This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
1. Usability and User
Experience (UX)
Amaya Becvar Weddle, Ph.D.
Usability Manager
2. About Me
– Ph.D. Cognitive Science, University of
California, San Diego
– Joined BitDefender in August, 2009
3. Course Overview
• Introduction
• What is usability and user experience?
• What is technology?
• 4 Important Principles of Usability
– LUNCH -
• UX Research and the Development
Cycle
• Applied exercise
4. Huh? What does all this mean?
• Usability
• User Experience
• User Research
• Information Architecture
• Interaction Design
• Visual Design
5. Usability
• Usability is the study of the ease with
which people can employ a particular
tool or other human-made object in
order to achieve a particular goal.
6. Usability Principles
– Jakob Nielsen
• Learnability: How easy is it for users to accomplish
basic tasks the first time they encounter the
design?
• Efficiency: Once users have learned the design,
how quickly can they perform tasks?
• Memorability: When users return to the design
after a period of not using it, how easily can they
reestablish proficiency?
• Errors: How many errors do users make, how
severe are these errors, and how easily can they
recover from the errors?
• Satisfaction: How pleasant is it to use the design?
7. User Experience (UX)
• User eXperience (UX) highlights the
experiential, affective, meaningful and
valuable aspects of Human-Computer
Interaction and product design.
• It also covers a person‟s perceptions of the
practical aspects such as utility, ease of use
and efficiency of the system.
14. What is technology?
• “The system by which a society provides its
members with those things needed or desired.”
(Websters’ New World Dictionary of the
American Language)
– This includes stuff, ways of interacting with stuff, and
ways of interacting with other people.
15. Defining Boundaries
• How should we think about technology
as user experience professionals?
– Hint: It‟s more than just PCs
16. Ecological Perspective
• Using technology implies a set of social and
cultural practices (soft technology)
• We should keep these in mind when designing
technology for everyday use
– Bonni Nardi, Vicki O’Day (1998) “Information
Ecologies: Using Technology with Heart”
17. Ecological Perspective
• “Glass door” refrigerator
Potential issue: for many families, the refrigerator door is
a central waypoint for organizing information
18. Hierarchical
Perspective
• The Human-tech Ladder
– Kim Vicente, The
Human Factor
19. Hierarchical Perspective
• Example. The iPhone
Political
Organizational
Team
Psychological
Physical
20. Exercise 1.
• Take a piece of cardstock paper and
create a Human-tech ladder
describing a piece of technology of
your choice. It should have all 5 levels
described.
• Think about it: How would considering
these different levels help you to
design? Is this a useful mental
exercise?
24. 3 kinds of consistency
• Internal
• External
• With the world
25. 3 kinds of consistency
• Internal
– Interactions should be consistent within
your product
26. 3 kinds of consistency
• Internal
– Actions should be referenced consistently
within your application
• Icons
– People have a powerful visual memory – use it!
• Names of functions and features
35. 2. Affordances
• So what?
– When we design, we should allow the
design to “speak for itself”
– It‟s form suggests an interaction
36. 2. Affordances
• So what?
– When we design, we should allow the
design to “speak for itself”
– It‟s form suggests an interaction
old new
37. 3. Mappings
• A logical match between a user‟s
mental model of the system and
interface features
38. Good or poor mapping?
• Analog watch knob
– for setting the time
• Digital watch
– for setting the time
• Power Window Buttons
– For opening and closing car windows
39. What’s behind a mapping,
anyway?
• Mental models of interfaces
– Ex. Driving
– Ex. „Surfing‟ the Web
• Technology may be easier to use when our
mental models match logically with the
system model - enables us to reason about it
40. BUT...
• Sometimes “smoke and mirrors” is better for
design
• System model can often be very technical
• Designing interfaces that match the system
model may not be optimal for users
– Remote controls
– Power switches on CPU
• Technology is easier to use when our
conceptual models match with the
interface!
