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User Modeling Lecture # 5 Gabriel Spitz 1. User-Interface design - Steps/Goals.

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Presentation on theme: "User Modeling Lecture # 5 Gabriel Spitz 1. User-Interface design - Steps/Goals."— Presentation transcript:

1 User Modeling Lecture # 5 Gabriel Spitz 1

2 User-Interface design - Steps/Goals

3 Effective User Interface  Fits the user  Is an interface that matches user characteristics  Fits the task  Enables the user to perform his or her task effectively and efficiently  Fits the environment  Is suitable for use in its intended environment Gabriel Spitz 3

4 Different design styles match different needs and users characteristics Gabriel Spitz 4

5 5 A Design Catering to Conservative Attitudes When It Comes To Money

6 Gabriel Spitz 6 A Design Catering to Fun Loving Teenagers

7 Gabriel Spitz 7 A Design Catering to subdued attitudes of seniors – Colorful, but quiet

8 An Early Step in UI Design Identify and Describe Our User Gabriel Spitz 8

9 Why Consider Users - Examples Characteristics  Role  Domain Knowledge  Demographic  Education Design Implications  Information to display  Terms to be used  Design Style  Language to be used Gabriel Spitz 9

10 How to Identify Our Users Gabriel Spitz 10  Narrow Down the set of potential Users to  Primary users  Secondary Users  Identify 2-3 focal groups  Create a Persona for each group

11 Narrow Down the Set of Potential Users To maximize the fit between our application and the users we need to design for a very clearly defined group of users A design for everyone is often a design for no one Gabriel Spitz 11

12 Also: Identify Direct and Indirect Users Gabriel Spitz 12 Nurse Patient Direct Users Indirect Users e.g., Do we need to support large font in out form

13 Design that Ignores Secondary Users Gabriel Spitz 13

14 Before and After Considering Secondary Users Gabriel Spitz 14

15 Identify Focal Groups Gabriel Spitz 15 All potential usersFocal users

16 How We Identify Focal Groups  Select 2-3 types of users or user roles to support based on:  Type and category of the application we build  Its business goals and objectives  Business Case Gabriel Spitz 16

17 Focal Groups for Media Streaming Reports Gabriel Spitz 17  Engineers  System Performance  Marketing  Quality of user exp.  Business  Event Performance

18 Describe the User – Create a Persona  Once the focal groups are identified, we need to describe the user  Description of the user in general terms such as All Students, Every Senior Person is not helpful  It does not help us make effective design decisions  To support effective design we need to have in mind real users and envision the way they will react to a feature or design decision in our UI  A good tool to help us is User Persona Gabriel Spitz 18

19 What is a Persona?  User Persona is an instantiation of a hypothetical user  It is a description of a typical user along with stories about how s/he might use an application to meet his/her goals  It is an archetype of the user which will help guide decisions about the product and its characteristics Gabriel Spitz 19

20 Example of a User Persona Gabriel Spitz 20

21 Example of User Persona Gabriel Spitz 21 the goal of persona is to bring the user to life and use it to design and communicate

22 Use of Personas in Design  Examine a design feature in the context of our persona  Will this feature meet the goals of our persona  Is the feature important enough to our persona to justify the development costs  How should the feature be characterized to provide optimal usability for our persona Gabriel Spitz 22

23 Methods for Creating User Personas  Use ethnographic interviews with real people  Immersive observation and direct 1:1 interviews  Focus on what users know and capable of achieving  Gather indirect information from marketing, sales, and technical support people  They have a good understanding of who are the users and what capabilities they poses  Make sure their information is current Gabriel Spitz 23

24 Content of User Persona  User Persona includes in its description  Name  Role and job title  Description of relevant goals, motivations, pain points  Quotes and stories in the person language  Relevant demographic information  User characteristics  Description of primary activities Gabriel Spitz 24

25 Design Questions for a Persona  Persona should inform the designer about:  Specific knowledge they have of our application  E.g. Would the term “ Enter ” be meaningful to them  Domain knowledge  E.g. Credit vs. Debit  How often will they use our application  E.g. Once a month  Where will they be when using the application  E.g. Outside the bank  What expectations they have when using our application  E.g. Can take out unlimited amount of money  All of the above help us anticipate the characteristics of the application we need to consider Gabriel Spitz 25

26 Guidelines for Creating Persona (1/2)  Focus on behavioral pattern, not job description  It is a narrative that describes the flow of someone’s day  Keep persona set small  Too many personas will impose a memory load and reduce their effectiveness  Focus on the user not the buyer  Kim Goodwin; http://www.uie.com/articles/perfecting_personashttp://www.uie.com/articles/perfecting_personas Gabriel Spitz 26

27 Guidelines for Creating Persona (2/2)  Add life to persona  add a few personal details to reinforce the persona characteristics  Use the right goals  things users want to accomplish  Persona must be specific to the design problem  We can not use persona that was created for a different domain  Kim Goodwin; http://www.uie.com/articles/perfecting_personashttp://www.uie.com/articles/perfecting_personas Gabriel Spitz 27

28 Benefits of Using Personas  Help understand the users - who they are, what do they know about our tasks, what features will they need  Clarifies assumptions about users and usage – will this persona really “sky dive”?  Fully explore the design - use scenarios or how would this persona perform this task  Provide context for reviewers – will this persona know the meaning of “expunge” Gabriel Spitz 28

29 Example of Relevant User Information  Check In Kiosk  Users’ goals – e.g. Get home fast  Users’ Characteristics – e.g. Limited language skills, forgetful (I don’t know my flight number), uptight, etc.  Usage environment– e.g. Standing vs. sitting, heavy bag on shoulder, infrequent use Gabriel Spitz 29

30 In Summery  Persona is a valuable tool to guide the design  But it needs to be specific  Keep number of Personas small  So you can remember them  Persona is not us Gabriel Spitz 30

31 @ Focus on Behavioral Pattern Not Job Description  It is a narrative that describes the flow of someone’s day  It includes a description of their skills, attitude, and environment  It helps answer questions about job description, not specific tasks - e.g., are people multitasking, are there lots of interruptions  Sometimes for a given job we need several personas e.g., an experienced user and a novice one. This is because skill level here makes a big difference Gabriel Spitz 31

32 @ Keep Persona Set Small  The goal of persona is to provide context for decision  Too many personas will impose a memory load and reduce their effectiveness  Limit the number of personas to distinct behavioral patterns, not demographic  E.G., A manager and an employee will have different behavioral patterns when it comes to CRM, but probably not for email Gabriel Spitz 32

33 @ Focus on the User not the Buyer  Marketing people focus on people that bring in most money or a growing segment of the population  Design needs to focus on the people that will use the application, not those that will buy it  E.G., in commercial setting the buyer and therefore the target of Marketing is the executive.  The user is the technician Gabriel Spitz 33

34 @ Add Life to Persona  Focus on goals, behavior patterns, environment, and attitudes first  Than add a few personal details to reinforce the persona characteristics  Remember Persona is first a design tool Gabriel Spitz 34

35 @ Use the Right Goals  Each persona should include 3-4 goals  Goals are things users want to accomplish  tasks are the way to accomplish goals  Select goals that are related to or will help the design  Thus goals should be with respect of what an end user would like to get out using the tool – Outcome  E.G., Passengers do not want a boarding pass; They want to get home Gabriel Spitz 35

36 @ Make Persona Unique to a Design Problem  We can not use persona that was created for a different domain.  Within each domain personas will have different goals and different behavioral patterns Gabriel Spitz 36


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