user experience (ux) / user interface (ui) · 2001. 10. 23. · human-computer interaction (hci)...

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USER EXPERIENCE (UX) / USER INTERFACE (UI) M. Weintraub, F. Tip Thanks go to Joel Angiolillo, Demetrios Karis, and Bob Virzi for their insights and help developing this section. Thanks go to to Rahul Premraj and Andreas Zeller for allowing incorporation of their materials.

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Page 1: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

USER EXPERIENCE (UX) / USER INTERFACE (UI)

M. Weintraub, F. Tip

Thanks go to Joel Angiolillo, Demetrios Karis, and Bob Virzi for their

insights and help developing this section.

Thanks go to to Rahul Premraj and Andreas Zeller for allowing

incorporation of their materials.

Page 2: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

OBJECTIVE

2

1. Understand what user experience (UX) means and how it matters

2. Understand how to approach UX and usability

3. Understand how to approach UI design

Page 3: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WE ALL EXPERIENCE USER INTERFACES

3

Page 4: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

USER INTERFACES OF A DIFFERENT SORT

4

Page 5: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WHAT IS GOOD DESIGN?

5

Did you ever see the time actually set on one of these?

Page 6: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

SOME INTERFACES ARE CONFUSING

6

Page 7: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

REALLY CONFUSING

7

Page 8: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

SOME INTERFACES ARE WELL DESIGNED

8

Page 9: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WHAT IS USER EXPERIENCE? (UX)

9

UX puts the end user at the center of the universe and defines the system from that perspective. This affects:

▪ Functionality

▪ System Organization and Structure

▪ Interactions and Look and Feel

▪ Access

Usability is finding the best match between a user’s needs and a product’s use

Page 10: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

HCI

10

Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers.

The point of interaction or communication between a computer and another entity, such as a printer or human operator. Information flows in one direction or two.

The layout of an application's graphic, spoken, touch, or textual controls in conjunction

with the way the application responds to user activity.

A User Interface (UI) fulfills two key UX needs:

1. Interactions and Look and Feel

2. Access

Page 11: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WHY DO WE CARE ABOUT UX/UI?

11

Because it matters

Page 12: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

POOR UX ⇒ PEOPLE WILL ASK FOR SUPPORT

12

Cost of calling tech support

J. Rumberg, http://www.thinkhdi.com/library/supportworld/2017/metric-of-month-service-desk-cost-per-ticket.aspx

Rule of thumb for good customer service via chat is a service rep can handle ~3 chats simultaneously

Page 13: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

POOR UX MEANS PEOPLE WON’T USE IT EVEN WHEN IT WORKS AND WILL RETURN IT

13

Only 5 percent of consumer electronics products returned to retailers are

malfunctioning --yet many people who return working products think they are broken, a new study

indicates.

Accenture pegs the costs of consumer electronics returns in 2007 at $13.8 billion in the United States alone, with return rates ranging from 11 percent to 20 percent, depending on the type of product.

Accenture estimates that 68 percent of returns are products that work properly but do not meet customers' expectations for some reason. […Accenture executive Terry Steger]

believes that the return rates for functional products would decline significantly if

vendors and retailers invested more in making them easier to set up and use, and in

educating buyers. "I don't believe the returns issue is the result of lax retail return policies, or

customers taking advantage of the ability to return," he says. Rather, he says, high return rates often point to problems with products.

Page 14: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

POOR UX MEANS PEOPLE WON’T USE IT EVEN WHEN IT WORKS AND WILL RETURN IT

14

Complicated setup is one issue: […] cites a 2006 study by Dutch scientist Elke den Ouden, which determined that the average U.S. consumer spends only 20 minutes trying to make a

device work before giving up and returning it to the seller.

- Y. Arar, http://www.pcworld.com/article/146576/article.html

Page 15: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

UX MATTERS – A TALE OF TWO MP3 PLAYERS

16

Roxio emphasized an experience similar to the then familiar, Sony Walkman, and emphasized a digital experience like listening to cassettes

▪ The user experience was around “pushing play”

▪ The design emphasized the Walkman design

Diamond Rio

200520001995 2010 2015

Page 16: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

UX MATTERS – A TALE OF TWO MP3 PLAYERS

17

Roxio emphasized an experience similar to the then familiar, Sony Walkman, and emphasized a digital experience like listening to cassettes

▪ The user experience was around “pushing play”

▪ The design emphasized the Walkman design

Diamond Rio

200520001995 2010 2015

Page 17: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

UX MATTERS – A TALE OF TWO MP3 PLAYERS

18

Apple created an experience around creating and playing “mixes” – what went on the tapes

The user activities emphasized making playlists, acquiring tunes, and playing music and used a thumb-based UI

Diamond Rio

200520001995 2010 2015

Apple iPod

APPL traded at ~$1.37/share on

10/23/2001

Page 18: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

UX MATTERS – A TALE OF TWO MP3 PLAYERS

19

Apple created an experience around creating and playing “mixes” – what went on the tapes

The user activities emphasized making playlists, acquiring tunes, and playing music and used a thumb-based UI

Diamond Rio

200520001995 2010 2015

Apple iPod

APPL traded at ~$1.37/share on

10/23/2001Same share today is worth ~$12,300

Page 19: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WHAT IS DESIGN?

