when user interface patterns become mobile

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Jean Vanderdonckt, Thanh-Diane Nguyen When User Interface Patterns become Mobile IntegraNova MES goes into the wild

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This presentation contains the slides presented during the 8th Scientific Advisory Board Meeting for Integranova, Oliva Nova (Spain), 29-30 September 2011.

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Page 1: When User Interface Patterns Become Mobile

Jean Vanderdonckt,Thanh-Diane NguyenWhen User Interface Patternsbecome Mobile –IntegraNova MES goesinto the wild

Page 2: When User Interface Patterns Become Mobile

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

Page 3: 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

Page 4: When User Interface Patterns Become Mobile

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

Page 5: When User Interface Patterns Become Mobile

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

Page 6: When User Interface Patterns Become Mobile

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

Page 7: When User Interface Patterns Become Mobile

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]

Page 8: When User Interface Patterns Become Mobile

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

Page 9: When User Interface Patterns Become Mobile

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

Page 10: When User Interface Patterns Become Mobile

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)

Page 11: When User Interface Patterns Become Mobile

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

Page 12: When User Interface Patterns Become Mobile

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?

Page 14: When User Interface Patterns Become Mobile

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

Page 15: When User Interface Patterns Become Mobile

Which platforms should be supported?

• Break-even point before 2014

[MEE 2010]

Page 16: When User Interface Patterns Become Mobile

For which type of user?

Web users 100%

Multi-platform users 52%

Everywhere users 30%

Page 17: When User Interface Patterns Become Mobile

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

Page 18: When User Interface Patterns Become Mobile

Consequence: transcoding needed

Page 19: When User Interface Patterns Become Mobile

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

Page 20: When User Interface Patterns Become Mobile

• 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?

Page 21: When User Interface Patterns Become Mobile

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%

Page 22: When User Interface Patterns Become Mobile

First recommendation

• Consequence: dilemma between two approaches– Single universal development: one for all– Multiple optimised development: one for each

Page 23: When User Interface Patterns Become Mobile

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

Page 24: When User Interface Patterns Become Mobile

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)

Page 25: When User Interface Patterns Become Mobile

• 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

Page 26: When User Interface Patterns Become Mobile

Step 1. Gather usability guidelines

• Methodology based on the design cycle research

Page 27: When User Interface Patterns Become Mobile

Step 1. Gather usability guidelines

• Process

Page 28: When User Interface Patterns Become Mobile

Step 1. Gather usability guidelines

• Usability guideline template

Page 29: When User Interface Patterns Become Mobile

Step 1. Gather usability guidelines

• Example

Page 30: When User Interface Patterns Become Mobile

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

Page 31: When User Interface Patterns Become Mobile

Step 1. Gather usability guidelines

Page 32: When User Interface Patterns Become Mobile

Step 1. Gather usability guidelines

Page 33: When User Interface Patterns Become Mobile

Step 1. Gather usability guidelines

Page 34: When User Interface Patterns Become Mobile

Step 1. Gather usability guidelines

Page 35: When User Interface Patterns Become Mobile

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?

Page 36: When User Interface Patterns Become Mobile

Step 3. Apply them to User Interface patterns

• Web View and Office View generated by IntegraNova MES

Page 37: When User Interface Patterns Become Mobile

Step 3. Apply them to User Interface patterns

• Application of the ergonomic guide on Android: HAT

Page 38: When User Interface Patterns Become Mobile

Step 3. Apply them to User Interface patterns

• Application of the ergonomic guide on iOS:HAT

Page 39: When User Interface Patterns Become Mobile

Step 3. Apply them to User Interface patterns

Application of the ergonomic guide on Android: Service Interaction Unit (SIU)

Page 40: When User Interface Patterns Become Mobile

Step 3. Apply them to User Interface patterns

• Application of the ergonomic guide on iOS: SIU

40

Page 41: When User Interface Patterns Become Mobile

Step 3. Apply them to User Interface patterns

• Application of the ergonomic guide on Android: Population Interaction Unit (PIU)

Page 42: When User Interface Patterns Become Mobile

Step 3. Apply them to User Interface patterns

• Application of the ergonomic guide on Android:PIU– Model selection, filtering

Page 43: When User Interface Patterns Become Mobile

• Application of the ergonomic guide on Android:Master Detail Interaction Unit

Step 3. Apply them to User Interface patterns

Page 44: When User Interface Patterns Become Mobile

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

Page 45: When User Interface Patterns Become Mobile

• 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?

Page 46: When User Interface Patterns Become Mobile

• 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?

Page 47: When User Interface Patterns Become Mobile

• 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?

Page 48: When User Interface Patterns Become Mobile

• 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?

Page 49: When User Interface Patterns Become Mobile

• 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?

Page 50: When User Interface Patterns Become Mobile

– 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?

Page 51: When User Interface Patterns Become Mobile

• 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?

Page 52: When User Interface Patterns Become Mobile

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

Page 53: When User Interface Patterns Become Mobile

• 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?

Page 54: When User Interface Patterns Become Mobile

• 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?

Page 55: When User Interface Patterns Become Mobile

– Paired tests• SYSUSE

– Version 1 > Version 2• INFOQUAL, INTERQUAL, ERGONOMY :

– No significance55

Step 4. Which User Interface pattern is usable?

Page 56: When User Interface Patterns Become Mobile

• 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?

Page 57: When User Interface Patterns Become Mobile

• 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?

Page 58: When User Interface Patterns Become Mobile

• 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?

Page 59: When User Interface Patterns Become Mobile

• 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?

Page 60: When User Interface Patterns Become Mobile

– 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?

Page 61: When User Interface Patterns Become Mobile

• 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

Page 62: When User Interface Patterns Become Mobile

Pushing User Interface patterns to their best62

Page 63: When User Interface Patterns Become Mobile

Context-aware adaptation of user interfaces

User interface pattern depending on the platform

Textual

Graphical

63

Page 64: When User Interface Patterns Become Mobile

Context-aware adaptation of user interfaces

• Touch phones

64

Night version, 2 days Day version, 2 days

Page 65: When User Interface Patterns Become Mobile

Context-aware adaptation of user interfaces

• Tablet PC & iPad

65

Night version, 4 days Day version, 4 days

Page 66: When User Interface Patterns Become Mobile

Context-aware adaptation of user interfaces

• Desktop version

66

Page 67: When User Interface Patterns Become Mobile

67

Context-aware adaptation of user interfaces

Page 68: When User Interface Patterns Become Mobile

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

Page 69: When User Interface Patterns Become Mobile

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!

Page 70: When User Interface Patterns Become Mobile

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/

Page 71: When User Interface Patterns Become Mobile

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