SIMS 213: User Interface Design

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SIMS 213: User Interface Design

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online discount coupons. allowing party orders in advance ... must also take into account the needs of the pizza parlor owners and workers. ... – PowerPoint PPT presentation

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Title: SIMS 213: User Interface Design


1
SIMS 213 User Interface Design Development
  • Marti Hearst
  • Thurs, Jan 29, 2004

2
Discussion
  • Kent Sullivan, The Windows 95 User Interface A
    Case Study in Usability Engineering, CHI 1996.
  • A case study of the iterative design process.

3
Sullivan Case Study
  • 12 people on the Windows 95 team!!
  • Waterfall design method (compartmentalized UI
    done at the end during quality assurance stage)
    would produce an unusable product.
  • Method
  • Find most common tasks, and test on those
  • Compare to a baseline (Windows 3.1)
  • Rapid prototyping tools
  • Importance of usability testing!!
  • Stepping back
  • Found big problems
  • Held a retreat to radically re-think things

4
Sullivan Case Study
  • Decided to
  • Focus on scaffolding (beginner -gt
    intermediate-expert)
  • Give up on too much backwards-compatibility with
    3.1
  • Dump the huge design spec (!) Encouraged social
    interaction.
  • Continually informed outsiders as well as team
    members about the design
  • Fine tuning with usablity tests
  • Holistic interface test in the lab
  • Many participants!
  • Longitudinal field study
  • About Windows 3.1
  • a good demonstration of what happens when
    usability is not taken into account

5
Readings for This and Next Lecture
  • Cooper (Inmates, Chs. 9-11)
  • Constantine Lockwood Ch. 5
  • Newman Landay article

6
Why User-Centered Design?
  • System will fail if it
  • does not do what the user needs
  • is inappropriate for the user
  • Why dont we just define what a good interface
    is?
  • There is a huge variety of users and tasks
  • Guidelines are usually too vague
  • e.g. Provide feedback, Be intuitive

7
Participatory Design
  • A subset of user-centered design
  • User actively participates in design of the
    system
  • Pros
  • potentially more accurate information about the
    tasks
  • more opportunity for users to influence the
    design decisions
  • buy-in from sense of participation
  • potential greater acceptance of final system

8
Participatory Design
  • Cons (potential)
  • more costly
  • lengthier implementation period
  • antagonism from those whose suggestion are not
    incorporated
  • force designers to compromise design
  • exacerbate personality conflicts between
    designers and users
  • highlight organizational politics

9
User-Centered Design Overview
  • Needs assessment
  • Find out
  • who users are
  • what their goals are
  • what tasks they need to perform
  • Task Analysis
  • Characterize what steps users need to take
  • Create scenarios of actual use
  • Decide which users and tasks to support
  • Design based on this
  • Evaluation
  • Test interface by walking through tasks
  • Do this before implementation

10
Caveats
  • Politics
  • advocating change can cause controversy
  • get a sense of the organization
  • important to get buy-in from all those involved
  • Dont design forever without prototyping
  • rapid prototyping, evaluation, iteration is key
    to technique
  • Systems level apps are poor candidates
  • networking, etc.

11
Example Student Course EnrollmentHow to Help
Students Achieve their Goals?
achieve lifetime of success
become successful IT manager
learn to build useful systems
enroll in sims 213
12
Help Users Achieve Goals
  • Example Course Enrollment Software
  • What matters from the programmers point of view?
  • What matters from users point of view?
  • What about the course administrators?

13
User-Centered Design Example
  • You have been hired by Pizzas R Us (PRU)
  • Design a system to
  • make online orders from the web
  • Also considering special features
  • online discount coupons
  • allowing party orders in advance
  • customer recommendations, linking to reviews
  • comparing local pizza parlors

14
User-centered Design Example
  • Your job figure out
  • how people do their pizza ordering now
  • how they would like to do it online
  • what features would make sense when
  • must also take into account the needs of the
    pizza parlor owners and workers.
  • This is the needs assessment.
  • Techniques
  • Observation
  • Interview
  • Study existing successful designs

15
User-Centered Design Example
  • Observation
  • Visit one or more pizza parlors. Observe how
    people achieve their pizza ordering goals.
  • Observe what the counter people need to do.
    Optionally interview these people

16
User-Centered Design Example
  • Interview
  • Prepare a list of questions about how people do
    their pizza ordering and what they would like in
    an automated ordering system.
  • Interview at least three people about what they
    would like in an automated ordering system and
    how they would like it to work.
  • Try to identify people with different needs and
    preferences, with respect to their attitudes
    about using online ordering systems.
  • Ask them what, if anything, must be in the
    system in order for them to prefer it over a
    phone ordering system or an in-person ordering
    system.
  • (E.g., no busy signals, cheaper prices,
    comparison shopping, faster service, or would
    they prefer anything over current methods.)
  • Go look at at least one existing on-line
    food ordering web site and see how they handle
    these tasks.

17
User-Centered Design Example
  • Consider existing designs
  • Look at least one existing on-line food ordering
    web site and see how they handle these tasks.

18
User-Centered Design Example
  • Procedure
  • Answer the needs assessment questions
  • Try to understand the basic tasks that are
    currently supported within pizza parlors and via
    phone orders
  • Make a table showing
  • user types
  • tasks
  • (guesses about) relative frequencies of tasks
  • Decide which of the new tasks customers may
    perform using the new interface.
  • Make note of which ideas you decided to drop
    based on your interviews.

19
Needs Assessment Questions
  • 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?
  • What is the relationship between the user and the
    data?

20
Needs assessment Questions
  • 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 task?
  • What happens when things go wrong?

21
Task Analysis
  • Characterize what happens when users perform
    typical tasks
  • Tools
  • table of user communities vs. tasks
  • Who x What
  • table of task sequences
  • flowchart or transition diagram
  • videotape depicting scenario

22
How Often Do Users Perform the Tasks?
  • Frequent users remember more details
  • Infrequent users may need more prompting
  • Which function is performed
  • most frequently?
  • by which users?
  • optimize system for tasks that will improve
    perception of its performance

23
Augment Table with Percentages(What percentage
of the is this task done by this person)(Numbers
are only suggestive, adapted from Shneiderman 98)
24
User-Centered Design Example
  • Scenarios
  • Create three scenarios that will exercise these
    tasks in the proposed interface
  • Create a description in which you outline
  • A persons background
  • Their goal(s)
  • How they achieve these goals using the steps in
    the system
  • Note this will change a bit when we use personas

25
User-Centered Design Example
  • Sketch an initial design
  • Explain how the pizza ordering system will work.
  • Either a textual description or a flow chart (or
    both) showing the sequences of steps that will be
    allowed in the system.
  • Provide rough sketches showing at least three of
    the important screens.
  • Walk through at least one of the scenarios you
    developed and show how it can be handled by the
    interface.
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