when user interface patterns become mobile
DESCRIPTION
This presentation contains the slides presented during the 8th Scientific Advisory Board Meeting for Integranova, Oliva Nova (Spain), 29-30 September 2011.TRANSCRIPT
Jean Vanderdonckt,Thanh-Diane NguyenWhen User Interface Patternsbecome Mobile –IntegraNova MES goesinto the wild
About the presenters
• Prof. Jean VanderdoncktHead of Louvain Interaction Lab (LiLab)Louvain School of ManagementUniversité catholique de LouvainLouvain-la-Neuve, [email protected], www.lilab.be
• Thanh-Diane NguyenResearch and Teaching AssistantPhD [email protected]
• These slides are freely available at: www.slideshare.net/jeanvdd/when-user-interface-patterns-become-mobile
What is the situation so far?
• In interactive systems today, the predominant situation = 1 user carrying out 1 task at a time with 1 device (platform) in 1 environment
User
Task Platform
Environment
What is the situation so far?
• Some variant situation = 1 user carrying out n tasks at a time with 1 device (platform) in 1 environment (multi-tasking)
User
Tasks Platform
Environment
What is the situation so far?
• Consequent situation = 1 user carrying out n tasks at n times with m platforms in 1 environment (e.g., in office) (multi-platform)
User
Tasks Platforms
Environment
What is the situation so far?
• Final situation = 1 user carrying out n tasks at n times with m platforms in p environments (e.g., in office, at home, in plane, on the road) (multi-environments)
User
Tasks Platforms
Environments
Why multiple monitors?
• Device side– Monitor surface increases, while price decreases
Projected LCD Pricing 2002-2005
$437$378 $327 $283
$699$597
$510$436
$1,089
$905
$752$625
$0
$200
$400
$600
$800
$1,000
$1,200
2002 2003 2004 2005
$U
S
15" -13.5%
17" -14.6%
18" -16.9%
[Harris,2002]
Why multiple monitors?
• User side– Users prefer more display surface– User’s productivity increases from 10% to 30%
(although some usability problems are raised)
[Harris,2002]
Mutiple PCs and Displays
0%
10%
20%
30%
40%
50%
60%
70%
80%
None Multiple monitorsattached to
multiplecomputers.
Laptop anddesktop monitor
connectedtogether.
Dualmon or higher
Config
Pe
rce
nt
Re
sp
on
da
nts
All
Why multiple monitors?
• User side– Users prefer more display surface– User’s productivity increases from 10% to 30%
[Czerwinsky,2005]
Effects of Display Size on Task Times
0
20
40
60
80
100
120
140
160
Avera
ge T
ask
Tim
e (
Seco
nds)
Small
Large
Why multiple monitors?
• User side– Users prefer more display surface– User’s productivity increases from 10% to 30%
[Czerwinsky,2005]
The tasks were easy to perform
01
2
3
4
5
Small LargeDisplay Size
Avera
ge R
ati
ng (
1=
Dis
agre
e,
5=
Agre
e)
Why multiple monitors?
• User side– Users prefer more display surface– User’s productivity increases from 10% to 30%
[Czerwinsky,2005]
I was satisfied with the ease of windows layout
012345
Display Size
Ave
rage
Rat
ing
(1=D
isag
ree,
5=Agr
ee)
Small
Large
1970 1980 1990 2000 2010 2020
10
100
1000
10000(Amount of end users)
(Amount of interactive systems)
50
500
5000
50000
1 system for 100 users
1 system for 1 user
2 or 3 systemsfor 1 user
10 to 50 systemsfor 1 user
[Weiser, 1998]
[Forrester Research, 2002]
Why multiple platforms?
Why multiple platforms?
• Some, many, all?
Unit Sales (per thousand)
0
100.000
200.000
300.000
400.000
500.000
600.000
700.000
800.000
900.000
1.000.000
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
Mobile Terminals
PC units
[Pierce et al.,2004]
Which platforms should be supported?
• Some reasons– Sales increase– Capabilities increase
Which platforms should be supported?
• Break-even point before 2014
[MEE 2010]
For which type of user?
Web users 100%
Multi-platform users 52%
Everywhere users 30%
For which type of user?
