Obstacles and Pitfalls in Development Path: Unit-Ii
Obstacles and Pitfalls in Development Path: Unit-Ii
COMMON PITFALLS
IRRITATING CHARACTERS
• Visual clutter
• Impaired information readability
• Incomprehensible components
• Annoying distractions.
• Confusing navigation.
• Inefficient operations
• Inefficient page scrolling.
• Information overload
28
DESIGN TEAM
• Development
• Human factors
• Visual Design
• Usability assesment
• Documentation
• Training
• Annoyance: Roadblocks that prevent a task being completed, or a need from being
satisfied, promptly and efficiently lead to annoyance. Inconsistencies in design,
slow computer reaction times, difficulties in quickly finding information, outdated
29
information, and visual screen distractions are a few of the many things that may
annoy users.
• Boredom: Boredom results from improper computer pacing (slow response times or
long download times) or overly simplistic jobs.
• These psychological responses diminish user effectiveness because they are severe
blocks to concentration.
--Thoughts irrelevant to the task at hand are forced to the user’s attention,
and necessary concentration is impossible.
• Psychological responses frequently lead to, or are accompanied by, the following
physical reactions.
• Abandonment of the system: The system is rejected and other information sources
are relied upon. These sources must, of course, be available and the user must have
the discretion to perform the rejection.
• Partial use of the system: Only a portion of the system's capabilities are used,
usually those operations that are easiest to perform or that provide the most
benefits. Historically, this has been the most common user reaction to most
computer systems. Many aspects of many systems often go unused.
• Indirect use of the system: An intermediary is placed between the would-be user
and the computer. Again, since this requires high status and discretion, it is another
typical response of managers or others with authority.
30
• Modification of the task: The task is changed to match the capabilities of the
system. This is a prevalent reaction when the tools are rigid and the problem is
unstructured, as in scientific problem solving.
• Misuse of the system: The rules are bent to shortcut operational difficulties. This
requires significant knowledge of the system and may affect system integrity.
• These physical responses also greatly diminish user efficiency and effectiveness.
They force the user to rely upon other information sources, to fail to use a system's
complete capabilities, or to perform time-consuming "work-around" actions
• Importance in design are perception, memory, visual acuity, foveal and peripheral vision,
sensory storage, information processing, learning, skill, and individual differences.
• Perception
• Proximity
• Similarity
• Matching patterns
• Succinctness
• Closure
• Unity
• Continuity
• Balance
• Expectancies
• Context
• Signals versus noise
• Memory: Memory is not the most stable of human attributes, as anyone who has
forgotten why they walked into a room, or forgotten a very important birthday, can
attest.
• -Short-term, or working, memory.
- Long-term memory
- Mighty memory
- Sensory Storage
31
• Mental Models: As a result of our experiences and culture, we develop mental
models of things and people we interact with.
• Mental models also enable a person to predict the actions necessary to do things if
the action has been forgotten or has not yet been encountered.
• Movement Control : Once data has been perceived and an appropriate action
decided upon, a response must be made.
32
• The essence of skill is performance of actions or movements in the correct time
sequence with adequate precision. It is characterized by consistency and economy
of effort.
• Economy of effort is achieved by establishing a work pace that represents optimum
efficiency.
• It is accomplished by increasing mastery of the system through such things as
progressive learning of shortcuts, increased speed, and easier access to information
or data.
• Skills are hierarchical in nature, and many basic skills may be integrated to form
increasingly complex ones. Lower-order skills tend to become routine and may
drop out of consciousness.
• System and screen design must permit development of increasingly skillful
performance.
• Individual Differences: In reality, there is no average user. A complicating but very
advantageous human characteristic is that we all differ-in looks, feelings, motor
abilities, intellectual abilities, learning abilities and speed, and so on.
• In a keyboard data entry task, for example, the best typists will probably be twice as
fast as the poorest and make 10 times fewer errors.
• Individual differences complicate design because the design must permit people
with widely varying characteristics to satisfactorily and comfortably learn the task
or job, or use the Web site.
• In the past this has usually resulted in bringing designs down to the level of lowest
abilities or selecting people with the minimum skills necessary to perform a job.
• But technology now offers the possibility of tailoring jobs to the specific needs of
people with varying and changing learning or skill levels. Multiple versions of a
system can easily be created.
•
Design must provide for the needs of all potential users
33
HUMAN CONSIDERATIONS IN DESIGN
JOB/TASK/NEED
34
PSYCHOLOCICAL CHARCTERISTICS
PHYSICAL CHARACTRISTICS
• The speed at which people can perform using various communication methods has
been studied by a number of researchers.
• Reading: The average adult, reading English prose in the United States, has a
reading speed in the order of 250-300 words per minute. Proof reading text on
paper has been found to occur at about 200 words per minute, on a computer
monitor, about 180 words per minute.
• One technique that has dramatically increased reading speeds is called Rapid Serial
Visual Presentation, or RSVP. In this technique single words are presented one at a
time in the center of a screen. New words continually replace old words at a rate set
by the reader. For a sample of people whose paper document reading speed was
342 words per minute. (With a speed range of 143 to 540 words per minute.) Single
words were presented on a screen in sets at a speed sequentially varying ranging
from 600 to 1,600 words per minute. After each set a comprehension test was
administered.
READING
LISTENING
35
KEYING
• Typewriter
Fast typist: 150 words per minute and higher
Average typist: 60-70 words per minute
• Computer
Transcription: 33 words per minute
Composition: 19 words per minute
• Two finger typists
Memorized text: 37 words per minute
Copying text: 27 words per minute
• Hand printing
Memorized text: 31 words per minute.
Copying text: 22 words per minute.
36
DIRECT METHODS
INDIRECT METHODS
• MIS Intermediary
• Paper Surveyor Questionnaire
• Electronic Surveyor Questionnaire
• Electronic Focus Group
• Marketing and Sales
• Support Line
• E-Mail or Bulletin Board
• User Group
• Competitor Analyses
• Trade Show
• Other Media Analysis
• System Testing
DETERMINING BASIC BUSINESS FUNCTIONS
• Major system functions are listed and described, including critical system inputs and
outputs.
A flowchart of major functions is developed. The process the developer will use is
summarized as follows:
37