“Most people make the mistake of thinking design is what

it looks like. People think it’s this veneer – that the

designers are handed this box and told, ‘Make it look

good!’ That’s not what we think design is. It’s not just what

it looks like and feels like. Design is how it works.”

Steve Jobs

R. Walker, The Guts of a New Machine, New York Times Magazine, Nov. 30, 2003

20

Page 20: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

DESIGN IS HARD

21

Page 21: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

EASY TO OVERDO AND MAKE THE PRODUCT USELESS

22

Page 22: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WHAT IS A GOOD DESIGN?

23

A solution that serves the users and satisfies the client

▪ Does what the users need and want

▪ Natural to use

▪ Helps them avoid trouble

Page 23: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

USER CENTERED DESIGN

24

Puts the end user at the center of the universe and defines the system from that perspective

So, who or what is a user?

Page 24: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

THERE IS NO ONE USER

Memory

Attention

Visual and Audio

Perception

Learning

Language + Communication

Touch

Ergonomics (sense of fit)

Capabilities

Level of experience

Physical or mental capabilities and

limitations

Cultural expectations

Language differences

Senses of style

Have different needs or values

E.g., I want fast acceleration, but you want good fuel economy

Senses, Values & Sensibilities

25

Challenge: there is no one User.

If there was, we would all be driving the same car, wearing the

same shoes, and using the same computer.

Page 25: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

YOU MUST UNDERSTAND HUMAN CAPABILITIES AND PREFERENCES TO DESIGN GREAT SYSTEMS

26

Page 26: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

YOU MUST UNDERSTAND HUMAN CAPABILITIES AND PREFERENCES TO DESIGN GREAT SYSTEMS

Is it a good design if ~10% of users can’t really use it easily?

Red-green color blindness (protanopia & deuteranopia) occurs in 8% of males and 0.4% of females

27

Page 27: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

COLOR-BLIND PEOPLE USE OTHER CUES TO READ TRAFFIC LIGHTS

28And notice, it’s not truly green

Page 28: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

No

CAN YOU PLEASE EVERYONE?

29

You can have different products for different types of users.

2

9

You can have a product for an average user and aim for average

within a subset of the market

Multiple Sizes One size fits most/enough

It is not possible to optimize the experience forEVERY SINGLE user.

Page 29: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WHERE DOES UCD FIT INTO THE DEVELOPMENT PROCESS?

Page 30: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

Requirements

Design

Code

Integration

Acceptance

Release

OPTION 1: TRADITIONAL WATERFALL MODEL

31

Page 31: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

Requirements

Design

Code

Integration

Acceptance

Release

with feedback

OPTION 1: TRADITIONAL WATERFALL MODEL

32

Page 32: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

Requirements

Design

Code

Integration

Acceptance

Release

OPTION 1: TRADITIONAL WATERFALL MODEL

UI design itself is risky.

So we are likely to get it wrong.

Waterfall makes it hard to recover.

Users are not involved in validation until

acceptance testing.

So we won’t find out until the end.

UI flaws often cause changes in

requirements and design.

So we have to throw away carefully

written and tested code.

33

Page 33: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

Evaluate Implement

Design

Deploy

OPTION 2: ITERATIVE DESIGN

34

Page 34: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WHY NOT ITERATIVE DESIGN?

Every iteration corresponds to a release, so

evaluation (complaints/issues) feeds back into next version’s design, which is too late

Using your paying customers to evaluate your usability is a big risk

They won’t like it and won’t buy the next version

35

Evaluate Implement

Design

Deploy

Page 35: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

OPTION 3: SPIRAL MODEL

36

Page 36: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

SPIRAL MODEL ITERATIONS

Early iterations use cheap, quick to create, and easy to pitch prototypes (paper prototyping)

Later iterations have richer

implementations

More iterations generally means better UI

Only mature iterations get released

37

Page 37: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

THREE STEPS TO USER CENTERED DESIGN

38

1. Identify who the users are

2. Identify what they want to accomplish

3. Constantly assess (1) and (2)

Page 38: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

KNOW YOUR USERROLES, RESPONSIBILITIES, CAPABILITIES

1. Ethnographics

• Age, gender, ethnicity

2. Skill level

• Novice

• Knowledgeable, intermittent user

• Knowledgeable, frequent user

3. Mental or Physical abilities

4. Knowledge

• Domain experience

• Application experience

5. Environment

• Noisy, quiet

• Inside, outside…

6. Communication patterns

39

Page 39: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

THE BEST TECHNIQUE: INTERVIEWING & OBSERVING PEOPLE

Talking to users and potential users

• Semi-structured interviews• https://en.wikipedia.org/wiki/Semi-

structured_interview• lots of tips for creating an interview

guide and how to conduct the interview.

