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User Centered Design: An Introduction to the Design, Prototyping, and Evaluation of User Interfaces

User Centered Design: An Introduction to the Design, Prototyping, and Evaluation of User Interfaces. IS 485, Professor Matt Thatcher. Interface Hall of Shame. Milltronics' Dolphin Plus (a configuration package for industrial level and flow sensors). Interface Hall of Shame.

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User Centered Design: An Introduction to the Design, Prototyping, and Evaluation of User Interfaces

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  1. User Centered Design:An Introduction to the Design, Prototyping, and Evaluation of User Interfaces IS 485, Professor Matt Thatcher

  2. Interface Hall of Shame Milltronics' Dolphin Plus (a configuration package for industrial level and flow sensors)

  3. Interface Hall of Shame

  4. A Proposed Redesign

  5. Interface Hall of Shame

  6. Agenda • Who am I? • HCI introduction • Usability defined • Iterative, user-centered design • Waterfall vs. prototyping • UI designer as architect • a discussion of the analogy • an overview of methods and tools • Course administration

  7. Who am I? • Associate Professor of MIS • The Wharton School, University of Penn • Ph.D and M.S. in Information Technology / Economics • B.S. in Finance and Decision Sciences • Research interests • economic impact of IT on firms/industry • IT value • software patent policy design • Course information • http://faculty.unlv.edu/thatcher/is485/

  8. What is HCI? • Human • the end-user of the program • Computer • the machine that the program runs on • Interaction • the user tells the computer what she wants (inputs) • the computer communicates the results (outputs)

  9. Where Does HCI Occur? User User Interface Applications Software Systems Software Data base and Telecommunications Hardware

  10. User Interfaces (UIs) • Part of the program that allows • users to interact with the computer • users to carry out their tasks • User vs. customer vs. client • user is a term not used in many industries • customer – the person who will use the product you build • client - the person/company that is paying you to build it • The UI is the system to the user • everything the user hears, sees, touches, etc. • metaphors, organization, navigation, appearance, interaction • HCI = designing, prototyping, and evaluating UIs

  11. What Do Users Want? Well designed software applications exhibit Technical Soundness Functionality Usability

  12. What’s the Difference? Functionality It works as the specs say it will It is available and reliable (it works the same way every time) Technical Soundness People can perform their tasks quickly and easily Usability

  13. Why is Usability So Important? User User Interface Applications Software Systems Software Data base and Telecommunications Hardware

  14. Measuring Usability • Easy to learn • how long does it take for typical users to learn relevant tasks? • Easy to remember • how easy is it to remember from one session to the next? • Efficient to use • how long does it take to perform benchmark tasks? • Minimal error rates • how many and what kinds of errors are commonly made? • if they occur, is good feedback provided so users can recover • High user satisfaction (subjectively pleasing) • confident of success • visually pleasing

  15. Keys to Designing and Building Successful, Highly Usable UIs • User-centered design • Task analysis • Iterative UI design cycle • design • rapid prototyping • evaluation • iteration • Programming • Implementation...

  16. User-Centered Design (UCD)(Part 1) • A highly structured, comprehensive software development methodology driven by • clearly specified, task-oriented business objectives • recognition of user needs, limitations, and preferences • not technology-centered

  17. Organizational & Social Issues Tasks Design Technology Humans UCD (Part 1):Task Analysis

  18. User-Centered Design (UCD)(Part 2) • Information collected using task analysis is scientifically applied in the design, prototyping, evaluation, and implementation of products and services

  19. UCD (Part 2):The Prototyping Model Design Evaluate Prototype

  20. GUI Screen Design • Metaphors • essential concepts conveyed through words and images • Organization of content (data and functions) • screen layout and screen sequencing • screen controls/widgets (e.g., check boxes, option buttons) • Navigation • efficient movement along the content via menus, icons, dialog boxes, buttons, windows, hyperlinks, commands, etc. • Appearance (the look) • visual (typefaces, fonts, size, typesetting, color, etc.), auditory, ornamental background, etc. • Interaction (the feel) • effective input and feedback sequencing (physical I/O devices)

  21. What is a Prototype? • Smaller representation of the system • a way to see what something will look like before it is built • less reliable, robust, and complete than final systems • Communicates a physical representation of the proposed design to the user • Built with tools, not production code • different construction materials than the final system • much faster and cheaper to develop • Keeps the design centered on the user • allows user involvement in testing design ideas • supports iterative design based on user feedback

  22. A Prototype of a Palm Banking Application • Web-based (html) representation of a software application for a handheld technology

  23. Rapid Prototyping • Build a mock-up of the UI design • Low-fidelity techniques • paper-based sketches and storyboards • chauffeured prototypes • Visio, SmartDraw, drawing tools, etc. • High-Fidelity techniques • interactive, computer-based prototypes • Access, Dreamweaver, Frontpage, GoLive, HTML, Visual Basic, Director, Flash, HyperCard, PowerPoint, Excel, etc.

