Usability CSE 331 University of Washington 1 Slides originally from Robert Miller.

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Presentation transcript:

Usability CSE 331 University of Washington 1 Slides originally from Robert Miller

User Interface Hall of Shame Source: Interface Hall of Shame 2

User Interface Hall of Shame Source: Interface Hall of Shame 3

Redesigning the Interface Source: Interface Hall of Shame 4

Another for the Hall of Shame Source: Interface Hall of Shame 5

Hall of Fame or Hall of Shame? 6

User Interfaces Are Hard to Design You are not the user - Most software engineering is about communicating with other programmers - UI is about communicating with users The user is always right - Consistent problems are the system’s fault …but the user is not always right - Users aren’t designers 7

Iterative Design UI development is an iterative process Design EvaluateImplement Iterations can be costly - If the design turns out to be bad, you may have to throw away most of your code 8

Spiral Model Use throw-away prototypes and cheap evaluation for early iterations Design EvaluateImplement 9

Usability Defined Usability: how well users can use the system’s functionality Dimensions of usability - Learnability: is it easy to learn? - Efficiency: once learned, is it fast to use? - Memorability: is it easy to remember what you learned? - Errors: are errors few and recoverable? - Satisfaction: is it enjoyable to use? 10

Lecture Outline 1. Design design principles 3. Evaluate user testing 2. Implement low-fidelity prototypes 11

Usability Goals Learnability Visibility Efficiency Error handling Simplicity 12

Learnability Source: Interface Hall of Shame 13

Metaphorical Design Source: Interface Hall of Shame 14

People Don't Learn Instantly Source: Interface Hall of Shame 15

Some Facts About Memory & Learning Working memory - Small: 7 ± 2 “ chunks ” Working Long-term Memory Memory - Short-lived: gone in ~10 sec - Maintenance rehearsal is required to keep it from decaying (but costs attention) Long-term memory - Practically infinite in size and duration - Elaborative rehearsal transfers chunks to long-term memory 16

Design Principles for Learnability Consistency - Similar things look similar, different things different - Terminology, location, argument order,... - Internal, external, metaphorical Match the real world - Common words, not tech jargon Recognition, not recall Source: Interface Hall of Shame - Labeled buttons are better than command languages - Combo boxes are better than text boxes 17

Visibility 18

Feedback 19

Some Facts About Human Perception Perceptual fusion: stimuli < 100ms apart appear fused to our perceptual systems - 10 frames/sec is enough to perceive a moving picture - Computer response < 100 ms feels instantaneous Color blindness: many users (~8% of all males) can't distinguish red from green normal visionred-green deficient 20

Design Principles for Visibility Make system state visible: keep the user informed about what's going on - Mouse cursor, selection highlight, status bar Give prompt feedback - Response time rules-of-thumb < 0.1 secseems instantaneous secuser notices, but no feedback needed 1-5 secdisplay busy cursor > 1-5 secdisplay progress bar 21

Efficiency 22

Some Facts About Motor Processing Open-loop control Senses Perceptual Cognitive Motor Muscles - Motor processor runs by itself - Cycle time is ~ 70 ms Closed-loop control Feedback - Muscle movements (or their effect on the world) are perceived and compared with desired result - Cycle time is ~ 240 ms 23

Pointing Tasks: Fitts’s Law How long does it take to reach a target? D S - Moving mouse to target on screen - Moving finger to key on keyboard - Moving hand between keyboard and mouse 24

Analytical Derivation of Fitts’s Law Moving your hand to a target is closed-loop control Each cycle covers remaining distance D with error ε D After 2 cycles, within ε 2 D of target Position Time Velocity Time 25

Fitts’s Law Reaction time Movement time T = RT + MT = a + b log (D/S) D S log(D/S) is the index of difficulty of the pointing task 26

Path Steering Tasks Fitts’s Law applies only if path to target is unconstrained But the task is much harder if path is constrained to a tunnel DSDS T = a + b (D/S) This is why cascading menus are slow! 27

Design Principles for Efficiency Fitts's Law and Steering Law - Make important targets big, nearby, or at screen edges - Avoid steering tasks Provide shortcuts - Keyboard accelerators - Styles - Bookmarks - History Source: Interface Hall of Shame 28

Mode Error Modes: states in which actions have different meanings - Vi’s insert mode vs. command mode - Drawing palette Avoiding mode errors - Eliminate modes entirely - Visibility of mode - Spring-loaded or temporary modes - Disjoint action sets in different modes 29

Confirmation Dialogs 30

Design Principles for Error Handling Prevent errors as much as possible - Selection is better than typing - Avoid mode errors - Disable illegal commands - Separate risky commands from common ones Use confirmation dialogs sparingly Support undo Good error messages - Precise - Speak the user’s language - Constructive help - Polite Source: Interface Hall of Shame 31

Simplicity Source: Alex Papadimoulis 32

Simplicity 33

Design Principles for Simplicity “Less is More” - Omit extraneous information, graphics, features Good graphic design - Few, well-chosen colors and fonts - Group with whitespace Use concise language - Choose labels carefully 34

Document your system Write the user manual - Program and UI metaphors - Key functionality - Not: exhaustive list of all menus What is hard to describe? Who is your target user? - Power users need a manual - Casual users might not - Piecemeal online help is no substitute 35

Lecture Outline 1. Design design principles 3. Evaluate user testing 2. Implement low-fidelity prototypes 36

Low-fidelity Prototypes Paper is a very fast and effective prototyping tool - Sketch windows, menus, dialogs, widgets - Crank out lots of designs and evaluate them Hand-sketching is OK - even preferable - Focus on behavior & interaction, not fonts & colors - Similar to design of your data structures & algorithms Paper prototypes can even be executed - Use pieces to represent windows, dialogs, menus - Simulate the computer’s responses by moving pieces around and writing on them 37

Paper Prototypes 38

Paper Prototypes 39

Paper Prototypes 40

User Testing Start with a prototype Write up a few representative tasks - Short, but not trivial - e.g.: “add this meeting to calendar”, “ type this letter and print it” Find a few representative users - 3 is often enough to find obvious problems Watch them do tasks with the prototype 41

How to Watch Users Brief the user first (being a test user is stressful) - “ I’m testing the system, not testing you” – “ If you have trouble, it’s the system’s fault” – “ Feel free to quit at any time” – Ethical issues: informed consent Ask user to think aloud Be quiet! - Don’t help, don’t explain, don’t point out mistakes - Sit on your hands if it helps - Two exceptions: prod user to think aloud (“what are you thinking now?”), and move on to next task when stuck Take lots of notes 42

Watch for Critical Incidents Critical incidents: events that strongly affect task performance or satisfaction Usually negative - Errors - Repeated attempts - Curses Can also be positive - “Cool!” - “Oh, now I see.” 43

Summary You are not the user Keep human capabilities and design principles in mind Iterate over your design Write documentation Make cheap, throw-away prototypes Evaluate them with users 44

Further Reading General books on usability - Johnson. GUI Bloopers: Don’ts and Dos for Software Developers and Web Designers, Morgan Kaufmann, Jef Raskin, The Humane Interface, Addison-Wesley Hix & Hartson, Developing User Interfaces, Wiley Low-fidelity prototyping - Rettig, “Prototyping for Tiny Fingers”, CACM April Usability heuristics - Nielsen, “Heuristic Evaluation.” - Tognazzini, “First Principles.” 45