sims 213: user interface design & development marti hearst tues, jan 22, 2002

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SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

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Page 1: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

SIMS 213: User Interface Design &

Development

Marti Hearst

Tues, Jan 22, 2002

Page 2: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Administrivia

Course TAs: – Moryma Aydelott & Jean-Anne Fitzpatrick

Grading: – Individual assignments: 20%– Midterm: 30%

(Might be replaced with an individual assignment)

– Project: Many milestone assignments – required, must be done on time,

but not graded –will receive comments/feedback instead. Final project gets a grade at the end – counts 50%

Page 3: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Alternative names for this course

User Interface Design, Prototyping, and Evaluation

Human-computer Interaction

Page 4: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Why is HCI Important?

It can determine who becomes president of the USA!

Page 5: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002
Page 6: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

An Related Problem

Evaluate the figures in a research paper

Page 7: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

A Related Problem

What’s wrong with this table?

Redesign: add space between the columns.

Page 8: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Variations on the Theme

Page 9: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Variations on the Theme

Page 10: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Palm Beach Phone Book (a joke)

Page 11: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Problems

The instructions are misleading – Use of the phrase “vote for group” is misleading

Should say “vote for one”– Instructions only on lefthand side

Implies righthand side is different

The interleaving of holes is misleading– Only the president page has this layout– Other offices are one per page (with appropriate instructions)

The sample ballot looks different– No holes – the source of the problem– Did not lead to complaints

Page 12: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002
Page 13: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002
Page 14: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Other Issues

People vote infrequently– Have to re-learn the system each time

Rushed, uncomfortable circumstances Palm Beach Demographics: Elderly

Page 15: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002
Page 16: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002
Page 17: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

How to know if it will work?

Test out the design!– Have real people use it!– Try to match the appropriate demographics– Even a few tries can turn up major problems

Page 18: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

An Informal Usability StudyBarbara Jacobowitz, CHI-WEB, Nov 10, 2000

“I was able to print 10 different sample ballots from various sources. Last night, I ran them all by my mother (81) and a group of her friends (70-something to 80's). All are bright, literate, and none are legally blind.

They did reasonably well on 9 of the ballots. On one, 6 marked it incorrectly and didn't realize it, 2 did it correctly, but very slowly, and 2 had to ask me what to do. Guess which ballot it was?.”

Summary of a more formal study of punch-card voting:– http://www.osu.edu/units/research/archive/votedes.htm

Page 19: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Josephine Scott, CHI-Web, Nov 10, 2000

“I spent fifteen years making the voting process accessible and usable for all. I have some very strong feelings as well as considerable experience. …

Usability standards must be higher for voting than any other function for the most obvious reasons. Users--in this case, voters, share the need for the clearest of design and instruction to cast a vote properly. Many do not speak English well, or see well, or are able to decipher difficult design cognitively, but they may be able to make as informed a choice for president as our snobbish "experts" who don't see a problem. …

Bad design like this exacerbates the problem. The glib notion that "there is no problem because you can see the arrow" or that voters who made this mistake must be stupid shows a lack of compassion. Let me suggest that it is simple compassion for the user that informs usability expertise. …”

Page 20: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

More evidence that the ballot is misleading (New York Times, Nov 9, 2000)

Percent of ballots thrown out in Palm Beach County for the error of "overvoting" on Presidential candidates: 4.1% (19,120)

Percent of ballots thrown out in Palm Beach County for the error of "overvoting" on Senatorial candidates: 0.8% (3,783)

Percent of ballots thrown out in Sacramento County (CA) for the error of "overvoting" on Presidential candidates: 0.29% (1,147)

Percentage of (unofficial) re-count votes in Gore's favor: 70% (2,520)

Percentage of (unofficial) re-count votes in Bush's favor: 30% (1,063)

Page 21: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Blaming the User

A huge step backwards:– Cokie Roberts (appearing on David Letterman)

“stupidity is not an excuse”

Well-designed user interfaces do not present situations in which it is easy to make mistakes

Alan Cooper’s mantra: software should not humiliate the user

In this class we assume: if the user does something “wrong,” it is the fault of the system designer

Page 22: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Readings

Do indicated readings before the class Required:

– Course Reader (available early next week)– Jakob Nielsen’s Usability Engineering

Strongly Recommended:– Shneiderman’s Designing the User Interface– www.uidesign.net– world.std.com/~uieweb/ – useit.com

There are many other wonderful books and websites

Page 23: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Course Schedule (Tentative)

Intro to HCI UI Design Cycle, User-Centered Design Goals, Personas, Task Analysis, Scenarios Prototyping Design Techniques Heuristic Evaluation Cognitive Issues and Human Abilities Modes Midterm Usability Testing Graphic Design/Multimodal UIs Personalization/Social Aspects/Agents Ubiquitous computing interfaces

Page 24: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Project Schedule (Tentative)Note: there will also be individual assignmentsDates shown are the week the item is due

Project proposals (3rd week) Project personas and goals (4th week) Scenarios, tasks, and initial sketches (5th week) Individual design practice (6th week) Midterm (8th week) Lo-Fi prototype and test (8th week) First interactive prototype (10th week) Class presentation (10th week) Project heuristic evaluation (11th week) Second interactive prototype (12th week) Usability test (14th week) Class presentation (14th week) Third prototype and project writeup (Finals week)

Page 25: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Slide by James Landay

What is HCI?

A discipline concerned with– design– evaluation– implementation

of interactive computing systems for human use

The study of major phenomena surrounding the interaction of humans with computers.

Page 26: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

What is HCI?

HumansTechnology

Task

Design

Organizational & Social Issues

Page 27: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

What is an Interface?

Difficult to define The window through which the human interacts

with some application on the computer. But …

– really it is more complex than this– part of a larger context of interacting with other

applications, other people, and the physical world.

Page 28: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Slide by James Landay

Who builds UIs?

A team of specialists (ideally)– graphic designers– interaction / interface designers– technical writers– marketers– test engineers– software engineers

Page 29: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Slide by James Landay

An Iterative Process

Design

Prototype

Evaluate

Page 30: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Slide by James Landay

User-centered Design

Take into account– Cognitive abilities– Organizational constraints– Customs and precendent

Keep users involved throughout project

Page 31: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

User-centered Design

Standard Approach:– Needs assessment– Task analysis– Initial design

More modern approach (from Cooper’s Inmates book):– Needs assessment– Persona creation– Goal creation– Scenario and task creation– Initial design

Page 32: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Using Personas

Focus on specific aspects of a specific user’s characteristics, needs, and goals– The persona becomes as understandable as a

character in a book or movie

Avoid “elastic user” Design for the center of the distribution

– The perpetual intermediates– Don’t focus on the edge cases

Page 33: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Designing for Goals

Goals are what one wants to do Goals seldom change Tasks are steps to get to the goals

– Tasks change with the technology– Sometimes tasks are the opposite of goals

To get agreement, the lawyer argues To achieve peace, the country sends in troops

Focusing on technology results in designing for tasks rather than goals.

Page 34: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Slide by James Landay

Rapid Prototyping

Build a mock-up of design Low fidelity techniques

– paper sketches– cut, copy, paste– video segments

Interactive prototyping tools– Visual Basic, HyperCard, Director, Flash, etc.

Page 35: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Evaluation

Test with real users (participants)– Formally or Informally

“Discount” techniques– expert evaluation (heuristic evaluation)– walkthroughs

Build models– Less common

Page 36: SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 22, 2002

Assignment

Start thinking about projects and team members