• Structured interviews

It may be hard to recruit subjects and some users are expensive to talk to.

40

http://www.usability.gov/how-to-and-tools/methods/individual-

interviews.html

Page 40: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

HOW TO CONDUCT A STUDY?

41

1. Plan topics in advance

Best practice: create an interview guide, an informal grouping of topics and questions that the interviewer can ask in different ways for different participants.

Source: http://www.userlytics.com/blog/unmoderated-vs-

moderated-usability-user-experience-testing

Page 41: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

HOW TO CONDUCT A STUDY?

42

1. Plan topics in advance

2. Identify the target user base in advance

Source: http://www.userlytics.com/blog/unmoderated-vs-

moderated-usability-user-experience-testing

Page 42: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

HOW TO CONDUCT A STUDY?

43

1. Plan topics in advance

2. Identify the target user base in advance

3. Give users a task to do against your interface and observe their behavior1. Have them think aloud about what they seeing, trying

to do, and actions they are taking.

2. Take copious notes/record the session

3. Do not lead the user. Let them run the task until they are successful or give up.

Struggles are important indicators that information is not organized well or that something is missing.

4. Reflect on observations and write up a report with findings

Source: http://www.userlytics.com/blog/unmoderated-vs-

moderated-usability-user-experience-testing

Page 43: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

HOW DO WE EXPRESS DESIGNS?

44

Page 44: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

START WITH PAPER PROTOTYPES

45

You can often get the same design information from easier and cheaper to make low fidelity prototypes as from higher fidelity prototypes. Karis and Virzi

Credit to: Ariel Waldman, on Interaction Design/ Rachel Ilan

F. Cifaldi, Gamsutra, Sometimes, paper is your best prototyping tool - even if

you're Nintendo, 2012 On the development of the Wii U tablet

Page 45: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

SIMPLE PAPER PROTOTYPES ARE EASY TO CREATE AND CHANGE

46

Page 46: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

FANCIER EXAMPLE

47

Page 47: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

YOU ARE NOT LIMITED TO 8.5”X11”

Page 48: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WIREFRAMES

You can also compose parts of these on a computer, of course (at various levels of detail, up to a full-fledged mockup).

49

Page 49: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WIREFRAMING: PROS AND CONS

1. Fast way to mock up an interface - no coding required.

2. Finds a variety of problems with the interface.

3. Allows an interface to be refined based on user feedback before implementation begins.

4. A multidisciplinary team can participate.

Advantages

50Credits: Paper Prototyping

Page 50: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

WIREFRAMING: PROS AND CONS

1. Fast way to mock up an interface - no coding required.

2. Finds a variety of problems with the interface.

3. Allows an interface to be refined based on user feedback before implementation begins.

4. A multidisciplinary team can participate.

Advantages

1. Doesn’t produce any code.

2. Does not find all classes of problems with an interface.

3. Can affect the way users interact with the interface.

4. Has stronger benefits in some situations than in others.

Disadvantages

51Credits: Paper Prototyping

Page 51: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

PRINCIPLES FOR DESIGNING UI’S

Jacob Nielsen’s

10 Principles Of

UI Design

52

https://www.nngroup.com/articles/ten-usability-heuristics/

Page 52: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#1: MATCH THE REAL WORLD

Examples

▪ Desktop

▪ Trashcan

Dangers of metaphors

▪ Often hard for designers to find

▪ Deceptive

▪ Constraining

▪ Breaking the metaphor

Using a metaphor doesn’t excuse other bad design decisions

53

Page 53: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

DIRECTLY MANIPULATE OBJECTS

User interacts with visual representation of data objects

▪ Continuous visual representation

▪ Physical actions or labeled button presses

▪ Rapid, incremental, reversible, immediately visible effects

Examples

▪ Files and folders on a desktop

▪ Scrollbar

▪ Dragging to resize a rectangle

▪ Selecting text

Visual representation and physical interaction are important 54

Page 54: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

OBJECTS SUGGEST SPECIFIC ACTIONS

55

Perceived and actual properties of a thing that determine how the thing could be used

