© 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of Designing the User Interface: Strategies for Effective Human-Computer.

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Presentation transcript:

© 2010 Pearson Addison-Wesley. All rights reserved. Addison Wesley is an imprint of Designing the User Interface: Strategies for Effective Human-Computer Interaction Fifth Edition Ben Shneiderman & Catherine Plaisant in collaboration with Maxine S. Cohen and Steven M. Jacobs CHAPTER 1: Usability of Interactive Systems

1-2 © 2010 Pearson Addison-Wesley. All rights reserved. User Interface Video Links Chapter_1 General Resources

1-3 © 2010 Pearson Addison-Wesley. All rights reserved. Introduction The Interdisciplinary Design Science of Human- Computer Interaction (HCI) combines knowledge and methods associated with professionals including: –Psychologists (incl. Experimental, Educational, Social and Industrial Psychologists) –Computer Scientists –Instructional and Graphic Designers –Technical Writers –Human Factors and Ergonomics Experts –Anthropologists and Sociologists 1-3

1-4 © 2010 Pearson Addison-Wesley. All rights reserved.

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1-6 © 2010 Pearson Addison-Wesley. All rights reserved. Reduce Short-term Memory Load Rule of thumb: Humans can remember 7 +/- 2 chunks of information Displays kept simple Multiple page displays should be consolidated Training if using codes, mnemonics, long sequence of actions Online access to command-syntax, abbreviations, codes, etc.

1-7 © 2010 Pearson Addison-Wesley. All rights reserved. 1-7 MHP – Working Memory Chunks in WM can interfere with each other due to LTM associations Robert Robin Wing Bird Fly MHP – Model Human Process

1-8 © 2010 Pearson Addison-Wesley. All rights reserved. 1-8 MHP – Long-Term Memory The cognitive processor can add items to WM but not to LTM The WM must interact with LTM over a significant length of time before an item can be stored in LTM This increases the number of cues that can be used to retrieve the item later Items with numerous associations have a greater probability of being retrieved

1-9 © 2010 Pearson Addison-Wesley. All rights reserved. 1-9 MHP – Processor Timing Perceptual—The perceptual system captures physical sensations by way of the visual and auditory receptor channels Perceptual decay is shorter for the visual channel than for the auditory channel Perceptual processor cycle time is variable according to the nature of the stimuli Perceptual Processor cycle time = [50-200] msecs

1-10 © 2010 Pearson Addison-Wesley. All rights reserved MHP – Processor Timing Cognitive—The cognitive system bridges the perceptual and motor systems It can function as a simple conduit or it can involve complex processes, such as learning, fact retrieval, and problem solving Cognitive coding in the WM is predominantly visual and auditory

1-11 © 2010 Pearson Addison-Wesley. All rights reserved MHP – Processor Timing Cognitive coding in LTM is involved with associations and is considered to be predominantly semantic Cognitive decay time of WM requires a large range Cognitive decay is highly sensitive to the number of chunks involved in the recalled item

1-12 © 2010 Pearson Addison-Wesley. All rights reserved MHP – Processor Timing Cognitive decay of LTM is considered infinite Cognitive processor cycle time is variable according to the nature of the stimuli Motor—The motor system converts thought into action Motor processor cycle time is calculated in units of discrete micro-movements

1-13 © 2010 Pearson Addison-Wesley. All rights reserved. Cognition Example: Perception/LTM interaction Read out the colours and time it T1 Human Computer Interface Impression Memory Scheme 1-13

1-14 © 2010 Pearson Addison-Wesley. All rights reserved. Perception Speed: Time it, T2, T1 > T2 Green Purple Orange Red Blue Yellow 1-14

1-15 © 2010 Pearson Addison-Wesley. All rights reserved. Memory is Associative T E C T Different interpretations, Why? 1-15

1-16 © 2010 Pearson Addison-Wesley. All rights reserved Model Human Processor (MHP)

1-17 © 2010 Pearson Addison-Wesley. All rights reserved.

