User Interface Design: Focusing on Users and Their Tasks.

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Presentation transcript:

User Interface Design: Focusing on Users and Their Tasks

© Lethbridge/Laganière User Centered Design Software development should focus on the needs of users Understand your users

© Lethbridge/Laganière User Centered Design Software development should focus on the needs of users Understand your users Design software based on an understanding of the users’ tasks

© Lethbridge/Laganière User Centered Design Software development should focus on the needs of users Understand your users Design software based on an understanding of the users’ tasks Ensure users are involved in decision making processes

© Lethbridge/Laganière User Centered Design Software development should focus on the needs of users Understand your users Design software based on an understanding of the users’ tasks Ensure users are involved in decision making processes Design the user interface following guidelines for good usability

© Lethbridge/Laganière User Centered Design Software development should focus on the needs of users Understand your users Design software based on an understanding of the users’ tasks Ensure users are involved in decision making processes Design the user interface following guidelines for good usability Have users work with and give their feedback about prototypes, on-line help and draft user manuals

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 7 The importance of focusing on users Reduced training and support costs

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 8 The importance of focusing on users Reduced training and support costs Reduced time to learn the system

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 9 The importance of focusing on users Reduced training and support costs Reduced time to learn the system Greater efficiency of use

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 10 The importance of focusing on users Reduced training and support costs Reduced time to learn the system Greater efficiency of use Reduced costs by only developing features that are needed

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 11 The importance of focusing on users Reduced training and support costs Reduced time to learn the system Greater efficiency of use Reduced costs by only developing features that are needed Reduced costs associated with changing the system later

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 12 The importance of focusing on users Reduced training and support costs Reduced time to learn the system Greater efficiency of use Reduced costs by only developing features that are needed Reduced costs associated with changing the system later Better prioritizing of work for iterative development

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 13 The importance of focusing on users Reduced training and support costs Reduced time to learn the system Greater efficiency of use Reduced costs by only developing features that are needed Reduced costs associated with changing the system later Better prioritizing of work for iterative development Greater attractiveness of the system, so users will be more willing to buy and use it

Questions to Consider Regarding Software and Its Users a) Do typical users require training? Could something be improved to reduce training?

Questions to Consider Regarding Software and Its Users a) Do typical users require training? Could something be improved to reduce training? b) What aspects are the most difficult to learn? Are there aspects that are ignored because they are too complex?

Questions to Consider Regarding Software and Its Users a) Do typical users require training? Could something be improved to reduce training? b) What aspects are the most difficult to learn? Are there aspects that are ignored because they are too complex? c) Could it be used more quickly?

Questions to Consider Regarding Software and Its Users a) Do typical users require training? Could something be improved to reduce training? b) What aspects are the most difficult to learn? Are there aspects that are ignored because they are too complex? c) Could it be used more quickly? d) Are there any features one would never use? Would removing them make the system easier to use?

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 18 Characteristics of Users Software engineers must develop an understanding of the users Goals for using the system

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 19 Characteristics of Users Software engineers must develop an understanding of the users Goals for using the system Potential patterns of use

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 20 Characteristics of Users Software engineers must develop an understanding of the users Goals for using the system Potential patterns of use Demographics

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 21 Characteristics of Users Software engineers must develop an understanding of the users Goals for using the system Potential patterns of use Demographics Knowledge of the domain and of computers

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 22 Characteristics of Users Software engineers must develop an understanding of the users Goals for using the system Potential patterns of use Demographics Knowledge of the domain and of computers Physical ability

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 23 Characteristics of Users Software engineers must develop an understanding of the users Goals for using the system Potential patterns of use Demographics Knowledge of the domain and of computers Physical ability Psychological traits and emotional feelings

Imagine you were planning to develop the following types of software projects. What different kinds of users should you anticipate? Consider the preceding issues. An air-traffic control system

Imagine you were planning to develop the following types of software projects. What different kinds of users should you anticipate? Consider the preceding issues. An air-traffic control system — used by highly trained air-traffic controllers/managers — perhaps also by pilots, airport administrators, and government aviation authorities — used intensively throughout working day — used while under stress — would these users be worried about the software replacing them?

A GPS-based auto navigation system

— used by anyone who drives a car, and also by people sitting in passenger seat — users might speak different languages, and might have disabilities (deafness for example) — they would not necessarily have any knowledge of navigation or computers

A microwave oven

— used by practically anyone, including children — should be as accessible as possible to the disabled

A payroll system

— configuration and data-entry aspects would be used by people with expertise in HR and finance — outputs might be used by all employees — can't assume computer expertise of anyone — would HR and finance people worry about software replacing them?

