usability engineering
DESCRIPTION
UseabilityTRANSCRIPT
Usability Engineering
Manoj Chawla
Agenda• What Is Usability?• Generations of User Interfaces• The Usability Engineering Lifecycle• Usability Heuristics• Usability Testing• Usability Assessment Methods beyond Testing• Interface Standards• International User Interfaces• Future Developments
Definition• Learnability
– Easy to learn• Efficiency of Use
– Expert users steady level of performance
• Memorability– Easy to remember
• Few and No catastrophic Errors– Minimise frequency of errors
• Subjective Satisfaction– How pleasant it s to use the
system
• Issues– Users task– Users individual
characteristics– User differences
• Age, gender, reasoning ability
– Experience with the system– Experience with computers
in general– Experience with the task
domain
Usability rules• Your best guess is not good enough• The user is always right• Users are not designers• Designers are not users• Vice presidents are not users• Less is more• Details matter• Help doesn’t always help• Usability engineering is a process
Scenarios
Source: Jakob Nielson
Generations of user interfacesGeneration Hardware Technology Users Advertising
ImageUser interface paradigm
-1945 Electro/Mechanical
Blinking lights & cards
Inventors None None
1945-1955 Vacuum tubes Typewriter Experts/pioneers Calculator Programming batch
1955-1965 Transistors Line oriented terminals
Technocrats Information processor
Command languages
1965-1980 Integrated Circuits
Full screen terminal
Specialised groups w/o knowledge
Mechanisation e.g. bank tellers
Hierarchical menus and form fill-in
1980-1995 VLSI PC Professionals/Hobbyists
Personal productivity tool
WIMP
1995-? Networked PC’s Easily portable with cellular modem
Everybody Computer as appliance
Non command based interfaces
The lifecycle
• Know the User • Individual User Characteristics • Task Analysis • Functional Analysis • The Evolution of the User • Competitive Analysis • Goal Setting • Financial Impact Analysis • Parallel Design • Participatory Design • Coordinating the Total
Interface
• Guidelines and Heuristic Evaluation
• Prototyping • Scenarios • Interface Evaluation
– Severity Ratings • Iterative Design • Capture the Design Rationale • Follow-Up Studies of Installed
Systems • Meta-Methods • Prioritising Usability Activities • Be Prepared
Heuristic evaluation• Graphic design and colour• Simple and natural dialogue• Speak the users language• Minimise the users memory load• Consistency• Feedback• Clearly market exits• Shortcuts• Good error messages• Prevent errors• Help and documentation
Discount usability engineering• User and task observation
– Simple visits to customer locations, observe and be quiet let the users work normally with out interference
• Scenarios– Scenarios are prototypes with reduced functionality and
features• Simplified thinking aloud
– Test user allowed to use the system while being asked to think aloud. This allows the observer not just what but why
Usability testing• Reliability• Validity • Test Goals and Test Plans • Test Plans • Test Budget • Pilot Tests • Getting Test Users • Novice versus Expert Users • Between-Subjects versus
Within-Subjects Testing • Choosing Experimenters • Ethical Aspects of Tests with
Human Subjects • Test Tasks
• Stages of a Test– Preparation – Introduction– Running the Test – Debriefing
• Performance Measurement • Thinking Aloud • Constructive Interaction • Retrospective Testing • Coaching Method • Usability Laboratories • Cameraless Videotaping • Portable Usability Laboratories • Usability Kiosks
Measuring subjective satisfaction
• Pleasing ________ Irritating• Complete ________ Incomplete• Cooperative ________ Uncooperative• Simple ________ Complicated• Fast to use ________ Slow to use• Safe ________ Unsafe
Methods beyond testing
• Observation • Questionnaires and Interviews • Focus Groups • Logging Actual Use • Combining Logging with Follow-Up Interviews • User Feedback • Choosing Usability Methods • Combining Usability Methods
International user interface• May or may not involve translation• Icons
– Resemblance icons e.g. envelope for mail– Reference icons e.g. depicts some object– Arbitrary icons – e.g. meaning by convention
• Guidelines– Characters – more than ASCII character set– Numbers & currency– Time and measurement units
• Resource separation– Separate the interface and the system functionality
• Multi-local interfaces– Flexibility for different users to communicate
The future• Speech input/output• Individualised interaction• Increased use of graphics• Dialogues designed by users• Increase computer knowledge• System adapts to user• Natural language• Self explanatory systems without manuals• Computer support for cooperative work
Actions
• Recognise the need for usability• Provide senior management support• Devote specific resources to usability
engineering• Integrate UE activities into various stages of
development• Make sure the user interfaces are subjected
to user testing
Usability trade-offs
• Include accelerators for experts