cse 440: introduction to hci€¦ · migrate to prototype, storyboard-based programming. denim...

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CSE 440: Introduction to HCI User Interface Design, Prototyping, and Evaluation James Fogarty Eunice Jun David Wang Elisabeth Chin Ravi Karkar Lecture 14: Testing and Patterns Tuesday / Thursday 10:30 to 11:50

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Page 1: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

CSE 440: Introduction to HCIUser Interface Design, Prototyping, and Evaluation

James FogartyEunice JunDavid WangElisabeth ChinRavi Karkar

Lecture 14:Testing and Patterns

Tuesday / Thursday10:30 to 11:50

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Project StatusLooking Forward

3c: Usability Testing Check-In due Today- Changes from Inspection- Changes from First Usability Test

3d: Usability Testing Review due Thursday 2/23

Other AssignmentsReading 4 Posted, Due Friday 2/24(you should engage before that if you can)

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ExamIn-Class Next Tuesday 2/21

Mostly short answer, some long answer

Content drawn fromlecture and readings

Compilation of the lecture slides is posted

Q&A scheduled Monday at 1:30 in CSE 403

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Testing and PatternsWizard of Oz and Low Fidelity Testing

Remote Usability Testing

Controlled A/B Experiments

Patterns

Page 5: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

SILK (1996)

Informal Interaction

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SILK (1996)

Migrate to Prototype, Storyboard-Based Programming

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DENIM (2000)

Early Stage, Multiple Levels of Details, Sketching, Pen Interaction

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SUEDE (2000)

Low-Fidelity Is Not Just About Ink

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Topiary (2004)

Location Awareness, Wizard of Oz

Page 10: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Activity Designer (2008)

Long-Lived Activities

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FrameWire (2010)

Tangible Interaction

Page 12: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Testing and PatternsWizard of Oz and Low Fidelity Testing

Remote Usability Testing

Controlled A/B Experiments

Patterns

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Remote Usability TestingConferencing-based testing

Use tools like video conferencing, instant messaging, and screencastingto test with a remote participant

Semi-automated remote testingAutomatic logging and some analysis of usage

Controlled online A/B experimentsCarefully measure results of showing different versions to different sets of live customers

Page 14: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Semi-Automated Remote UsabilityNow available through a variety of services

Loop11 UserZoomTryMyUI ValidatelyUserlytics WhatUsersDoUsertesting.com YouEye

Unlikely you need to bake your ownSome include mobile testingCrowds for automated testing in build processes

http://www.nngroup.com/articles/unmoderated-user-testing-tools/

Page 15: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Semi-Automated Remote UsabilityMove usability testing online

participants access the “lab” via webanswer questions & complete tasks in “survey”records actions or screens for playbackcan test many people completing many tasks

Analyze data individually or in aggregateplayback individual sessionsfind general problem areasif needed, look closely with traditional methods

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Semi-Automated Remote Usability

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Semi-Automated Remote Usability

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Semi-Automated Remote Usability

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WebQuilt: Visual AnalysisGoals

link page elements to actionsidentify behavior/navigation patternshighlight potential problems areas

Interactive graph based on web contentdesigners can indicate expected pathscolor code common usability interestsfiltering to show only target participantsuse zooming for analyzing at varying granularity

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WebQuilt: Visual Analysis

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WebQuilt: Visual Analysis

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WebQuilt: Visual Analysis

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Testing and PatternsWizard of Oz and Low Fidelity Testing

Remote Usability Testing

Controlled A/B Experiments

Patterns

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Controlled A/B Experiments Many names for it

A/B tests or Control/Treatment

Randomized Experimental Design

Controlled experiments

Split testing

Parallel flights

(this section mostly due Ronny Kohavi)

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Controlled A/B ExperimentsExample: Amazon Shopping Cart Recommendations

Add an item to your shopping cartMost sites show the cart

At Amazon, Greg Linden had idea to show recommendations based on cart items

From Greg Linden’s Blog: http://glinden.blogspot.com/2006/04/early-amazon-shopping-cart.html

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Controlled A/B ExperimentsEvaluation

Pro: cross-sell more itemsCon: distract people from checking out

Highest Paid Person’s Opinion: Stop the project

Simple experiment run:Wildly successful

From Greg Linden’s Blog: http://glinden.blogspot.com/2006/04/early-amazon-shopping-cart.html

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Marketplace: Solitaire vs Poker

B: Poker game

A: Solitaire game

Experiment run in Windows Marketplace / Game Downloads

Which image has the higher clickthrough? By how much?

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Marketplace: Solitaire vs Poker

B: Poker game

A: Solitaire game

Experiment run in Windows Marketplace / Game Downloads

Which image has the higher clickthrough? By how much?

