Software Development. HCI in Software Development. Motivation for Good Design. CSCU9N5 Multimedia & HCI

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Software Development CSCU9N5 Multimedia & HCI HCI in Software Development Motivation for good design Goals for the designer How design fits into the software life cycle Case study: Microsoft Windows 95 (mainly) Preece et al, Chapters 9, 11, 12 Autumn 2015 CSCU9N5: Multimedia & HCI 2 Motivation for Good Design It is easier to point to what happens when the design is poor: Under-use of expensive computer technology People use alternative (unofficial?) systems Inefficient use of systems Irritated/frustrated users Physical danger (safety-critical systems) Autumn 2015 CSCU9N5: Multimedia & HCI 3 1

Motivation for Good Design Concentrating on the benefits of good HCI: Customer satisfaction (customers often prefer usability to functionality) and hence Good reputation Reliability (users don t make as many errors) Allows users to focus on their work, not the interface Better turnover Greater flexibility Better use of staff Autumn 2015 CSCU9N5: Multimedia & HCI 4 Goals for the Developer The big picture: Adequate functionality System reliability Good interface design Also other features such as standardization, portability, consistency, integration Shneiderman Section 1.2 Autumn 2015 CSCU9N5: Multimedia & HCI 5 Specific Goals for the Designer General aims: Improving quality of work produced Discouraging errors, for example Increasing throughput Making it easy to do things quickly Minimization of training time Making it easy to learn but we need measures in order to see whether the goals are achieved! Shneiderman, Section 1.3 Preece, Section 1.3, also chapter 10 Autumn 2015 CSCU9N5: Multimedia & HCI 6 2

Goals for the Designer Specific measurable goals: Subjective satisfaction (use surveys with satisfaction scales, e.g. like feedback questionnaires for lectures) Rate of errors (how many, what kind?) Speed of performance (use benchmark tests) Time to learn (measure for a specific set of tasks) Retention over time (how easy is it to remember how to use?) There are certain trade-offs that might have to be made. Autumn 2015 CSCU9N5: Multimedia & HCI 7 Testing - Crucial for good design Feedback post-release is not enough. Testing after all development is not enough. Good design requires early (and frequent) feedback Autumn 2015 CSCU9N5: Multimedia & HCI 8 The Software Life Cycle Different models all include these main areas of activity to a greater/lesser degree: Specification Analysis Design Implementation Testing Maintenance Where should the designer be considering good design? Shneiderman, Section 3.4 Autumn 2015 CSCU9N5: Multimedia & HCI 9 3

Usability Engineering Model It is possible to test from very early on. Possible places to test during the development are: Early design testing (of previous versions or competitors products) provides goals for the designers Middle stages design testing validates designers choices, provides feedback for improvement Later stages ensures that product meets the design objectives Autumn 2015 CSCU9N5: Multimedia & HCI 10 Design Rapid Iterative Design Prototype Lab Test Redesign Code Field Test Involves a lot of prototypes and testing Gives fast feedback about design flaws Autumn 2015 CSCU9N5: Multimedia & HCI 11 Case Study: Microsoft Windows 95 Scenario: To produce a user interface for Windows 95 (an upgrade to Windows 3.1 and Windows for Workgroups 3.1), in just 18 months for the design and coding See http://acm.org/sigchi/chi96/proceedings/desbrief/sullivan/ kds_txt.htm Goals: To make Windows easier to learn for beginners To make Windows easier to use for computer users Implementers (12), Design team (12): Interdisciplinary, including product designers, graphic designers, usability testers and computer scientists Autumn 2015 CSCU9N5: Multimedia & HCI 12 4

Windows 3.1 and 95 Autumn 2015 CSCU9N5: Multimedia & HCI 13 A First Attempt Autumn 2015 CSCU9N5: Multimedia & HCI 14 Within File Cabinet Autumn 2015 CSCU9N5: Multimedia & HCI 15 5

Early Results Early results from iterative design showed that a baseline from Windows 3.1 was required User testing provided data on frequently repeated tasks in Windows 3.1 Comparisons of Windows 3.1 showed that the early Windows 95 prototypes were different, not better Consistency with Windows 3.1 was over-focused on and the team needed to adopt a whole different approach Autumn 2015 CSCU9N5: Multimedia & HCI 16 Specification Process Results and improvements were coming in thick and fast. A major decision loomed: Spend weeks updating the specification and lose valuable iterating time, or stop updating the spec and let the prototypes serve as the spec The latter approach was taken, and this required clear information to everyone: Regular staff meetings for the design team, to keep informed Usability test schedules/results regularly broadcasted Regular design presentations for outsiders Formal tracking of all usability issues, using a database Autumn 2015 CSCU9N5: Multimedia & HCI 17 More Iterations Autumn 2015 CSCU9N5: Multimedia & HCI 18 6

Autumn 2015 CSCU9N5: Multimedia & HCI 19 How to see minimized windows? Autumn 2015 CSCU9N5: Multimedia & HCI 20 Testing and Problem Tracking 64 phases of lab testing, using 560 subjects 699 different comments on usability, 148 positive Identification Level 1: Unable to continue with task (15%) Level 2: Considerable difficulty completing task (43%) Level 3: Minor difficulty completing task (42%) Autumn 2015 CSCU9N5: Multimedia & HCI 21 7

Problem Resolution 1. Addressed (fixed and tested successfully) 2. Planned (fix designed, implementation awaits) 3. Undecided (not sure if fix desirable/feasible) 4. Somewhat (fix designed, tested, issues remain) 5. Not addressed (fix not going to happen) 81% of problems were addressed (most not addressed were due to technical or schedule limitations) Autumn 2015 CSCU9N5: Multimedia & HCI 22 Review Iterative Design: No detail of the initial design survived in the final product The scope and volume of changes were not envisaged at the start of the project Iterative design and constant testing allowed many different solutions to problems to be explored rapidly Designers felt rushed towards the end and would have liked to keep iterating and testing and improving Specification Process The prototype/code is the spec approach worked well Practical organizational details refined Autumn 2015 CSCU9N5: Multimedia & HCI 23 Review Usability Testing This was crucial in making the pieces fit Good changes to wording in the interface and the Help documents were suggested by testers Problem Tracking The tracking database was crucial to make sure issues didn t get pushed aside It was important that the team believed they weren t going to get it right first time and indeed not getting it right was very useful Unaddressed issues were rolled over into a new database for the next version of Windows Autumn 2015 CSCU9N5: Multimedia & HCI 24 8

Update: Windows 8 Microsoft believe in Usability - they have a Usability in Software Design section in their Developer Center - they launched the Windows Customer Experience Improvement Program Useful tips include usability vs utility liking it vs using it discovery vs learning vs efficiency They also stress usability testing, to reduce the number of support calls reduce training costs improve user acceptance differentiate your offering from those of your competitors Autumn 2015 CSCU9N5: Multimedia & HCI 25 So what do you think? Autumn 2015 CSCU9N5: Multimedia & HCI 26 Verdict? Windows 8 seems pitched at all users on all platforms - is this a good choice? - does it work equally well for touch-screen devices and nontouch-screen devices? - does it work equally well for novice and expert users? - is it geared more to those who consume information rather than those who create it? Autumn 2015 CSCU9N5: Multimedia & HCI 27 9

Windows 10? Windows 10 might be characterised as Windows 8 + all the stuff they broke. Autumn 2015 CSCU9N5: Multimedia & HCI 28 End of Lecture 10