CS160: User Interface Design, Prototyping and Evaluation. Prof: John Canny GSI: Anuj Tewari
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1 CS160: User Interface Design, Prototyping and Evaluation Prof: John Canny GSI: Anuj Tewari
2 Theme for this semester: Mobile apps
3 Where does the UI begin and end?
4 Does User Experience design matter? There are 50,000+ apps in Apple s App Store. Many variants of the same idea. How do you stand out? People don t want to sit down and figure out how to use a mobile application. They want to do and not think.
5 We re studying the science of UI design, not the art.
6 Top selling smartphones in Q1, 2009: 1.) RIM BlackBerry Curve (all 83XX models) 2.) Apple iphone 3G (all models) 3.) RIM BlackBerry Storm 4.) RIM BlackBerry Pearl (all models, except the Flip) 5.) T-Mobile G1. Moral: Capturing everyone s attention is an art. Capturing market share is still largely a science.
7 This course Is about the science of Usability. It s also about the process of user-centered design. This semester the focus is mobile applications. The goal is not to build a working system, but an interactive prototype. Emphasis is on rapid prototyping and user testing to avoid obvious and not-so-obvious mistakes.
8 Preferred Platform: iphone Excellent set of development tools + style guides State-of-the-art interaction Multitouch Accelerometer BT sensor API Soft keyboard and UI
9 Preferred Platform: iphone iphone development requires an Intel-based Mac running OS-X. We encourage you to use your own machine. Otherwise there is a new lab in 200 Sutardja-Dai Hall (The CITRIS building) with new Macs G5 s with the iphone SDK.
10 Instructor: John Canny Professor in EECS Joined Berkeley in 1987 Work in HCI, Education, Health Tech Language learning games Persuasive technologies Mobile applications
11 Course Overview Project Description Course Mechanics Topics
12 Course Overview
13 User-Centered Design Starts with a user, then their interaction, then backend logic.
14 Why Study User Interfaces? Major part of work for most commercial programs Approximately 50% You will work on software for a market Intended for people other than yourself Bad user interfaces cost Money (5% satisfaction up to 85% profits) Lives User interfaces hard to get right People are unpredictable
15 Life-Threatening Errors 1995 Am. Airlines jet crashed into canyon wall killing all aboard On approach to Rozo airport in Colombia Pilot skipped some of the approach procedures Pilot typed in R and system completed full name of airport to Romeo Guidance system executed turn at low altitude to head for Romeo airport 9 seconds later plane struck canyon wall Is the pilot to blame?
16 What is Usability? Intuitive The design should seem natural Ease of learning Faster the second time and so on... Productivity Perform tasks quickly and efficiently Minimal error rates If they occur, good feedback so user can recover High user satisfaction Confident of success
17 Who Builds Interfaces? Ideally a team of specialists graphic designers interaction / interface designers technical writers marketers test engineers software engineers customers Some engineers become very good at user-centered design, but its not for all engineers.
18 Interface Design Cycle Design Prototype Evaluate
19 Building Successful Interfaces Task analysis & contextual inquiry Rapid prototyping Evaluation Iteration Evaluation brings real users into the design loop. Design stays user-centered throughout the process.
20 Why not simulate the user? People have certainly tried. Its useful in certain special cases, e.g. pointing and typing evaluation. For most applications, people are far too complex to simulate. Behavior depends on just about every external factor. Users are their own best simulation. In fact they are ground truth
21 Task Analysis & Contextual Inquiry Observe existing work practices Create scenarios of actual use Try-out new ideas before building software?
