HOW TO DESIGN USABLE SYSTEMS by John D. Gould presented by Andrew Trieu Subha Narasimhan ICS 205 Hum - PowerPoint PPT Presentation

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Title: HOW TO DESIGN USABLE SYSTEMS by John D. Gould presented by Andrew Trieu Subha Narasimhan ICS 205 Hum


1
HOW TO DESIGN USABLE SYSTEMSby John D. Gould
presented byAndrew TrieuSubha Narasimhan
ICS 205 - Human Computer InteractionDepartment
of ICS at UCIMay 15, 2002
2
Introduction
  • The focus of this paper is to describe a process
    of system design that will help you to design
    good computer systems for people.
  • A good computer system is a system that is
  • easy to learn,
  • easy to use,
  • contain the right functions, and
  • is well liked.

3
Overview
  • To design good systems, the author suggests the
    following four principles
  • Early and continual focus on users - make direct
    contact with users and what they do,
  • Early and continual user testing - users work
    with simulations and prototypes early in the
    project and measure performances/reactions
    qualitatively and quantitatively,

4
The Four Principles (Cont)
  • Iterative design - modify the system according to
    results from user test, and the testing cycle is
    repeated,
  • Integrated design - all aspects of usability
    evolve in parallel and under one focus.

5
Overview (Cont)
  • The author suggested 20-30 informal methods to
    carry out the four principles in this usability
    design process.
  • As a means of showing where these four principles
    fit into the system design, the author explains
    how to carry out the steps (i.e.the four
    principles) in four phases.

6
Usability Design Phases
  • The author explains how to carry out the steps
    (i.e. Four Principles) in four phases.
  • Gearing-Up Phase - information gathering and
    conceptualization phase.
  • Initial Design Phase - early focus on users.
    Specification is based on existing system, etc.
    and information about workers and their
    environment is collected.
  • Iterative Development Phase - modification and
    evaluation is ongoing based on user feedback.
  • System Installation Phase - installing using
    the system by the client.

7
Usability Has Many Aspects
  • There are many aspects to usability which must be
    taken into account if a system is considered to
    be good.
  • The components of usability are
  • System Performance
  • System Functions
  • User Interfaces
  • Reading Materials

8
Components of Usability (Cont)
  • Language Translation
  • Outreach Program
  • Ability for customers to modify and extend
  • Installation
  • Field Maintenance and Serviceability
  • Advertising
  • Support-group users

9
Principle 1. Early And Continual Focus On Users
  • A first step in designing a system is to decide
  • who the users will be and
  • what they will be doing with the system.
  • This is done either before starting to design the
    system, or at an early stage after obtaining some
    general ideas about it.
  • Designers Often Avoid This the authors observed
    two serious types of reluctance
  • one a reluctance to define the users, and
  • the other a reluctance to take the definition
    seriously.

10
Methods To Carry Out Principle 1
  • Talk with Users. Talk with the intended users.
    Ask them about their problems, difficulties,
    wishes, and what works well now. After analyzing
    their response, tell them what you have in mind
    and get their reactions.
  • Visit Customer Locations. Visit potential
    locations for your system, particularly if these
    environments are new to you.

11
Methods To Carry Out Principle 1 (Cont)
  • Observe Users Working. Visit the workplaces of
    users. Observe potential users doing their jobs.
    You may learn what users do when they dont know
    something or get in trouble. This should help
    you in designing your outreach program. See what
    they have difficulty with and what they dislike.
    The implications of these findings must then be
    incorporated into the design of your system.

12
Methods To Carry Out Principle 1 (Cont)
  • Videotape Users Working. Make a videotape of a
    few users working and show it to other members of
    the design team. Brief videotapes of users
    having difficulty carry more punch than do tables
    with lots of numbers.
  • Learn about the Work Organization. Here the
    emphasis is upon understanding the organization
    of the work that your system is intended to help.
    This is particularly important where many
    different user groups are involved.

13
Methods To Carry Out Principle 1 (Cont)
  • Thinking Aloud. Having potential users think
    aloud as they are doing their actual work. Doing
    this while actually performing their job may
    yield different insights than having them reflect
    on their work later.
  • Try It Yourself. Sometimes it can be rewarding
    to try a workers job yourself.
  • Participative Design. Make intended users part
    of the design team. Experienced workers know a
    lot more about what they do than do drop-in
    designers. Also, they want to be actively
    involved in their work, and in the decisions that
    affect their work lives.

