mobile usability

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MOBILEUSABILITYUFBA, MARCH 16th 2016

THIAGO COLARES@thicolaresagilize.com.br

USABILITYis a quality attribute that assesses how easy user interfaces are to use.

Jakob Nielsen

5 COMPONENTS

LEARNABILITYEasy since in the first time on design?

EFFICIENCYAfter learning, how quickly canusers perform tasks?

MEMORABILITYReturning to the design, how easily is to reestablish the proficiency?

ERRORSDoes users make many errors? Is it easy to recover from the errors?

SATISFACTIONHow pleasant is to use the design?

MOBILE IS A UNIQUE AND DIFFERENT MEDIUM. FOCUS ON WHAT IT CAN DO WELL.

MOBILEHAS ASMALLSCREEN

DIFFERENT ENVIRONMENTSAND SCREEN SIZES

http://blog.fluidui.com/design-retrospective-1-performance-screen-resolutions-and-the-fluid-ui-camera/

MULTI-TASK IS HARDAND EASY TO GET LOST

http://blog.fluidui.com/design-retrospective-1-performance-screen-resolutions-and-the-fluid-ui-camera/

CONTEXT MATTERS

SENSORS

http://techpinions.com/wp-content/uploads/2014/04/BlW86f-CQAEtpWa.png-large.png

LIMITED BATTERYINCONSISTENT NETWORK ACCESSUNPREDICTABLE CONTEXTS OF USEHIGHLY PERSONAL

USABILITY ENGINEERING LIFECYCLE

1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

USABILITY ENGINEERING LIFECYCLE

1. NEEDFINDINGTo identify user requirements and problems. Profile Users, Task Analysis.

PERSONAS

WHAT?USER ARCHETYPEGUIDE DECISIONSREPRESENTS ACTUAL USERSBEHAVIOR PATTERNSUSERS' NEEDS AND TAKS

WHY?CONSENSUS ON USERS NEEDSSUPPORTS FOCUS ON USEREXEMPTS USER'S PRESENCE

TIPSBETWEEN 3 AND 7 PERSONASMAIN AND SECONDARY

HOW?QUANTITATIVE OR QUALITATIVE RESEARCHINTERVIEWSMERGE FINDINGS

CARDING SORTING

AVOID TALKING ABOUT USERS' RELATIONSHIP WITH SOFTWARE

USERS BENDTHE TRUTH

USERS TELL WHAT THEY REMEMBER DOING

USERS RATIONALIZE THEIR BEHAVIOR

USERS MISPREDICT THEY MAY DO IN THE FUTURE

FOCUS ON THEIR NEEDS

OR WATCH WHAT PEOPLE ACTUALLY DO

USER'S GOALS AND HOW THEY CURRENTLY APPROACH THEIR TASKS

EFFECTIVE USER'SSTRATEGIES ANDWORK AROUNDS

WEAKNESSES OF THE CURRENT SITUATION

1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

THINKING AHEADSetting usability goals.

MODEL OF USABILITY MEASUREMENT

LEARNABILITYMeasure how long novice users take to perform certain tasks.

EFFICIENCYMeasure how long experienced users take to perform certain tasks.

MEMORABILITYMeasure how long casual users take to perform certain tasks.

ERRORSCount how many errors are made by users while performing tasks.

SATISFACTIONTry standardized usability questionnaires after each usability test.

USABILITYHEURISTICSOLD, BUT GOLD

RULES OF THUMBFLEXIBLES~10 GENERAL PRINCIPLESNO USER NEEDEDCHEAP AND VALUABLE TOOL

1 VISIBILITY OF SYSTEM STATUS

2 MATCH BETWEEN SYSTEM AND THE REAL WORLD

3 USER CONTROL AND FREEDOM

4 CONSISTENCY AND STANDARDS

5 ERROR PREVENTION

6 RECOGNITION RATHER THAN RECALL

7 FLEXIBILITY AND EFFICIENCY OF USE

8 AESTHETIC AND MINIMALIST DESIGN

9 HELP USERS RECOGNIZE, DIAGNOSE, AND RECOVER FROM ERRORS

10 HELP AND DOCUMENTATION

1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

ITERATIVE DESIGNPARALLEL DESIGNCOMPETITIVE TESTING

TO TRY (AND TEST) MULTIPLE DESIGN IDEAS

https://www.nngroup.com/articles/parallel-and-iterative-design/

AT LEAST 2 ITERATIONS(3 VERSIONS)

