T HE U SER I NTERFACE D ESIGN P ROCESS. O BSTACLES AND P ITFALLS IN THE D EVELOPMENT P ATH Nobody ever gets it right the first time. Development is chock-full.

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T HE U SER I NTERFACE D ESIGN P ROCESS

O BSTACLES AND P ITFALLS IN THE D EVELOPMENT P ATH Nobody ever gets it right the first time. Development is chock-full of surprises. Good design requires living in a sea of changes. Making contracts to ignore change will never eliminate the need for change.

Even if you have made the best system humanly possible, people will still make mistakes when using it. Designers need good tools. You must have behavioral design goals like performance design goals.

D ESIGNING FOR P EOPLE : T HE F IVE C OMMANDMENTS Gain a complete understanding of users and their tasks. Solicit early and ongoing user involvement. Perform rapid prototyping and testing Modify and iterate the design as much as necessary. Integrate the design of all the system components

U SABILITY easily = to a specified level of subjective assessment effectively = to a specified level of human performance.”

U SABILITY A SSESSMENT IN THE D ESIGN P ROCESS Usability assessment should begin in the early stages of the product development cycle and should be continually applied throughout the process.

C OMMON U SABILITY P ROBLEMS Mandel (1994) lists the 10 most common usability problems in graphical systems as reported by IBM usability specialists. 1. Ambiguous menus and icons. 2. Languages that permit only single-direction movement through a system.

3. Input and direct manipulation limits. 4. Highlighting and selection limitations. 5. Unclear step sequences.

6. More steps to manage the interface than to perform tasks. 7. Complex linkage between and within applications. 8. Inadequate feedback and confirmation.

9. Lack of system anticipation and intelligence. 10. Inadequate error messages, help, tutorials, and documentation.

Visual clutter Impaired information readability. Incomprehensible components Annoying distractions Confusing navigation

U SABILITY IS NOTHING BUT COMMON SENSE Inefficient navigation Inefficient operations. Excessive or inefficient page scrolling.

Information overload Design inconsistency Outdated information. Stale design caused by emulation of printed documents and past systems.

S OME P RACTICAL M EASURES OF U SABILITY Are people asking a lot of questions or often reaching for a manual Are frequent exasperation responses heard

Are there many irrelevant actions being performed Are there many things to ignore Do a number of people want to use the product

S OME O BJECTIVE M EASURES OF U SABILITY How effective is the interface? Can the required range of tasks be accomplished: How learnable is the interface? Can the interface be learned: How flexible is the interface? Is it flexible enough to What are the attitudes of the users? Are they:

T HE D ESIGN T EAM Development Human factors Visual design Usability assessment Documentation Training