Personal computer
Personal Smartphone
Personal desktop computer
Professional desktop computer
Feature phone
Game station (Wii, Playstation, Xbox,…)
Professional laptop
Nintendo game station
Multimedia player
Tablet PC / iPad
Professional smartphone
0% 10% 20% 30% 40% 50% 60% 70% 80% 90%
69%
31%
68%
35%
18%
18%
14%
8%
7%
4%
4%
81%
77%
66%
41%
33%
32%
22%
17%
16%
12%
11%
Everywhere users
Web users
Consequence: transcoding needed
Which mobile phone to choose?
• Feature phones– Screen resolution is too small– Web browsing: forget about it– Specific reasons
• Smart phones– Screen resolution is moderate– Equipped with a physical keyboard– Web browsing: possible, but not very usable
• Touch phones– Screen resolution becomes reasonable (iPhone is 320 x 480 pixels)– Supports various gestures for scrolling, zooming and navigating– User satisfaction ratings are highest for these devices
• Worldwide touch phone Sales to End Users by Operating System
2009 year
2010 year
• Selected Smartphones: – Android by its great increase in sales and using– iOS : The first iPhone has revolutionized the design (own
patterns and guidelines) of electronic devices that surround us.20
Which touch phones to choose?
First recommendation
• Develop User Interface Patterns for both smart phones and touch phones– No other priority devices– Unless you have a good reason to support a special
device– "Mobile sites beat full web sites", surprisingly (Nielsen
Norman Group)– Better phones perform better in terms of average
success rates (task completion):• Feature phones: 38%• Smartphones: 55%• Touch phones: 75%
First recommendation
• Consequence: dilemma between two approaches– Single universal development: one for all– Multiple optimised development: one for each
First recommendation
• How to revisit UI Patterns for IntegraNova MES?– What information should be included?
• Deduce from the object model– What to graceful degrade?
• Deduce from types of contents and tasks that– Are time-critical (e.g., deadline-based, emergency)– Manipulate constantly-updating information– Involve frequently-used information– Require privacy– Are intrinsically based on communication with others (social networks,
forums, twitter).• Platform considerations (layout)
– What usability guidelines to consider?• General purpose vs platform specific
Performance
Size
Mobile Phone
SmartphonePocket PC
Tablet Computer
Notebook
Laptop
Desktop Computer
Step 1. Gather usability guidelines
• Problems– Huge variety of devices, software/hardware– Large quantity of available guidelines– Limitations of current works about guidelines– Incompleteness– Heavy description– Difficult interpretation– Conflicting issues– Out of date information– Lack of classification of guidelines
• Examples– Guideline: “Impose a style in using CSS”– Guideline: “Let the user to choose its policy” (Norcier ,2008)– Guideline for desktop computer: “Design a page in order to be readable in 800 x
600 resolution” (Norcier ,2008)– Guideline for widescreen: “Design for 1024x768 minimum resolution” (Michele
McDonough ,2010)
• Goal– Provide user interface designers and developers
with support for designing multi-platform user interfaces
• Sub-Goals– Know the state of the art related to guidelines for
multi-platform interfaces.– Create the ergonomic guide– Disseminate the ergonomic guide among research
groups devoted to improve usability of software systems.
– Verify the usefulness of guidelines by an application
25
Step 1. Gather usability guidelines
Step 1. Gather usability guidelines
• Methodology based on the design cycle research
Step 1. Gather usability guidelines
• Process
Step 1. Gather usability guidelines
• Usability guideline template
Step 1. Gather usability guidelines
• Example
Step 1. Gather usability guidelines
• DESTINE : Design & Evaluation STudio for INtent-based Ergonomic web sites– Compatible XML language called GDL– Description of categories– 237 available ergonomic guidelines for multi-
plaforms in the database.– List, name, description, resume, illustration of
each guideline– Structured and complete view on each
guideline related to own categories
Step 1. Gather usability guidelines
Step 1. Gather usability guidelines
Step 1. Gather usability guidelines
Step 1. Gather usability guidelines
Context : narrow bandwidth small screen resolution P + E / D / P&T(S) touch phone
Sub-step 1: Describe the context of use in terms of tags P + E / D / P&T(S)
Sub-step 2 : Idetify adaptation techniques for the context
Step 2. When to apply which guideline?