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 32 Basics of User Interface Design User interface design should be done in conjunction with other software engineering activities.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 33 Basics of User Interface Design User interface design should be done in conjunction with other software engineering activities. Do use case analysis to help define the tasks that the UI must help the user perform.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 34 Basics of User Interface Design User interface design should be done in conjunction with other software engineering activities. Do use case analysis to help define the tasks that the UI must help the user perform. Do iterative UI prototyping to address the use cases.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 35 Basics of User Interface Design User interface design should be done in conjunction with other software engineering activities. Do use case analysis to help define the tasks that the UI must help the user perform. Do iterative UI prototyping to address the use cases. Results of prototyping will enable you to finalize the requirements.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 36 Usability vs. Utility Does the system provide the raw capabilities to allow the user to achieve their goal? This is utility.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 37 Usability vs. Utility Does the system provide the raw capabilities to allow the user to achieve their goal? This is utility. Does the system allow the user to learn and to use the raw capabilities easily?

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 38 Usability vs. Utility Does the system provide the raw capabilities to allow the user to achieve their goal? This is utility. Does the system allow the user to learn and to use the raw capabilities easily? This is usability. Both utility and usability are essential They must be measured in the context of particular types of users.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 39 Aspects of usability Usability can be divided into separate aspects: Learnability: The speed with which a new user can become proficient with the system.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 40 Aspects of usability Usability can be divided into separate aspects: Learnability: The speed with which a new user can become proficient with the system. Efficiency of use: How fast an expert user can do their work.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 41 Aspects of usability Usability can be divided into separate aspects: Learnability: The speed with which a new user can become proficient with the system. Efficiency of use: How fast an expert user can do their work. Robustness: The extent to which it prevents the user from making errors, detects errors, and helps to correct errors.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 42 Aspects of usability Usability can be divided into separate aspects: Learnability: The speed with which a new user can become proficient with the system. Efficiency of use: How fast an expert user can do their work. Robustness: The extent to which it prevents the user from making errors, detects errors, and helps to correct errors. Acceptability: The extent to which users like the system.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 43 Different learning curves

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 44 Some basic terminology of user interface design Dialog: A specific window with which a user can interact, but which is not the main UI window.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 45 Some basic terminology of user interface design Dialog: A specific window with which a user can interact, but which is not the main UI window. Control or Widget: Specific components of a user interface.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 46 Some basic terminology of user interface design Dialog: A specific window with which a user can interact, but which is not the main UI window. Control or Widget: Specific components of a user interface. Affordance: The set of operations that the user can do at any given point in time.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 47 Some basic terminology of user interface design Dialog: A specific window with which a user can interact, but which is not the main UI window. Control or Widget: Specific components of a user interface. Affordance: The set of operations that the user can do at any given point in time. State: At any stage in the dialog, the system is displaying certain information in certain widgets, and has a certain affordance.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 48 Some basic terminology of user interface design Dialog: A specific window with which a user can interact, but which is not the main UI window. Control or Widget: Specific components of a user interface. Affordance: The set of operations that the user can do at any given point in time. State: At any stage in the dialog, the system is displaying certain information in certain widgets, and has a certain affordance. Mode: A situation in which the UI restricts what the user can do.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 49 Some basic terminology of user interface design Dialog: A specific window with which a user can interact, but which is not the main UI window. Control or Widget: Specific components of a user interface. Affordance: The set of operations that the user can do at any given point in time. State: At any stage in the dialog, the system is displaying certain information in certain widgets, and has a certain affordance. Mode: A situation in which the UI restricts what the user can do. Modal dialog: A dialog in which the system is in a very restrictive mode.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 50 Some basic terminology of user interface design Dialog: A specific window with which a user can interact, but which is not the main UI window. Control or Widget: Specific components of a user interface. Affordance: The set of operations that the user can do at any given point in time. State: At any stage in the dialog, the system is displaying certain information in certain widgets, and has a certain affordance. Mode: A situation in which the UI restricts what the user can do. Modal dialog: A dialog in which the system is in a very restrictive mode. Feedback: The response from the system whenever the user does something, is called feedback.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 51 Some basic terminology of user interface design Dialog: A specific window with which a user can interact, but which is not the main UI window. Control or Widget: Specific components of a user interface. Affordance: The set of operations that the user can do at any given point in time. State: At any stage in the dialog, the system is displaying certain information in certain widgets, and has a certain affordance. Mode: A situation in which the UI restricts what the user can do. Modal dialog: A dialog in which the system is in a very restrictive mode. Feedback: The response from the system whenever the user does something, is called feedback. Encoding techniques. Ways of encoding information so as to communicate it to the user.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 52 Usability Principles 1. Always test with users. Usability guidelines have exceptions; you can only be confident that a UI is good if you test it successfully with users.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks Usability Principles 2: Base UI designs on users’ tasks. Perform use case analysis to structure the UI.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks Usability Principles 3: Ensure that the sequences of actions to achieve a task are as simple as possible. Reduce the amount of reading and manipulation the user has to do. Ensure the user does not have to navigate anywhere to do subsequent steps of a task.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 55 Usability Principles 4: Ensure that the user always knows what he or she can and should do next. Ensure that the user can see what commands are available and are not available. Make the most important commands stand out.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 56 Usability Principles 5: Provide good feedback including effective error messages. Inform users of the progress of operations and of their location as they navigate. When something goes wrong explain the situation in adequate detail and help the user to resolve the problem.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 57 Usability Principles 6: Ensure that the user can always get out, go back or undo an action. Ensure that all operations can be undone. Ensure it is easy to navigate back to where the user came from.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 58 Usability Principles 7: Ensure that response time is adequate. Users are very sensitive to slow response time — They compare your system to others. Keep response time less than a second for most operations. Warn users of longer delays and inform them of progress.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 59 Usability Principles 8: Use understandable encoding techniques. Choose encoding techniques with care. Use labels to ensure all encoding techniques are fully understood by users.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 60 Usability Principles 9: Ensure that the UI’s appearance is uncluttered. Avoid displaying too much information. Organize the information effectively.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 61 Usability Principles 10: Consider the needs of different groups of users. Accommodate people from different locales and people with disabilities. Ensure that the system is usable by both beginners and experts.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 62 Usability Principles 11: Provide all necessary help. Organize help well. Integrate help with the application. Ensure that the help is accurate.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 63 Usability Principles 12. Be consistent. Use similar layouts and graphic designs throughout your application. Follow look-and-feel standards. Consider mimicking other applications.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 64 Some encoding techniques Labeling: Text and fonts

