappears
  • Ready response for any user action
  • e.g., have those pull-down menus already made
  • Use photocopier to make many versions

61
Advantages of Low-fi Prototyping
  • Takes only a few hours
  • no expensive equipment needed
  • Can test multiple alternatives
  • fast iterations
  • number of iterations is tied to final quality
  • Almost all interaction can be faked

62
1 Minute Break
  • Good design matters in all areas of our lives
  • The little things really do matter
  • A designers proposed changes to airport
    screenings

63
Outline
  • Overview of the Design Process
  • Design
  • Prototyping
  • Evaluation
  • A lot here applies to evaluating both
    paper prototypes and real
    systems
  • User Models
  • Affordances
  • Mappings
  • Metaphors

64
Preparing for a Test
  • Select people representative of target users
  • minimize use friends or family
  • job-specific vocab / knowledge
  • approximate if needed
  • medical students, engineering students
  • use incentives to get participants
  • Prepare scenarios that are
  • typical of the product during actual use
  • ideally, your defined tasks from beforehand
  • Practice to avoid bugs

65
Conducting a Test
  • Roles
  • greeter puts users at ease gets demographic
    data
  • facilitator only team member who speaks
  • gives instructions encourages thoughts,
    opinions
  • computer simulates response, w/o explanation
  • observers take notes recommendations
  • Typical session is 1 hour
  • preparation, the test, debriefing
  • Make a recording or take good notes

66
Instructions to Participants
  • Describe the purpose of the evaluation
  • Im testing the product Im not testing you
  • Tell them they can quit at any time
  • Demonstrate any equipment
  • Explain how to think aloud
  • tell us what they are trying to do
  • tell us questions that arise as they work
  • tell us things they read
  • Explain that you will not provide help
  • Explain the basic concept of the UI, but not too
    much
  • Describe the task
  • give written instructions, one task at a time

67
Conducting a Test
  • Do a debriefing at the end
  • Were tasks realistic?
  • What parts made sense? Confusing?
  • Any features missing?

68
Ethical Considerations
  • Sometimes tests can be distressing
  • users have left in tears
  • You have a responsibility to alleviate
  • make voluntary with informed consent
  • avoid pressure to participate
  • let them know they can stop at any time
  • stress that you are testing the system, not them
  • make collected data as anonymous as possible
  • Often must get human subjects approval (IRB)

69
Deciding on Data to Collect
  • Two types of data
  • process data
  • observations of what users are doing thinking
  • bottom-line data
  • summary of what happened (time, errors, success)
  • independent and dependent variables

70
Which Type of Data to Collect?
  • Always focus on process data first
  • gives good overview of where problems are
  • Bottom-line doesnt tell you where to fix
  • just says too slow, too many errors, etc.
  • Hard to get reliable bottom-line results
  • need many users for statistical significance

71
Using the Test Results
  • Sort prioritize observations
  • what was important?
  • lots of problems in the same area?
  • Summarize the data
  • make a list of all critical incidents, positive
    negative
  • try to judge why each difficulty occurred
  • What does data tell you?
  • UI work the way you thought it would?
  • missing features?

72
Using the Results (cont.)
  • Update task analysis rethink design
  • rate severity ease of fixing critical incidents
  • fix both severe problems make the easy fixes
  • Will thinking aloud give the right answers?
  • not always
  • if you ask a question, people will always give an
    answer, even it is has nothing to do with facts
  • panty hose example
  • try to avoid specific questions

73
Measuring Bottom-Line Usability
  • Situations in which numbers are useful
  • time on task
  • tasks successfully completed
  • errors
  • define in advance what these mean
  • Do not combine with thinking-aloud. Why?
  • talking can affect speed accuracy

74
Measuring Subjective User Preference
  • Can rate system on a Likert scale
  • Example The user interface was easy to use
  • Strongly disagree
  • Disagree
  • Neither agree nor disagree
  • Agree
  • Strongly agree
  • Can be hard to be sure what data means
  • novelty of UI, not realistic setting
  • Can also get some useful data by asking
  • what they liked, disliked, where they had
    trouble, best part, worst part, etc.
    (redundant questions are OK)

75
Comparing Two Alternatives
  • Between groups experiment
  • two groups of test users
  • each group uses only 1 of the systems
  • Within groups experiment
  • one group of test users
  • each person uses both systems
  • cant use the same tasks or order (learning)
  • best for low-level interaction techniques
  • Between groups requires many more participants
    than within groups
  • See if differences are statistically significant
  • assumes normal distribution same std. dev.

