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Interactive Systems Technical Design
Lecture #5 Usability engineering [Source: Jakob Nielsen, Usability Engineering, Morgan Kaufmann, 1993] ISTD 2003
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Practical acceptability
What is Usability? System acceptability Social acceptability Practical acceptability Reliability Compatibility Usefulness Cost … Usability Utility Learnability Satisfaction Efficiency Memorability Errors ISTD 2003
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Usability Attributes Learnability: The system should be easy to learn so that the user can rapidly start getting some work done with the system. Efficiency: The system should be efficient to use, so that once the user has learned the system, a high level of productivity is possible. Memorability: The system should be easy to remember, so that the casual user is able to return to the system after some period of not having used it, without having to learn everything all over again. Errors: The system should have a low error rate, so that users make few errors during the use of the system, and so that if they do make errors they can easily recover from them. Further, catastrophic errors must not occur. Satisfaction: The system should be pleasant to use, so that users are subjectively satisfied when using it; they like it. ISTD 2003
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Usability Engineering Lifecycle
Know the user Individual user characteristics The user’s current and desired tasks Functional analysis The evolution of the user and the job Competitive analysis Setting usability goals Financial impact analysis Parallel design Participatory design Coordinated design of the total interface Apply guidelines and heuristic analysis Prototyping Empirical testing Iterative design Capture design rationale Collect feedback from field use ISTD 2003
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Usability Heuristics Simple and natural dialogue
Simplify, less is more Match the users’ task in as natural way as possible Speak the users’ language Employ users’ language and terminolory Mappings and metaphors Minimize user memory load Consistency Feedback Response time (0.1 -> 1.0 -> 10 seconds) System failure ISTD 2003
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Usability Heuristics (cont.)
Clearly marked exits Do not trap the user Shortcuts Accelerators for experienced users Good error messages Clear language, precise, constructive, polite Prevent errors Confirmations (”do you really want to delete all files?”) Avoid modes Help and documentation Most users do not read manuals Search -> Understand -> Apply ISTD 2003
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Case Study: Assessing Usability of Pointing Devices
button OK OK W1=4 W2=3 D2=3.5 D1=5 cursor A) B) In which case it is more difficult to point the button with the cursor? ISTD 2003
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Fitts’ Law Index of difficulty = log2(2D/W)
D = distance to the object W = width of the object Time to point = C1 + C2 (Index of difficulty) C1, C2 = device specific constants A) Index of difficulty = log2(2*5/4) = log2(2.5) B) Index of difficulty = log2(2*3.5/3) = log2(2.33) ISTD 2003
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Usability Testing User testing with real users
Fundamental usability assessment method Provides direct information about … How the system is used What are the exact problems ISTD 2003
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Usability Testing (cont.)
Methodological pitfalls Reliability: would the test produce the same result if repeated? Caused by huge individual differences between test users Validity: does the result actually reflect the usability issues that one wants to test? Caused by using wrong users or tasks ISTD 2003
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Usability Testing (cont.)
Test plan Goals, schedule, budget, pilot tests, … Usability_Problems_Found(i) = N(1 – (1- P)i) i = number of test users N = total number of usability problems P = probability of finding any single usability problem with any single test user ISTD 2003
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Usability Testing (cont.)
Getting test users Novice vs. expert users Between-subjects vs. within-subjects testing Choosing experimenters Previous experience on usability testing is valuable Ethical aspects of tests with human subjects ”System is being tested, not the user” Respect the test user and his/her privacy Choosing test tasks Representative tasks Conducting the test Preparation Introduction The test itself Debriefing ISTD 2003
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Other Usability Assessment Methods
Heuristic evaluation Performance measurement Thinking aloud Observation Questionnaires Interviews Focus groups Logging actual use User feedback ISTD 2003
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Heuristic Evaluation (”Discount Usability Engineering”)
Evaluation of a system using a set of heuristic rules or guidelines Lifecycle stage: Early design, ”inner cycle” of iterative design Users needed: None Main advantage: Finds individual usability problems. Can address expert user issues. Main disadvantage: Does not involve real users, so does not find ”surprises” related to their needs. ISTD 2003
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How to Conduct Heuristic Evaluation
Involve multiple evaluators (3-5) Each evaluator independently analyzes the system wrt. a list of recognized usability principles Aggregate evaluators’ feedback ISTD 2003
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Ten Usability Heuristics by Nielsen
Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. ISTD 2003
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Ten Usability Heuristics by Nielsen (cont.)
Recognition rather than recall Make objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. ISTD 2003
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Performance Measurement
Quantitative and/or qualitative measurements when the system is used for completing a specific task or tasks: number of errors, time needed, proportion of satisfied/frustrated users, etc. Lifecycle stage: Competitive analysis, final testing Users needed: At least 10 Main advantage: Hard numbers. Results easy to compare. Main disadvantage: Does not find individual usability problems. ISTD 2003
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User uses the system while continuously thinking out loud
Thinking Aloud User uses the system while continuously thinking out loud Lifecycle stage: Iterative design, formative evaluation Users needed: 3-5 Main advantage: Pinpoints user misconceptions. Cheap test. Main disadvantage: Unnatural for users. Hard for expert users to verbailize. ISTD 2003
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Observation Observation of the user working, interfering with them as little as possible Lifecycle stage: Task analysis, follow-up studies Users needed: 3 or more Main advantage: Ecological validity; reveals user’s real tasks. Suggests functions and features. Main disadvantage: Appointments hard to set up. No experimenter control. ISTD 2003
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Users are presented with a written questionnaire
Questionnaires Users are presented with a written questionnaire Lifecycle stage: Task analysis, follow-up studies Users needed: At least 30 Main advantage: Finds subjective user preferences. Easy to repeat. Main disadvantage: Pilot work needed (to prevent misunderstandings). Data may not be reliable. ISTD 2003
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Users are interviewed and presented with a set of questions
Interviews Users are interviewed and presented with a set of questions Lifecycle stage: Task analysis Users needed: 5 Main advantage: Flexible, in-depth attitude and experience probing. Main disadvantage: Time consuming. Hard to analyze and compare. ISTD 2003
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Users are brought together to discuss and identify issues
Focus Groups Users are brought together to discuss and identify issues Lifecycle stage: Task analysis, user involvement Users needed: 6-9 per group Main advantage: Spontaneous reactions and group dynamics. Main disadvantage: Hard to analyze. Low validity. ISTD 2003
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Logging Actual Use Automatic collection of statistics about the detailed use of the system Lifecycle stage: Final testing, follow-up studies Users needed: At least 20 Main advantage: Finds highly used (or unused) features. Can run continuously. Main disadvantage: Analysis programs needed for huge mass of data. Violation of users’ privacy. ISTD 2003
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Collection of feedback from the users using the system
User Feedback Collection of feedback from the users using the system Lifecycle stage: Follow-up studies Users needed: Hundreds Main advantage: Tracks changes in user requirements and views. Main disadvantage: Special organization needed to handle replies. ISTD 2003
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