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1-20 © 2010 Pearson Addison-Wesley. All rights reserved. Introduction (continued) What are the Ramifications? –Success Stories: Microsoft, Linux, Amazon.com, Google –Competition: Firefox vs. Internet Explorer –Copyright Infringement Suits - Apple vs. Microsoft (Windows) and Napster vs. The music industry –Mergers: AOL and Time Warner –Corporate Takeovers: IBM's seizure of Lotus –Privacy and Security issues: identification theft, medical information, viruses, spam, pornography, national security 1-20

1-21 © 2010 Pearson Addison-Wesley. All rights reserved. Introduction (continued) Individual User Level –Routine processes: tax return preparation –Decision support: a doctor’s diagnosis and treatment –Education and training: encyclopedias, drill- and-practice exercises, simulations –Leisure: music and sports information –User generated content: social networking web sites, photo and video share sites, user communities – Internet-enabled devices and communication 1-21

1-22 © 2010 Pearson Addison-Wesley. All rights reserved. Introduction (continued) Communities –Business use: financial planning, publishing applications –Industries and professions: web resources for journals, and career opportunities –Family use: entertainment, games and communication –Globalization: language and culture principles of Usability in HCI

1-23 © 2010 Pearson Addison-Wesley. All rights reserved. Introduction (continued) The new “look and feel” of computers (Mac) 1-23

1-24 © 2010 Pearson Addison-Wesley. All rights reserved. Introduction (continued) The new “look and feel” of computers (Vista) 1-24

1-25 © 2010 Pearson Addison-Wesley. All rights reserved. Introduction (concluded) And smaller devices doing more… 1-25

1-26 © 2010 Pearson Addison-Wesley. All rights reserved.

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1-31 © 2010 Pearson Addison-Wesley. All rights reserved. Book overview Chapter 1: –A broad overview of human-computer interaction from practitioner and research perspectives Chapter 2: –Guidelines, principles, and theories Chapters 3-4: –Managing design processes and evaluating designs Chapters 5-9: –Interaction styles Chapters 10-14: –Critical design decisions Afterword: –Societal and individual impacts of user interfaces 1-31

1-32 © 2010 Pearson Addison-Wesley. All rights reserved. Principles of Usability in HCI Preece, Rogers and Sharp’s Experience Goals Preece, Rogers and Sharp’s Experience Goals Effectiveness: effective to use Efficiency: efficeient to use Safety: save to use Utility: have good utility Learnability: easy to learn Memorability: easy to remember how to use 1-32

1-33 © 2010 Pearson Addison-Wesley. All rights reserved. Usability requirements Objectives To identify who the end-users of the system will be. To understand the relevant characteristics of end-users. To specify usability requirements for the system. Inputs -- System scope E.g., context diagram, data flow diagram and/or data model; System requirements The critical, functional and non-functional aspects of the system. User roles I.e., future roles, if the organization is changing. 1-33

1-34 © 2010 Pearson Addison-Wesley. All rights reserved. Usability requirements cont.. Products User classes A description of the subsets of the total population of end-users who are similar in terms of their system usage and personal characteristics. Usability requirementsUsability requirements A statement of a usability requirement that the GUI design must satisfy, including; - what will be measured, –how it will be measured, –what level of measure is required. Process Identify user classes Describe the users in each class Identify critical usability requirements Specify measures and performance criteria Define performance levels Review and agree usability requirement specifications 1-34

1-35 © 2010 Pearson Addison-Wesley. All rights reserved. Usability requirements (cont.) The U.S. Human Engineering Design Criteria for Military Systems (1999) states these purposes: –Achieve required performance by operator, control, and maintenance personnel –Minimize skill and personnel requirements and training time –Achieve required reliability of personnel-equipment/software combinations –Foster design standardization within and among systems Should improving the user’s quality of life and the community also be objectives? Usability requires project management and careful attention to requirements analysis and testing for clearly defined objectives 1-35

1-36 © 2010 Pearson Addison-Wesley. All rights reserved. Goals for requirements analysis Discover the user’s needs –Determine what tasks and subtasks must be carried out –Include tasks which are only performed occasionally. Common tasks are easy to identify. –Functionality must match need or else users will reject or underutilize the product 1-36

1-37 © 2010 Pearson Addison-Wesley. All rights reserved. Goals for requirements analysis Ensure reliability –Actions must function as specified –Database data displayed must reflect the actual database –Appease the user's sense of mistrust –The system should be available as often as possible –The system must not introduce errors –Ensure the user's privacy and data security by protecting against unwarranted access, destruction of data, and malicious tampering 1-37

1-38 © 2010 Pearson Addison-Wesley. All rights reserved. Goals for requirements analysis Promote standardization, integration, consistency, and portability –Standardization: use pre-existing industry standards where they exist to aid learning and avoid errors (e.g. the W3C and ISO standards) –Integration: the product should be able to run across different software tools and packages (e.g. Unix) –Consistency: compatibility across different product versions compatibility with related paper and other non-computer based systems use common action sequences, terms, units, colors, etc. within the program –Portability: allow for the user to convert data across multiple software and hardware environments 1-38

