usability introduction andrew wadsworth guest lecture for lis390-w1a
TRANSCRIPT
Design
the act of working out the form of something
an arrangement scheme something intended as a guide for making
something else a preliminary sketch indicating the plan for
something
Design… as a process The approach that engineering (and some other)
disciplines use to specify how to create or do something. A successful design must satisfies a (perhaps informal) functional specification (do what it was designed to do); conforms to the limitations of the target medium (it is possible to implement); meets implicit or explicit requirements on performance and resource usage
Interface
a common boundary between two things a program that controls a display for the
user (usually on a computer monitor) and that allows the user to interact with the system
A boundary across which two systems communicate.
User Interface
a program that controls a display for the user (usually on a computer monitor) and that allows the user to interact with the system
The aspects of a computer system or program which can be seen (or heard or otherwise perceived) by the human user, and the commands and mechanisms the user uses to control its operation and input data.
Usability
The effectiveness, efficiency, and satisfaction with which users can achieve tasks in a particular environment of a product. High usability means a system is: easy to learn and remember; efficient, visually pleasing and fun to use; and quick to recover from errors.
Human-Computer Interaction
(HCI) The study of how humans interact with computers, and how to design computer systems that are easy, quick and productive for humans to use.
System Acceptability
Practical Acceptabilityo Costo Compatibilityo Reliabilityo Usefulness
Social Acceptability
Usefulness
UtilityUsability
o Easy to learno Efficient to useo Easy to remembero Few Errorso Pleasing to use
LearnabilityCharacteristics
o easiest component to measureo some systems take zero time to learn
Measuremento time to complete a task successfullyo a set of tasks in a minimum period of time
Considerationso most users don’t take the time to completely learn the
system before they begin to use it
Efficiency of Use Characteristics
o refers to when a user’s level of performance no longer increases over time (levels out)
o users may never reach the steady-state performance level (always increasing)
o most users plateau once they have learned “enough” Measurement
o must have access to experienced userso at steady-state level where performance no longer
increases Considerations
o must determine expertise level for the system to get a representative sample of users
Memorability
Characteristicso casual users only intermittent user of a system,
but are familiar with ito they don’t need to learn from scratcho improvements in learnability often make a
interface easy to remembero not tested as much as other components
MemorabilityMeasurement
o casual users away from the system for a period of time, then measure the time it takes to complete tasks
o after an initial user test, ask users questions about the system and have them explain the effect of commands or the name of the command
Considerationso casual users typically apply to utility software
Errors – Few or Catastrophic
Characteristicso we want to get low error rates for userso an error is any action that does not accomplish
the desired goal towards the completion of a task
Errors – Few or CatastrophicMeasurement
o count the number of incorrect actions made by users while performing a task
o incorrect actions may only slow a user o some errors effect time only and thus relate to efficiencyo catastrophic errors, not discovered by the user, lead to
bad results or incompletion of the task
Considerationso separate simple errors from catastrophic errors
Satisfaction (subjective)Characteristics
o how pleasant it is to use the systemo subjective and biasedo there are many ways to measure
Measuremento ask the user about their experience – usually via
short questionnaire at the end of testo collect objective data and extract subjective
preferences of the usero EEG’s, pupil dilation, heart rate, etc.
Satisfaction (subjective)
Considerationso Attitudes toward computers can impact
attitudes towards a systems usabilityo For some systems it’s more important to be
enjoyable to the user rather than fast to learn and use (ie, games)
Accelerators
Are interface elements that allow users to perform frequent tasks quickly
Most useful as users gain expertise with the system
Novice into Experts
A novice who is performing highly and begins to switch over and use accelerators may experience a temporary performance dip
Usability Considerations
User TestingUser’s individual characteristics and
differenceso Must consider both when testing usabilityo “know thy user”, try to classify them
Other Usability Considerations
show shortcuts with menu items to assist users and promote accelerators
online help with examples and links for further research
short menus (for novice users), long menus (for expert users)
Concluding Thoughts
previous experience with similar interfaces really helps using and learning other systems
more knowledge in the specific domain will greatly effect a users ability to know what a system is all about
users are not designers, simply providing only custom interfaces based on the users preference doesn’t work well
Simple Usability Testing
In a usability test, one user at a time is shown a Web site (prototype, screen shots, print-outs) and asked to:o Figure out what it iso Try to use it to do a typical task or set of
tasks
Usability Testing Truisms
1. "There is no such thing as a bad usability test."
2. One test is better than none.3. Test early, test often.4. 5 users will uncover 85% of usability
problems.5. Shoe-string usability testing is still
usability testing.
Usability Testing
What to testo "Get it"- purpose, value, how it's organized,
how it workso Task - ask the user to do something and
observe
Usability Testing
How to testo Determine the specific tasks and parts of the
site you will be testing. Carefully think through your instructions (don't reveal answers with your questions). Write out a script.
Usability TestingHow to test
o Test your test. Try it yourself.o "We are testing the site, not you."o Encourage users to think out loud. Ask them
again.o Questions. Answer questions with questions
not explanations.o Keep instructions simple.o Ask more questions.o Report what you saw.
Usability Testing
Test Summaryo Review what you learned. o Figure out what needs to be fixed and how to
fix it. o Usability testing will give a wealth of data,
the trick is determining what to act on. o Focus on specific issues, tweak before
redesigning.
Usability Testing
Test Summaryo The most common issues you encounter will
be users that are: • "unclear on the concept“
• labels that don't mean what you intended
• too much or too little information accompanying your content and interactions
o Resist adding "features" and make sure you tackle the "big stuff".