Managing Design Processes and Usability Testing

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Presentation transcript:

Managing Design Processes and Usability Testing Lecture 4

HCI Design and Creativity Design is a creative act No algorithm, fixed recipe for success Blank canvas block Takes courage to make choices HCI Process models set stage for creative acts Help get past BCB Help find and correct mistakes Make it easier to dare, to try and try again

Key Idea - User Centered Design Focus is on user goals and tasks Focus is not on Technology Programmer Organizational priorities Software engineering lite More user/interface analysis, 37% less programming More emphasis on documenting HCI, not code

Shneiderman’s Three Pillars of Design Successful User Interfaces Guidelines Documents Process User interface software and tools Expert reviews and usability testing Theories Models Algorithms Prototypes Controlled Experiments Academic Research

The Three Pillars of Design Guidelines documents and processes Each project has different needs, but guidelines should be considered for: Words, icons, and graphics Screen-layout issues Input and output devices Action sequences Training CS774 – Spring 2006

Guideline Documents Example Guideline Documents Apple Human Interface Guidelines Avoid Feature Cascade Apply the 80 Percent Solution Microsoft's Official Guidelines for User Interface Developers and Designers Checklist for a Good Interface User-Centered Design Principles CS774 – Spring 2006

Software Life Cycle analysis – design – implement – testing – release – maintenance Where do the users come in? CS774 – Spring 2006

Math Program for 6th Graders What are some guidelines for this project? CS774 – Spring 2006

Logical User-Centered Interactive Methodology (LUCID) Who? Cognetics http://www.cognetics.com/ Dr. Charles Kreitzberg What? An integrated process model for design A mix of academic and corporate priorities Why? Early attention to users early in analysis pays off

LUCID (DTUI version) Stage 1: Envision Stage 2: Discovery Stage 3: Design Foundation Stage 4: Design Detail Stage 5: Build Stage 6: Release Envision: Align the agendas of all stakeholders with organizational strategy and the need for "extreme usability" and develop a clear, shared product vision, embodied in a concept sketch Discovery: Study users to determine high-level user requirements, terminology and mental models Design Foundation: Develop a conceptual design and create a key screen prototype to convey the visual style. Usability test the design, revise, and repeat Design Detail: Flesh out the high-level design into complete specifications Build: Support the production process through review and late-stage change management Release: Develop a roll-out plan to support the users' transition to the new product; conduct a final usability test, and document the lessons learned. CS774 – Spring 2006

Stage 1: Envision (Product Concept) Create high concept Set up team Identify user population Deal with budget, schedule, business and technical environment high concept – brief statement that defines the goals

Stage 2: Discovery (Perform Research/Needs Analysis) Break job into tasks Conduct needs analysis through scenarios Sketch process flow Identify major objects in interface Research technical issues

Stage 3: Design foundation Create usability objectives Initiate guidelines and style guide Select navigational model and design metaphor Identify and prototype key screens Conduct initial review and usability tests Rapid protoyping in powerpoint or with VB ATM

Stage 4: Design Detail (Do iterative design) Expand key screen into full prototype Conduct heuristic and expert reviews Conduct full-scale usability tests Deliver prototype and specification

Stage 5: Build (Implement software) Development standard practices Manage late stage change Develop help

Stage 6: Release (Rollout assistance) Provide training Ongoing tracking of HCI performance

Assembling the team Who would you want? Sociologists - study of organizations Psychologists - study of individuals Usability experts Graphic artists Who else? HCI job postings -what are the jobs like?

Usability Testing Designers can become so entranced with their creations that they may fail to evaluate them adequately. Experienced designers have attained the wisdom and humility to know that extensive testing is a necessity. CS774 – Spring 2006

How to Test The determinants of the evaluation plan include: stage of design (early, middle, late) novelty of project (well defined vs. exploratory) number of expected users criticality of the interface (life-critical medical system vs. museum exhibit support) costs of product and finances allocated for testing time available experience of the design and evaluation team CS774 – Spring 2006

Extent of Testing The range of evaluation plans might be from an ambitious two-year test to a few days test.   The range of costs might be from 10% of a project down to 1%. CS774 – Spring 2006

Expert Reviews While informal demos to colleagues or customers can provide some useful feedback, more formal expert reviews have proven to be effective Expert reviews entail one-half day to one week effort, although a lengthy training period may sometimes be required to explain the task domain or operational procedures There are a variety of expert review methods to chose from: Heuristic evaluation Guidelines review Consistency inspection Cognitive walkthrough Formal usability inspection CS774 – Spring 2006

Expert Reviews (cont.) Expert reviews can be scheduled at several points in the development process when experts are available and when the design team is ready for feedback.   Different experts tend to find different problems in an interface, so 3-5 expert reviewers can be highly productive, as can complementary usability testing.   The dangers with expert reviews are that the experts may not have an adequate understanding of the task domain or user communities.     Even experienced expert reviewers have great difficulty knowing how typical users, especially first-time users will really behave. CS774 – Spring 2006

Usability Testing and Laboratories CS774 – Spring 2006

Usability Testing and Laboratories (cont.) The emergence of usability testing and laboratories since the early 1980s Usability testing not only sped up many projects but that it produced dramatic cost savings. The movement towards usability testing stimulated the construction of usability laboratories. A typical modest usability lab would have two 10 by 10 foot areas, one for the participants to do their work and another, separated by a half-silvered mirror, for the testers and observers Participants should be chosen to represent the intended user communities, with attention to background in computing, experience with the task, motivation, education, and ability with the natural language used in the interface. CS774 – Spring 2006

Usability Testing and Laboratories (cont.) Participation should always be voluntary, and informed consent should be obtained. Professional practice is to ask all subjects to read and sign a statement like this one: I have freely volunteered to participate in this experiment. I have been informed in advance what my task(s) will be and what procedures will be followed. I have been given the opportunity to ask questions, and have had my questions answered to my satisfaction. I am aware that I have the right to withdraw consent and to discontinue participation at any time, without prejudice to my future treatment. My signature below may be taken as affirmation of all the above statements; it was given prior to my participation in this study. CS774 – Spring 2006

Usability Testing and Laboratories (cont.) Videotaping participants performing tasks is often valuable for later review and for showing designers or managers the problems that users encounter. Many variant forms of usability testing have been tried: Paper mockups Discount usability testing Competitive usability testing Universal usability testing Field test and portable labs Remote usability testing Can-you-break-this tests CS774 – Spring 2006