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 65 Some encoding techniques Labeling: Text and fonts Icons

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 66 Some encoding techniques Labeling: Text and fonts Icons Images

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 67 Some encoding techniques Labeling: Text and fonts Icons Images Diagrams and abstract graphics

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 68 Some encoding techniques Labeling: Text and fonts Icons Images Diagrams and abstract graphics Colours

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 69 Some encoding techniques Labeling: Text and fonts Icons Images Diagrams and abstract graphics Colours Grouping and bordering

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 70 Some encoding techniques Labeling: Text and fonts Icons Images Diagrams and abstract graphics Colours Grouping and bordering Spoken words

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 71 Some encoding techniques Labeling: Text and fonts Icons Images Diagrams and abstract graphics Colours Grouping and bordering Spoken words Music and other sounds

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 72 Some encoding techniques Labeling: Text and fonts Icons Images Diagrams and abstract graphics Colours Grouping and bordering Spoken words Music and other sounds Animations and video

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 73 Example =>

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 74 Issues with Example Forces user to select menu item to enter information: violates Simplicity “Add Addresses” and “Type” not clear: violates Understandable coding What to do after filling form not clear: violates What to do next No way to undo entering of data: violates Get out, undo Use of modal dialogs forcing OK/Cancel: violates Simplicity

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 75 Issues with Example Duplicate buttons: violates Uncluttered display Order of OK/Cancel buttons not the same: violates Consistency Is payment amount monthly? violates Understandable coding “Signing you up”: violates Provide feedback Help offered only in first page: violates Provide help

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 76 Example (better UI) =>

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 77 Evaluating User Interfaces Heuristic evaluation 1. Pick some use cases to evaluate. 2. For each window, page or dialog that appears during the execution of the use case — Study it in detail to look for possible usability defects. 3. When you discover a usability defect write down the following information: — A short description of the defect. — Your ideas for how the defect might be fixed.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 78 Evaluating User Interfaces Evaluation by observation of users Select users corresponding to each of the most important actors Select the most important use cases Write sufficient instructions about each of the scenarios Arrange evaluation sessions with users Explain the purpose of the evaluation Preferably videotape each session Converse with the users as they are performing the tasks When the users finish all the tasks, de-brief them Take note of any difficulties experienced by the users Formulate recommended changes

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 79 Difficulties and Risks in UI Design Users differ widely — Account for differences among users when you design the system. — Design it for internationalization. — When you perform usability studies, try the system with many different types of users. User interface implementation technology changes rapidly — Stick to simpler UI frameworks widely used by others. — Avoid fancy and unusual UI designs involving specialized controls that will be hard to change.

© Lethbridge/Laganière 2005 Chapter 7: Focusing on Users and Their Tasks 80 Difficulties and Risks in UI Design User interface design and implementation can often take the majority of work in an application: — Make UI design an integral part of the software engineering process. — Allocate time for many iterations of prototyping and evaluation. Developers often underestimate the weaknesses of a GUI — Ensure all software engineers have training in UI development. — Always test with users. — Study the UIs of other software.