CS487_Week2_UnderstandingTheProblem
CS487_Week2_UnderstandingTheProblem
01 Usability Principles
02 User-Centered Design
03 Universal Design
What Makes a Good UI?
✗Functionality
✗Speed & efficiency
✗Reliability, security, data integrity
✗Standardization, consistency
✗USABILITY !
4
Usability
“Extent to which a product can be used
by specified users to achieve specified
goals with effectiveness, efficiency and
satisfaction in a specified context of use.”
Remember…
✗A usable system is:
✗easy to use
✗easy to learn
✗easy to remember how to use
✗effective to use
✗efficient to use
✗safe to use
✗enjoyable to use
6
Why is Usability Important?
7
How to Ensure Usability?
Definition Charectarestis Example
Advice on UI design
Principles General and abstract Be consistent
issues
Suggestions on how Be consistent in the way that you
Guidlines General and semi-detailed
to increase usability have users leave menus
Provide an “Escape” option in the
Instructions on dialog in which users may want to
Rules principle/guideline Specific and detailed leave the dialog box without
implementation making any changes or selecting
any options. -> “Cancel” button
ISO 9241 multi-part standard
Set by national or
Standards international bodies Specific and mandated covering ergonomics of human-
computer interaction 8
Principles, Guidelines, Rules, and Standards
Abstract Generic
18
Good Design, The Goal!
“Every designer wants to build a high-
quality interactive system that is admired by
colleagues, celebrated by users, circulated
widely, and imitated frequently.”
— Shneiderman, 1992
...and anything goes!...
Examples of Bad Designs
22
Can you identify what’s bad about each?
More Bad Examples
23
Closer to Fine: A Philosophy
“The human user of any system is the focus
of the design process. Planning and
implementation is done with the user in
mind, and the system is made to fit the user,
not the other way around.”
— Bruce Walker
“Good Design” Means
✗Systems are built for humans; must be designed for the user
✗Recognize individual differences; appreciate design implications of
these human factors
✗Recognize that the design of things, procedures, etc., influences
human behavior and well-being
✗Emphasize empirical data and evaluation
✗Rely on the scientific method
✗Things, procedures, environments, and people do not exist in
isolation 23
“Good Design” Is Not…
✗ NOT just applying checklists and guidelines
✗These can help, but UI design is a whole philosophy
✗ NOT using oneself as the model user
✗Know your real users; recognize variation in humans
✗ NOT just common sense
✗Knowing how to design a fire alarm so it will be heard over
background noise is not something we all know
✗The human factors specialist knows where or how to get the
information needed to answer design questions
24
Methodologies, Traditional vs User-Centered
Traditional:
Requirements
✗Sequential
Design
✗Concerned with producing
Implementation software, software specification,
Validation maintainability, and testing
Maintenance ✗Considers the interface to be just
another software component
Example, Waterfall Model
25
Methodologies, Traditional vs User-Centered (cont.)
User-Centered:
Requirements
✗Iterative
Design
✗Focuses on an understanding of
Implementation the users and their context
Validation ✗Interface design and evaluation
Users Needs Maintenance
are built in from the first stage of
projects, through implementation
Lots of Feedback!
26
So What is User-Centered Design?
✗Easy-to-use products
✗Satisfy customers
✗Decrease expenditures on technical
support and training
✗Advertise ease-of-use successes
✗Ultimately increase market share
32
UCD, The Principles
1. Set clear goals 4. Evaluate Designs
Determine target market, intended User feedback is gathered early
users, and primary competition and often to drive product design
2. Understand users 5. Assess competitiveness
If you want a user to understand Whatever the majority of
your product, you must first customers are using today to
understand the user carry out the tasks
3. Design the total user experience 6. Manage users
Everything a customer sees, hears, Continue to monitor and listen to
and touches is designed to satisfy your users, and let their feedback
user’s needs inform your decisions 33
UCD, The Process
✗Essential activities in a user-centered design project include:
• Multi-modal systems
• use more than one sense (or mode ) of interaction
• e.g. visual and aural senses: a text processor may speak the words
as well as echoing them to the screen
• Multi-media systems
• use a number of different media to communicate
information
• e.g. a computer-based teaching system: may use video, animation,
text and still images: different media all using the visual mode of 36
interaction; may also use sounds, both speech and non-speech:
two more media, now using a different mode
Structure Speech Recognition Problems
• phonemes
• 40 of them
• basic atomic units
• sound slightly different depending on the context they
are in, these larger units are …
• allophones
• all the sounds in the language
• between 120 and 130 of them
• these are formed into …
• morphemes
37
• smallest unit of language that has meaning.
Structure of Speech
Different people speak differently:
accent, intonation, stress, idiom, volume, etc.
The syntax of semantically similar sentences may vary.
Background noises can interfere.
People often “ummm.....” and “errr.....”
Words not enough - semantics needed as well
requires intelligence to understand a sentence
context of the utterance often has to be known
also information about the subject and speaker
e.g. even if “Errr.... I, um, don’t like this” is recognised, it is a fairly useless piece of
38
information on it’s own
Non-Speech Sounds
• boings, bangs, squeaks, clicks etc.
• commonly used for warnings and alarms
• Evidence to show they are useful
• fewer typing mistakes with key clicks
• video games harder without sound
• Language/culture independent, unlike speech
39
Auditory Icons
Problems
personal differences in letter formation
co-articulation effects
Breakthroughs:
stroke not just bitmap
special ‘alphabet’ – Graffeti on PalmOS
Current state:
usable – even without training 41
but many prefer keyboards!
Users with Disabilities
• visual impairment
• screen readers, SonicFinder
• hearing impairment
• text communication, gesture, captions
• physical impairment
• speech I/O, eyegaze, gesture, predictive systems (e.g. Reactive keyboard)
• speech impairment
• speech synthesis, text communication
• dyslexia
• speech input, output
• autism 42
• communication, education
… Plus …
• age groups
• older people e.g. disability aids, memory aids, communication tools
to prevent social isolation
• children e.g. appropriate input/output devices, involvement in
design process
• cultural differences
• influence of nationality, generation, gender, race, sexuality, class,
religion, political persuasion etc. on interpretation of interface
features
• e.g. interpretation and acceptability of language, cultural symbols, 43
gesture and colour
Resources & More…
Textbooks Chapters:
✗ Human-Computer Interaction - CH2, CH3, CH4, and CH7
Credits:
✗ Some slides content and illustrations are courtesy of:
✗ Prof. David G. Kay @UCLA, <link>
✗ Prof. John T.Stasko @GeorgiaTech, <link>
✗ Nigini Oliveira et al. @The Allen School, <link>
✗ Slides design and infographics <slidescarnival.com/>
44