43. Cognition, Psychology, and Design
• Clues to how things work come from
affordances, constraints, and
mappings
– Scissors
– Digital watch
• Help the user form a mental model of
the system
44. What’s so different about
modern technology?
• Surface vs. internal representations of
technology
45. What’s so different about
modern technology?
• Surface vs. internal representations of
technology
46. Inspiration from
Mechanical Devices
• One band-aid is replicating the incidental
feedback given by mechanical devices in
the digital realm
•Digital cameras
•Clicking buttons
47. 4. Another concept: feedback
• Provide people with immediate, salient
feedback
• Ziplock bags
48. 4. Feedback Interaction is like
a conversation
Computer
Interface
Execution – how the Evaluation – how we
user tells the computer compare what
what they want it to do happened to what the
user wanted to happen
Goals (user)
50. Evaluation
How we compare what happened to the computer
to what we wanted to happen
• Example – error messages
51. Evaluation
Example – error messages
• Explain what has gone wrong, why,
and what to do next.
• Don't blame the user for the error.
Reword it in a neutral way. (The
design is always to blame).
54. Thoughtless Acts
• “Thoughtless acts are those intuitive ways
we adapt, exploit, and react to things in
our environment; things we do without
really thinking.”
– -- Jane Fulton Suri, IDEO Design
• We can use such everyday moments to better
understand design environments, and how
people live within them.
55. Thoughtless Acts
1. Reacting - we react automatically with objects
and spaces that we encounter. Some qualities
and features prompt us to behave in particular
ways.
56. Thoughtless Acts
1. Reacting - we react automatically with
objects and spaces that we encounter.
Some qualities and features prompt us to
behave in particular ways.
2. Adapting - We alter the purpose or context
of things to meet our objectives.
58. Thoughtless Acts
1. Reacting - we react automatically with
objects and spaces that we encounter.
Some qualities and features prompt us to
behave in particular ways.
2. Adapting - We alter the purpose or context
of things to meet our objectives.
3. Signaling - We convey messages and
prompts to ourselves and other people.
60. Thoughtless Acts
1. Reacting - we react automatically with
objects and spaces that we encounter.
Some qualities and features prompt us to
behave in particular ways.
2. Adapting - We alter the purpose or context
of things to meet our objectives.
3. Signaling - We convey messages and
prompts to ourselves and other people.
4. Conforming - we learn patterns of behavior
from others in our social and cultural group.
61. Thoughtless Acts
• Conforming
– “Some actions, such as hanging a jacket to
claim a chair, have become spontaneous
through habit or social learning.”
63. Thoughtless Acts
1. Reacting - we react automatically with
objects and spaces that we encounter.
Some qualities and features prompt us to
behave in particular ways.
2. Adapting - We alter the purpose or context
of things to meet our objectives.
3. Signaling - We convey messages and
prompts to ourselves and other people.
4. Conforming - we learn patterns of behavior
from others in our social and cultural group.
5. Co-opting - We make use of opportunities
present in our immediate surroundings.
65. Thoughtless acts and
affordances
• Thoughtless provide evidence showing how
people opportunistically exploit affordances
of objects...even ones not explicitly
“designed in.”
66. Thoughtless Acts
• “Observing everyday interactions reveals subtle
details about how we relate to the designed and
natural world. This is key information and inspiration
for design, and a good starting point for any creative
initiative.”
• Watching naturalistic behavior to inspire design
68. Exercise
• During the lunch break, find 5 examples of
Thoughtless Acts. You can search in people‟s
work spaces, outside the building, in the
lunchroom, etc. Record them in notes, take
digital photos, or sketch them.
• Once recorded, identify the type of Thoughtless
Act each represents (not necessarily mutually
exclusive categories, you must make a case for
which type it is).
• Finally, choose the most “promising” example,
and provide an example of how you might
create a new design based upon what you have
observed.
