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Scenario-Based Usability Engineering Chris North CS 3724: HCI.

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Presentation on theme: "Scenario-Based Usability Engineering Chris North CS 3724: HCI."— Presentation transcript:

1 Scenario-Based Usability Engineering Chris North CS 3724: HCI

2 Outline Scenario-based usability engineering: Engineering Usability –Metrics –Tradeoffs Scenario-based –Scenarios –Claims analysis HCI background: History @ VT Class stuff: HoF/S presentations HW 1 Project

3 Engineering What is “engineering”? What is “science”? Myth: The user interface is tacked on at the end of the project Why don’t Waterfall models work?

4 Palm vs. Newton

5 Usability Usability = ??? Metrics: What is measurable about usability? How do we know if system A is ‘better than’ system B?

6 Usability Metrics Ease of learning learning time, retention time Ease of use user performance time, error rates User satisfaction surveys “user friendly”

7 Usability Tradeoffs Can we simultaneously optimize all usability metrics? What factors impact tradeoff decisions? In usability engineering: Identify tradeoffs Choose based on design goals Track tradeoffs for design rationale

8 Paper Pad vs. MS Word +-+- +-+-

9 Scenarios Marissa was not satisfied with her class today on gravitation and planetary motion. She is not certain whether smaller planets always move faster or how a larger or denser sun would alter the possibilities for solar systems. She stays after class to speak with her teacher, Mr. Boring, but she isn’t able to pose these questions clearly yet, so Mr. Boring suggests that she re-read the text and promises more discussion tomorrow. Stories about people and their needs and activities A problem scenario describes a current situation:

10 Marissa, a 10th-grade physics student, is studying gravity and its role in planetary motion. She goes to the virtual science lab and navigates to the gravity room. In the gravity room, she discovers two other students, Randy and David, already working with the Alternate Reality Kit, which allows students to alter various physical parameters (such as the universal gravitational constant) and then observe effects in a simulation world. The three students, each of whom is from a different school in the county, discuss possible experiments by typing messages from their respective personal computers. Together they build and analyze several solar systems, eventually focusing on the question of how comets can disrupt otherwise stable systems. They capture data from their experiments and display it with several visualization tools, then write a brief report and send it for comments to her teacher Mr. Wright, who uses it for class discussion the next day. A design scenario describes an initial vision: What makes a good scenario?

11 Scenario Elements Setting Actors (people, users) Task goals (what I want to achieve) Plans (how I will accomplish it) Actions (do it) Events (system response) Evaluation(is that what I wanted?) What are the advantages of scenarios?

12 *Claims Analysis (see pgs 73-74) Collaboration of multiple students (high-level design) + students can learn from each other + encouragement - competition for control - distraction Drag-and-drop planets into solar system (detailed design) + easy to learn for short term usage + fun game-like, keeps students interested - difficult to get precise placement - difficult for repeatable experiments 1.Identify an important design feature (cause) 2.Identify the advantages and disadvantages of that feature (effects) How do you know?

13 Design Maximize the +’s Minimize the –’s Collaboration of multiple students + students can learn from each other + encouragement - competition for control - distraction Private simulation space? ?

14 Iterative Design Sometimes design is refinement

15 Iterative Design Sometimes design is radically transformational

16 Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE

17 Some History of HCI

18 The Changing Face of Computer Use 1960’s 1970’s 1980’s 1990’s 2000+ Professional programmers, “software psychology” Business professionals, mainframes, command-line Large, diverse user groups, “the computer for the rest of us” World Wide Web and more, information access & overload Ubiquitous computing, diversity in task, device, …

19 Some History of HCI Vannevar Bush, 1945 “As We May Think” Vision of post-war activities, Memex “…when one of these items is in view, the other can be instantly recalled merely by tapping a button”

20 Some History of HCI Douglas Engelbart, 1962 “Augmenting Human Intellect: A Conceptual Framework” In 1968, workstation with a mouse, links across documents, chorded keyboard

21 XEROX (PARC) Alto and Star –Windows –Menus –Scrollbars –Pointing –Consistency –OOP –Networked Some History of HCI Apple LISA and Mac –Inexpensive –High-quality graphics –3rd party applications

22 Future of HCI Large displays Small displays Peripheral displays Alternative I/O Ubiquitous computing Virtual environments Augmented Reality Speech recognition Multimedia Media space Artificial intelligence Software agents Games...

23 Center for HCI @ VT Doug Bowman Dan Dunlap Roger Ehrich Steve Harrison Rex Hartson Deborah Hix Andrea Kavanaugh Brian Kleiner Scott McCrickard Chris North Manuel Perez Francis Quek Tonya Smith-Jackson Deborah Tatar Woodrow Winchester

24 VT GigaPixel Display

25 VTURCS VT UGrad Research in CS http://vturcs.cs.vt.edu Andrew Sabri: High-Res Gaming: WarCraft Conference presentation, journal paper Now at Electronic Arts

26 Assignment Read: UE chapter 2 (Requirements Analysis) HoF/S Presentations –Allan tran, josh wu Homework #1 Project Teams

27 Homework #1 Qualitative discussion Usability problems, errors, access, alternate tasks, … Quantitative discussion Data averages, min, max Data visualization Statistics, t-tests, …

28 Projects


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