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User Centered Design: An Introduction to the Design, Prototyping, and Evaluation of User Interfaces IS 485, Professor Matt Thatcher.

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Presentation on theme: "User Centered Design: An Introduction to the Design, Prototyping, and Evaluation of User Interfaces IS 485, Professor Matt Thatcher."— Presentation transcript:

1 User Centered Design: An Introduction to the Design, Prototyping, and Evaluation of User Interfaces IS 485, Professor Matt Thatcher

2 2 Interface Hall of Shame Milltronics' Dolphin Plus (a configuration package for industrial level and flow sensors)

3 3 Interface Hall of Shame

4 4 A Proposed Redesign

5 5 Interface Hall of Shame

6 6 Agenda l Who am I? l HCI introduction l Usability defined l Iterative, user-centered design l Waterfall vs. prototyping l UI designer as architect –a discussion of the analogy –an overview of methods and tools l Course administration

7 7 Who am I? l Associate Professor of MIS l The Wharton School, University of Penn –Ph.D and M.S. in Information Technology / Economics –B.S. in Finance and Decision Sciences l Research interests –economic impact of IT on firms/industry –IT value –software patent policy design l Course information –http://faculty.unlv.edu/thatcher/is485/http://faculty.unlv.edu/thatcher/is485/

8 8 What is HCI? l Human –the end-user of the program l Computer –the machine that the program runs on l Interaction –the user tells the computer what she wants (inputs) –the computer communicates the results (outputs)

9 9 Where Does HCI Occur? Hardware Systems Software Data base and Telecommunications User Applications Software User Interface

10 10 User Interfaces (UIs) l Part of the program that allows –users to interact with the computer –users to carry out their tasks l User vs. customer vs. client –user is a term not used in many industries –customer – the person who will use the product you build –client - the person/company that is paying you to build it l The UI is the system to the user –everything the user hears, sees, touches, etc. –metaphors, organization, navigation, appearance, interaction l HCI = designing, prototyping, and evaluating UIs

11 11 What Do Users Want? Well designed software applications exhibit Technical Soundness Functionality Usability

12 12 What’s the Difference? Usability Technical Soundness Functionality It works as the specs say it will It is available and reliable (it works the same way every time) People can perform their tasks quickly and easily

13 13 Why is Usability So Important? Hardware Systems Software Data base and Telecommunications User Applications Software User Interface

14 14 Measuring Usability l Easy to learn –how long does it take for typical users to learn relevant tasks? l Easy to remember –how easy is it to remember from one session to the next? l Efficient to use –how long does it take to perform benchmark tasks? l Minimal error rates –how many and what kinds of errors are commonly made? –if they occur, is good feedback provided so users can recover l High user satisfaction (subjectively pleasing) –confident of success –visually pleasing

15 15 Keys to Designing and Building Successful, Highly Usable UIs l User-centered design l Task analysis l Iterative UI design cycle –design –rapid prototyping –evaluation –iteration l Programming l Implementation...

16 16 User-Centered Design (UCD) (Part 1) l A highly structured, comprehensive software development methodology driven by –clearly specified, task-oriented business objectives –recognition of user needs, limitations, and preferences –not technology-centered

17 17 UCD (Part 1): Task Analysis Design Organizational & Social Issues TechnologyHumans Tasks

18 18 User-Centered Design (UCD) (Part 2) l Information collected using task analysis is scientifically applied in the design, prototyping, evaluation, and implementation of products and services

19 19 UCD (Part 2): The Prototyping Model Prototype Design Evaluate

20 20 GUI Screen Design l Metaphors –essential concepts conveyed through words and images l Organization of content (data and functions) –screen layout and screen sequencing –screen controls/widgets (e.g., check boxes, option buttons) l Navigation –efficient movement along the content via menus, icons, dialog boxes, buttons, windows, hyperlinks, commands, etc. l Appearance (the look) –visual (typefaces, fonts, size, typesetting, color, etc.), auditory, ornamental background, etc. l Interaction (the feel) –effective input and feedback sequencing (physical I/O devices)

21 21 What is a Prototype? l Smaller representation of the system –a way to see what something will look like before it is built –less reliable, robust, and complete than final systems l Communicates a physical representation of the proposed design to the user l Built with tools, not production code –different construction materials than the final system –much faster and cheaper to develop l Keeps the design centered on the user –allows user involvement in testing design ideas –supports iterative design based on user feedback

22 22 A Prototype of a Palm Banking Application l Web-based (html) representation of a software application for a handheld technology

23 23 Rapid Prototyping l Build a mock-up of the UI design l Low-fidelity techniques –paper-based sketches and storyboards –chauffeured prototypes –Visio, SmartDraw, drawing tools, etc. l High-Fidelity techniques –interactive, computer-based prototypes –Access, Dreamweaver, Frontpage, GoLive, HTML, Visual Basic, Director, Flash, HyperCard, PowerPoint, Excel, etc.

