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User Interface Design

User Interface Design. Southern Methodist University CSE 8316 Spring 2003. Temporal Relations and Usability Specifications. Introduction. Previous chapter discussed low level primitives Now focus on abstraction and relative timing of events

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User Interface Design

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  1. User Interface Design Southern Methodist University CSE 8316 Spring 2003

  2. Temporal Relations and Usability Specifications

  3. Introduction • Previous chapter discussed low level primitives • Now focus on abstraction and relative timing of events • Such issues as interruptibility and interleavability should be part of interaction design and not driven by constructional design.

  4. Introduction • UAN can be used to specify: • Sequence • Iteration • Optionality • Repeating choice • Order independence • Interruptibility • Interleavability • Concurrency • Waiting

  5. Sequencing and Grouping • Sequence • Sequence: One task is performed in its entirety before the next task is begun • Represent in the UAN by grouping (horizontally or vertically) without any intervening operators • Grouping • Tasks can be grouped together using various operators to form new tasks • Definition is similar to that for regular expressions

  6. Abstraction • Have only seen UAN describing articulatory actions -- primitive tasks performed by the user. • In this form, describing an entire interaction design would be overly complex and difficult • Introduce abstraction by allowing groups of tasks to be named. • As with procedures, a reference to the name is equivalent to performing all the tasks described by that name

  7. Abstraction • To aid in reusability, allow tasks references to be parameterized • Reusing tasks promotes logical decomposition, providing for consistent system model • Abstraction hides details, but also hides user feedback. This information can be listed at one or both levels. • With task naming, can now perform top-down design.

  8. Task Operators • Choice • Simple choice is represented in UAN with the vertical bar, `|'. • Repeating choice is formed by adding the iterators `*' and `+'.

  9. Task Operators • Order Independence • Set of tasks that must be completed before continuing, but order of completion of the subtasks is not important. • Represented by the `&'.

  10. Task Operators • Interruption • Interruption occurs when one task is suspended while another task is started • Since UAN describes what can happen, you cannot specify an interruption, but rather what can be interrupted (interruptibility) • To specify that A can interrupt B use A --> B.

  11. Task Operators • Uninterruptible Tasks • Assume all primitive actions are uninterruptible (e.g. pressing a mouse button). • Specify the uninterruptibilty of higher-level tasks (e.g. modality) by enclosing in brackets, `<A>'.

  12. Task Operators • Interleavability • If two tasks can interrupt each other, they are considered interleavable. • Assume that operator is transitive. • Represented with double arrow, A <--> B.

  13. Task Operators • Concurrency • If two tasks can be performed in parallel (e.g. two different users), then tasks are concurrent Represented with `||'.

  14. Task Operators • Intervals and Waiting • Can add explicit time intervals between two events. • Two forms: • If task B must be completed within n seconds of task A: `A (t<n) B' • If task B is to occur only n seconds after task A: `A (t>n) B'

  15. Other Representations • Screen Pictures and Scenarios • UAN describes user actions, but does not describe the format/display of screens • Should supplement UAN with screen layouts and scenarios. • State Transition Diagrams • Typical interface contains various states • To provided global view of how states are related, add state transition diagram to UAN

  16. Design Rationale • Basic role of UAN is communication • Important to provide reasons behind various decisions • Gives motivation and goals and helps prevent later duplication of mistakes

  17. Usability Specifications

  18. Usability Specifications • Quantitative, measurable goals for knowing when the interface is good enough • Often overlooked, but provide insurance that multiple iterations are converging • For this reason, should be established early

  19. Usability Specification Table • Convenient method for indicating parameters • Contains following information • Usability Attribute • Measuring Instrument • Value to be Measured • Current Level • Worst Acceptable Level • Planned Target Level • Best Possible Level • Observed Results

  20. Usability Attribute • Represents the usability characteristic being measured • Must determine classes of intended users • For each class determine realistic set of tasks • Goal is to determine what user performance will be acceptable

  21. Usability Attributes • Typical attributes include: • Initial Performance: User's performance during the first few uses. • Long-term Performance: User's performance after extended use of the product • Learnability: How quickly the user learns the system • Retainability: How quickly does the knowledge of how to use the system dissipate

  22. Usability Attributes • Advanced Feature Usage: Usability of sophisticated features • First Impression: Subjective user feelings at first glance • Long-term User Satisfaction: User's opinion after extended use

