Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.

Slides:



Advertisements
Similar presentations
Course: Organizational Research Unit: 3 Collecting DataID: Christy 1 ORG101: Unit 3 – Collecting Data PQ AR QuestionsPresentation ActivityResources Instructions.
Advertisements

SEM A – Marketing Information Management
2.06 Understand data-collection methods to evaluate their appropriateness for the research problem/issue.
© 2014 wheresjenny.com ROLE PLAY STAFF IN CALL CENTERS AND TELEMARKETING FIRMS.
Surveys and Questionnaires. How Many People Should I Ask? Ask a lot of people many short questions: Yes/No Likert Scale Ask a smaller number.
Chapter 7 Applying for a Job Chapter 7 Applying for a Job Lesson 7.2 Putting Your Best Foot Forward Lesson 7.2 Putting Your Best Foot Forward.
Web E’s goal is for you to understand how to create an initial interaction design and how to evaluate that design by studying a sample. Web F’s goal is.
Chapter 8: EvaluationCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.
Designing and Analyzing Questionnaires
Substitute FAQs SubFinder Overview. FAQs Do I have to have touch-tone service to use SubFinder? No, but you do need a telephone that can be switched from.
1 Users, tasks and environment Howell Istance School of Computing (chapter 3.1 – 3.5 : McCracken and Wolfe )
Chapter 6: NavigationCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.
Amazon.com Collaborative Project Group Members: Brian Alt Eranda Samarasinghe Jasbir Singh Due: December 3 rd, 2003 Eng 393.
Chapter 10: TypographyCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.
User Interface Testing. Hall of Fame or Hall of Shame?  java.sun.com.
An evaluation framework
Usability Specifications
Playing board for the game Crooked Rules
Chapter 14: Personalization and TrustCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.
Chapter 5: Visual OrganizationCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.
HL2 MARKETING THEORY: QUANTITATIVE MARKET RESEARCH IB BUSINESS & MANAGEMENT A COURSE COMPANION.
Usability 2009 J T Burns1 Usability & Usability Engineering.
User Interface Theory & Design
Requirements-definition User analysis
Unit 1 – Improving Productivity. 1.1Why did you use a computer? What other systems / resources could you have used? I use the computer to create a presentation.
Agenda for Define Key Terms Read & Take Notes The Persuaders
Software Life Cycle Conception precise specification of the project Incubation design of the project Birth implementation and coding according to design;
Have a Customer Focus Understand the selling process and the importance of customer service.
Requirements Gathering. Why are requirements important? To understand what we are going to be doing We build systems for others, not for ourselves Requirements.
Presentation: Techniques for user involvement ITAPC1.
Requirements-definition User analysis. Sites
Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.
Entrepreneurship: Ideas in Action 5e © 2011 Cengage Learning. All rights reserved. May not be scanned, copied or duplicated, or posted to a publicly accessible.
Chapter 1: Introduction to HCICopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach.
Unit 1 – Improving Productivity Instructions ~ 100 words per box.
Computing Fundamentals Module Lesson 19 — Using Technology to Solve Problems Computer Literacy BASICS.
CS CS 5150 Software Engineering Lecture 11 Usability 1.
Chapter 8: EvaluationCopyright © 2004 by Prentice Hall 8. Evaluation In this chapter you will learn about: The benefits of testing The differences between.
Bishop Loveday CE Primary School Help your child with reading Year Five.
BP – Market Research Lim Sei cK. Introduction The entrepreneur has come up with what he/she believes is a good business idea. BUT, how does the.
Brugergrænseflader til apparater BRGA Presentation 7: Users.
1 Usability Studies. 2 Evaluate Usability Run a usability study to judge how an interface facilitates tasks with respect to the aspects of usability mentioned.
Usability testing: A reality check for Plain Talk A brief overview October 7, 2008 Dana Howard Botka Manager, Customer Communications, L&I Plain Talk Coordinator,
User Interface Theory & Design Lecture 6a 1.  User interface is everything the end user comes into contact with while using the system  To the user,
Defining Your Domain: User / Task / Environmental Analysis HCC 729, 2/6/14.
Phonics and Reading for Parents. To teach children how to read and write, all schools use phonics. Phonics started in nursery, where children learn fundamental.
Marketing Research Approaches. Research Approaches Observational Research Ethnographic Research Survey Research Experimental Research.
Computing Fundamentals Module Lesson 6 — Using Technology to Solve Problems Computer Literacy BASICS.
Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall 3. Know Thy User In this chapter you will learn about: User Analysis: what do you need to know.
Brugergrænseflader til apparater BRGA Presentation 7: Users.
Defining Communication
DMS 546 / DMS 446 INTERFACE DESIGN Spring Al Larsen TASK ANALYSIS slides and lecture based on Chapter 3 of User-Centered Website Development (McCracken.
Research Your Market Know and understand market segmentation and target marketing elements.
Introduction to Evaluation without Users. Where are you at with readings? Should have read –TCUID, Chapter 4 For Next Week –Two Papers on Heuristics from.
Importance of user interface design – Useful, useable, used Three golden rules – Place the user in control – Reduce the user’s memory load – Make the.
Marketing Research Chapter 29. The Marketing Research Process The five steps that a business follows when conducting marketing research are: Defining.
Task Analysis Lecture # 8 Gabriel Spitz 1. Key Points  Task Analysis is a critical element of UI Design  It describes what is a user doing or will.
Task Analysis Lecture # 8 Gabriel Spitz 1. Key Points  Task Analysis is a critical element of UI Design  It specifies what functions the user will need.
Usability Being able to do what you WANT to not what you HAVE to do to get what you want for instance, opening a door Donald Norman: The Psychology of.
Copyright © 2009 Pearson Education, Inc. Chapter 2 Data.
Chapter 29 Conducting Market Research. Objectives  Explain the steps in designing and conducting market research  Compare primary and secondary data.
EMPLOYEE MULTI-SKILL TRAINING PROGRAM By: JFK-103B1W1 and JFK-102B3W1.
Data Collecting Techniques Telephone interviews Traditional telephone interviews involve phoning a sample of respondents and asking them a series.
Copyright © 2004 by Prentice Hall
Computer Concept What is a computer?
Evaluation of Mobile Interfaces
Computer Literacy BASICS
Presentation transcript:

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User-Centered Website Development: A Human- Computer Interaction Approach

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Daniel D. McCracken City College of New York Rosalee J. Wolfe DePaul University With a foreword by: Jared M. Spool, Founding Principal, User Interface Engineering PowerPoint slides by Dan McCracken, with thanks to Rosalee Wolfe and S. Jane Fritz, St. Joseph’s College

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Credits Slide 11: Courtesy of Kaboose, Inc. Slide 13: Courtesy of Urban Decay Cosmetics. Slide 14: Courtesy of the Bank of Montreal.

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall The stages of user-centered development Needs analysis (Ch. 1) User and task analysis (Ch 3) Functional analysis Requirements analysis Setting usability specifications Design Prototyping Evaluation

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Needs analysis Summarizes the nature and purpose of the system Type of system (website, video game, spreadsheet) People it will serve Benefits it will provide

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall 3. Know Thy User In this chapter you will learn about: User Analysis: what do you need to know about the users? Task Analysis: What are the user’s goals? What tasks do they perform? Environment analysis: What are the user’s surroundings and what effect do they have on performing a task? Recruiting users: where you can find them What usability specifications you will choose for rating your site/software

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall 3.2 User Analysis: Why Do We Need To Do It? Reduce development and maintenance costs Keep customers Increase sales

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Examples Redesign of an IBM site increased sales 400% within the first month IBM site: 84% reduction in use of Help button, meaning users were not lost as often Frugal Fun: 1400% increase in sales after website redesign Dell: reduced calls to (very expensive) telephone support

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User characteristics: learning style Do-then-read (an active user believes that only wimps read manuals) Read-then-do (what manual writers seem to assume)

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User characteristics: tool preferences Do your users know drop-down menus? Do they prefer mouse or keyboard? (Some advanced users hate the mouse: it slows them down.) Do they know frames? Popup windows? Search? You won’t believe how different new users are, compared to you, until you watch them

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall So watch them Sit and observe in an Intro to Computing lab Teach your grandmother how to use From a discreet distance, observe behavior at an ATM: super-efficient, plodding, befuddled, enraged

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User characteristics: physical differences Age ( use larger fonts for older people ) Sex (consider your target group: e.g., more women than men buy lipstick) Vision limitations, such as color blindness Other physical limitations that might restrict movement (See Chapter 12) Small children don’t have good fine-muscle control: see big buttons on next slide

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Big buttons for little people

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User characteristics: cultural differences Education (reading level) Profession (specialized vocabularies) Corporate style: what are you trying to convey to whom?

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall High-fashion cosmetics have a style...

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall A bank site has a very different style

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User characteristics: knowledge of job Is your site used daily on the job, or it is used at home for recreation or a hobby? Is there a specialized vocabulary? If in an office, how does work on your site fit in with other activities? Could your user answer that question? Does your user do the same job all day? Bored? If for personal use, what is the purpose? To inform To entertain To sell

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User characteristics: application familiarity Novice Faces a frightening unknown; timid, nervous, in no mood to explore your goodies Advanced Beginner Less fear: knows basics; still impatient at having to learn how to do tasks. Competent Performer Can diagnose simple problems and can perform a complex series of tasks Expert Small group. Can diagnose complex problems. Has a mental model of the application. Not typical users.