71. Who are your users?
• Know who to invite to the “party”
• Defining characteristics of those users
– New or returning customers
– Novice or advanced
– Age, gender
– Jobs, skills
– Online habits
– Interests and activities
– Demographic information
– Availability to participate!
72. How do you find them?
• General population?
– Friends, networks, family, company
– Craigslist or other job boards
• Targeted user communities
– Specialized interest groups (parents, IT
admins)
– Conferences
73. How do you invite them?
• Create a screener – document/survey
used to recruit those users
– Address the required characteristics
– Consider the order and number of
questions
– Don‟t lead or reveal the desired answer
• http://www.surveymonkey.com/MySurvey_Edit
orFull.aspx?sm=ofKYkzMqjxH9pjWopn%2bCPvq
CSCG05mDvVeO%2bNCGa4gs%3d
74.
75. Why would they come?
• Incentives!
– Typically I try to compensate people
about $1/min. for their time
– More if they are from a specialized or
professional group
76. Research and the Product
Development Cycle
EXPLORE: Contextual
Inquiry, Ethnographic
Research, Customer
Interviews
DEFINE: Affinity Diagrams,
Persona Development,
Design Scenarios
USABILITY TESTING: RIT;
in-person testing ;
remote testing
DESIGN: Sketching;
Prototyping
RELEASE: Alpha, Beta,
GM
USABILITY TESTING:
Verification
77. Research and the Product
Development Cycle
EXPLORE: Contextual
Inquiry, Ethnographic
Research, Customer
Interviews
DEFINE: Affinity Diagrams,
Persona Development,
Design Scenarios
USABILITY TESTING: RIT;
in-person testing ;
remote testing
DESIGN: Sketching;
Prototyping
RELEASE: Alpha, Beta,
GM
USABILITY TESTING:
Verification
82. DEFINE: Affinity Diagrams,
Define
Persona Development,
Design Scenarios
• Affinity Diagrams and Card Sorting
– Useful for figuring out how to organize
websites, complex information
architecture in software
• What‟s in the navigation bar?
• How should the menus be organized?
83. DEFINE: Affinity Diagrams,
Define
Persona Development,
Design Scenarios
• Affinity Diagrams and Card Sorting
– Exercise.
• Work with a team of 3. Imagine you are
helping to build a website for parents where
they can build a profile and find useful
information.
• Group the following terms into categories that
make sense to you. Some terms can be sub-
categories and some terms can be group
headers.
84. DEFINE: Affinity Diagrams,
Define
Persona Development,
Design Scenarios
• Personas
– Who are your users? What do their daily
activities look like?
How are personas useful?
85. DEFINE: Affinity Diagrams,
Define
Persona Development,
Design Scenarios
• Design Scenarios
– How will your users interact with the
product?
86. Research and the Product
Development Cycle
EXPLORE: Contextual
Inquiry, Ethnographic
Research, Customer
Interviews
DEFINE: Affinity Diagrams,
Persona Development,
Design Scenarios
USABILITY TESTING: RIT;
in-person testing ;
remote testing
DESIGN: Sketching;
Prototyping
RELEASE: Alpha, Beta,
GM
USABILITY TESTING:
Verification
87. DESIGN: Sketching;
DESIGN
Prototyping
• Sketches and Wireframes
– a basic visual guide used in interface
design to suggest the structure and
relationships between its elements.
– Typically, wireframes are completed
before any artwork is developed.
– Meant to be a work-in-progress
88. DESIGN: Sketching;
Design
Prototyping
• Paper Prototyping
– Exercise
• Using the information architecture discovered
in the card sorting exercise, come up with a
preliminary home page design for the parent‟s
website. You can use cardstock paper, pens,
and smaller pieces of paper to represent
menus or navigation elements. Be creative!
Look for design patterns inspired from websites
that you like. Don‟t worry about getting it
“perfect” as we will test this design later.
