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MOBILE USABILITY UFBA, MARCH 16th 2016

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Page 1: Mobile Usability

MOBILEUSABILITYUFBA, MARCH 16th 2016

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THIAGO [email protected]

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USABILITYis a quality attribute that assesses how easy user interfaces are to use.

Jakob Nielsen

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5 COMPONENTS

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LEARNABILITYEasy since in the first time on design?

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EFFICIENCYAfter learning, how quickly canusers perform tasks?

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MEMORABILITYReturning to the design, how easily is to reestablish the proficiency?

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ERRORSDoes users make many errors? Is it easy to recover from the errors?

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SATISFACTIONHow pleasant is to use the design?

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MOBILE IS A UNIQUE AND DIFFERENT MEDIUM. FOCUS ON WHAT IT CAN DO WELL.

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MOBILEHAS ASMALLSCREEN

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DIFFERENT ENVIRONMENTSAND SCREEN SIZES

http://blog.fluidui.com/design-retrospective-1-performance-screen-resolutions-and-the-fluid-ui-camera/

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MULTI-TASK IS HARDAND EASY TO GET LOST

http://blog.fluidui.com/design-retrospective-1-performance-screen-resolutions-and-the-fluid-ui-camera/

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CONTEXT MATTERS

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SENSORS

http://techpinions.com/wp-content/uploads/2014/04/BlW86f-CQAEtpWa.png-large.png

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LIMITED BATTERYINCONSISTENT NETWORK ACCESSUNPREDICTABLE CONTEXTS OF USEHIGHLY PERSONAL

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USABILITY ENGINEERING LIFECYCLE

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1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

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USABILITY ENGINEERING LIFECYCLE

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1. NEEDFINDINGTo identify user requirements and problems. Profile Users, Task Analysis.

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PERSONAS

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WHAT?USER ARCHETYPEGUIDE DECISIONSREPRESENTS ACTUAL USERSBEHAVIOR PATTERNSUSERS' NEEDS AND TAKS

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WHY?CONSENSUS ON USERS NEEDSSUPPORTS FOCUS ON USEREXEMPTS USER'S PRESENCE

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TIPSBETWEEN 3 AND 7 PERSONASMAIN AND SECONDARY

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HOW?QUANTITATIVE OR QUALITATIVE RESEARCHINTERVIEWSMERGE FINDINGS

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CARDING SORTING

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AVOID TALKING ABOUT USERS' RELATIONSHIP WITH SOFTWARE

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USERS BENDTHE TRUTH

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USERS TELL WHAT THEY REMEMBER DOING

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USERS RATIONALIZE THEIR BEHAVIOR

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USERS MISPREDICT THEY MAY DO IN THE FUTURE

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FOCUS ON THEIR NEEDS

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OR WATCH WHAT PEOPLE ACTUALLY DO

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USER'S GOALS AND HOW THEY CURRENTLY APPROACH THEIR TASKS

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EFFECTIVE USER'SSTRATEGIES ANDWORK AROUNDS

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WEAKNESSES OF THE CURRENT SITUATION

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1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

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THINKING AHEADSetting usability goals.

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MODEL OF USABILITY MEASUREMENT

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LEARNABILITYMeasure how long novice users take to perform certain tasks.

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EFFICIENCYMeasure how long experienced users take to perform certain tasks.

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MEMORABILITYMeasure how long casual users take to perform certain tasks.

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ERRORSCount how many errors are made by users while performing tasks.

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SATISFACTIONTry standardized usability questionnaires after each usability test.

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USABILITYHEURISTICSOLD, BUT GOLD

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RULES OF THUMBFLEXIBLES~10 GENERAL PRINCIPLESNO USER NEEDEDCHEAP AND VALUABLE TOOL

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1 VISIBILITY OF SYSTEM STATUS

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2 MATCH BETWEEN SYSTEM AND THE REAL WORLD

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3 USER CONTROL AND FREEDOM

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4 CONSISTENCY AND STANDARDS

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5 ERROR PREVENTION

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6 RECOGNITION RATHER THAN RECALL

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7 FLEXIBILITY AND EFFICIENCY OF USE

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8 AESTHETIC AND MINIMALIST DESIGN

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9 HELP USERS RECOGNIZE, DIAGNOSE, AND RECOVER FROM ERRORS

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10 HELP AND DOCUMENTATION

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1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

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ITERATIVE DESIGNPARALLEL DESIGNCOMPETITIVE TESTING

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TO TRY (AND TEST) MULTIPLE DESIGN IDEAS

