prof. james a. landay university of washington autumn 2004 introduction & course overview...
TRANSCRIPT
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Prof. James A. LandayUniversity of Washington
Autumn 2004
Introduction & Course Overview CS490jlIntroduction & Course Overview CS490jl
September 30, 2004
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CSE490jl - Autumn 2004
User Interface Design, Prototyping, and Evaluation 2
UI Hall of Fame or Hall of Shame?
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Hall of Shame!
• Does not help the user accomplish their task– why did they come to the site?
• Takes too long–most visitors will just leave & never
come back
• May be valid for entertainment, art, or branding sites
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CSE490jl - Autumn 2004
User Interface Design, Prototyping, and Evaluation 4
Hall of Fame or Shame?
• Page setup for printing in IE5
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Hall of Shame!
• Page setup for printing in IE5
• Problems– codes for header &
footer information• requires recall!• want recognition• no equivalent GUI
– help is the way to find out, but not obvious
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Prof. James A. LandayUniversity of Washington
Autumn 2004
Introduction & Course Overview CS490jlIntroduction & Course Overview CS490jl
September 30, 2004
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Outline
• Who are we?
• HCI introduction
• Course overview & schedule
• Introductions
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Who are we?• James Landay
– Associate Professor in Computer Science at the University of Washington (formerly professor in EECS at UC Berkeley)
– Ph.D. in CS from Carnegie Mellon ‘96– HCI w/ focus on informal input (pens, speech, etc.),
Web design (tools, patterns, etc.), & Ubiquitous Computing– founded NetRaker, leader in Web experience management
• Now subsidiary of KeyNote Systems– Co-authored The Design of Sites with D. van Duyne & J. Hong– Director of Intel Research Seattle (ubicomp lab)
• Kate Everitt– Ph.D. student in CSE– BSc in Computing & Info Science from Queen’s University– MS in CS from UC Berkeley– HCI w/ focus on computer support cooperative work
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Who are we?
• Richard Davis– Ph.D. student in CS at UC Berkeley– BS & MS in EECS from MIT– lots of industry experience (Virtual Ink, Boris F/X, Mathworks, Intel)– HCI w/ focus on pen-based user interfaces (animation)
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• Computer– the machine the program runs on– often split between clients & servers
Human-Computer Interaction (HCI)
• Human– the end-user of a program– the others in the organization
• Interaction– the user tells the computer what they want– the computer communicates results
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HCI Approach to UI Design
Design
Organizational & Social Issues
Technology Humans
Tasks
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Factors Influence Each Other
Design
Organizational & Social Issues
Technology Humans
Tasks
“People change their knowledge as they perform, i.e., they learn”
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User Interfaces (UIs)• Part of application that allows people
– to interact with computer– to carry out their task
• User vs. Customer vs. Client– user is a term only used by 2 industries -> bad!– customer –person who will use the product you build– client – the person/company who is paying you to build it
HCI = design, prototyping, evaluation, & implementation of UIs
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Why is HCI Important?• Major part of work for “real” programs– approximately 50%
• Bad user interfaces cost– money
• 5% satisfaction -> up to 85%profits• finding problems early makes them easier to fix
– reputation of organization (e.g., brand loyalty)– lives (Therac-25)
• User interfaces hard to get right– people are unpredictable– intuition of designers often wrong
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Who Builds UIs?
• A team of specialists (ideally)– graphic designers– interaction / interface designers– information architects– technical writers– marketers– test engineers– usability engineers– software engineers– users
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How to Design and Build UIs
• UI Development process
• Usability goals
• User-centered design
• Task analysis & contextual inquiry
• Rapid prototyping
• Evaluation
• Programming
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User Interface Development Process
DesignExploration
Evaluate Execute
Proposal:Demos/Lo Fi Prototypes(How)
Work together torealize the designin detail.
