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User Interface Design

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Title: User Interface Design


1
User Interface Design
  • Southern Methodist University
  • CSE 8316
  • Spring 2003

2
Temporal Relations and Usability Specifications
3
Introduction
  • Previous chapter discussed low level primitives
  • Now focus on abstraction and relative timing of
    events
  • Such issues as interruptibility and
    interleavability should be part of interaction
    design and not driven by constructional design.

4
Introduction
  • UAN can be used to specify
  • Sequence
  • Iteration
  • Optionality
  • Repeating choice
  • Order independence
  • Interruptibility
  • Interleavability
  • Concurrency
  • Waiting

5
Sequencing and Grouping
  • Sequence
  • Sequence One task is performed in its entirety
    before the next task is begun
  • Represent in the UAN by grouping (horizontally or
    vertically) without any intervening operators
  • Grouping
  • Tasks can be grouped together using various
    operators to form new tasks
  • Definition is similar to that for regular
    expressions

6
Abstraction
  • Have only seen UAN describing articulatory
    actions -- primitive tasks performed by the user.
  • In this form, describing an entire interaction
    design would be overly complex and difficult
  • Introduce abstraction by allowing groups of tasks
    to be named.
  • As with procedures, a reference to the name is
    equivalent to performing all the tasks described
    by that name

7
Abstraction
  • To aid in reusability, allow tasks references to
    be parameterized
  • Reusing tasks promotes logical decomposition,
    providing for consistent system model
  • Abstraction hides details, but also hides user
    feedback. This information can be listed at one
    or both levels.
  • With task naming, can now perform top-down
    design.

8
Task Operators
  • Choice
  • Simple choice is represented in UAN with the
    vertical bar, '.
  • Repeating choice is formed by adding the
    iterators ' and '.

9
Task Operators
  • Order Independence
  • Set of tasks that must be completed before
    continuing, but order of completion of the
    subtasks is not important.
  • Represented by the '.

10
Task Operators
  • Interruption
  • Interruption occurs when one task is suspended
    while another task is started
  • Since UAN describes what can happen, you cannot
    specify an interruption, but rather what can be
    interrupted (interruptibility)
  • To specify that A can interrupt B use A --gt B.

11
Task Operators
  • Uninterruptible Tasks
  • Assume all primitive actions are uninterruptible
    (e.g. pressing a mouse button).
  • Specify the uninterruptibilty of higher-level
    tasks (e.g. modality) by enclosing in brackets,
    ltAgt'.

12
Task Operators
  • Interleavability
  • If two tasks can interrupt each other, they are
    considered interleavable.
  • Assume that operator is transitive.
  • Represented with double arrow, A lt--gt B.

13
Task Operators
  • Concurrency
  • If two tasks can be performed in parallel (e.g.
    two different users), then tasks are concurrent
    Represented with '.

14
Task Operators
  • Intervals and Waiting
  • Can add explicit time intervals between two
    events.
  • Two forms
  • If task B must be completed within n seconds of
    task A A (tltn) B'
  • If task B is to occur only n seconds after task
    A A (tgtn) B'

15
Other Representations
  • Screen Pictures and Scenarios
  • UAN describes user actions, but does not describe
    the format/display of screens
  • Should supplement UAN with screen layouts and
    scenarios.
  • State Transition Diagrams
  • Typical interface contains various states
  • To provided global view of how states are
    related, add state transition diagram to UAN

16
Design Rationale
  • Basic role of UAN is communication
  • Important to provide reasons behind various
    decisions
  • Gives motivation and goals and helps prevent
    later duplication of mistakes

17
Usability Specifications
18
Usability Specifications
  • Quantitative, measurable goals for knowing when
    the interface is good enough
  • Often overlooked, but provide insurance that
    multiple iterations are converging
  • For this reason, should be established early

19
Usability Specification Table
  • Convenient method for indicating parameters
  • Contains following information
  • Usability Attribute
  • Measuring Instrument
  • Value to be Measured
  • Current Level
  • Worst Acceptable Level
  • Planned Target Level
  • Best Possible Level
  • Observed Results

20
Usability Attribute
  • Represents the usability characteristic being
    measured
  • Must determine classes of intended users
  • For each class determine realistic set of tasks
  • Goal is to determine what user performance will
    be acceptable

21
Usability Attributes
  • Typical attributes include
  • Initial Performance User's performance during
    the first few uses.
  • Long-term Performance User's performance after
    extended use of the product
  • Learnability How quickly the user learns the
    system
  • Retainability How quickly does the knowledge of
    how to use the system dissipate