A is 61% better

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Never Underestimate Solitaire

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Never Underestimate Solitaire

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Checkout Page

Example from Bryan Eisenberg’s article on clickz.com

Conversion rate is percentage of visits that include purchase

Which version has a higher conversion rate?

A B

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Checkout PageConversion rate is percentage of visits that include purchase

Example from Bryan Eisenberg’s article on clickz.com

Which version has a higher conversion rate?

A B

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Checkout PageConversion rate is percentage of visits that include purchase

Coupon Code decreases by factor of 10

A B

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Office Online Feedback

A B

Feedback A puts everything together, whereas feedback B is two-stage: question follows rating.

Feedback A just has 5 stars, whereas B annotates the stars with “Not helpful” to “Very helpful” and makes them brighter.

Which one has a higher response rate? By how much?

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Office Online Feedback

A B

Feedback A puts everything together, whereas feedback B is two-stage: question follows rating.

Feedback A just has 5 stars, whereas B annotates the stars with “Not helpful” to “Very helpful” and makes them brighter.

Which one has a higher response rate? By how much?

B gets more than double response rate.

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Another Feedback VariantCall this variant C. Like B, also two-stage.Which one has a higher response rate, B or C?

C

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Another Feedback VariantCall this variant C. Like B, also two-stage.Which one has a higher response rate, B or C?

C

C outperforms B by a factor of 3.5

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Office OnlineClicks on revenue generating links (red links)

A B

Page 39: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Office OnlineClicks on revenue generating links (red links)

A B

A gets many more clicks

A B

Page 40: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Office OnlineClicks on revenue generating links (red below)

A B

B gets more revenue

A B

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Examples Where Data Is WrongIf something is “amazing,” find the flaw!

If you have a mandatory birth date field,and people think it’s unnecessary, you will find lots of 11/11/11 or 01/01/01

If you have an optional drop down, do not default to the first alphabetical entry, or you will have lots of: jobs = Astronaut

Traffic to doubled between 1-2am Nov 6, 2011 for many web sites, relative to same hour week prior

Page 42: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

MSN US Home PageProposal: New Offers module below Shopping

Control

Treatment

Page 43: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Experiment ResultsRan A/B test for 12 days on 5% of MSN US visitors

Page 44: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Experiment ResultsRan A/B test for 12 days on 5% of MSN US visitors

Clickthrough:Page views per person-day:

Page 45: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Experiment ResultsRan A/B test for 12 days on 5% of MSN US visitors

Clickthrough:Page views per person-day:

decreased 0.49%

decreased 0.35%

Page 46: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Experiment ResultsRan A/B test for 12 days on 5% of MSN US visitors

Clickthrough:Page views per person-day:

Value of click from home page: X centsNet = Expected Revenue –

Value Per Click * Direct lost clicks –Value Per Click * Lost Due to Decreased Views

decreased 0.49%

decreased 0.35%

Page 47: CSE 440: Introduction to HCI€¦ · Migrate to Prototype, Storyboard-Based Programming. DENIM (2000) Early Stage, Multiple Levels of Details, Sketching, Pen Interaction. SUEDE (2000)

Experiment ResultsRan A/B test for 12 days on 5% of MSN US visitors

Clickthrough:Page views per person-day:

Value of click from home page: X centsNet = Expected Revenue –

Value Per Click * Direct lost clicks –Value Per Click * Lost Due to Decreased Views

Net was negative (in millions of dollars), offers module did not launch

decreased 0.49%

decreased 0.35%

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Data Driven Methods Not Just Online79

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Data Driven Methods Not Just Online80

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Data Driven Methods Not Just Online81

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Limitations of Data Driven TestingDrives hill-climbing, but not overall design

A design may be better, but is it good?

Impossible for new designs to compete

Can be difficult to scale to many featuresNow we step through a larger example

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83

1

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CSE440 - Autumn 2007User Interface Design, Prototyping, and Evaluation

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2

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5

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Quick-Flow Checkouts

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6

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Testing in a Larger Design

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Testing and PatternsWizard of Oz and Low Fidelity Testing

Remote Usability Testing

Controlled A/B Experiments

Patterns

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1

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• What site is this?– Logo in top-left corner denotes the site– Another logo at top-right to reinforce– examples of SITE BRANDING

1

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• What kind of site is this?– Shopping cart icon– Tab row content & categories on left– Prices in content area– UP-FRONT VALUE PROPOSITION– example of PERSONAL E-COMMERCE

1

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• What can I do here?– Welcome for new visitors– Tab row / Search on top– “Categories”– Prices– Examples of OBVIOUS LINKS

1

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96

• Most important info visible without scrolling

• ABOVE THE FOLD

1

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2

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• What site am I at?– Logo in upper-left reinforces brand, can

click to go to home– Same font, layout, color scheme also

reinforces– examples of SITE BRANDING (E1)

2

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• Where am I in the site?– “Home > Music” are

LOCATION BREAD CRUMBS– TAB ROW says “Music”– Album cover, “Product Highlights”,

and CD cover

2

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• Can I trust these sellers? – Who am I buying from?– Are they reputable?– What about shipping?