Evaluate withCustomers
DesignDiscovery
Customers, Products,Business, Marketing
Customers, Products,Business, Marketing
Customers, Products,Business, Marketing
Design Definition:- Design Problem Statement- Targeted User Roles (Who)- Targeted User Tasks (What)- Design Direction Statements
Specification:Hi Fidelity, Refined Design - Based on customer feedback - Foundation in product reality - Refined Design description
Storyboard
Customers: - Roles (Who) - Tasks (What) - Context (Stories)Marketing: - Business Priorities - MessagesTechnology: - Products - ArchitectureDesign: - Leading/competing technologies
Review & Iterate
based on slide by Sara Redpath, IBM & Thyra Trauch, Tivoli
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Iteration
Design
Prototype
Evaluate
At every stage!
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Design
• Design is driven by requirements– what the artifact is for– not how it is to be implemented– e.g., PDA not as important as “mobile” app.
• A design represents the artifact– for UIs these representations include (?)
• screen sketches or storyboards• flow diagrams/outline showing
task structure• executable prototypes
– representations simplify
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Web Design RepresentationsSite Maps Storyboards
Schematics Mock-ups
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Usability
According to the ISO:The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments
• This does not mean you have to create a “dry” design or something that is only good for novices – it all depends on your goals
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Usability Goals
– Learnable• faster the 2nd time & so on
– Memorable• from session to session
– Flexible• multiple ways to
accomplish tasks
– Efficient• perform tasks quickly
– Robust• minimal error rates• good feedback so user can recover
– Pleasing• high user satisfaction
– Fun
• Set goals early & later use to measure progress• Goals often have tradeoffs, so prioritize• Example goals
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User-centered Design“Know thy User”
• Cognitive abilities– perception– physical manipulation– memory
• Organizational / job abilities • Keep users involved throughout– developers working with target users– think of the world in users terms– understanding work process– not technology-centered/feature driven
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Task Analysis & Contextual Inquiry
• Observe existing work practices
• Create examples and scenarios of actual use
• “Try-out”new ideas before building software
?
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Rapid Prototyping
• Build a mock-up of design so you can test
• Low fidelity techniques– paper sketches– cut, copy, paste
• Interactive prototyping tools– HTML, Visual Basic,
HyperCard, Director, Flash, DENIM, etc.
• UI builders– Visual Studio .NET,
JBuilder…
Fantasy Basketball
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ESP
Evaluation
• Test with real users (participants)– w/ interactive prototype– low-fi with paper
“computer”
• Build models– GOMS
• Low-cost techniques– expert evaluation– walkthroughs – online testing
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Programming
• Toolkits
• UI Builders
• Event models
• Input / Output models
• etc.
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Goals of the Course
1) Learn to design, prototype, & evaluate UIs– the needs & tasks of prospective users– cognitive/perceptual constraints that affect design– technology & techniques used to prototype UIs– techniques for evaluating a user interface design– importance of iterative design for usability– technology used to prototype & implement UI code– how to work together on a team project– communicate your results to a group
• key to your future success
2) Understand where technology is going & what UIs of the future might be like
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Course Format
• Interactive lectures
• Semester long project & homeworks
• Readings
• All material is online– slides, exercises, readings, schedule– http://www.cs.washington.edu/cs490jl
• Have fun & participate!
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How CSE490jl Fits into CS Curriculum• Most courses for learning technology– compilers, operating systems, databases, etc.
• CSE490jl concerned w/design & evaluation– assume you can program/learn new languages– technology as a tool to evaluate via prototyping– skills will become very important upon graduation
• complex systems, large teams• don’t look for large immediate impact in other CS courses
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Project Description
• Each of you will propose an interface idea– fixing something you don’t like or a new idea
• Groups– 4 students to a group– work with students w/ different skills/interests– groups meet with teaching staff every 2 weeks
• Cumulative– apply several HCI methods to a single interface
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Project Process Overview
• Project proposal (individual) due Tuesday• Break-up into groups next Thursday• Project task analysis & “sketches” – i.e., rough proposals that can & will change
• Low fidelity prototyping & testing• Build 1st interactive prototype• In class presentations & critiques• Heuristic evaluations (individual)
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Project Process Overview (cont.)
• Heuristic evaluation summary
• Build 2nd interactive prototype
• In lab demo & critiques
• Customer testing of 2nd prototype
• In class presentation & critiques
• Not enough time for 3rd prototype
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Project Examples
• Research notebook– threads of ideas–multiple views– secure time stamps
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Research Notebook
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Project Examples (cont.)