1. Chair is for sitting

2. Knob is for turning

3. Button is for pushing

4. Listbox is for selection

5. Scrollbar is for continuous scrolling or panning

Page 55: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

NATURAL MAPPING

Physical arrangement of controls should

match arrangement of function

Best mapping is direct, but natural

mappings don’t have to be direct

▪ Light switches

▪ Stove burners

▪ Turn signals

▪ Audio mixer

56

Norman, Donald A., "Knowledge in the Head and in the World". The Design of Everyday

Things. New York: Basic Book, 1988. 77

Poor mapping:

arbitrary

arrangement of

stove controls

Good mapping:

full natural

mapping of

controls and

burners

Page 56: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

ACTIONS SHOULD HAVE IMMEDIATE, VISIBLE EFFECTS

Examples

• Push buttons

• Scrollbars

• Drag & drop

Kinds of feedback

• Visual

• Audio

• Haptic (conveyed by sense of touch)

57

Page 57: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#2: CONSISTENCY AND STANDARDS

Users should not have to wonder whether different words, situations, or actions mean

the same thing.

Follow platform conventions.…

58

Page 58: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#3: HELP AND DOCUMENTATION

Help should be

▪ Searchable

▪ Context-sensitive

▪ Task sensitive

▪ Concrete

▪ Short

▪ NOT NEEDED

59

Page 59: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#4: USER CONTROL AND FREEDOM

Users may run in trouble by using a system function by mistake and need a clearly

marked "emergency exit" to leave the

unwanted state without having to go

through an extended dialogue

1. Provide Undo

2. Long operations should be allowed

to be paused/suspended

3. All dialogs should have a cancel

button

60

Page 60: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#5: VISIBILITY OF SYSTEM STATUS

The system should always keep users informed about what is going on, through appropriate feedback within

reasonable time.

1. Change cursor to indicate action

2. Use highlights to show selected objects

3. Use status bar to show progress

61

Page 61: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#6: FLEXIBILITY AND EFFICIENCY

62

Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

[follows from the power law of practice]

Page 62: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#7: RECOGNITION, NOT RECALL

Minimize the user's memory load by making objects, actions, and options

visible.

The user should not have to remember

information from one part of the dialogue

to another. Instructions for use of the

system should be visible or easily

retrievable whenever appropriate.

Use menus, not command languages

Use combo boxes, not textboxes

Use generic commands

All needed information must be visible

63

Page 63: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#8: ERROR PREVENTION

Even better than good error messages is a careful design which prevents a problem

from occurring in the first place.

Either eliminate error-prone conditions or

check for them and present users with a

confirmation option before they commit to

the action.

64

Page 64: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#9: HELP USERS RECOGNIZE, DIAGNOSE, AND RECOVER FROM ERRORS

Error messages should be expressed in plain language (no codes), precisely

indicate the problem, and constructively

suggest a solution.

And they should be polite…

65

Page 65: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

#10: AESTHETIC AND MINIMALIST DESIGN

66

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the

relevant units of information and diminishes their relative visibility.

Page 66: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

TESTING THE UI

Testing the UI is like testing done early on,

except now you use the actual system.

Give the users a task and watch them

work.

Take copious notes

Do not steer the user

Frustrations and failures are part of the game

67

Page 67: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

TYPICAL AND UNFORTUNATE REACTIONS

68

Typically, when project managers observe their design undergoing a usability test, their initial reaction is:

Or the typical engineer’s response:

Where did you find such stupid users?

It’s designed right.

You are too dumb to use it correctly.

The users are telling you something. Listen to them!

Page 68: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

SOMETHING TO BE AWARE OF: FITT’S LAW (1954)

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Time needed to hit a target (moving a cursor over an icon) is a function of the ratio between the distance to the target and the width of the target

What Fitt’s Law says:

1. The closer the target, the faster you reach it

2. The bigger the target, the faster you reach

Fitt’s law dictates that things on the edge of the screen are the easiest to reach

Actual law:

Time T to move your hand to a target of size S at distance D away is:

T = a + b log (2D/S)

Page 69: User Experience (UX) / User Interface (UI) · 2001. 10. 23. · Human-Computer Interaction (HCI) research is focused on the interfaces between people (users) and computers. The point

IMPLICATION – THE OOPS COROLLARY

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If you mis-click, you are most likely to click something immediately next to the desired target. Obvious! You should not make the consequences of a wrong click

drastic. What this means in practice, however, is that you shouldn’t put dangerous operations next to common operations. And, if you must put

dangerous operations next to common operations, at least make them undoable!

http://www.brool.com/post/implications-of-fitts-law/