22
Usability Attributes
  • Advanced Feature Usage Usability of
    sophisticated features
  • First Impression Subjective user feelings at
    first glance
  • Long-term User Satisfaction User's opinion after
    extended use

23
Measuring Instrument
  • Method to find a value for a usability attribute
  • Quantitative, but may be objective or subjective
  • Objective based on user task performance
  • Subjective deal with user opinion
    (questionnaires)
  • Both types are needed to effectively evaluate

24
Benchmark Tasks
  • User is asked to perform a task using the
    interface
  • Most common objective measure
  • Task should be a specific, single interface
    feature
  • Description should be clearly worded without
    describing how to do it

25
Questionnaire
  • Quantitative measure for subjective feelings
  • Creating survey that provides useful data is not
    trivial
  • Recommend use of scientifically created question
    (e.g. QUIS)

26
Values To Be Measured
  • The data value metric
  • Typically metrics are
  • Time for task completion
  • Number of errors
  • Average scores/ratings on questionnaire
  • Percentage of task completed in a given time
  • Ratio of successes to failures
  • Time spent in errors and recovery

27
Values To Be Measured
  • Number of commands/actions used to perform task
  • Frequency of help/documentation use
  • Number of repetitions of failed commands
  • Number of available commands not invoked
  • Number of times user expresses frustration or
    satisfaction

28
Setting Levels
  • Having determined what and how to measured, need
    to set acceptable levels
  • These levels will be used to determine when the
    interface has reached the appropriate level of
    usability
  • Important to be specific enough so that levels
    can be reasonably set

29
Current Level
  • Present level of the value to be measured
  • Values can be determined from manual system,
    current automated system or prototypes
  • Proof that usability attribute can be measured
  • Baseline against which new system will be judged

30
Worst Acceptable Level
  • Lowest acceptable level of user performance
  • This level must be attained for the product to be
    considered complete
  • Not a prediction of how the user will perform,
    but rather the worst performance that is
    considered acceptable

31
Worst Acceptable Level
  • Tendency/pressure is to set the values too low
  • Good rule of thumb is to set them at or near the
    current levels

32
Planned Target Level
  • The level of unquestioned usability, the ideal
    situation
  • Serve to focus attention on those aspects needing
    the most work (now or later)
  • May be based on competitive systems

33
Best Possible Level
  • State-of-the-art upper limit
  • Provides goals for next versions
  • Gives indication of improvement that is possible
  • Frequently determined by having measuring expert
    user

34
Observed Results
  • Actual values obtained from user testing
  • Provides quick comparison with projected levels

35
Setting Levels
  • There are various methods for estimating the
    levels
  • Existing systems or previous versions of new
    system
  • Competitive systems
  • Performing task manually
  • Developer performing with prototype
  • Marketing input based on observations of user
    performance on existing systems

36
Setting Levels
  • The context of the task is important in
    determining these levels

37
Example usability table
Usability attribute Measuring instrument Value to be measured Current level Worst acceptable level Planned target level Best possible level Observed results
Advanced feature usage Add repeating appointment task per benchmark 3 Length of time to add a weekly appointment every week for one year after one hour of use 13 minutes (manually) 2 minutes 1 minute 30 seconds
38
Example usability table
Usability attribute Measuring instrument Value to be measured Current level Worst acceptable level Planned target level Best possible level Observed results
First impression User reaction Number of negative/positive remarks during the session ?? 10 negative/2 positive 5 negative/5 positive 2 negative/10 positive
39
Example usability table
Usability attribute Measuring instrument Value to be measured Current level Worst acceptable level Planned target level Best possible level Observed results
Learnability Add appointment task per benchmark 5 Length of time to successfully add appointment after one hour of use 15 seconds (manually) 15 seconds 12 seconds 8 seconds
40
Cautions
  • Each usability attribute should be
    (realistically) measurable
  • User classes need to be clearly specified
  • The number of attributes to be measured should be
    reasonable. Start small and add as experience
    grows
  • All project members should agree on the values

41
Cautions
  • The values should be reasonable
  • If found to be too low, then increase them on
    next iteration
  • If they appear too high, it may be they were not
    realistically set or that the interface needs a
    lot of work! Judgement call

42
Expert Reviews, Usability Testing, Surveys, and
Continuing Assessment
43
Introduction
  • Designers can become so entranced with their
    creations that they may fail to evaluate them
    adequately
  • Experienced designers have attained the wisdom
    and humility to know that extensive testing is a
    necessity

44
Introduction
  • The determinants of the evaluation plan include
  • stage of design (early, middle, late)
  • novelty of project (well defined vs. exploratory)
  • number of expected users
  • criticality of the interface (life-critical
    medical system vs. museum exhibit support)

45
Introduction
  • costs of product and finances allocated for
    testing
  • time available
  • experience of the design and evaluation team

46
Introduction
  • The range of evaluation plans might be from an
    ambitious two-year test to a few days test.
  • The range of costs might be from 10 of a project
    down to 1.

