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Usability Guidelines, Principles & Theories
Lecture 6 Date: 16th February
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Overview of Lecture Principles Theories Principles of Universal Design
Major design principles Nielsen’s usability principles Theories GOMs 7 Stages-of-Action Levels of Analysis
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Design Principles A number of design principles have been promoted
They are concerned with how to determine what users should see and do 6 major design principles have been identified (written about extensively in Norman’s Design of Everyday Things) Principles
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Design Principles Visibility Feedback Constraints Mapping Consistency
Affordance //Will be discussed in conjunction with usability principles Principles
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Usability Principles Nielsen defined 10 usability principles that can be applied to any system, although frequently used for web applications Similar in aim to usability goals, except more slightly more prescriptive Used mainly as the basis for evaluating systems Provide a framework for usability evaluation Principles
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Usability Principles Visibility of system status
Match between system and the real world User control and freedom Consistency and standards. Help users recognize, diagnose and recover from errors Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help and documentation Principles
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Usability/Design Principles
Feedback Mapping Visibility Help Simplicity User control error prevention Consistency Errors mgt Recognition Flexibility Match to world Visibility of status Consistency Constraints Affordance Principles
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Usability/Design Principles
Visibility of system status Always keep users informed about what is going on, -> provide appropriate timely feedback within reasonable time What has been done? Includes sound, highlighting, animation and combinations of these e.g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk” Principles
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Usability/Design Principles
Web-site Visibility The answers to the following questions should be obvious where am I? what can I do? where will I go if I do this? where have I been? Brand each page Show the section it belongs to Mark links to other pages clearly. Users may jumping to any part of the site from elsewhere you need to include this status on every page. Principles
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Usability/Design Principles
Match between system and the real world Speak the users’ language Don’t use system oriented terms Use real world conventions to make information appear in a natural and logical order Use a technique called mapping: Relationship between controls and their movements and the results in the world Principles
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Usability/Design Principles
Why is this a poor mapping of control buttons? Why is this a better mapping Principles
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Usability/Design Principles
User control and freedom Provide ways of allowing users to easily escape and navigate to/from places they unexpectedly find themselves e.g. page forward / backward hold cancel end / stop help resume undo Principles
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Usability/Design Principles
Need a clearly marked "emergency exit” Users can choose system functions by mistake Need to escape from an unwanted state without having to go through an extended dialogue. Need to support undo and redo. Browser provides "emergency exits” but you can supply your own buttons to support user control and freedom. Can take away user control built into the Web. A "home" button on every page simple way to let users feel in control of your site. Principles
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Usability/Design Principles
Consistency and standards Avoid making users wonder whether different words, situations or actions means the same thing Design interfaces to have similar operations and use similar elements for similar tasks Main benefit is consistent interfaces are easier to learn, use and remember Principles
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Usability/Design Principles
Example: Use consistent wording in your content and buttons. Most common inconsistency is between page titles and page headers for pages, and the links to them. Destination page’s title different from the link that took user there leads to user confusion. Other examples: always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O Principles
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Usability/Design Principles
Follow platform conventions Avoid confusion over whether different words, situations, or actions mean the same thing to user No custom link colours. They may conflict with rest of Web and make site hard to use. Web "standards" Follow HTML specifications Deviations from the standards results in unusable features creeping in Principles
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Usability/Design Principles
Internal and external consistency Internal consistency refers to designing operations to behave the same within an application Difficult to achieve with complex interfaces External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices Difficult to ensure across different types of devices - Based on different designer’s preference. Can be dictated by corporate guidelines Principles
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Usability/Design Principles
A case of external inconsistency (a) phones, remote controls (b) calculators, computer keypads 1 2 3 7 8 9 4 5 6 4 5 6 7 8 9 1 2 3 Principles
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Usability/Design Principles
5. Help users recognize, diagnose and recover from errors Use plain language to describe the nature of the problem and suggest a way of solving it Careful design is better than good error messages prevents problems from occurring in the first place Principles
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Usability/Design Principles
Detection immediately detect all errors maintain the item in error visually highlight the item in error identify field requiring missing data display error messages on the screen position cursor at first error use auditory signals conservatively Correction provide constructive error messages what error was detected which field was in error what corrective action is necessary resend only erroneous information back to system Principles
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Usability/Design Principles
6. Recognition rather than recall Make objects, actions, and options visible. Don’t force user to recall information Instructions should be visible or retrieved easily when needed. From point of view of the Web, this heuristic is closely related to system status Users won’t get lost if they can see where they are by looking at clues given by on current page. No need to recall their path to the home page. Good labels & descriptive links are essential for recognition. Use images for links, but they need to be well designed. Principles
