mobile usability
TRANSCRIPT
MOBILEUSABILITYUFBA, MARCH 16th 2016
THIAGO [email protected]
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 [email protected]
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