2

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• The Fold– Hmm, what’s below here?

2

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• Impulse buy• PESONALIZED

RECOMMENDATIONS

• About this album• Lots of unused space• Still more info below…

2

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• Is this product any good?– Editorial reviews– Customer reviews– RECOMMENDATION

COMMUNITY

2

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3

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• What site am I at? – Logo in upper-left– Colors, layout, font– examples of SITE BRANDING

3

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• Where am I in the site?– Last link clicked was “Buy!”– “Shopping Cart” and “Proceed to

Checkout” reinforce that this is “the right page”

– SHOPPING CART

3

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• Cross-selling– Possibly a pleasant surprise– Impulse buy– CROSS-SELLING &

UP-SELLING

3

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• What am I going to buy?– Easy to remove– Easy to move to wishlist

• How much will it cost?– Shipping costs there, no nasty

surprises• SHOPPING CART

3

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• What can I do?– “Proceed to Checkout”

HIGH VISIBILITY ACTION BUTTON– Visually distinct– 3D, looks clickable– Repeated above and below fold

3

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4

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• What if I don’t have a User ID?

• What if I forgot my password?

• SIGN-IN/NEW ACCOUNT options

4

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5

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• What site?– Logo, layout, color, fonts

• Where in site?– Checkout, step 1 of 3– “Choose shipping address”– QUICK-FLOW CHECKOUT

5

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• Note what’s different– No tab rows– No impulse buys– Only navigation on page takes you to

next step

• This is a PROCESS FUNNEL– Extraneous info and links removed to

focus customers

5

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Quick-Flow Checkouts

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6

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Quick-Flow Checkouts

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• Last step of process– Step 3, “Place Order”– “Place my order” button

• Two HIGH-VISIBILITY ACTION BUTTONS for fold

6

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Quick-Flow Checkouts

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• No nasty surprises– Can see order– Total price is same as shopping

cart– ORDER SUMMARY

6

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Quick-Flow Checkouts

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• Easy to change shipping and billing

• Easy to save this info– Easier to setup info in context of

specific task

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Design Equals SolutionsDesign is about finding solutions

Designers often reinventHard to know how things were done beforeWhy things were done a certain wayHow to reuse solutions

One option is patternsBut this is also why we point you at research

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Design PatternsDesign patterns communicate common design problems and solutions

First used in architecture [Alexander]How to create a beer hall where people socialize?

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Design Patterns

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Using Design PatternsNot too general and not too specific

use a solution “a million times over, without ever doing it the same way twice”

Design patterns are a shared language for “building and planning towns, neighborhoods, houses, gardens, and rooms”

Beer hall is part of a center for public lifeBeer hall needs spaces for groups to be alone ALCOVES

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A Web of Design Patterns

(181) The Fire

(8) Mosaic of Subcultures

(179) Alcoves

(95) Building Complex

(33) Night Life(31) Promenade

(90) Beer Hall

Cities

& Towns

InteriorsLocal

Gatherings

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Web Design PatternsCommunicate design problems & solutions

how to create navigation bars for finding relevant content

how to create a shopping cart that suports check out

how to make e-commerce sites where people return & buy

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NAVIGATION BAR (K2)Problem: Customers need a structured, organized way of finding the most important parts of your Web site

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NAVIGATION BAR (K2)Solution diagram

Captures essence on how to solve problem

First-level navigation

Second-level navigation

Link to home

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Patterns organized by group

Pattern Groups

Advanced ecommerceCompleting tasksPage layoutsSearchPage-level navigationSpeedThe mobile web

Site genresNavigational frameworkHome pageContent managementTrust and credibilityBasic ecommerce

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PROCESS FUNNEL (H1)Problem:

Need a way to help people complete highly specific stepwise tasks

Ex. Create a new accountEx. Fill out survey forms Ex. Check out

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PROCESS FUNNEL (H1)

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PROCESS FUNNEL (H1)• What’s different?

– No tab rows– No impulse buys– Only navigation on page takes you to next step

• What’s the same?– Logo, layout, color, fonts

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PROCESS FUNNEL (H1)Problem:

What if users need extra help?

