DESIGN & PROTOTYPAGE. ! James Eagan james.eagan@telecom-paristech.fr



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Transcription:

DESIGN & PROTOTYPAGE! James Eagan james.eagan@telecom-paristech.fr Ce cours a été développé en partie par des membres des départements IHM de Georgia Tech et Télécom ParisTech. La liste de contributeurs inclut Gregory Abowd, Al Badre, James Eagan, Jim Foley, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, et Bruce Walker. Ces matériaux peuvent être utilisés avec attribution pour des buts non-lucratifs. Dernière mise à jour : février 2014.

USABILITY PRINCIPLES

USABILITY PRINCIPLES Many different kinds No cookbooks, checklists, magic recipes Shneiderman, Designing the User Interface Dix, Finlay, Abowd, Beale, Human-Computer Interaction

USABILITY PRINCIPLES Learnability Support for learning for users of all levels Flexibility Multiple ways for performing tasks Robustness Support recovery

LEARNABILITY Ease with which new users can begin effective interaction Performance improvement from session to session Principles Predictability, Synthesizability, Familiarity, Generalizability, and Consistency

RECOGNITION OVER RECALL

PREDICTABILITY I think that this action will do! Operation visibility can see all available actions e.g. menus versus command-line Grayed menu items

PREDICTABILITY vs.

CHUNKING

FLEXIBILITY Minimize modality, Multithreading, Task Migratability, Substitutivity, Customizability

ROBUSTNESS Observability Recoverability Responsiveness Task Conformance

OBSERVABILITY

OBSERVABILITY

ENTONNOIR DE PROCESSUS Version simplifiée de l interface Adaptée pour focaliser sur le processus impliqué Évite de distractions, confusion

MODÈLES MENTAUX La représentation mentale de l utilisateur du système Sa perception de comment marche le système

Design of Everyday Things DON NORMAN

INTERFACE D UN FRIGO

MODÈLE D UN FRIGO

MODÈLE D UN FRIGO

INTERFACE D UN FRIGO

MAKE CONTROLS LOOK & FEEL DIFFERENT

PARADOX OF CHOICE

INVOKE SCARCITY If it costs a lot, it must be good! Only two left in this size!

[ Source : James Hudson, PayPal ]

[ Source : James Hudson, PayPal ]

[ Source : James Hudson, PayPal ]

33 % conversion 66 % conversion [ Source : James Hudson, PayPal ]

[ Source : James Hudson, PayPal ]

BESOINS UTILISATEUR

MOTIVATION User Low motivation, discretionary use Low motivation, mandatory use High motivation, due to fear High motivation, due to interest Design goal Ease of learning Control, power Ease of learning, robustness, control Power, ease of use

KNOWLEDGE & EXPERIENCE Experience task low high low high system low high high low Design goals: Many syntactic & semantic prompts Efficient commands, concise syntax Semantic help facilities Lots of syntactic prompting

JOB & TASK IMPLICATIONS Frequency of use High Ease of use Low Ease of learning & remembering Task implications High Ease of use Low Ease of learning System use Mandatory Ease of use Discretionary Ease of learning

DEFINE TASKS Consider the whole system Determine who or what should perform each task and each step : e.g. the system remembers the login, but the user remembers the password Determine criteria: efficiency, cognitive effort, time Task x should take no more than y seconds A new user should be able to create a new account in 5 minutes

DESIGN & PROTOTYPING

PROTOTYPING THE INTERFACE Why prototype? Creating the system is expensive Start with low-fidelity mockups Progress to prototypes Storyboards, task diagrams, etc.

DESIGN THE INTERFACE

PAPER & PHYSICAL PROTOTYPING

WIREFRAME PROTOTYPES Paper or digital Layout & functionality Tools : OmniGraffle Browser plugins e.g. Pencil project

CONCEPTION : UCD 6. Prototypage : mockup plus fidèle look & feel pixel prêt Outils : Suite Adobe CS OmniGraffle

WIZARD OF OZ Simulate the system with a human wizard

PROTOTYPING TOOLS

PROJET

RECOLTE DE BESOINS Identification des catégories d'utilisateurs Besoins de chaque type d'utilisateur Tâches

PROTOTYPES SUR PAPIER Commencer avec des sketches Ignorer les détails, concentrer sur l'idée Au moins trois idées différentes Élaborer chaque idée afin d'explorer l'interaction, le flot,

USER TESTING & EVALUATION

WHY TEST? Identify problems with software You are not your user The earlier you find your problems, the cheaper they are to fix

EVALUATION METHODS Experimental, Observational Typically with users Controlled experiments based on usability requirements Predictive (without users)

PREDICTIVE EVALUATION Idea: Observational studies are expensive, time consuming Let s predict rather than observe usage Save resources (quick, cheap)

APPROACH Expert review HCI professional (not a real user) interacts with the system, tries to find usability problems Ideally: Has not used previous prototypes Knows the problem domain Understands the user s perspective

PREDICTIVE EVALUATION METHODS Heuristic Evaluation Discount usability testing Cognitive Walkthrough

HEURISTIC EVALUATION Developed by Jakob Nielsen (www.useit.com) Several experts evaluate the system according to simple and general heuristics

METHOD Determine inputs Evaluate the system Collect observations Rank by severity

INPUTS Who are the expers? Learn domain, practices What is the prototype to evaluate? Mock-ups, storyboards, or even a working system

EVALUATION METHOD Reviewers evaluate system according to high-level usability principles : Use simple and natural dialog Speak user s language Minimize memory load Be consistent Provide clearly-marked exits Provide shortcuts Provide good error messages Prevent errors Provide feedback

PROCESS Perform at least two passes Look at each screen Flow from screen to screen At each step, evaluate according to heuristics Look for problems: Subjective (if you think its a problem, it is)

DEBRIEFING Gather all identified problems Identify which ones aren t really problems Group, classify Document and record the problems

ORDER BY SEVERITY Scale from 0 to 4 Based on: Frequency Impact Persistence Market impact

ADVANTAGES Cheap, good for small companies that can t afford more Can be performed on mockups Experienced evaluators ideal According to Nielson, 5 evaluators finds 75% of problems

LIMITATIONS Evaluation is subjective, depends on reviewer expertise Are these the right heuristics? Are the identified problems really problems?