22 Build a mock-up of design Low fidelity techniques Paper sketches Cut, copy, paste Rapid Prototyping Interactive prototyping tools HTML, Flash, Javascript, Visual Basic/C# etc. UI builders Interface Builder, Visual Studio, NetBeans Fantasy Basketball
23 Evaluation Test with real customers (participants) Build models Low-cost techniques expert evaluation walkthroughs Higher cost Controlled usability study
24 Goals of the Course Learn to design, prototype, evaluate interfaces Discover tasks of prospective users Cognitive/perceptual constraints that effect design Techniques for evaluating an interface design Importance of iterative design for usability Technology used to prototype & implement UI code How to work together on a team project Communicate your results to a group Many of these will be key aspects of your future jobs
25 CS160 and the CS Curriculum Most courses for learning algorithms and technology Compilers, operating systems, databases, etc. CS160 concerned with design, implementation & evaluation Assume you are comfortable programming Technology as a tool to evaluate via prototyping Skills will become very important upon graduation Complex systems, large teams
26 Project Description
27 Teams Each of you will individually propose an interface idea Fixing something you don t like or a new idea Novelty and creativity will be considered Groups 3 or 4 students to a team Work with students with different skills/interests Cumulative Apply several HCI methods to a single interface
28 Outline Good design involves many iterations improvements based on user testing. Coding is too slow for this purpose. Instead we use low-fidelity, paper prototypes. Your first several project milestones will involve low-fi prototypes. You don t need to write any code until well into the semester.
29 Theme: Mobile Apps
30 Successful Apps Ports of familiar PC apps.
31 PC and non-pc ancestry Games
32 Thinking outside the box Usually engineers approach design problems with a familiar frame for the problem. This can overly constrain the solution. Its very useful during early design to reframe the problem to think about it in an entirely different way.
33 Thinking outside the box Cell phones as cameras Camera bag pro
34 Thinking outside the box Cell phones as motion sensors RunKeeper
35 Thinking outside the box Cell phones as motion sensors - Greenmeter
36 Thinking outside the box Cell phones as barcode scanners - Redlaser
37 Thinking outside the box Cell phones as speech devices Talking phrasebooks
38 Thinking outside the box Cell phones as audio instruments Sonar Ruler
39 Course Mechanics
40 TAs, Office Hours, Sections Teaching Assistant Anuj Tewari: EECS grad student Office Hours John Canny: M 2-3pm, Tu 3-4pm in 637 Soda Hall Anuj: Friday 12:00PM-1:00PM in 544 Soda Hall Also by appointment Sections Friday 10-11AM, 11-12N, 405 Soda Hall Will cover new material. You should attend! No section this week
41 Reaching Us Mail sent here will get the fastest response Please avoid mailing us directly
42 Class Wiki
43 Create Wiki Account Your 1 st assignment (due by this Friday)
44 Course Petition Your 2 nd assignment (due by Friday) [email protected] Both enrolled and waitlisted students should send us petition Information will determine admission for waitlisted students
45 Readings Readings are very important to the class Make sure you do the reading before class Midterm/Final will include things only in readings Most readings will be posted on wiki Require username/password: Online reading discussions (ongoing assignment) Must post one substantial comment per lecture We will not accept late comment Will be the major factor in you class participation grade
46 Grading Class participation (10%) Individual assignments (20%) Group project (40%) Midterm (15%) Final (15%) Score distribution is high with small variance. So every point counts! Make sure you turn in all the reading comments.
47 Policies Late Assignments Most assignments will be due before class on the due date Group assignments will not be accepted late Individual assignments lose 20% per day Cheating (official) Will get you an F in the course More than once can get you dismissed from Cal
48 Assessment Goal of cs160 is to teach you to design and evaluate interfaces There is often more than one good design But, there are also lots and lots of poor designs Be critical of your own work (point out pros and cons) As in many design disciplines, grading will be qualitative Specific assessment guidelines will be given in each assignment Good communication expected in oral & written presentations Groups self-assess participation Should monitor it throughout the project Meet with us as soon as problems emerge
49 Next Time The Design Cycle and Brainstorming The Task-Centered Design Process. Task-Centered User Interface Design. Chap 1. Lewis & Rieman The Perfect Brainstorm. The Art of Innovation. Kelley Will need username/password for this one
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