  23. Measuring Instrument • Method to find a value for a usability attribute • Quantitative, but may be objective or subjective • Objective: based on user task performance • Subjective: deal with user opinion (questionnaires) • Both types are needed to effectively evaluate

  24. Benchmark Tasks • User is asked to perform a task using the interface • Most common objective measure • Task should be a specific, single interface feature • Description should be clearly worded without describing how to do it

  25. Questionnaire • Quantitative measure for subjective feelings • Creating survey that provides useful data is not trivial • Recommend use of scientifically created question (e.g. QUIS)

  26. Values To Be Measured • The data value metric • Typically metrics are: • Time for task completion • Number of errors • Average scores/ratings on questionnaire • Percentage of task completed in a given time • Ratio of successes to failures • Time spent in errors and recovery

  27. Values To Be Measured • Number of commands/actions used to perform task • Frequency of help/documentation use • Number of repetitions of failed commands • Number of available commands not invoked • Number of times user expresses frustration or satisfaction

  28. Setting Levels • Having determined what and how to measured, need to set acceptable levels • These levels will be used to determine when the interface has reached the appropriate level of usability • Important to be specific enough so that levels can be reasonably set

  29. Current Level • Present level of the value to be measured • Values can be determined from manual system, current automated system or prototypes • Proof that usability attribute can be measured • Baseline against which new system will be judged

  30. Worst Acceptable Level • Lowest acceptable level of user performance • This level must be attained for the product to be considered complete • Not a prediction of how the user will perform, but rather the worst performance that is considered acceptable

  31. Worst Acceptable Level • Tendency/pressure is to set the values too low • Good rule of thumb is to set them at or near the current levels

  32. Planned Target Level • The level of unquestioned usability, the ideal situation • Serve to focus attention on those aspects needing the most work (now or later) • May be based on competitive systems

  33. Best Possible Level • State-of-the-art upper limit • Provides goals for next versions • Gives indication of improvement that is possible • Frequently determined by having measuring expert user

  34. Observed Results • Actual values obtained from user testing • Provides quick comparison with projected levels

  35. Setting Levels • There are various methods for estimating the levels: • Existing systems or previous versions of new system • Competitive systems • Performing task manually • Developer performing with prototype • Marketing input based on observations of user performance on existing systems

  36. Setting Levels • The context of the task is important in determining these levels

  37. Example usability table

  38. Example usability table

  39. Example usability table

  40. Cautions • Each usability attribute should be (realistically) measurable • User classes need to be clearly specified • The number of attributes to be measured should be reasonable. Start small and add as experience grows • All project members should agree on the values

  41. Cautions • The values should be reasonable • If found to be too low, then increase them on next iteration • If they appear too high, it may be they were not realistically set or that the interface needs a lot of work! Judgement call

  42. Expert Reviews, Usability Testing, Surveys, and Continuing Assessment

  43. Introduction • Designers can become so entranced with their creations that they may fail to evaluate them adequately • Experienced designers have attained the wisdom and humility to know that extensive testing is a necessity

  44. Introduction • The determinants of the evaluation plan include: • stage of design (early, middle, late) • novelty of project (well defined vs. exploratory) • number of expected users • criticality of the interface (life-critical medical system vs. museum exhibit support)

  45. Introduction • costs of product and finances allocated for testing • time available • experience of the design and evaluation team

  46. Introduction • The range of evaluation plans might be from an ambitious two-year test to a few days test. • The range of costs might be from 10% of a project down to 1%.

  47. Expert Reviews • While informal demos to colleagues or customers can provide some useful feedback, more formal expert reviews have proven to be effective. • Expert reviews entail one-half day to one week effort, although a lengthy training period may sometimes be required to explain the task domain or operational procedures.

  48. Expert Reviews • There are a variety of expert review methods to chose from: • Heuristic evaluation • Guidelines review • Consistency inspection • Cognitive walkthrough • Formal usability inspection

  49. Expert Reviews • Expert reviews can be scheduled at several points in the development process when experts are available and when the design team is ready for feedback. • Different experts tend to find different problems in an interface, so 3-5 expert reviewers can be highly productive, as can complementary usability testing.

  50. Expert Reviews • The dangers with expert reviews are that the experts may not have an adequate understanding of the task domain or user communities.

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