• SiteSketch– web page design– sketch-based
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SiteSketch
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Project Examples (cont.)
• CD Jukebox
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CD JukeBox
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Project Examples (cont.)
• Clothes Shopper– online shopping– knows your prefs & sizes
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Clothes Shopper
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Project Examples (cont.)
• Electronic book reader– take advantage of all the online texts on
the net
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Electronic Book Reader
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Project Examples (cont.)
• Nutrition tracker
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Nutrition Tracker
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Project Examples (cont.)
• cUIzine– recipe tool for the home
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cUIzine
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Project Examples (cont.)
• Tech support help desk– avoid using the phone for getting help
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Project Examples (cont.)
• Apartment finder– kinda obvious!!! :)
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Apartment Finder
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Project Examples (cont.)
• Read WWW over phone– find structure in pages & build voice
menus– navigation problem– cache common paths & reorder?
• PDA brainstorming tool– small portable computers in a group
meeting (say Palm Pilots)
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PDA Brainstorming
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Project Examples (cont.)
• Runner’s training log– input daily workouts– reports– reminders
• PDA for shopping– scan in UPC & tells you whether a good
price
• Home entertainment control -“no more remotes”
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Total Entertainment Control
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Project Examples (cont.)
• PDA Baseball score keeper– have stats of the players on your PDA– keep track of what happens during the
game– upload stats after the game
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PDA Baseball Scorekeeper
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PalmStock
PalmStock
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InkChat
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Josh
Back-end
Ed
Brian
Cliff
Rendezvous
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Nutrition/Exercise Tracker
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Trippin’
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Ubiquitous Computing Project Themes
• Location-enhanced computing– Devices that are aware of their location – Examples include car navigation, Trippin’, finding
nearby restaurants, etc
• Digital home– focus on how to simplify people’s personal lives
rather than adding technology to get new features– helping care for an elder– helping people stay fit (exercise & nutrition)
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Administrivia• Registration– limited by room and project constraints to 32– fill-out appeal form if not enrolled (due today at 5 PM)– tell us why you should be in the course• background, interests, what you can contribute
– will post list of admits on course web page by Friday at 5 PM
• Roll• James’ office hours– Tue. 2:30-3:30 PM (642 Allen Center)– Wed. 9-10 AM online (send Kate your Yahoo id)– email landay@cs for appointments at other times
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Administrivia (cont.)• Teaching assistants– Katherine Everitt
• last name at cs.washington.edu• O.H.: TBA in 409 Allen Center
– Richard Davis• rcdavis at cs.washington.edu• O.H.: TBA in 606 Allen Center
• Discussion sections– TBD - please fill out course survey linked off
course web page today to help determine this & other things
– new material will be covered in discussion -> attend
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Books
• The Design of Sites by van Duyne, Landay, & Hong– order from Amazon.com– much of the first 4 chapters of book &
appendices based on this course• We will also hand out papers, give you web
links, & refer to lecture slides• Two recommended textbooks– Human-Computer Interaction by Alan Dix, et. al.,
3rd edition, 2003– Developing User Interfaces by Dan Olsen, 1998– order from Amazon.com (link off class web page)
• Other recommended books on web page
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Assignments (tentative)
• Individual– 4 written + one talk each
• Group– 6 written assignments
• 3 presentation/demos with the write-ups
– all group work handed in on Web (group web site)
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Grading
• A combination of– midterm (15%)– final (20%)– individual assignments (20%)– group project (40%)
• demos/presentation (group component)• project write-ups and exercises• ratings given by other team members & class
– in class participation (5%)
• No curve
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Tidbits
• Late Policy– no lates on group assignments– individual assignments lose one letter
grade/day• Cheating policy– will get you an F in the course–more than once can get you dismissed
• More information (syllabus/schedule/slides)– http://www.cs.washington.edu/cs490jl
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Summary
• Check web site for admit list by Friday at 5 PM
• Do on-line survey by Friday• Project proposal due at start of lecture
on Tuesday• Next lecture on design discovery– Read Tools For Thought Ch 11 (Engelbart
Demo)– Chapter 3 of The Design of Sites