CS147 - Terry Winograd - 1 Lecture 6 – Usability Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford.

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Presentation transcript:

CS147 - Terry Winograd - 1 Lecture 6 – Usability Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006

CS147 - Terry Winograd - 2 Learning Goals Understand when and how design tradeoffs are made Have a first-level knowledge of the major concepts in usability and their associated guidelines Be able to effectively apply principles, design rules, usability guidelines, heuristics, patterns, etc.

CS147 - Terry Winograd - 3

CS147 - Terry Winograd - 4 Usability Goals (ID 1.5) Effective Efficient Safe Useful Learnable Memorable These can be in conflict with one another

CS147 - Terry Winograd - 5 User Experience Goals (ID 1.5) Satisfying Enjoyable Fun Entertaining Helpful Motivating Aesthetically pleasing Supportive of creativity Rewarding Emotionally fulfilling These can be hard to evaluate

CS147 - Terry Winograd - 6 Components of Usability (adapted from Nielsen and Interaction Design Section 5.1) Guessability Learnability Retention Efficiency Error protection Experienced User Performance Supportability in an environment Transfer of skills Satisfaction

Example: Microsoft Office 2007

CS147 - Terry Winograd - 8 Components of Usability (adapted from Nielsen and Interaction Design Section 5.1) Guessability Learnability Retention Efficiency Error protection Experienced User Performance Supportability in an environment Transfer of skills Satisfaction

CS147 - Terry Winograd - 9 Principles Affecting Learnability [Dix] Predictability –User-centered – Perceived affordance Synthesizability –Visibility Familiarity –Metaphors Generalizability –Uniform model Consistency

CS147 - Terry Winograd - 10 Heuristics "Eight Golden Rules of Interface Design" [Shneiderman] 1.Strive for consistency. 2.Enable frequent users to use shortcuts. 3.Offer informative feedback. 4.Design dialog to yield closure. 5.Offer simple error handling. 6.Permit easy reversal of actions. 7.Support internal locus of control. 8.Reduce short-term memory load.

CS147 - Terry Winograd Usability Heuristics [Nielsen] Simple and Natural Dialogue Speak the Users’ Language Minimize User Memory Load Consistency Feedback Clearly Marked Exits Shortcuts Good Error Messages Prevent Errors Help and Documentation

CS147 - Terry Winograd - 12 Principles for Transforming Difficult Tasks into Simple Ones [Norman] 1.Use both knowledge in the world and knowledge in the head 2.Simplify the structure of tasks 3.Make things visible 4.Get the mappings right 5.Exploit the power of constraints 6.Design for error 7.When all else fails, standardize

CS147 - Terry Winograd - 13 So Many Lists, So Little Time….. How do you use design rules? –Restrict the space of design options Anticipate what will work well Avoid and/or repair usability problems –Understand users’ difficulties Recognize underlying reasons Design Rules can often be most useful when they give you questions rather than answers

CS147 - Terry Winograd - 14 Kinds of Rules Principles –Largely independent of technology Guidelines –More technology oriented but still general Standards –Explicit and specific Heuristics –Broad-brush design rules Patterns –Best practices The differences among these is blurry

CS147 - Terry Winograd - 15 Guidelines Distilled experience/wisdom –Often based on past mistakes Can be at different levels of detail –Some are very specific to technologies

CS147 - Terry Winograd - 16 Smith and Mosier Guidelines (1986)

CS147 - Terry Winograd - 17 Standards Ergonomic standards –Physical properties of humans –May be legislated Interaction standards –Can be enforced and are important for products that are part of a larger family of products –Examples Noun verb operation Consistent menus

CS147 - Terry Winograd - 18 Apple Guidelines Apple Macintosh Human Interface Guidelines

CS147 - Terry Winograd - 19 IBM Common User Access

CS147 - Terry Winograd - 20 Standards and Guidelines Embedded in Toolkits Macintosh Toolbox Open Look, Windows, … Java Swing, AWT, … TCL/TK, Prefuse,…. Toolkits provide an API (Applications Programming Interface) that gives the programmer a wide range of presentation and control at a high level of abstraction

CS147 - Terry Winograd - 21 Java Swing Java Swing Interface

CS147 - Terry Winograd - 22 Macintosh Carbon

CS147 - Terry Winograd Usability Heuristics [Nielsen] Simple and Natural Dialogue Speak the Users’ Language Minimize User Memory Load Consistency Feedback Clearly Marked Exits Shortcuts Good Error Messages Prevent Errors Help and Documentation

CS147 - Terry Winograd - 24 Apple Macintosh Guidelines

CS147 - Terry Winograd - 25 Patterns Inspired by architect Christopher Alexander’s Pattern Language Distill common best practices Apply best at early design stages to inspire designs

CS147 - Terry Winograd - 26

CS147 - Terry Winograd - 27 When can you use design rules? Patterns are useful at early design stages More specific guidelines and standards are applied at detailed design and implementation stages Principles are useful to analyze breakdowns and suggest changes during prototyping and testing, and to decide tradeoffs among heuristics and guidelines

CS147 - Terry Winograd - 28 Design Tradeoffs How can dimensions be evaluated together? –Only defined in context of users and tasks –Require clear consensus on priorities Can require violating one to satisfy another –e.g., Consistency/efficiency [Grudin] Need to understand the principles behind them –Level of “authority”

CS147 - Terry Winograd - 29 The Whole User Experience Context/ecology of this design within the larger space Style –e.g., Apple –e.g., Google Larger user context

CS147 - Terry Winograd - 30 Example: Apple Visual Design

CS147 - Terry Winograd - 31 Example: Google Maps

CS147 - Terry Winograd - 32 User Context: Out of the Box Experience Original Mac Current examples? Installation, etc.

CS147 - Terry Winograd - 33 Design Guidelines Meet the Real World Design organizations and their cultures Different assumptions about users and goals History and legacy Conflicting priorities External constraints and regulations Don’t be so quick to assume that “bad” designs are the result of ignorance or stupidity