Step 3. Apply them to User Interface patterns
• Web View and Office View generated by IntegraNova MES
Step 3. Apply them to User Interface patterns
• Application of the ergonomic guide on Android: HAT
Step 3. Apply them to User Interface patterns
• Application of the ergonomic guide on iOS:HAT
Step 3. Apply them to User Interface patterns
Application of the ergonomic guide on Android: Service Interaction Unit (SIU)
Step 3. Apply them to User Interface patterns
• Application of the ergonomic guide on iOS: SIU
40
Step 3. Apply them to User Interface patterns
• Application of the ergonomic guide on Android: Population Interaction Unit (PIU)
Step 3. Apply them to User Interface patterns
• Application of the ergonomic guide on Android:PIU– Model selection, filtering
• Application of the ergonomic guide on Android:Master Detail Interaction Unit
Step 3. Apply them to User Interface patterns
Step 4. Which User Interface pattern is usable?
• For each IntegraNova MES User Interface Pattern– Two platforms (iOS vs Android)– Three alternate user interfaces based on
• Usability guidelines• Adaptation techniques
– Ask end user which one do they prefer
44
• Example #1: SIU– Divergence of evolutions
• Mobile platforms • Web interfaces
– Flaws• Not adapted for small screen• Not adapted for touch screen…
– Goals• Keep functionalities• Use new technologies
capabilities
45
Step 4. Which User Interface pattern is usable?
• Solution #1– Used tools
• Jquery mobile
– Applied techniques• None
– ConsequencesX Important workload due to
vertical scrollingAdapted to touchscreenAdapted to small screen
Step 4. Which User Interface pattern is usable?
• Solution #2– Used tools
• Jquery mobile
– Applied techniques• Select remove principle (W3C)• Mesh structure (W3C)
– ConsequencesX Weak guidanceAdapted to touchscreenAdapted to small screenReduced workload
47
Step 4. Which User Interface pattern is usable?
• Solution #3– Used tools
• Jquery mobile
– Applied techniques• Decomposition (W3C)• Linear structure (W3C)
– ConsequencesX No feedbackAdapted to touchscreenAdapted to small screenReduced workloadGood guidance
48
Step 4. Which User Interface pattern is usable?
• Different versions exhibit different behaviors• Which version is the most preferred by end
users on the target platform and why?– For this purpose, we conducted an experiment– IBM CSUQ questionnaire with 19 questions
• Each question on a 5-point Likert scale• 4 resulting metrics• Correlation: r=0.94 (!)
49
Step 4. Which User Interface pattern is usable?
– Paired tests• SYSUSE
– Version 2 > Version 1• INFOQUAL, INTERQUAL, USABILITY :
– Version 2 > Version 1– Version 3 > Version 1
50
Step 4. Which User Interface pattern is usable?
• Example #2: adapt the home page http://www.chambre-d-hote-baie-de-somme.com/ for touch platforms (e.g., an Apple iPad, a TabletPC)
• Use alternative designs• Take user preference into account when
possible
51
Step 4. Which User Interface pattern is usable?
Step 4. Which User Interface pattern is usable?
• Solution #1– Used tools
• Jquery
– Applied techniques• Decomposition (W3C)• Hierarchical structure (W3C)
– ConsequencesX Confusion between buttonsGood guidanceGood consistency
52
• Solution #2– Used tools
• Jquery
– Applied techniques• Decomposition (W3C)• Hierarchical structure (W3C)
– ConsequencesX Loss of space More vertical scrollingVery good guidanceNo more confusion between buttons
53
Step 4. Which User Interface pattern is usable?
• Solution #3– Used tools
• Jquery
– Applied techniques• Full mesh structure (W3C)• Hierarchical structure (W3C)
– ConsequencesX Bad guidanceReduced workload
54
Step 4. Which User Interface pattern is usable?
– Paired tests• SYSUSE
– Version 1 > Version 2• INFOQUAL, INTERQUAL, ERGONOMY :
– No significance55
Step 4. Which User Interface pattern is usable?
• Example #3: adapt the Wikipedia page about YouTube http://www.chambre-d-hote-baie-de-somme.com/ for a smart phone
• Use alternative designs• Take user preference into account when
possible
56
Step 4. Which User Interface pattern is usable?
• Solution #1– Used tools
• Jquery mobile
– Applied techniques• Select remove principle (W3C)• Mesh structure (W3C)
– ConsequencesAdapted to touchscreenAdapted to small screenReduced workloadVery good guidance
57
Step 4. Which User Interface pattern is usable?
