usability and acceptability
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Usability and acceptability. Design for successful telecommunications products. What is “a good product”. - for your company? - for the user of the product?. Technical superiority is waste if no-one can really use it for anything that is fun or useful. - PowerPoint PPT PresentationTRANSCRIPT
S-72.124 Product Development in Telecommunications, 1999
Usability and acceptability
Design for successful telecommunications products
S-72.124 Product Development in Telecommunications, 1999
What is “a good product”
- for your company?- for the user of the
product?
S-72.124 Product Development in Telecommunications, 1999
Technical superiority is waste
if no-one can really use it for anything that is fun or
useful.
S-72.124 Product Development in Telecommunications, 1999
“There is a conflict of interest in the world of sofware development because the people who build it are also the people who design it. If carpenters designed houses, they would certainly be easier or more interesting to build but not necessarily better to live in. The architect is an advocate for the user. “
(Alan Cooper: About face)
S-72.124 Product Development in Telecommunications, 1999
A good telecom product?
• Supports the activities and communication of the user
• The whole system works, not only its parts
• Fits into the repertoire of communication systems of the user (compatibility - concergence!)
• The quality of the service is sufficient• The user can use it and likes to use it
S-72.124 Product Development in Telecommunications, 1999
Product maturity and usability
1) The Iron Age: Newly available functionality sells expensively, hard-to-use tolerated
2) The Functionality Competition: Feature lists
3) The Mature Product: Users want convenience and solutions
4) Transparency of product: Good usability makes product “disappear”
S-72.124 Product Development in Telecommunications, 1999
S-72.124 Product Development in Telecommunications, 1999
Acceptability Social acceptability
Practical acceptability
CostReliability
Compatibility
UtilityUsefulness
Usability
others
(Nielsen, 1993)
Acceptability and usability
S-72.124 Product Development in Telecommunications, 1999
Usability / ISO9241-11
goals
Effectiveness
Efficiency
Satisfaction
Intendedobjectives
Outcome ofinteraction
Usability
Users
Tasks
Equipmentand en-vironment
S-72.124 Product Development in Telecommunications, 1999
ISO 9241-11
Usability:The extent to which a product can be used by specific users to achieve specific goals with effectiveness, efficiency and satisfaction in a specific context of use.
effectiveness efficiency satisfaction
S-72.124 Product Development in Telecommunications, 1999
Nielsen’s Usability Attributes
• Learnability (opittavuus)• Efficiency (tehokkuus)• Memorability (muistettavuus)• Errors prevented (virheiden
tekeminen estetty)• Subjective satisfaction
(tyytyväisyys)
S-72.124 Product Development in Telecommunications, 1999
Inclusive design
the process of creating products which are usable by people
with the widest possible range of abilities,
operating within the widest possible range of
situations.
S-72.124 Product Development in Telecommunications, 1999
S-72.124 Product Development in Telecommunications, 1999
User-centered design
SYSTEM OPERATIONS
output001011001
001011001
001011001
User interface
Remote control
Mouse
S-72.124 Product Development in Telecommunications, 1999
Usability process
• Can be seen as a method for building as good as possible a system by removing things that cause problems using– user-centered approach– iterative developing & usability testing
& expert-reviews– cognitive science & experience– guidelines and principles
S-72.124 Product Development in Telecommunications, 1999
The Waterfall model of software design
Requirements specification
Architectural design
Detailed design
Coding and unit testing
Integration and testing
Operation and maintenance
(Dix et al. Human Computer Interaction, 1998)
S-72.124 Product Development in Telecommunications, 1999
The Waterfall model of software design with
feedback
Requirements specification
Architectural design
Detailed design
Coding and unit testing
Integration and testing
Operation and maintenance
(Dix et al. Human Computer Interaction, 1998)
S-72.124 Product Development in Telecommunications, 1999
Using design rules
• Standards: – ISO 9241 Ergonomic requirements for
office work with visual display terminals
• Guidelines– style guidelines for user interfaces of
various companies– various guideline collections published
by research projects and institutes– usability heuristics
(Dix et al. Human Computer Interaction, 1998)
S-72.124 Product Development in Telecommunications, 1999
Usability Engineering approach
• Including usability engineering goals into the design process
• Nielsen (Bellcore), Whiteside (IBM, Digital)
• Test of usability is based on measurements of user experience
• Addition of usability requirements to requirements specification
(Dix et al. Human Computer Interaction, 1998)
S-72.124 Product Development in Telecommunications, 1999
Sample usability specification
• Attribute: Backward recoverability• Measuring concept: Undo an erroneus
sequence• Measurement method: number of user
actions needed to undo error• Level now: No current product allows this• Worst case: as many steps as it takes to