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User characteristics: primary and secondary users Primary user: the person who actively uses the site: Airline reservation clerk Help desk staff Secondary user: the person being served by a primary user: Airline passenger Customer who called the support line

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall User characteristics: getting information How can you learn the characteristics of your users? Not managers. Managers are not users. They may think they know users, but they aren’t users. Not developers. The worst. Of course they can see that button the users can’t see: they put it there.

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Getting information, continued Good sources: Users themselves, preferably in their workplace. The Gold Standard. Customer service and technical support. They deal with users as their job.

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall 3.3 Task Analysis: Overview Goals, tasks, and actions Workflow Analysis Job analysis Task list Task sequence Task hierarchies Procedural analysis Techniques for observing and listening to users

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Goals, tasks, and actions Goal: Get to mountain vacation Tasks: Rent car, drive, get repairs Action: Get gas

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Tasks and actions Why is getting repairs a task, but getting gas an action? Because at this level of granularity, getting gas cannot be broken down into smaller components But if you are getting gas at a self-service station, and you’ve never done it before, and the instructions are hopeless... well, sure, for you that’s a task The goal/task/action distinction is useful, but should not be applied rigidly

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Example: goal, task, and action Goal: on the Internet, buy either a purple stuffed dinosaur or a set of blocks for your two-year-old niece. Your sister says either would be fine.

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Example, continued Task 1: Choose between a stuffed toy and a set of building blocks Action 1: Check several Web sites for purple stuffed dinosaurs Action 2: Check on the availability of the new TalkingBlox building blocks set Action 3: Decide on one of these, based on price, availability, delivery, and option of gift wrap

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Example, continued Task 2: Buy chosen toy Action 1: Put toy into website’s shopping cart Action 2: Fill out billing and shipping information, making sure to check “gift wrap” Task 3: Call sister; tell her that a present is on its way

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Techniques for observing and listening to users Think aloud: talk while doing the job Talk right after Role playing Cueing recall with videotape Focus groups Mailed surveys

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Think aloud: the Gold Standard Samples of facilitating remarks: “Could you tell me what options you are considering?” “Is anything in particular puzzling you?” “What might you do next?”

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Think aloud: the Gold Standard BUT: No feedback, positive or negative No answers or hints If users get stuck, have them go on Neutral demeanor at all times

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Talk right after Sometimes talking while doing the work is not feasible

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Talk right after Talking right after may be best alternative to thinking aloud

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Role playing Some things happen so infrequently that there is no way to observe the user Some one may be able to play the role of a user in that situation

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Cueing recall with video After getting written permissions, tape the user at work This records the user interacting with others in a normal work setting Later, play the tape and have the user explain what was going on

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Focus group: good if you can make it work, but has problems Requires a skilled and experienced leader One or two people may dominate Some people may get into side conversations May work if very well done

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Mailed survey: good if you can make it work, but has problems Very difficult to write good questions Choice of mail list can bias results A return rate of 10% is extremely good; 1-2% is typical May report on what people think they do, not what they actually do And inexpensive

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall 3.4 Environment Analysis Where do people use your interface? Many variations: An outdoor ATM in a cold location where people wear gloves while using it (need huge buttons) On a combination cell phone/wireless browser, with a tiny display (need tiny fingers!) In a location where direct sun can hit your display, making it hard to read In an extremely noisy factory, where any sound you add would be impossible to understand Observe your users in their own setting

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall 3.5 Recruiting Users If product is in use, test with real current users: Employees Customers Temp agencies In college, post notice or ask a professor to announce Provide incentives: Coffee mugs, T-shirts $$$ Not family or friends: they won’t be critical enough

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall 3.6 Usability Specifications Performance measures Preference measures

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Performance measures: a sampling Time to locate a book at the Barnes & Noble website Time to fill in customer information and place order Number of times the Back Button is used, indicating that user cannot find desired information Number of clicks to find the time of a TV show Percentage of tasks completed correctly Number of calls to support line Number of complaints, negative facial expressions, or regressive behaviors (screaming at monitor, etc.)

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Preference measures Often obtained using a Likert Scale Strongly disagree DisagreeNeutralAgreeStrongly agree It was easy to find what I wanted It was simple to choose size and color I could pay for my purchase quickly

Chapter 3: Know Thy UserCopyright © 2004 by Prentice Hall Summary In this chapter you have learned that: It is hard to over-emphasize the importance of a user- centric approach to website development Usability can be quantified and measured (key idea) There is no good substitute for watching, interviewing, or videotaping real users, in their place of work Usability specifications should be set at the beginning of the project There is a fundamental difference between performance measures and preference measures It is crucial to observe users in their own environment