89. DESIGN: Sketching;
DESIGN
Prototyping
• Mockups
– Some of my favorite tools
• PowerPoint
• Photoshop
• MS Paint
• Omnigraffle
93. Research and the Product
Development Cycle
EXPLORE: Contextual
Inquiry, Ethnographic
Research, Customer
Interviews
DEFINE: Affinity Diagrams,
Persona Development,
Design Scenarios
USABILITY TESTING: RIT;
in-person testing ;
remote testing
DESIGN: Sketching;
Prototyping
RELEASE: Alpha, Beta,
GM
USABILITY TESTING:
Verification
94. USABILITY TESTING: RIT;
in-person testing ;
remote testing
USABILITY TESTING
Methodology
• ~6-10 participants are recruited to match a target profile:
– e.g.: PC users, have purchased security software
before; have basic to moderate comfort level with
computers
– Sometimes, special criteria: e.g. 5/6 are female
parents
• Participants are invited to the testing facility for a 1-1.5
hour session.
• The moderator guides participants through a series of
simulated tasks, using low or high-fidelity prototypes.
• “Imagine that you have just purchased security
software for your PC and are trying to install it on your
computer. Please interact with these screens as you
would expect to in order to install the software.”
95. USABILITY TESTING: RIT;
USABILITY TESTING
in-person testing ;
remote testing
“Think aloud” protocol What would you do here?
What do you think of that?
What happened?
96. USABILITY TESTING: RIT;
USABILITY TESTING
in-person testing ;
remote testing
Participants are videotaped with a dual-camera set-up to allow for simultaneous
recording of screen activity and facial expressions. One moderator guides the
participant through tasks, and one to two observers can be present.
98. DESIGN: Sketching;
USABILITY TESTING
Prototyping
– Exercise
• Now you will test the paper prototype that you
created in the previous exercise. One person
from your team (moderator) should take the
design to two other people (participants) from
another team. Before running a test, be sure
that you have come up with a defined set of
tasks that you will ask each participant to
attempt during the test. When you are
finished, meet with your team to discuss the
results, and what your observations suggest in
the way of a redesign.
105. Design your own UX Research Program!
• Working by yourself, or with a partner or group, come up with a
research program to study a new product or website through its
development. You can choose a topic that you are interested
in, or you can ask me for some samples.
• Assumptions –
– There is a market for this product, and a marketing team to target it
– Your technical team can build/support the underlying technology
• Your objectives:
– How will you find out who will use this product?
– How will you find out what users want from a product like this?
– What will you do with this data?
– How will you formulate a design/prototype?
– How will you test its efficacy?
– Why are these methods more appropriate than other alternatives?
Notes de l'éditeur
Does not imply having special abilities or talents. There are some skills and principles that are learned, but most good insight into usability comes from observation and research – from users, not UX professionals.
Google Buzz
Draw on design patterns and interactions that users are familiar with Don’t overengineer – keep it simple
Ultimately, the usability team is situated in a business environment and needs to operate fluidly between many groups of an organization. While user needs should be important for setting priorities, sometimes creating a product involves compromise, and iterating on a design until you get it as good as you can. (asking for an email address when creating an account)
It’s useful to take a step back and think about how technology is part of the complex environment in which we live and work.
If you notice, this definition does not differentiate between hardware, software, and people (culture)
How much do we consider? It goes beyond the screen of the computer…
Let’s say we were a company designing a new and improved refrigerator.Opportunistic use of the metal surface of refrigerators – magnets.When we create a glass door refrigerator, this is no longer possibleHow will this affect consumers’ everyday use of the product?How would we know about this potential issue if we didn’t consider the whole ecology?
Team level – how has having a cell phone or an iPhone affected your relationships with people?Organizational level – let’s say you were trying to coordinatea group of people together using an app on the iPhonePolitical level – GPS embedded phone – who can track that information? Privacy? How comfortable to people feel sharing that information?
3 types of consistency to consider…
Sometimes hard for stakeholders to understandwireframes and see their possibility – like an architectural blueprint