1-39 © 2010 Pearson Addison-Wesley. All rights reserved. Goals for requirements analysis Complete projects on time and within budget Late or over budget products can create serious pressure within a company and potentially mean dissatisfied customers and loss of business to competitors 1-39

1-40 © 2010 Pearson Addison-Wesley. All rights reserved. Usability measures Define the target user community and class of tasks associated with the interface Communities evolve and change (e.g. the interface to information services for the U.S. Library of Congress) 5 human factors central to community evaluation: –Time to learn How long does it take for typical members of the community to learn relevant task? –Speed of performance How long does it take to perform relevant benchmarks? –Rate of errors by users How many and what kinds of errors are made during benchmark tasks? –Retention over time Frequency of use and ease of learning help make for better user retention –Subjective satisfaction Allow for user feedback via interviews, free-form comments and satisfaction scales 1-40

1-41 © 2010 Pearson Addison-Wesley. All rights reserved. Usability measures (cont.) Trade-offs in design options frequently occur. –Changes to the interface in a new version may create consistency problems with the previous version, but the changes may improve the interface in other ways or introduce new needed functionality. Design alternatives can be evaluated by designers and users via mockups or high-fidelity prototypes. –The basic tradeoff is getting feedback early and perhaps less expensively in the development process versus having a more authentic interface evaluated. 1-41

1-42 © 2010 Pearson Addison-Wesley. All rights reserved. Article from HCI Paper - Kasper Hornbæk Usability Measure Hormback, Kasper, 2005, Current practice in measuring usability: Challenge, to usability studies and research, International Journal of Human-Computer Studies, elsevier, Denmark, August 2005, Hormback, Kasper, Usability measures from 180 studies published in core HCI journals and proceedings. Problems with the measures are: if they cover usability; broadly, how they are reasoned about; if they meet recommendations on how to measure usability. compare subjective and objective measures of usability measures of learning and retention; to study long-term use and usability; too extend measures of satisfaction beyond post-use questionnaires; validate and standardize the host of subjective satisfaction questionnaires used; to study correlations between usability measures as a means for validation; Conclusion: increased attention to the problems identified and challenges 1-42

1-43 © 2010 Pearson Addison-Wesley. All rights reserved. Usability motivations Many interfaces are poorly designed and this is true across domains: Life-critical systems –Air traffic control, nuclear reactors, power utilities, police & fire dispatch systems, medical equipment –High costs, reliability and effectiveness are expected –Length training periods are acceptable despite the financial cost to provide error-free performance and avoid the low frequency but high cost errors –Subject satisfaction is less an issue due to well motivated users 1-43

1-44 © 2010 Pearson Addison-Wesley. All rights reserved. Usability motivations (cont.) Industrial and commercial uses –Banking, insurance, order entry, inventory management, reservation, billing, and point-of-sales systems –Ease of learning is important to reduce training costs –Speed and error rates are relative to cost –Speed of performance is important because of the number of transactions –Subjective satisfaction is fairly important to limit operator burnout 1-44

1-45 © 2010 Pearson Addison-Wesley. All rights reserved. Usability motivations (cont.) Office, home, and entertainment applications –Word processing, electronic mail, computer conferencing, and video game systems, educational packages, search engines, mobile device, etc. –Ease of learning, low error rates, and subjective satisfaction are paramount due to use is often discretionary and competition fierce –Infrequent use of some applications means interfaces must be intuitive and easy to use online help is important –Choosing functionality is difficult because the population has a wide range of both novice and expert users –Competition cause the need for low cost –New games and gaming devices! For example, Nintendo Wii 1-45

1-46 © 2010 Pearson Addison-Wesley. All rights reserved. Usability motivations (cont.) Exploratory, creative, and cooperative systems –Web browsing, search engines, artist toolkits, architectural design, software development, music composition, and scientific modeling systems –Collaborative work –Benchmarks are hard to describe for exploratory tasks and device users –With these applications, the computer should be transparent so that the user can be absorbed in their task domain 1-46

1-47 © 2010 Pearson Addison-Wesley. All rights reserved. Usability motivations (cont.) Social-technical systems –Complex systems that involve many people over long time periods –Voting, health support, identity verification, crime reporting –Trust, privacy, responsibility, and security are issues –Verifiable sources and status feedback are important –Ease of learning for novices and feedback to build trust –Administrators need tools to detect unusual patterns of usage 1-47

1-48 © 2010 Pearson Addison-Wesley. All rights reserved.