47
Expert Reviews
  • While informal demos to colleagues or customers
    can provide some useful feedback, more formal
    expert reviews have proven to be effective.
  • Expert reviews entail one-half day to one week
    effort, although a lengthy training period may
    sometimes be required to explain the task domain
    or operational procedures.

48
Expert Reviews
  • There are a variety of expert review methods to
    chose from
  • Heuristic evaluation
  • Guidelines review
  • Consistency inspection
  • Cognitive walkthrough
  • Formal usability inspection

49
Expert Reviews
  • Expert reviews can be scheduled at several points
    in the development process when experts are
    available and when the design team is ready for
    feedback.
  • Different experts tend to find different problems
    in an interface, so 3-5 expert reviewers can be
    highly productive, as can complementary usability
    testing.

50
Expert Reviews
  • The dangers with expert reviews are that the
    experts may not have an adequate understanding of
    the task domain or user communities.

51
Expert Reviews
  • To strengthen the possibility of successful
    expert reviews it helps to chose knowledgeable
    experts who are familiar with the project
    situation and who have a longer term relationship
    with the organization.
  • Moreover, even experienced expert reviewers have
    great difficulty knowing how typical users,
    especially first-time users will really behave.

52
Usability Testing and Laboratories
  • The emergence of usability testing and
    laboratories since the early 1980s is an
    indicator of the profound shift in attention to
    user needs.
  • The remarkable surprise was that usability
    testing not only sped up many projects but that
    it produced dramatic cost savings.

53
Usability Testing and Laboratories
  • The movement towards usability testing stimulated
    the construction of usability laboratories.

54
Usability Testing and Laboratories
  • A typical modest usability lab would have two 10
    by 10 foot areas, one for the participants to do
    their work and another, separated by a
    half-silvered mirror, for the testers and
    observers (designers, managers, and customers).

55
Usability Lab (Interface Analysis Associates)
56
Usability Lab (Interface Analysis Associates)
57
Usability Testing and Laboratories
  • Participants should be chosen to represent the
    intended user communities, with attention to
    background in computing, experience with the
    task, motivation, education, and ability with the
    natural language used in the interface.

58
Usability Testing and Laboratories
  • Participation should always be voluntary, and
    informed consent should be obtained. Professional
    practice is to ask all subjects to read and sign
    a statement like this one
  • I have freely volunteered to participate in this
    experiment.
  • I have been informed in advance what my task(s)
    will be and what procedures will be followed.

59
Usability Testing and Laboratories
  • I have been given the opportunity to ask
    questions, and have had my questions answered to
    my satisfaction.
  • I am aware that I have the right to withdraw
    consent and to discontinue participation at any
    time, without prejudice to my future treatment.
  • My signature below may be taken as affirmation of
    all the above statements it was given prior to
    my participation in this study.

60
Usability Testing and Laboratories
  • Videotaping participants performing tasks is
    often valuable for later review and for showing
    designers or managers the problems that users
    encounter.
  • Field tests attempt to put new interfaces to work
    in realistic environments for a fixed trial period

61
Nomos Lab
An observer's view of a test being carried out in
the purposely designed Nomos lab.
62
Nomos Lab
Two sides of the one-way glass - actions and
problems are logged while the user carrys out
real tasks with the product.
63
Usability Testing and Laboratories
  • Field tests can be made more fruitful if logging
    software is used to capture error, command, and
    help frequencies plus productivity measures

64
Usability Testing and Laboratories
  • Game designers pioneered the can-you-break-this
    approach to usability testing
  • providing energetic teenagers with the challenge
    of trying to beat new games
  • This is a destructive testing approach
  • users try to find fatal flaws in the system, or
    otherwise to destroy it
  • has been used in other projects and should be
    considered seriously

65
Usability Testing and Laboratories
  • Usability testing does have at least two serious
    limitations
  • it emphasizes first-time usage
  • has limited coverage of the interface features.
  • These and other concerns have led design teams to
    supplement usability testing with the varied
    forms of expert reviews.