14
Methods To Carry Out Principle 1 (Cont)
  • Expert on Design Team. This expert is a
    consultant and not a full-fledged member of the
    design team. Putting experts on the design team
    is simple another way to phrase participative
    design.
  • Task Analysis. Task analysis is an analytical
    process used to determine the specific behaviors
    required of people in a man-machine system. Task
    analysis is a comparison between the demands the
    task places on the human operator and the
    capabilities of the operator to deal with them.
    It is usually carried out through observation,
    interviews, or questionnaires.

15
Methods To Carry Out Principle 1 (Cont)
  • Surveys and Questionnaires. The data obtained
    from surveys and questionnaires can be useful.
  • Testable Behavioral Target Goals. Most new
    systems specify in advance physical performance
    and capacity targets. Measurable behavioral
    targets, and where your developing system stands
    with respect to them, give management a metric to
    understand what progress has been made, and what
    is still required.

16
Principle 2. Early And Continual Users Testing
  • Your job is to design a system that works and has
    the right functions so that users can do the
    right things. You wont know whether it is
    working right until you start testing it.
  • From the very beginning of the development
    process, and throughout it, intended users should
    carry out real work using early versions of
    training materials and manuals, simulations and
    prototypes of user interfaces, help systems, and
    so forth. The emphasis here is upon measurement,
    informal and formal. If you measure and then
    make appropriate changes, you can hill-climb
    toward an increasingly better system.

17
Methods To Carry Out Principle 2
  • Printed or Video Scenarios. As a starting point,
    sketch out a few user scenarios on paper and show
    them to members of the design team. Provide
    exact details exactly what keys users must press
    and the response of the system. Then carry the
    process one step further by typing up these
    scenarios to be shown to the prospective users
    for their reaction. What you have done with this
    procedure is to identify and organize functions
    in a way that intended users can understand and
    react to. You are designing the system from the
    users point of view.

18
Methods To Carry Out Principle 2 (Cont)
  • Early User Manuals. Begin writing the user
    manual before any code is written. Intended
    users can react to this helpfully, since the
    system is being described in the appropriate
    fashion.
  • Mock-ups. By having mock-ups, we might identify
    situations or problems that we might not have
    been otherwise as easily envisioned.

19
Methods To Carry Out Principle 2 (Cont)
  • Simulations. Much informal and formal
    experimentation can be carried out by simulating
    important parts of the system. These simulations
    can help identified both how people used the
    systems and how they felt about them.

20
Methods To Carry Out Principle 2 (Cont)
  • Early Prototyping. Early prototyping can be made
    possible through the use of designer toolkits or
    user interface management systems. Try to
    develop pieces of your system to the point where
    potential users can carry out pre-defined
    problems. You will learn things you have
    possibly missed through simulations such as
    effects of multiple simultaneous users. You can
    measure peoples performance and feelings.
  • Note prototyping is expensive, but necessary.

21
Methods To Carry Out Principle 2 (Cont)
  • Early Demonstrations. Demonstrate working pieces
    of your system to anyone who will take the time
    to watch. It is even better to let users try it
    themselves on a brief task. Successful
    demonstrations of pieces of your system and
    manuals give management and customers confidence
    that you are making progress.
  • Thinking Aloud. Performance measures, such as
    time and errors, do not give a clear indication
    of what is bothering users or what may be the
    source of an user error.

22
Methods To Carry Out Principle 2 (Cont)
  • Make Videotapes. Besides being useful for
    measuring time, errors, and user attitudes, brief
    videotapes of users attempting to use a new
    system have tremendous impact upon management,
    especially when the users are having problems.

23
Methods To Carry Out Principle 2 (Cont)
  • Hallway and Storefront Methodology. By putting a
    mock-up, simulation, or an early prototype in an
    obvious public place, passers-by just naturally
    are attracted to use it. This provides a source
    of invaluable comments and surprises. What gets
    learned in storefront and hallway methodology is
    valuable for user guides, user interfaces,
    display sizes and colors, identification of
    required functions, help systems, and the design
    and looks of the workstation.

24
Methods To Carry Out Principle 2 (Cont)
  • Computer Bulletin Boards, Forums, Networks, and
    Conferencing. Existing, extensive computer
    networks allow designers to send out a partial or
    an entire new user interface and obtain feedback
    from users all over the world -- most of whom
    would otherwise be unknown to the designer.
    These users can provide immediate feedback to the
    designer on their preferences, needs, and
    suggestions for change. However, one factor that
    motivated users to provide feedback is the speed
    with which we respond to them.

25
Methods To Carry Out Principle 2 (Cont)
  • Formal Prototype Test. Much of the emphasis so
    far has been upon informal experimental results.
    However, the author encourages formal
    experimentation where possible. If skilled human
    factors people are available to develop the
    experimental and statistical designs, then an
    even more accurate and valuable assessment can be
    made. Furthermore, as the project nears its end,
    it is better if you can have an outside group do
    the final evaluation.