do error• Planned level: Two actions• Best level: One undo action
S-72.124 Product Development in Telecommunications, 1999
User-centered design
• universal design• user-oriented design
– real value for end users– matched to user capabilities– fit for the purpose for which they were
designed
• systems oriented design– all technology operates within a context– provision process, training, support and
maintenance
(Trace center www pages)
S-72.124 Product Development in Telecommunications, 1999
User-centered design
• know the user, the task and the environment
• compare with existing systems• set goals• parallel design - competing
versions
S-72.124 Product Development in Telecommunications, 1999
• use heuristics and guidelines• test prototypes• assess usability• redesign… and redesign...• get feedback from usage of
completed system• participatory design
S-72.124 Product Development in Telecommunications, 1999
Involving the user into design
Product concept
Specifications
Prototyping
Final design
Follow-up
Focus groupsEthnographic methods
Benchmark testingTask analysis, Scenarios, user description, usability goals
Rapid prototypingExpert evaluationsPrototype testing
Final usability testing
User feedback
S-72.124 Product Development in Telecommunications, 1999
Product concept design
• Ideas for products and knowledge about user needs
• Ethnographic methods (origin anthropology): observing the user in real-life context
• Focus groups: discussing daily life• Participatory design methods• Day-in-the-life methods
S-72.124 Product Development in Telecommunications, 1999
From product idea to definition
Technical innovation
Market innovationUser study innovation
More user and marketing research
Product concept
Validation with more user research
Definition of product
S-72.124 Product Development in Telecommunications, 1999
Product concept
• The mission statement of the product– For whom, for what, why– on different stages of detail
• Is base of definitions• Iterative
S-72.124 Product Development in Telecommunications, 1999
Marketing vs. design
• Marketing: where are the customers, what would they pay
• Designer: How should this product work?
(Beyer ja Holtzblatt, 1998)
S-72.124 Product Development in Telecommunications, 1999
Product concept design
• Ideas for products and knowledge about user needs
• Ethnographic methods (origin anthropology): observing the user in real-life context
• Focus groups: discussing daily life• Participatory design methods• Day-in-the-life methods
S-72.124 Product Development in Telecommunications, 1999
Usability requirements specification
• User description: what kind of user groups is this designed for? User segments
• Task analysis: What are the user goals? How does the user work? Workflows, scenarios
• Environment analysis: external demands and requirements
• Usability goals
S-72.124 Product Development in Telecommunications, 1999
Iterative prototyping
• visualising early design ideas for user feedback
• competing prototypes for comparative design
• paper prototypes - interactive prototypes• horizontal: whole system at surface level• vertical: part of functionality in whole
depth• whole prorotypes: whole functionality• easy to produce - easy to discard!
S-72.124 Product Development in Telecommunications, 1999
Parallel and iterative design
(Nielsen, 1993)
S-72.124 Product Development in Telecommunications, 1999
User participation
• Involve actual users• users usually will not be able to come to
new design ideas, but they will react to existing design
• don’t ask what users want - let them try it out
• for long projects, refresh the user group - users start understanding the developers’ problems
S-72.124 Product Development in Telecommunications, 1999
Iterative prototypes
• Icons, terms, main view, horizontal/ vertical• scenarios as prototypes • rapid prototyping• early stages: paper mockups and
storyboards, navigation maps, verbal prototyping
• advanced stages: wizard-of-Oz-techniques, interactive prototypes
• interactive prototyping - modification on the fly
S-72.124 Product Development in Telecommunications, 1999
Prototype evaluation
• expert evaluations– cognitive walkthrough– heuristic analysis– visual walkthrough– guideline/ standard inspection
• usability testing– testing of the whole prototype– testing of icons, terminology, vertical
prototype
S-72.124 Product Development in Telecommunications, 1999
Usability testing
• Most new, surprising usability problems will not be found by expert evaluation methods
• Users representative of the intended user group perform typical tasks (scenarios from usability requirements) with the system; test leader observes and interviews the user
• Test design according to goals of the test - often the usability goals of the system
S-72.124 Product Development in Telecommunications, 1999
Follow-up usability evaluation
• user feedback• observing users in real work• log of usage - analysis for errors
and performance times• final data on achievement of
usability goals
S-72.124 Product Development in Telecommunications, 1999
“If achieving the users’ goals is the basis of our user interface design, then the user will be satisfied and happy. If the user is happy, he will gladly pay us money, and then we will be successful.”
(Alan Cooper: About Face)