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PROCESS FUNNEL (H1)

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CONTEXT-SENSITIVE HELP (H8)

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FLOATING WINDOWS (H6)

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FLOATING WINDOWS (H6)

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PROCESS FUNNEL (H1)Solution Diagram

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Related Patterns

(A10) Web Apps

(K5) High-Viz Action Buttons

(A1) E-Commerce (A11) Intranets

(H1) Process Funnel

(K2) Navigation Bars

(K3) Tab Rows

(K4) Action Buttons

(K12) Preventing Errors

(H8) Context-Sensitive Help

(I2) Above the Fold

(K13) Meaningful Error Messages

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Patterns Support CreativityPatterns come from successful examples

sites that are so successful that lots of people are familiar with their paradigmsinteraction techniques/metaphors that work well across many sites (e.g., shopping carts)

Not too general and not too specificyou need to specialize to your needs

Patterns let you focus on the hard, unique problems of your design situation

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Principles, Guidelines, TemplatesPatterns help design without over-constraining

unlike principles, patterns are not too general

unlike guidelines, patterns discuss tradeoffs, show good examples, and tie to other patterns

unlike style guides, patterns not too specific, can be specialized to a design

unlike templates, patterns illustrate flows and relationships among different pages

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Web Design Patterns

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Web Design Patterns

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Pre-PatternsPatterns require broad adoption and examples

Many version of the same basic ideaShown successful in many contextsThat is what makes them patterns

This is challenging in novel domains

Pre-patterns are based in weaker evidenceCan help speed diffusion of techniques and resultsCan help see relationships among ideas

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UbiComp Pre-PatternsLiterature reviewButton-up card sorting of lessons from literatureCut down based on critique by other researchers

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UbiComp Pre-Patterns

Web Interface Design, Prototyping, &

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A – Ubiquitous Computing Genres

B – Physical-Virtual Spaces

C – Developing Successful Privacy

D – Designing Fluid Interactions

Describes broad classes of emerging applications, providing many examples and ideas

Associating physical objects and spaces with information and meaning; location-based services; helping users navigate such spaces

Policy, systems, and interaction issues in designing privacy-sensitive systems

How to design for interactions involving dozens or even hundreds of sensors and devices while making users feel like they are in control

Upfront Value Proposition (A1)Personal Ubiquitous Computing(A2)Ubiquitous Computing for Groups(A3)Ubiquitous Computing for Places(A4)Guides for Exploration andNavigation (A5)Enhanced Emergency Response(A6)Personal Memory Aids (A7)Smart Homes (A8)Enhanced EducationalExperiences (A9)Augmented Reality Games (A10)Streamlining Business Operations(A11)Enabling Mobile Commerce (A12)

Active Map (B1)Topical Information (B2)Successful Experience Capture(B3)User-Created Content (B4)Find a Place (B5)Find a Friend (B6)Notifier (B7)

Fair Information Practices (C1)Respecting Social Organizations (C2)Building Trust and Credibility (C3)Reasonable Level of Control (C4)Appropriate Privacy Feedback (C5)Privacy-Sensitive Architectures (C6)Partial Identification (C7)Physical Privacy Zones (C8)Blurred Personal Data (C9)Limited Access to Personal Data (C10)Invisible Mode (C11)Limited Data Retention (C12)Notification on Access of Personal Data (C13)Privacy Mirrors (C14)Keeping Personal Data on Personal Devices (C15)

Scale of Interaction (D1)Sensemaking of Services andDevices (D2)Streamlining Repetitive Tasks(D3)Keeping Users in Control (D4)Serendipity in Exploration (D5)Context-Sensitive I/O (D6)Active Teaching (D7)Resolving Ambiguity (D8)Ambient Displays (D9)Follow-me Displays (D10)Pick and Drop (D11)

UbiComp Pre-Patterns

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PatternsWhen you see advice, consider its depth

Result of an individual study / rantPre-pattern based on some meta-analysisEstablished pattern

Be aware of misapplying patternsAnd be aware of anti-patterns

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Touch and Microsoft Windows

2004 2012

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Consistency vs. SpecializationBeware of simply copying a design language

Consistency is your friend until is it not your friend

Not limited to platform-level decisionsOne “look” for your appOr targeted at each device

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Dark PatternsA Dark Pattern is an interface that has been carefully crafted to trick people into doing things, such as buying insurance with their purchase or signing up for recurring bills.

Disguised AdsAds that are disguised as other kinds of content or navigation, in order to get users to click on them

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Dark PatternsA Dark Pattern is an interface that has been carefully crafted to trick people into doing things, such as buying insurance with their purchase or signing up for recurring bills.

Friend SpamA site or game asks for your credentials, then goes on to publish content or send out bulk messages

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Dark Patterns

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CSE 440: Introduction to HCIUser Interface Design, Prototyping, and Evaluation

James FogartyEunice JunDavid WangElisabeth ChinRavi Karkar

Lecture 14:Testing and Patterns

Tuesday / Thursday10:30 to 11:50