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1 SWE 513: Software Engineering Usability II. 2 Usability and Cost Good usability may be expensive in hardware or special software development User interface.

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Presentation on theme: "1 SWE 513: Software Engineering Usability II. 2 Usability and Cost Good usability may be expensive in hardware or special software development User interface."— Presentation transcript:

1 1 SWE 513: Software Engineering Usability II

2 2 Usability and Cost Good usability may be expensive in hardware or special software development User interface development may be a major part of a software development project Programming environments provide powerful user interface toolkits Costs are multiplied if a user interface has to be used on different computers or migrate to different versions of systems Web browsers provide a general purpose user interface where others maintain the user interface software

3 3 Usability: Requirements and Refinement It is very difficult to specify and comprehend an interactive interface in a textual documents. Requirement documents benefit from sketches, comparison with existing systems, etc. Design documents should definitely include graphical elements and often benefit from a mock-up or other form of prototype. Implementation plans should include evaluation of user factors and time to make changes.

4 4 The Design/Evaluate Loop Evaluate ? Design Build Analyze requirements

5 5 Methods for Specifying Usability Requirements and Evaluation of Usability Initial Mock-upPrototypeProduction Client's opinions    Competitive analysis  Expert opinion   Focus groups   Observing users    Measurements  

6 6 Mock-up Example

7 7 Focus Group A focus group is a group interview Interviewer Potential users Typically 5 to 12 Similar characteristics (e.g., same viewpoint) Structured set of questions May show mock-ups Group discussions Repeated with contrasting user groups

8 8 Usability Laboratory Concept: Monitor users while they use system Evaluators User one-way mirror

9 9 Usability Laboratory

10 10 Usability Laboratory Observing techniques Human observer Video camera Tape recording Study techniques Human protocol (user talks aloud while using system) User carries out specified list of tasks Software designer presents story board (mock-up) to user

11 11 Eye Tracking

12 12 Eye Tracking

13 13 Measurement Basic concept: log events in the users' interactions with a system Examples from a Web system Clicks (when, where on screen, etc.) Navigation (from page to page) Keystrokes (e.g., input typed on keyboard) Use of help system Errors May be used for statistical analysis or for detailed tracking of individual user.

14 14 Information Presentation Simple is often better than fancy Text precise, unambiguous fast to compute and transmit Graphical interface simple to comprehend / learn uses of color shows variations

15 15 Command Line Interfaces User interacts with computer by typing commands Allows complex instructions to be given to computer Facilitates formal methods of specification & implementation Skilled users can input commands quickly Requires learning or training Can be adapted for people with disabilities Can be multi-lingual Suitable for scripting / non-human clients

16 16 Direct Interaction User interacts with computer by manipulating objects on screen Can be intuitive and easy to learn Users get immediate feedback Not suitable for some complex interactions Does not require typing skills Straightforward for casual users, slow for skilled users Icons can be language-independent Difficult to build scripts Only suitable for human users

17 17 Design for Direct Manipulation Conceptual models, metaphors, icons => there may not be an intuitive model Navigation around large space Conventions are growing over the years => scroll bars, buttons, help systems, sliders => good for users, good for designers

18 18 Menus Easy for users to learn and use Certain categories of error are avoided Enables context-sensitive help Major difficulty is structure of large menus Scrolling menus Hierarchical Associated control panels Menus plus command line Users prefer broad and shallow to deep menu systems

19 19

20 20 Help System Design Help system design is difficult! Must prototype with mixed users Categories of help: => Overview and general information => Specific or context information => Tutorials (general) => Cook books and wizards => Emergency ("I am in trouble...") Must have many routes to same information Never blame the user!

21 21 System Considerations of User Interfaces Personal computer cycles are there to be used Any network transfer involves delay Shared systems have unpredictable performance Data validation often requires access to shared data Mobile code poses security risks

22 22 The Importance of Design Good support for users is more than a cosmetic flourish Elegant design, appropriate functionality, & responsive system: => a measurable difference to their effectiveness A system that is hard to use: => users may fail to find important results, or mis-interpret what they do find => user may give up in disgust A computer system is only as good as the interface it provides to its users


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