26
Methods To Carry Out Principle 2 (Cont)
  • Try-to-Destroy-It contests. When the system is
    near its end, you might want to turned the system
    over to a group of college students and let them
    try to find bugs, crash it, break into it, etc.
    This will give you information that you might not
    get from all the previous methods.
  • Field Studies. Laboratory and hallway studies go
    only so far. Putting your system into the field
    for a test can remind you of problems that you
    have put out of mind or identifies problems that
    other methodologies do not get at.

27
Methods To Carry Out Principle 2 (Cont)
  • Follow-Up Studies. Once a system has been
    released, studying how actual customers use it
    has value for subsequent releases and related new
    products. This work serves as a validation of
    the earlier prototyping and iterative design
    efforts, and it is particularly important in
    assessing the usefulness of various functions and
    what new functions are required.

28
Principle 3. Iterative Design Methods
  • System Development Work Organization
  • Identification of required changes
  • Willingness to make the changes
  • Caution Should be aware of cyclic phases.

29
Methods 2
  • Software Tools - Toolkits like MAC, UIMS
  • Provide ability to make changes
  • Separate User Interfaces from Functionality
  • Can be a basis of prototyping
  • Bring user-interface to the control of
    non-programming specialists
  • Reduce cost by making programmers more productive
  • Enforce Best Practices inherently
  • Facilitate User interface and cross system
    consistency

30
Integrated Design
  • IBMs Olympic Message System, Field test e.g.
    from Boies et al. The word Olympics had to be
    changed to Olympic.
  • All User interfaces, help messages required the
    change. Messages were in 12 languages. All the
    speakers had to be recalled.
  • User guides required the change and they were in
    12 languages too, some with unprintable chars.
  • Lettering on the signs had to be changed.
  • Was handled easily because all usability aspects
    were the responsibility of one person and all the
    messages were stored in one file.

31
Principle 4. Integrated Design
  • All aspects of Usability evolve in parallel.
  • Projects are managed to only a few goals low
    cost, processing speed, compatibility, schedule,
    reliability..Usability should be included as one
    of these goals.
  • Development groups are fraction - Difficult to
    co-ordinate and achieve integrated design.

32
Methods for Integrative Design
  • Consider all aspects of usability in design.
    Requirements for both functionality and
    interfaces should be as complete as possible
    before design.
  • All usability aspects should be under one focus
    and one group should be allocated the sufficient
    resources at the very beginning to drive
    usability.

33
Methods 2
  • Assure adequate System reliability, robustness
    and responsiveness.
  • User manuals should be continuously updated.
  • Outreach program help support, training,
    hotlines, video
  • Installation, Customization and field maintenance.

34
Where should a designer start?Starting Points
  • Define the system The most important starting
    point is to define what the system will be. For
    example, who will use it, what should it do, and
    why the users and/or organization will benefit
    from it.
  • Follow-on system Most computer systems are not
    new. They always are new releases, or extensions
    of already existing in-house applications.
  • New influential systems New technologies are
    often the driving force to create new systems.

35
Starting Points 2
  • User circumstances Some times a good starting
    point is to build on existing user knowledge,
    skills, and resources.
  • Journals, proceedings, demonstrations Paging
    through journals and proceedings can be a source
    of starting ideas.
  • Other designers and consultants Other designers
    and consultants usually are benefit for you.

36
Summary
  • Usability is combination of many factors, each of
    which is often developed independently.
  • User Interfaces are becoming a large part of the
    code and existing guidelines are not enough.
  • Usability should be considered from the very
    beginning and throughout the development phase
    and beyond too. Usability should be measured and
    iterated continuously.

37
Conclusion 1
  • The paper described
  • The components of usability.
  • Four principles to guide usability design
    process.
  • Early continual focus on users make direct
    contact with users and what they do.
  • Early and continual user testing users work
    with simulations and prototypes early in the
    project and measure performances/reactions
    qualitatively and quantitatively.
  • Iterative design modify the system according to
    results from user test.
  • Integrated design all aspects of usability
    evolve in parallel and under one focus.

38
Conclusion 2
  • Methods for achieving the above four principles.
  • Four Phases of design process to fit the
    principles in
  • Gearing up Phase - Information gathering and
    conceptualization phase
  • Initial Design Phase - Early focus on users.
    Specs are based on existing systems, etc. and
    info about workers and their environments is
    collected.
  • Iterative Development Phase - Modification and
    evaluation  is ongoing based on users feedback
  • System Installation Phase- Installing and using
    the system by the client.
  • Starting points for a designer.
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