66
Siemens Usability Lab
A control deck (shown above) allows the team to
witness users reacting to software as they
navigate the interface and attempt to perform
normal tasks. Separate cameras record facial
expressions and comments, use of manuals,
and activity on the screen itself. As a rule,
every session is recorded and held for later
review and analysis.
67
Siemens Usability Lab
This section of the Siemens Center has been
arranged so the software design team can view
every move the user makes, interact with him or
her when necessary, and generally see and feel
their own design through the user's experience.
68
Inventory of Facilities - U of Indiana
  • 2 Sony DXC-107A CCD Color Video Cameras, equipped
    with Canon R-II electrically controlled zoom
    lenses and wall-mounted on Pelco remote-control
    pan/tilt bases. All camera functions are remotely
    controlled from the observation room by Pelco
    MPTAZ Pan/Tilt and Scanner controls.
  • 2 Microphones 1 Audio-Technical
    superhypercardioid (super shotgun) type for
    discrete data collection and a cardioid
    microphone for narration and overdubbing.
  • 1 Teac TASCAM M-06 six channel professional audio
    mixer, monitored via 5W self-amplified speakers
    or headphones.
  • 2 Scan converters 1 Extron Super Emotia high
    resolution scan converter for capturing live
    video from the subject's computer screen, and 1
    Mediator medium-resolution scan converter for
    titling and effects generation.
  • 2 Macintosh PowerMac 7500/100 workstations with
    1710AV 17" monitors 1 located in the testing
    room for use in evaluating Macintosh software,
    and 1 located in the observation room for data
    analysis, effects generation, and web-server
    functions. Both machines feature video capture
    and output (via scan converter) capabilities, and
    are networked onto both the local LAN (Novell
    ipx/spx) and Internet (TCP/IP).
  • 1 Dell XPS-90 Workstation with Dell 17"
    multiscanning monitor, located in the testing
    room for use in evaluating PC-compatible
    software. This machine is also networked onto
    both the local LAN (Novell ipx/spx) and Internet
    (TCP/IP).
  • 1 Sony PVM-411 video monitor rack for monitoring
    all online video sources.
  • 3 JVC BRS-800U industrial video cassette
    recorders, equipped with SA-R50U time code
    generator/reader boards and SA-K26U RS-422
    interface boards 2 for capturing camera output
    and 1 for capturing scan convertor (computer
    screen) output. Each can function independently
    or can be slaved to a single universal RMG-30U
    serial remote control.

69
Inventory of Facilities - U of Indiana
  • 3 JVC TM-131SU Color Video Monitors located in
    the observation room for monitoring online
    sources during the evaluation session and
    providing high-quality output for post-session
    analysis and mixdown.
  • 1 JVC RMG-800U Editing Control Unit for
    post-production assemble/insert mixdown of
    recorded video source into condensed "highlights"
    tapes.
  • 1 Panasonic WAV7 Digital Effects Generator/Mixer
    for creating a variety of online and
    post-production video effects including wipes,
    fades, cuts, strobes, keys, mosaics, split-screen
    and picture-in-picture effects.
  • 1 Optimus SCT-53 "Pro Series" dual audio cassette
    deck with auto-reverse, dual digital time
    counters, and high speed dubbing capabilities.
  • Speakerphone equipped with a flashing silent
    ringer and a digital voicemail box.
  • Requisite cabling, stands, tables and other
    paraphernalia to allow above equipment to
    function and be used properly.

70
Surveys
  • Written user surveys are a familiar, inexpensive
    and generally acceptable companion for usability
    tests and expert reviews.
  • The keys to successful surveys are clear goals in
    advance and then development of focused items
    that help attain the goals.

71
Surveys
  • Survey goals can be tied to the components of the
    Objects and Action Interface model of interface
    design. Users could be asked for their subjective
    impressions about specific aspects of the
    interface such as the representation of
  • task domain objects and actions
  • syntax of inputs and design of displays.

72
Surveys
  • Other goals would be to ascertain
  • users background (age, gender, origins,
    education, income)
  • experience with computers (specific applications
    or software packages, length of time, depth of
    knowledge)
  • job responsibilities (decision-making influence,
    managerial roles, motivation)
  • personality style (introvert vs. extrovert, risk
    taking vs. risk aversive, early vs. late adopter,
    systematic vs. opportunistic)

73
Surveys
  • reasons for not using an interface (inadequate
    services, too complex, too slow)
  • familiarity with features (printing, macros,
    shortcuts, tutorials)
  • their feeling state after using an interface
    (confused vs. clear, frustrated vs. in-control,
    bored vs. excited).