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https://www.nngroup.com/articles/parallel-and-iterative-design/

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AT LEAST 2 ITERATIONS(3 VERSIONS)

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PROS: LINEAR PROGRESSION

AS MANY ITERATIONS AS YOUR BUDGET ALLOWS

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CONS:LOCAL MAXIMUM(RATHER THEN DISCOVERING OTHERS POSSIBILITIES)

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https://www.nngroup.com/articles/parallel-and-iterative-design/

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MERGING IF MORE EFFECTIVE THAN CHOOSING A WINNER

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AFTER MERGING AND ITERATING, MEASURED USABILITY WAS 152% HIGHER THAN THE AVERAGE OF THE ORIGINAL DESIGNS.

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COMPETITIVE DESIGN

http://uniquemobiledesigns.com/wp-content/uploads/2012/04/samples.png

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SIMILAR AS PARALLEL

DON'T SPEND RESOURCES CREATING EARLY DESIGN ALTERNATIVES

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PATTERNSNavigations, forms, anti-patterns

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SIGN IN FORM

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ANTI-PATTERNS: IDIOT BOXES

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ANTI-PATTERNS: CHART JUNK

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1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

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FOR THINGS THAT ARE HARD TO PREDICT

QUICKLY FEEDBACK

LOW COSTS

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PROTOTYPE PROTOTYPES:

1 LOOK AND FEEL2 IMPLEMENTATION3 ROLE

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THE WISE MAN LEARNS FROM THE MISTAKES OF OTHERS: TESTEXISTENT PRODUCTS.

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PAPER PROTOTYPING TIPS

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http://media.netmagazine.futurecdn.net/files/images/2012/6/7171789134_08da5a27e9_o.jpg, farm3.static.flickr.com/2544/3962381215_e230510296.jpg, www.taniaschlatter.com/wp-content/uploads/2011/05/Tania-Schlatter-10.jpg, iwataasks.nintendo.com/_ui/images/wiiu/miiverse/vol2/slide001.jpg

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1. NEEDFINDING2. DESIGN3. PROTOTYPE4. EVALUATION

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USABILITYTEST

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1. GET HOLD OF SOME REPRESENATIVE USERS

2. ASK THEM TO PERFORM TASKS

3. OBSERVE WHAT THEY DO

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5 USERS IS ENOUGHCONSENT TERMSTHINK-ALOUT PROTOCOLTAKE NOTESRECORD AUDIO AND VIDEOGIVE THANKS

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https://www.mrtappy.com/product/

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WE'RE [email protected]

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DANKE SEHR!

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REFERENCES1. “Usability 101: Introduction to Usability”, Jakob Nielsen’s Alertbox: January 4, 2012

(http://www.nngroup.com/articles/usability-101-introduction-to-usability/)2. Jakob Nielsen. 1992. The Usability Engineering Life Cycle. Computer 25, 3 (March 1992), 12-22.

DOI=10.1109/2.121503 http://dx.doi.org/10.1109/2.121503 (http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=121503)

3. Human-Computer Interaction lectures by Scott Klemmer, from Stanford Online Course, at http://coursera.org (2012)

4. Mobile Prototyping Essentials Workshop, by Rachel Hinman (see more: http://www.slideshare.net/Rachel_Hinman)

5. Parallel & Iterative Design + Competitive Testing = High Usability, Jakob Nielsen’s Alertbox: January 18, 2011,

6. “An Overview of Expert Heuristic Evaluations”, http://www.uxmatters.com/mt/archives/2014/06/an-overview-of-expert-heuristic-evaluations.php

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VENT UP!

1.7 reasons why you can’t sell usability, and what to do about it http://www.usefulusability.com/7-reasons-why-you-can%E2%80%99t-sell-usability/

2.Sketching User Experiences: Getting the Design Right and the Right Design (Interactive Technologies), Bill Buxtonhttp://www.amazon.com/Sketching-User-Experiences-Interactive-Technologies/dp/0123740371

3.UsabilityGeek (Justin Mifsud) http://usabilitygeek.com/4.Mobile Design Pattern Gallery: UI Patterns for Mobile Applications, by

Theresa Neil, 284 pages, O'Reilly Media (March 13, 2012) ISBN-10: 1449314325,I SBN-13: 978-1449314323

5.Universal Principles of Design, by William Lidwell, Kritina Holden and Jill Butler, Hardcover: 216 pages, Rockport Publishers (October 1, 2003), English, ISBN-10: 1592530079, ISBN-13: 978-1592530076