• Solution #3– Used tools
• Jquery mobile
– Applied techniques• Star structure• Decomposition (W3C)
– ConsequencesAdapted to touchscreenAdapted to small screenReduced workloadGood guidance
58
Step 4. Which User Interface pattern is usable?
• Solution #3– Used tools
• Jquery mobile
– Applied techniques• Intra links (W3C)
– ConsequencesX Important workloadAdapted to touchscreenAdapted to small screen
59
Step 4. Which User Interface pattern is usable?
– Preferences
– Paired tests• SYSUSE, INFOQUAL, INTERQUAL
– Version 1 > Version 3– Version 2 > Version 3
• Usability : – Version 2 > Version 1 > Version 3
60
Step 4. Which User Interface pattern is usable?
• So far, User Interface Patterns– Are applied at design-time– Are predefined, inflexible– Are not context-dependent
• New goal: go beyond this situation– Determine typical contexts of use (not all!)– Elicit rules for users, platforms, and environments– Use alternative UI patterns for the same context– Prioritize adaptation rules into a meta-rule
61
Pushing User Interface patterns to their best
Pushing User Interface patterns to their best62
Context-aware adaptation of user interfaces
User interface pattern depending on the platform
Textual
Graphical
63
Context-aware adaptation of user interfaces
• Touch phones
64
Night version, 2 days Day version, 2 days
Context-aware adaptation of user interfaces
• Tablet PC & iPad
65
Night version, 4 days Day version, 4 days
Context-aware adaptation of user interfaces
• Desktop version
66
67
Context-aware adaptation of user interfaces
Conclusion
• User interface patterns are required– To maintain consistency– To promote systematic development
• But should be expanded– To cover more contexts of use
• Touch phones: iOS & Android
– To switch from one pattern to another one when the context of use changes (not everything could be predefined, new contexts appear)
– To be adapted themselves
• Towards Context-dependent UI patterns
For more information and downloading,http://www.lilab.eu
User Interface eXtensible Markup Languagehttp://www.usixml.orghttp://www.usixml.euRegister as a member of the UsiXML End-User Club at
http://www.usixml.eu/end_user_club
Thank you very much for your attention!
For more information and downloading,http://www.lilab.eu
User Interface eXtensible Markup Languagehttp://www.usixml.org
FP7 Selfman projecthttp://www.ist-selfman.org/
Thank you very much for your attention!
FP7 Serenoa projecthttp://www.serenoa-fp7.eu
FP7 Human projecthttp://www.human.aero/
SPAIN Ctra. Las Marinas, km 2 03700 Denia, Alicante Tel: +34 96 642 70 60 Fax: +34 96 642 70 05 [email protected] www.integranova.com
Edificio Torre Europa Paseo de la Castellana, 95–15º A 28046 Madrid Tel: +34 91 418 58 17 Fax: +34 91 418 69 99
Sorolla Center Av. Cortes Valencianas, 58 pl. 5ª 46015 Valencia Tel: +34 96 045 16 48 Fax: +34 96 045 16 01
Avda. Diagonal, 640 – 6A 08017 Barcelona Tel: +34 93 230 41 03 Fax: +34 93 228 78 99
GERMANY Bavariaring 17 80336 München Tel: +49 89 520 310 40 Fax: +49 89 520 310 422 [email protected] www.integranova.com
Terminalstrasse Mitte 18 85356 München Tel: +49 89 97007 - 264 Fax: + 49 89 97007 - 200
Collenbachstraße 47 40476 Düsseldorf Tel: +49 211 948 42 25 Fax: +49 211 948 42 21 [email protected] www.integranova.com
SWITZERLAND World Trade Center Leutschenbachstrasse, 95 8050 Zürich Tel: +41 44 308 36 31 Fax: +41 44 308 35 00 [email protected] www.integranova.ch
AUSTRIA Office Park Airport Office Park I Top B02 1300 Viena Tel: +43 1 22787 149 Fax: +43 1 22787 200
USA 530 Lytton Avenue 2nd. Floor. Palo Alto, CA 94301 Tel: +1 650 617-3401 Fax: +1 650 617-3201
1221 Brickell Av. Suite 1540 33131 Miami/Florida Tel: +1 305-3585988 Fax: +1 305-3586844