74
Surveys
  • Online surveys avoid the cost of printing and the
    extra effort needed for distribution and
    collection of paper forms.
  • Many people prefer to answer a brief survey
    displayed on a screen, instead of filling in and
    returning a printed form, although there is a
    potential bias in the sample.

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Summary
  • Extensive testing is a necessity
  • Formal expert reviews have proven to be effective
  • Must have an adequate understanding of the task
    domain and user communities
  • Usability testing speeds up project TTM and
    produces dramatic cost savings

80
Product Evaluations
81
Evaluation During Active Use
  • A carefully designed and thoroughly tested system
    is a wonderful asset, but successful active use
    requires constant attention from dedicated
    managers, user-services personnel, and
    maintenance staff.
  • Perfection is not attainable, but percentage
    improvements are possible and are worth pursuing.

82
Evaluation During Active Use
83
Evaluation During Active Use
  • Interviews and focus group discussions
  • Interviews with individual users can be
    productive because the interviewer can pursue
    specific issues of concern.
  • After a series of individual discussions, group
    discussions are valuable to ascertain the
    universality of comments.

84
Evaluation During Active Use
  • Continuous user-performance data logging
  • The software architecture should make it easy for
    system managers to collect data about the
    patterns of system usage, speed of user
    performance, rate of errors, or frequency of
    request for online assistance.
  • A major benefit of usage-frequency data is the
    guidance they provide to system maintainers in
    optimizing performance and reducing costs for all
    participants.

85
Evaluation During Active Use
  • Online or telephone consultants
  • Online or telephone consultants are an extremely
    effective and personal way to provide assistance
    to users who are experiencing difficulties.
  • Many users feel reassured if they know there is a
    human being to whom they can turn when problems
    arise.

86
Evaluation During Active Use
  • On some network systems, the consultants can
    monitor the user's computer and see the same
    displays that the user sees while maintaining
    telephone voice contact.
  • This service can be extremely reassuring the
    users know that someone can walk them through the
    correct sequence of screens to complete their
    tasks.

87
Evaluation During Active Use
  • Online suggestion box or trouble reporting
  • Electronic mail can be employed to allow users to
    send messages to the maintainers or designers.
  • Such an online suggestion box encourages some
    users to make productive comments, since writing
    a letter may be seen as requiring too much effort.

88
Evaluation During Active Use
  • Online bulletin board or newsgroup
  • Many interface designers offer users an
    electronic bulletin board or newsgroups to permit
    posting of open messages and questions.
  • Bulletin-board software systems usually offer a
    list of item headlines, allowing users the
    opportunity to select items for display.
  • New items can be added by anyone, but usually
    someone monitors the bulletin board to ensure
    that offensive, useless, or repetitious items are
    removed.

89
Evaluation During Active Use
  • User newsletters and conferences
  • Newsletters that provide information about novel
    interface facilities, suggestions for improved
    productivity, requests for assistance, case
    studies of successful applications, or stories
    about individual users can promote user
    satisfaction and greater knowledge.

90
Evaluation During Active Use
  • Printed newsletters are more traditional and have
    the advantage that they can be carried away from
    the workstation.
  • Online newsletters are less expensive and more
    rapidly disseminated
  • Conferences allow workers to exchange experiences
    with colleagues, promote novel approaches,
    stimulate greater dedication, encourage higher
    productivity, and develop a deeper relationship
    of trust.

91
Controlled Psychologically-oriented Experiments
  • Scientific and engineering progress is often
    stimulated by improved techniques for precise
    measurement.
  • Rapid progress in the designs of interfaces will
    be stimulated as researchers and practitioners
    evolve suitable human-performance measures and
    techniques.

92
Controlled Psychologically-oriented Experiments
  • The outline of the scientific method as applied
    to human-computer interaction might comprise
    these tasks
  • Deal with a practical problem and consider the
    theoretical framework
  • State a lucid and testable hypothesis
  • Identify a small number of independent variables
    that are to be manipulated
  • Carefully choose the dependent variables that
    will be measured

93
Controlled Psychologically-oriented Experiments
  • Judiciously select subjects and carefully or
    randomly assign subjects to groups
  • Control for biasing factors (non-representative
    sample of subjects or selection of tasks,
    inconsistent testing procedures)
  • Apply statistical methods to data analysis
  • Resolve the practical problem, refine the theory,
    and give advice to future researchers

94
Controlled Psychologically-oriented Experiments
  • Managers of actively used systems are coming to
    recognize the power of controlled experiments in
    fine tuning the human-computer interface.
  • Limited time, and then performance could be
    compared with the control group. Dependent
    measures could include performance times,
    user-subjective satisfaction, error rates, and
    user retention over time.

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