76
Reporting the Results
  • Report what you did what happened
  • Images graphs help people get it!
  • Video clips can be quite convincing
  • Especially for convincing other engineers

77
Discount Usability Engineering
  • Reaction to excuses for not doing user testing
  • too expensive, takes too long,
  • Cheap
  • no special labs or equipment needed
  • the more careful you are, the better it gets
  • Fast
  • on order of 1 day to apply
  • standard usability testing may take a week or
    more
  • Easy to use
  • some techniques can be taught in 2-4 hours

78
Examples of Discount Usability
  • Walkthroughs
  • put yourself in the shoes of a user
  • like a code walkthrough
  • Low-fi prototyping
  • Action analysis (GOMS)
  • On-line, remote usability tests
  • Heuristic evaluation

79
Example Heuristic
  • H2-8 Aesthetic and minimalist design
  • no irrelevant information in dialogues

80
Example Heuristic
  • H2-9 Help users recognize, diagnose, and recover
    from errors
  • error messages in plain language
  • precisely indicate the problem
  • constructively suggest a solution

81
Outline
  • Overview of the Design Process
  • Design
  • Prototyping
  • Evaluation
  • User Models
  • Affordances
  • Mappings
  • Metaphors

82
Design of Everyday Things
  • By Don Norman (UCSD, Apple, HP, NN Group)
  • Design of everyday objects illustrates problems
    faced by designers of systems
  • Explains conceptual models
  • doors, washing machines,
    digital watches, telephones, ...
  • Resulting design guides
  • -gt Highly recommend this book

83
Conceptual Models
  • Mental representation of how object works how
    interface controls affect it
  • People may have preconceived models that are hard
    to change
  • (4 5) vs. (4 5 )
  • dragging to trash?
  • delete file but eject disk
  • Interface must communicate model
  • visually
  • online help and documentation can help,
    but shouldnt be necessary

84
Affordances as Perceptual Clues
  • Well-designed objects have affordances
  • clues to their operation
  • often visual, but not always (e.g., speech)

85
Affordances as Perceptual Clues
Siemens Pocket PC Phone Pen input, no keypad
Handspring Treo Pen input/keypad input
86
Affordances as Perceptual Clues
  • Poorly-designed objects
  • no clues or misleading clues

Crazy design for a screw punch!
87
Refrigerator
freezer
fresh food
  • Problem freezer too cold, but fresh food just
    right

88
Refrigerator Controls
Normal Settings C and 5 Colder Fresh Food C and
6-7 Coldest Fresh Food B and 8-9 Colder
Freezer D and 7-8 Warmer Fresh Food C and
4-1 OFF (both) 0
  • What is your conceptual model?

89
A Common Conceptual Model
cooling unit
cooling unit
  • independent controls

90
Actual Conceptual Model
cooling unit
  • Now can you fix the problem?
  • Possible solutions
  • make controls map to users model
  • make controls map to actual system

91
Design Model User Model
  • Users get model from experience usage
  • through system image
  • What if the two models dont match?

92
Conceptual Model Mismatch
  • Mismatch between designers users conceptual
    model leads to
  • Slow performance
  • Errors
  • And inability to recover
  • Frustration
  • ...

93
Notorious Example
94
A Personal Example
95
Make Things Visible
  • Refrigerator (?)
  • make the A..E dial something about percentage of
    cooling between the two compartments?
  • Controls available on watch w/ 3 buttons?
  • too many and they are not visible!
  • Compare to controls on simple car radio
  • controls functions
  • controls are labeled (?) and grouped together

96
Map Interface Controls
  • Control should mirror real-world
  • Which is better for dashboard speaker
    front / back control?

97
Map Interface Controls
98
Map Interface Controls
99
Metaphor
  • Definition ?
  • The transference of the relation between one
    set of objects to another set for the purpose of
    brief explanation.
  • Lakoff Johnson, Metaphors We Live By
  • ...the way we think, what we experience, and
    what we do every day is very much a matter of
    metaphor.
  • in our language thinking - argument is war
  • he attacked every weak point ... criticisms
    right on target ... if you use that strategy
  • We can use metaphors to leverage existing
    conceptual models

100
Desktop Metaphor
  • Suggests a conceptual model
  • Not really an attempt to simulate a real desktop
  • Leverages existing knowledge about files,
    folders, trash
  • A way to explain why some windows seemed blocked
  • The user illusion

101
Example Metaphors
  • Global metaphors
  • personal assistant, e-wallet, e-mail, digital
    library
  • Data function
  • rolodex, to-do list, calendar, documents
  • Collections
  • drawers, files, books, newspapers, photo albums

102
Four Key Ideas
Iterative design is crucial
Know Thy User
You Are Not the User
Design from Data
103
Summary
  • Overview of the Design Process
  • Design (Task Analysis, Contextual Inquiry,
    Tasks)
  • Prototyping (Paper prototyping)
  • Evaluation (Lab tests, Heuristic evaluation)
  • User Models
  • Affordances
  • Mappings
  • Metaphors
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