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Usability/Design Principles
Recognition vs recall uses concept of Affordance Refers to an attribute of an object that allows people to know how to use it Much popularised term in interaction design to discuss how to design interface objects e.g. scrollbars to afford moving up and down, icons to afford clicking on Principles
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Usability/Design Principles
Error prevention Prevent them occurring in first place if possible Key question: Does the system prevent users from making serious errors, and if they do make an error, does it permit them to recover easily Prevention permit review of message about to be sent handle common misspellings permit editing of message about to be sent advise of non-reversible changes Principles
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Usability/Design Principles
Constraints (for error prevention) permit review of message about to be sent handle common misspellings permit editing of message about to be sent Restricting the possible actions that can be performed Helps prevent user from selecting incorrect options Three main types (Norman, 1999) Physical – (discussed in next side) cultural - e.g. culture Logical – e.g. menu item ordering Principles
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Usability/Design Principles
Physical Constraints Refer to the way physical objects restrict the movement of things E.g. only one way you can insert a key into a lock How many ways can you insert a CD or DVD disk into a computer? How physically constraining is this action? How does it differ from the insertion of a floppy disk into a computer? Principles
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Usability/Design Principles
8. Flexibility and efficiency of use Provide accelerators that are invisible to novice users, but allow more experienced users to carry out tasks more quickly: Use accelerators (keyboard shortcuts) Web Browser provides good accelerators e.g. bookmarks Design for effective book-marking contents of site can easily be linked to users create specialized views of a site for specific tasks Principles
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Usability/Design Principles
9. Aesthetic and minimalist design Avoid using info that is irrelevant or rarely needed No irrelevant or rarely needed information in dialogues -> diminishes visibility Extraneous information on a page distracts user & slows them down. Use progressive levels of detail. Support different uses of content. No brochures. Principles
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Usability/Design Principles
10. Help and documentation Provide information that can be easily searched and provides help in a set of concrete steps that can easily be followed Better if the system can be used without documentation it may be necessary to provide help and documentation Make it easy to search, focused on the user's task, list concrete steps to be carried out, and not too large. Principles
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Pros and Cons: Heuristic Evaluation
Advantages detects both major (42%) and minor (32%) problems in UI more effective than single specialist can be used on designs “realistic” approach “severity rating” helps to set priorities Disadvantages groups can develop their own bias doing it properly is not that cheap new technologies (Web, Multimedia, Virtual Reality) may have specific problems not covered by The Heuristics Principles
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Theories Beyond the specifics of guidelines
Principles are used to develop theories 3 examples of theories: Levels of Analysis model Stages of action models GOMS and the keystroke-level model Theories
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Levels of Analysis Model
Foley and van Dam four-level approach Conceptual level: user’s mental model of system Semantic level: meaning conveyed by input/output Syntactic level: assembly of actions to perform tasks Lexical level: device level actions Approach is convenient for designers Top-down nature is easy to explain Matches the software architecture Allows for useful modularity during design Device/Tool dependent Theories
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Stages of Action Model Norman's seven stages of action
Forming the goal Forming the intention Specifying the action Executing the action Perceiving the system state Interpreting the system state Evaluating the outcome Norman's contributions Context of cycles of action and evaluation. Gulf of execution: Mismatch between the user's intentions and the allowable actions Gulf of evaluation: Mismatch between the system's representation and the users' expectations Theories
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Stages of Action Model THE WORLD Goals 1 Evaluation of interpretations
Intention to act 2 7 Sequence of actions Interpreting the perception 3 6 Execution of the Action sequence Perceiving the state of the world 5 4 THE WORLD Theories
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Stages of Action Model Gulf Conceptual Model (Goals)
Gulf of execution: Mismatch between the user's intentions and the allowable actions Cycle of Execution 3. Specify action 4. Execute action 2. Intention 1. Form the Goal Conceptual Model (Goals) Real World (Interactions) Gulf 7. Evaluate 5. Perceive system state Gulf of evaluation: Mismatch between the system's representation and the users' expectations 6. Interpret Cycle of Evaluation Theories
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Stages of Action Model Four principles of good design
State and the action alternatives should be visible Should be a good conceptual model with a consistent system image Interface should include good mappings that reveal the relationships between stages User should receive continuous feedback Four critical points where user failures can occur Users can form an inadequate goal Might not find the correct interface object because of an incomprehensible label or icon May not know how to specify or execute a desired action May receive inappropriate or misleading feedback Theories
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GOMS and the keystroke-level model
Goals and sub-goals Operators: “elementary perceptual, motor or cognitive acts” Methods: actions Selection rules: control structures for decisions between methods (Card, Moran and Newell, 1980) Theories
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Keystroke level model (KLM) Card, Moran and Newell (1980)