24 24 Evaluation l Test with real users (participants) –user testing l Expert reviews (evaluations w/o users) –heuristic evaluations –cognitive walkthroughs –pluralistic walkthroughs –consistency checks –and many more…

25 25 Iterate! Prototype Design Evaluate

26 26 Waterfall vs. Prototyping Application Description Requirements Specification System Design Product Initiation Analysis Design Implement Design Prototype Evaluate

27 27 Problems with WF l WF lacks user’s perspective –technology-driven –focus is on the “client”, not the “user” –does not involve user until “implementation” stage »sees user role as finding “bugs” in the code or other minor problems l WF has no feedback (sequential, not iterative) –groups “hand off” discrete deliverables to the next group in the WF process »functional specs are frozen early in the process –high cost of fixing errors »increases by factor of 10 at each stage »iterative design finds these earlier

28 28 User-Centered Design (UCD) l When rigorously applied, a UCD approach –keeps the design centered on users (not technology) –keep users involved throughout process (early and often) –meets both user needs and the business objectives of the sponsoring organization

29 29 Why Do Iterative User-Centered Design? l Nearly 25% of all applications projects fail. Why? –overrun budgets & management pulls the plug –others complete, but are too hard to learn/use l Solution is iterative user-centered design. Why? –easier to learn & use products sell better –can help keep a product on/ahead of schedule –reduces training costs, technical support, maintenance efforts, product updates –satisfied users leads to reputation effects (or better employee retention)

30 30 Who Builds Interfaces? l A team of specialists (ideally) –graphic designers –interaction / interface designers –technical writers –marketers –technical support –test engineers –software engineers –customers/users –client –and more…

31 31 UI Designer as Architect (Clarifying UCD) l Design –users (home buyers) –tasks (functions, activities, or units of work) –environment (where are tasks performed?) –technology (construction materials) l Prototyping and evaluation –low-fi sketches (blueprints) –high-fi representations (small-scale models) l Iterate l Programming (construction) –don’t commit to “brick-and-mortar” too fast l Implement (move-in)

32 32 What Does An Architect Want to Know Before Designing a Home? Design Environment (e.g.,climate) Construction Materials Home Buyer Tasks

33 33 The Architect’s Prototyping Model Small-scale models Design Evaluate Construction only after sufficient iterations

34 34 Summary l UI design is about: –creating a user experience that is easy to understand –keeping human concerns at the center of the design process –focusing on usability l Task analysis –method of identifying and characterizing the users, their tasks, and the context l Prototyping model –iterative, user-centered approach that involves users early and often

35 35 Goals of the Course l Learn to design, prototype, and evaluate UIs –the importance of human factors in the design of interactive software applications –cognitive / perceptual constraints that affect UI design –task analysis and contextual inquiry to identify software requirements –technology tools used to prototype UIs –techniques used to evaluate a UI design –importance of iterative design for usability –real-world applications of course concepts and tools –how to work together on a team project –how to communicate your results to a group

36 36 How IS 485 Fits Into the MIS Curriculum? l Most courses focus on learning technology –programming languages, data structures, databases, telecommunications l IS 485 is concerned with design and evaluation –focus on human factors –assume you can program and learn new languages –technology as a tool to evaluate via prototyping –skills will be important in any career you choose

37 37 Administrivia - Class Structure l Registration –everyone registered? l Syllabus –look over very carefully l Readings –electronic reserves –internet readings –downloadable documents

38 38 Administrivia - Class Structure l Teaching style –lectures –case studies (design, prototyping, and evaluation) –interactive, in-class assignments –student presentations –computer demonstrations and tutorials l Grading –project milestones (50%) –mid-term exam (30%) –attendance/participation (20%)

39 39 Administrivia - Class Structure l Course web-site –http://faculty.unlv.edu/thatcher/is485/http://faculty.unlv.edu/thatcher/is485/ –course materials, notes, announcements, etc. l Regarding missed exams l Honor code

40 40 Responsibilities l Me –make sure you understand –keep you amused and interested in coming to class –make this class useful to you for getting and keeping a job l You –do the readings –come to class ready to participate –find help when you need it –tell me if I am going too fast/slow

41 41 The “Quality Circle” l Feedback from YOU is critical to the success of the course l 1 student -> liaison bet. the class and me –have lunch w/ me 4 times during the semester –students in the class can approach (or email) the representatives to discuss problems or concerns –responsible for passing the anonymous feedback to me l Volunteers –your name and email address will be posted to the website

42 42 Any Questions or Comments?

43 43 Next Time l Team project l Read through the course web site –schedule –syllabus –project –milestones –team meetings [look at “Team Feedback 1”]

44 44 Teams l One member from each team should: –go to the left side of the white board –write down the name of each team member as of now l Students without a team should: –go to the board –write your name on the right hand side of the board l Let’s figure this out l I need to take pictures and get emails


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