  24. Evaluation • Test with real users (participants) • user testing • Expert reviews (evaluations w/o users) • heuristic evaluations • cognitive walkthroughs • pluralistic walkthroughs • consistency checks • and many more…

  25. Iterate! Design Evaluate Prototype

  26. Design Prototype Evaluate Waterfall vs. Prototyping Initiation Application Description Analysis Requirements Specification Design System Design Implement Product

  27. Problems with WF • WF lacks user’s perspective • technology-driven • focus is on the “client”, not the “user” • does not involve user until “implementation” stage • sees user role as finding “bugs” in the code or other minor problems • WF has no feedback (sequential, not iterative) • groups “hand off” discrete deliverables to the next group in the WF process • functional specs are frozen early in the process • high cost of fixing errors • increases by factor of 10 at each stage • iterative design finds these earlier

  28. User-Centered Design (UCD) • When rigorously applied, a UCD approach • keeps the design centered on users (not technology) • keep users involved throughout process (early and often) • meets both user needs and the business objectives of the sponsoring organization

  29. Why Do Iterative User-Centered Design? • Nearly 25% of all applications projects fail. Why? • overrun budgets & management pulls the plug • others complete, but are too hard to learn/use • Solution is iterative user-centered design. Why? • easier to learn & use products sell better • can help keep a product on/ahead of schedule • reduces training costs, technical support, maintenance efforts, product updates • satisfied users leads to reputation effects (or better employee retention)

  30. Who Builds Interfaces? • A team of specialists (ideally) • graphic designers • interaction / interface designers • technical writers • marketers • technical support • test engineers • software engineers • customers/users • client • and more…

  31. UI Designer as Architect (Clarifying UCD) • Design • users (home buyers) • tasks (functions, activities, or units of work) • environment (where are tasks performed?) • technology (construction materials) • Prototyping and evaluation • low-fi sketches (blueprints) • high-fi representations (small-scale models) • Iterate • Programming (construction) • don’t commit to “brick-and-mortar” too fast • Implement (move-in)

  32. Tasks Design What Does An Architect Want to Know Before Designing a Home? Environment (e.g.,climate) Construction Materials Home Buyer

  33. The Architect’s Prototyping Model Design Evaluate Small-scale models Construction only after sufficient iterations

  34. Summary • UI design is about: • creating a user experience that is easy to understand • keeping human concerns at the center of the design process • focusing on usability • Task analysis • method of identifying and characterizing the users, their tasks, and the context • Prototyping model • iterative, user-centered approach that involves users early and often

  35. Goals of the Course • Learn to design, prototype, and evaluate UIs • the importance of human factors in the design of interactive software applications • cognitive / perceptual constraints that affect UI design • task analysis and contextual inquiry to identify software requirements • technology tools used to prototype UIs • techniques used to evaluate a UI design • importance of iterative design for usability • real-world applications of course concepts and tools • how to work together on a team project • how to communicate your results to a group

  36. How IS 485 Fits Into the MIS Curriculum? • Most courses focus on learning technology • programming languages, data structures, databases, telecommunications • IS 485 is concerned with design and evaluation • focus on human factors • assume you can program and learn new languages • technology as a tool to evaluate via prototyping • skills will be important in any career you choose

  37. Administrivia - Class Structure • Registration • everyone registered? • Syllabus • look over very carefully • Readings • electronic reserves • internet readings • downloadable documents

  38. Administrivia - Class Structure • Teaching style • lectures • case studies (design, prototyping, and evaluation) • interactive, in-class assignments • student presentations • computer demonstrations and tutorials • Grading • project milestones (50%) • mid-term exam (30%) • attendance/participation (20%)

  39. Administrivia - Class Structure • Course web-site • http://faculty.unlv.edu/thatcher/is485/ • course materials, notes, announcements, etc. • Regarding missed exams • Honor code

  40. Responsibilities • Me • make sure you understand • keep you amused and interested in coming to class • make this class useful to you for getting and keeping a job • You • do the readings • come to class ready to participate • find help when you need it • tell me if I am going too fast/slow

  41. The “Quality Circle” • Feedback from YOU is critical to the success of the course • 1 student -> liaison bet. the class and me • have lunch w/ me 4 times during the semester • students in the class can approach (or email) the representatives to discuss problems or concerns • responsible for passing the anonymous feedback to me • Volunteers • your name and email address will be posted to the website

  42. Any Questions or Comments?

  43. Next Time • Team project • Read through the course web site • schedule • syllabus • project • milestones • team meetings [look at “Team Feedback 1”]

  44. Teams • One member from each team should: • go to the left side of the white board • write down the name of each team member as of now • Students without a team should: • go to the board • write your name on the right hand side of the board • Let’s figure this out • I need to take pictures and get emails

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