1-49 © 2010 Pearson Addison-Wesley. All rights reserved. Universal Usability Physical abilities and physical workplaces –Basic data about human dimensions comes from research in anthropometry –There is no average user, either compromises must be made or multiple versions of a system must be created –Physical measurement of human dimensions are not enough, take into account dynamic measures such as reach, strength or speed 1-49

1-50 © 2010 Pearson Addison-Wesley. All rights reserved. Universal Usability (cont.) –Screen-brightness preferences vary substantially, designers customarily provide a knob to enable user control –Account for variances of the user population's sense perception –Vision: depth, contrast, color blindness, and motion sensitivity –Touch: keyboard and touchscreen sensitivity –Hearing: audio clues must be distinct –Workplace design can both help and hinder work performance 1-50

1-51 © 2010 Pearson Addison-Wesley. All rights reserved. Universal Usability (cont.) Cognitive and perceptual abilities –The human ability to interpret sensory input rapidly and to initiate complex actions makes modern computer systems possible –The journal Ergonomics Abstracts offers this classification of human cognitive processes: Long-term and semantic memory Short-term and working memory Problem solving and reasoning Decision making and risk assessment Language communication and comprehension Search, imagery, and sensory memory Learning, skill development, knowledge acquisition, and concept attainment 1-51

1-52 © 2010 Pearson Addison-Wesley. All rights reserved. Universal Usability (cont.) –They also suggest this set of factors affecting perceptual and motor performance: Arousal and vigilance Fatigue and sleep deprivation Perceptual (mental) load Knowledge of results and feedback Monotony and boredom Sensory deprivation Nutrition and diet Fear, anxiety, mood, and emotion Drugs, smoking, and alcohol Physiological rhythms –But note, in any application, background experience and knowledge in the task domain and the interface domain play key roles in learning and performance 1-52

1-53 © 2010 Pearson Addison-Wesley. All rights reserved. Universal Usability (cont.) Personality differences –There is no set taxonomy for identifying user personality types –Designers must be aware that populations are subdivided and that these subdivisions have various responses to different stimuli –Myers-Briggs Type Indicator (MBTI) extroversion versus introversion sensing versus intuition perceptive versus judging feeling versus thinking 1-53

1-54 © 2010 Pearson Addison-Wesley. All rights reserved. Universal Usability (cont.) Cultural and international diversity –Characters, numerals, special characters, and diacriticals –Left-to-right versus right-to-left versus vertical input and reading –Date and time formats –Numeric and currency formats –Weights and measures –Telephone numbers and addresses –Names and titles (Mr., Ms., Mme.) –Social-security, national identification, and passport numbers –Capitalization and punctuation –Sorting sequences –Icons, buttons, colors –Pluralization, grammar, spelling –Etiquette, policies, tone, formality, metaphors 1-54

1-55 © 2010 Pearson Addison-Wesley. All rights reserved. Universal Usability (cont.) Users with physical challenges –Designers must plan early to accommodate users with disabilities –Early planning is more cost efficient than adding on later –Businesses must comply with the "Americans With Disabilities" Act for some applications Older Adult Users –Including the elderly is fairly easy Designers should allow for variability within their applications via settings for sound, color, brightness, font sizes, etc. with less distracting animation 1-55

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1-57 © 2010 Pearson Addison-Wesley. All rights reserved. Universal Usability (concluded) Younger users 1-57

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1-59 © 2010 Pearson Addison-Wesley. All rights reserved. Goals for our profession Potential research topics –Reducing anxiety and fear of computer usage –Graceful evolution –Specification and implementation of interaction –Direct manipulation –Social media participation –Input devices –Online assistance –Information exploration 1-59

1-60 © 2010 Pearson Addison-Wesley. All rights reserved. Goals for our profession (cont.) Providing tools, techniques, and knowledge for system implementers –Rapid prototyping is easy when using contemporary tools –Use general or self-determined guideline documents written for specific audiences –To refine systems, use feedback from individual or groups of users Raising the computer consciousness of the general public –Many novice users are fearful due to experience with poor product design –Good designs help novices through these fears by being clear, competent, and nonthreatening 1-60