Lecture 9,10,11
Lecture 9,10,11
IE403
Lecture – 9-11
Usability Heuristics
Recap
Cognitive Model
Gulf of execution and Gulf of evaluation
7 stages of actions By Norman
Mental Vs Conceptual Model
Task analysis
Slide 3
Agenda
Slide 4
Jakob Nielsen
Usability consultant
Jakob Nielsen is a leading web usability
consultant. He holds a Ph.D. in human–
computer interaction from the Technical
University of Denmark in Copenhagen.
Slide 5
History of the Heuristics
Derived
Factor analysis of 249 usability problems
Slide 6
The Ten Heuristics as put forth by Nielsen.
Slide 7
Visibility of system status
Users need to be kept informed by the system about what is
going on, through appropriate feedback within reasonable time.
Most important
to users is to know "Where
Elaboration am I?" and
'Where can I go next?"
constantly made aware of his/her interaction with the interface Internal reference is a must
while interacting. to feel in control.
The control response ratio (input – output time) need to be as
small as possible.
Any interface needs to communicate that it is in a ready state to
be operated upon
Slide 8
Match between system and the real world
The system should speak the users' language, with words, phrases and
concepts familiar to the user, rather than system-oriented terms. Follow
real- world conventions, making information appear in a natural and
logical order.
My program gave me
the message Rstrd That’s
But surely you No, no… Rstrd Info
Info. restricted
information can tell me!!! stands for “Restricted
What does it mean? Information”
It means the
Hmm… but program is too Ok, I’ll take a
what does it busy to let you log coffee
mean??? on
Slide 9
2 Speak the users’ language
Use meaningful mnemonics, icons & abbreviations
eg File / Save
Ctrl + S (abbreviation)
Alt FS (mnemonic for menu action)
(tooltip icon)
Slide 10
User control and freedom
Users often choose system functions which they did not want . (Mouse click due to
haste) . This calls for Support undo and redo.
A user need to have to go through tracing too many steps back to regain control.
Elaboration: Sequential thought process in a user that follows a simple everyday human
habit need to be reflected in the dialogue between the device and the user. A good
interface facilitates this.
Slide 11
Consistency and standards
Using different words to mean the same
action or using different symbols on
different pages can be confusing to the
user. Users should not have to wonder
whether different words, situations, or
Consistent syntax of input actions mean the same thing. They should
not be in doubt as to what to do next.
Cancel
Consist effects
commands, actions have same effect in
equivalent situations
Slide 12
Strive for Consistency
Start Stop
Slide 13
Strive for Consistency
Start Stop
Slide 14
Strive for Consistency
START STOP
Start Stop
Slide 15
Strive for Consistency
Start Stop
Slide 16
Error prevention
Prevention of error is best approach. However recovery from error
prone actions through a well designed error message should be
adopted.
Elaboration : To err is human. Errors can happen regardless the level of
expertise of the user or familiarity of the interface. A good principle of design
is to seek out error prone interactions , build in error prevention within the
dialogue. Forewarning, restricting , prompting , retracing or recovery routes ,
etc are means of addressing errors. Errors lead to a situation wherein users
feel subdued by a machine. Anticipating for errors and incorporating
preventive measures ensures fear free and ego free user thereby giving
importance to ‘H’ in HCI through ‘I’
Slide 17
Designing for slips
General rules
prevent slips before they occur
detect and correct slips when they do occur
user correction through feedback and undo
Slide 18
Types of slips
Capture error
frequently done activity takes charge instead of one intended
occurs when common & rarer actions have same initial sequence
change clothes for dinner and find oneself in bed (William James, 1890)
minimize by believe I
pressed
Yes...
make actions undoable instead of confirmation
allows reconsideration of action by user
e.g. open trash to undelete a file
Slide 19
Types of slips
Description error
intended action similar to others that are possible
usually occurs when right & wrong objects physically near each other
minimize by
rich feedback
undo
Slide 20
Types of slips
Loss of activation
forget what the goal is while undergoing the sequence of actions
start going to room and forget why you are going there
for
but continue action to remember (or go back to beginning)!
minimize by
if system knows goal, make it explicit
Slide 21
Types of slips
Mode errors
people do actions in one mode thinking they are in another
refer to file that’s in a different directory
look for commands / menu options that are not relevant
minimize by
have as few modes as possible (preferably none)
make modes highly visible
Slide 22
Generic system responses for errors
Gag
deals with errors by preventing the user from continuing
eg cannot get past login screen until correct password entered
Warn
warn people that an unusual situation is occurring
when overused, becomes an irritant
e.g.,
audible bell
alert box
Slide 23
Elaboration : Reduction on cognitive
Recognition rather than recall load during the interaction ensures
that the user is not asked to rely on means
Loading the STM- short term memory of the and methods that extract human cost. If an
user beyond a limit has negative interface requires specilised training and use
consequences. Given a navigation path, a user of memory to operate - it will be quickly
abandoned by the user.
need not have to remember or recall all the Analogy, metaphor, symbols, sounds, etc are
instructions. Users are better at recognising used as design elements in an interface to
things they have previously experienced. ease recall thereby eliminating the need for ‘
Prompts , visibility , sequential direction, pop- thinking while interacting’ and memory loads
for the user.
ups etc should come to the aid of the user.