Purpose approximate prediction of time to perform tasks allows comparison between alternative design options applicable in principle to any interactive system Assumptions routine tasks expert, error-free performance assumes knowledge of task/sub-tasks; method used for task; and some information about the system Actual, numerical predictions for standard tasks users have to carry out when interaction with a (actual or proposed) system. Card, Moran and Newell’s 1983 book The Psychology of Human-Computer Interaction was a landmark in the development of HCI as a subject. In it they argued that system developers needed evaluation methods which would enable them to make design decisions. They suggested that decision-making typically did not demand highly precise estimates of performance, but it was important that the estimates could be made quickly. In their book they describe a set of models (the GOMS models - see later for explanation of the term) which make approximate predictions of task performance time and which would meet this requirement. The first one they described (Card et al 1980) - and the simplest to understand - was the Keystroke Level Model (KLM). Card et al’s method relies under a number of assumptions. Firstly, performance can only be predicted for routine tasks (like text editing); more complex tasks - say, designing a car, or controlling a nuclear power station - would be too complex to model using their technique. Secondly, they can only model the behaviour of an expert user who does not make errors. This assumption is necessary because new users are highly variable in their behaviour and it is difficult to predict what they will do; Card et al defended it with the argument that most systems will ultimately be operated by expert users after they have been exposed to the system for a while. Is this a sound argument? Finally, the technique requires some detailed information about the system before it can be applied. Theories
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Content of the model a description of the task
a simple model of the user a simple model of the computer tasks are executed by a sequence of operators - physical actions of the user and computer Texecute = TK + TP + TH + TD + TM + TR where K = keystroking; P = pointing; H = homing; D = drawing; M = mental operator; R = system response operator In simple terms, the KLM calculates the total time to complete a task by summing the times to make the keystrokes. (A similar principle underlies the other GOMS models, but they do the analysis at a higher level of description.) Obviously, in order to specify the keystrokes that the user will make, you need to be able to state the steps in the task i.e. you must develop a task model. If there are different methods for tackling the task, you need to know about these as well. You must also be able to specify how long each keystroke will take, requiring a basic model of the user’s mental and physical capabilities - a user model. Finally, the total time will also be influenced by the speed of operation of the computer, so a model of the computer must also be specified. In the case of the KLM, these sub-models are quite simple (even crude): the task is specified in terms of a sequence of operators (the lowest level actions which are necessary to complete the sequence of task steps). These operators include keystrokes, but also pointing movements (e.g. using a mouse); homing movements (e.g. moving the hand from the mouse to the keyboard); simple mental processes, such as deciding which key to press; and system processes, determining the speed of the computer’s response the user’s actions. The operators are the means by which the behaviour of the user and the device are related to the actions of the task. The user model specifies the time that should be assumed for each of the operators. The times are specified primarily on the basis of existing data on user behaviour, derived through previous psychological research or empirical studies of human skills (e.g. typing speed). For example, research by Fitts in the 1950s showed a reliable relationship between the time taken to point to a target and the distance moved and size of target, and this can be used to specify pointing time; (Card et al cite a number of these sources in their book). The device model is even simpler, and is just a specification of the response time, which may be based on the best possible estimates of the time to complete processing. The time taken to execute the task is calculated simply by summing together the times associated with each operator in the task. Theories
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KLM Examples From Card et al 1980
Keyboard-based editor Method for Task T1-Poet Jump to next line MK[LINEFEED] Call substitute command MK[S] Specify new 5-digit word 5K[word] Terminate argument MK[RETURN] Specify old 5-digit word 5K[word] Terminate command K[RETURN] Texecute = 4tM + 15tK = 8.4 sec. Assuming tK = 0.2sec. Mouse-based editor Method for task T1-Disped Reach for mouse H[mouse) Point to word P[word] Select word K[YELLOW] Home on keyboard H[keyboard] Call replace command MK[R] Type new 5-digit word 5K[word] Terminate type-in MK[ESC] Texecute = 2tM + 8tK + 2tH + tP = 6.2s The 1980 paper by Card et al illustrates the use of the KLM in the evaluation of two alternative user interfaces for text editing. One was a traditional keyboard based editor (POET), requiring the specification of a string to be replaced followed by entry of the corrected string; and the other exploited the (then novel) mouse for selecting a string to be corrected (a display editor - DISPED). The tasks for each of the two editors is specified as a sequence of operators and the operators are replaced with times based upon a user model specified in the paper (for example, keystrokes are assumed to take 0.2sec.). Summing the times for implementing the operators shows that the task can be performed more quickly using the mouse-based display editor than the keyboard-based system. Assuming speed is the most relevant aspect of performance, the evaluation suggests that the display editor is preferable. [This description has simplified some aspects of the KLM; you could look at Card et al’s paper - it’s quite short - for the way they addressed some of the complexities.] Conclusion: mouse-based interaction is faster Theories
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Summary of Lecture Usability can be defined as the capacity to be used by humans easily and effectively Ease-of-use Friendliness Guidelines- provided a number of sample guidelines Principles - introduced major principles in HCI Principles of Universal Design Major design principles Nielsen’s usability principles Theories - introduced 3 HCI theories Levels of Analysis 7 Stages-of-Action GOMS / Keystroke Level Model References
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Terms of Reference Norman, D. (1990) The Design of Everyday Things
Preece, J. et al. (2002) Interaction Design Shneiderman, B. & Plaisant, C. (2005) Designing the User Interface Shackel, B. (1990) Human Factors and Usability Smith, S. & Mosier, J. (2005) Guidelines for Designing User Interface Software Foley, J. & Van Dam, A. (1995) Computer Graphics: Principles & Practices in C Card, S. & Newell, A. (1983) The Psychology of Human-Computer Interaction References
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