PROS: LINEAR PROGRESSION

AS MANY ITERATIONS AS YOUR BUDGET ALLOWS

CONS:LOCAL MAXIMUM(RATHER THEN DISCOVERING OTHERS POSSIBILITIES)

https://www.nngroup.com/articles/parallel-and-iterative-design/

MERGING IF MORE EFFECTIVE THAN CHOOSING A WINNER

AFTER MERGING AND ITERATING, MEASURED USABILITY WAS 152% HIGHER THAN THE AVERAGE OF THE ORIGINAL DESIGNS.

COMPETITIVE DESIGN

http://uniquemobiledesigns.com/wp-content/uploads/2012/04/samples.png

SIMILAR AS PARALLEL

DON'T SPEND RESOURCES CREATING EARLY DESIGN ALTERNATIVES

PATTERNSNavigations, forms, anti-patterns

SIGN IN FORM

ANTI-PATTERNS: IDIOT BOXES

ANTI-PATTERNS: CHART JUNK

1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

FOR THINGS THAT ARE HARD TO PREDICT

QUICKLY FEEDBACK

LOW COSTS

PROTOTYPE PROTOTYPES:

1 LOOK AND FEEL2 IMPLEMENTATION3 ROLE

THE WISE MAN LEARNS FROM THE MISTAKES OF OTHERS: TESTEXISTENT PRODUCTS.

PAPER PROTOTYPING TIPS

http://media.netmagazine.futurecdn.net/files/images/2012/6/7171789134_08da5a27e9_o.jpg, farm3.static.flickr.com/2544/3962381215_e230510296.jpg, www.taniaschlatter.com/wp-content/uploads/2011/05/Tania-Schlatter-10.jpg, iwataasks.nintendo.com/_ui/images/wiiu/miiverse/vol2/slide001.jpg

1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

USABILITYTEST

1. GET HOLD OF SOME REPRESENATIVE USERS

2. ASK THEM TO PERFORM TASKS

3. OBSERVE WHAT THEY DO

5 USERS IS ENOUGHCONSENT TERMSTHINK-ALOUT PROTOCOLTAKE NOTESRECORD AUDIO AND VIDEOGIVE THANKS

https://www.mrtappy.com/product/

WE'RE HIRINGcontato@agilize.com.br

DANKE SEHR!

REFERENCES1. “Usability 101: Introduction to Usability”, Jakob Nielsen’s Alertbox: January 4, 2012

(http://www.nngroup.com/articles/usability-101-introduction-to-usability/)2. Jakob Nielsen. 1992. The Usability Engineering Life Cycle. Computer 25, 3 (March 1992), 12-22.

DOI=10.1109/2.121503 http://dx.doi.org/10.1109/2.121503 (http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=121503)

3. Human-Computer Interaction lectures by Scott Klemmer, from Stanford Online Course, at http://coursera.org (2012)

4. Mobile Prototyping Essentials Workshop, by Rachel Hinman (see more: http://www.slideshare.net/Rachel_Hinman)

5. Parallel & Iterative Design + Competitive Testing = High Usability, Jakob Nielsen’s Alertbox: January 18, 2011,

6. “An Overview of Expert Heuristic Evaluations”, http://www.uxmatters.com/mt/archives/2014/06/an-overview-of-expert-heuristic-evaluations.php

VENT UP!

1.7 reasons why you can’t sell usability, and what to do about it http://www.usefulusability.com/7-reasons-why-you-can%E2%80%99t-sell-usability/

2.Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies), Bill Buxtonhttp://www.amazon.com/Sketching-User-Experiences-Interactive-Technologies/dp/0123740371

3.UsabilityGeek (Justin Mifsud) http://usabilitygeek.com/4.Mobile Design Pattern Gallery: UI Patterns for Mobile Applications, by

Theresa Neil, 284 pages, O'Reilly Media (March 13, 2012) ISBN-10: 1449314325,I SBN-13: 978-1449314323

5.Universal Principles of Design, by William Lidwell, Kritina Holden and Jill Butler, Hardcover: 216 pages, Rockport Publishers (October 1, 2003), English, ISBN-10: 1592530079, ISBN-13: 978-1592530076

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