Help needs to be easily retrievable.
Slide 24
Flexibility and efficiency of use
The system can cater to both inexperienced and experienced users. As the user
becomes proficient - shortcuts can be encouraged. Thereby increasing the
efficiency. Allowing the rearranging of the screen elements by the user can also be
adopted.
Elaboration : Once a user becomes adept at using an interface , he/she
upgrades into a higher level user from a novice. Such users will always
seek to complete the task faster . Such users seek out shortcuts. An
interface need to allow this. It needs to be flexible and make it possible
for the user to adopt quicker dialogues through shortcuts. The user feels
efficient as well as proficient. The feeling of having mastered the software
is a flexible sign of being in control thereby.
Slide 25
Aesthetic and minimalist design
Relevancy, simplicity, minimum amount of labels, un cluttered
graphics result in efficient communication dialogue between the
user and the interface unnecessary superfluous elements need
to be dropped.
Slide 26
Help users recognize, diagnose & recover from
errors
Preventing a user who is about to make a error would be a good
approach. Gentle wording of error messages, constructive suggestions, reeducating the
user- all can contribute to a happy self confident user who is not afraid of being caught
unawares or penalized.
Elaboration : No body likes to be loudly informed that he/ she has erred. Error
messages need to be disused as suggestions / prompts and precise instructions so
as to be able to correct the error and recover. The learning component in errors so
that the user recognizes the error as it is being made, or recognizes the reason why
the error happened in the first place – helps the user learn.
Slide 27
Help and documentation
Even though it is better if the system can be used without documentation, it may be necessary to
provide help and documentation. Help quarries need to be answered promptly without the user
having to go through an elaborate eliminating list.
Elaboration : This again is to assist the user learn and understand the
dialogue between the user and the machine or understand - where what
went wrong - or aid recall during memory-lapses due to long usage time
gaps.
Adequate ‘Help’ support system when the user wants and at the
point where the user wants it - is a good principle of Interface
design.
The screen shots
(1&2) attempt to
Train the user by
o09ffering
information on the
consequences of
their decision
Slide 28
Conclusions:
Slide 29
Usability
⮚ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which
users accomplish tasks
Slide 30
Slide 31
Useful Vs Usable
Segway
Rio MP3 Vs Ipod
ATM Credit card machines
SinclairC5
Slide 32
Why usability?
Slide 33
Interface Hall of Shame
Slide 34
Problems
Slide 35
A better solution???
Slide 36
Slide 37
Dimensions of Usability
Slide 38
Usability is related to Human Capabilities
performance Limits
Consequences
Intuitiveness
Maximum success for first-time users, with
minimum training, explanation or thought
Efficiency
Maximum success for long-term users, with
minimum time, mental load, physical effort
Slide 39
UCD Methods (ISO 13407)
The UE lifecycle
SYSTEM LIFE CYCLE
FEASIBILITY REQUIREMENTS DESIGN IMPLEMENT RELEASE
USER CONTEXT FUNCTIONAL TECHNICAL PROTOTYPE USEABILITY FEEDBACK
REQs OF USE TESTING
Design Stages
Task Information produced
Knowing the user User characteristics, User background
Knowing the task User’s current task, Task analysis
User requirements User requirements specification
Setting usability goals Usability specification
Design process Design Specification
HCI Guidelines & heuristic analysis Feedback for design iteration
Prototyping Prototype for user testing
Evaluation with users Feedback for freezing design
Redesign and evaluate with users Finished product
Evaluate with users and report Feedback on product for future systems
Slide 40
The UCD Methodology.
User centered design processes : UCD
User tasks
User requirements User goals
System specification
Build prototype
Software Development
Test Prototypes
Analyze data
Refine design
Evaluate design
Slide 41
Nielsen (1993) identified five attributes that contribute to usability:
•Learnability. The user should be able to promptly start performing
their tasks with the system.
•Efficiency. Once the user has learned the system, a high level of
productivity should be possible.
•Errors. Users should not make many errors using the system, and if
they do, they should be able to easily recover from them. Catastrophic
errors should not occur.
Slide 42
In Class Exercise
Usability Evaluation
Conduct a quick Usability evaluation of your mobile phone &
Rating out of 10
Effective to use - Functional
Slide 43