Slide 1

Slide 1 text

Intro Usability & User Centred Design Justine Sanderson | RHE, Auckland 24 February 2006 © 2006 Userfaction Ltd

Slide 2

Slide 2 text

The challenge

Slide 3

Slide 3 text

The desired outcome

Slide 4

Slide 4 text

Why Usability? 63% of software projects exceed their budget estimates, with the top four reasons all relating to product usability: frequent requests for changes by users, overlooked tasks, users' lack of understanding of their own requirements, and insufficient user analysis communication and understanding (Lederer & Prassad, 1992).

Slide 5

Slide 5 text

Why Usability? Cost of changes throughout the development lifecycle

Slide 6

Slide 6 text

Usability Usability means designing things that actual human beings can use for their intended purpose steve krug – don’t make me think

Slide 7

Slide 7 text

User Centred Design To develop an experience based on the patterns inherent in your stuff that empowers users to accomplish their goals. jeffrey veen

Slide 8

Slide 8 text

User Centered Design

Slide 9

Slide 9 text

User Centred Design Process

Slide 10

Slide 10 text

Ethnographic Research

Slide 11

Slide 11 text

Field Studies

Slide 12

Slide 12 text

Contextual Enquiry

Slide 13

Slide 13 text

Participatory Design

Slide 14

Slide 14 text

Prototyping

Slide 15

Slide 15 text

Usability Evaluations

Slide 16

Slide 16 text

1. User Research Step out of your environment

Slide 17

Slide 17 text

Observing in context How do people actually use and experience computers? How often do they use them? How satisfied are they? What are their wants and needs? What are their suggestions for improvement?

Slide 18

Slide 18 text

What people say (market research/focus groups) What people do (ethnography/contextual enquiry) What people make (lead users/participatory design) Explore

Slide 19

Slide 19 text

'I don't know who discovered water, but it wasn't a fish.' Step out of your environment

Slide 20

Slide 20 text

You are not the user you are not the user

Slide 21

Slide 21 text

architect cleaner waitress policeman teacher gardener farmer midwife receptionist musician builder marine biologist nurse florist photographer sales assistant nanny plumber sharetrader banana ripener accountant journalist coach politician student machine operator truck driver manager secretary

Slide 22

Slide 22 text

hang out with people who don’t use a computer 8 hours a day

Slide 23

Slide 23 text

People do strange things on their computers

Slide 24

Slide 24 text

Passwords on post it notes

Slide 25

Slide 25 text

You do not have their undivided attention

Slide 26

Slide 26 text

Personas/User Profiles

Slide 27

Slide 27 text

Personas/User Profiles

Slide 28

Slide 28 text

Frequency of use

Slide 29

Slide 29 text

Personas/User Profiles

Slide 30

Slide 30 text

Mood board

Slide 31

Slide 31 text

Scenarios/Use Cases

Slide 32

Slide 32 text

Use Cases 1.  The user sees a welcome message on the ATM's screen. 2.  The user takes a valid Huntington bank card from their wallet. 3.  The user slides the bank card fully into the marked slot. 4.  The user waits five seconds for the ATM to respond. Feedback: The ATM displays "Please enter your four-digit personal identification number" on the screen. 5.  Using the physical keypad attached to the ATM, the user correctly enters their four-digit PIN. 6.  The user presses the Enter key. […] 7.  The user removes their bank card and returns it to their wallet. 8.  The user watches the screen for 15 seconds. Feedback: The ATM redisplays the welcome message. 9.  The customer leaves.

Slide 33

Slide 33 text

Use Cases

Slide 34

Slide 34 text

Goal/Task Analysis

Slide 35

Slide 35 text

2. Ideation designing / alternatives

Slide 36

Slide 36 text

Ideation/Develop Alternatives Multiple alternatives increases the probability of success Most developers tend to adopt a "satisficing" strategy that focuses on initial, satisfactory, but less than optimal, solutions. Never be satisfied with a single opinion or the first idea. It is best to "saturate the design space" with ideas before making decisions and to consider alternatives (i.e., better design solutions, throughout the design process). Ball, L.J., Evans, J.B.T. And Dennis, I. (1994), Cognitive processes in engineering design: A longitudinal study, Ergonomics, 37(11), 1753-1786.

Slide 37

Slide 37 text

Brainstorming session

Slide 38

Slide 38 text

Brainstorming Rules •  Defer judgment •  Encourage wild ideas •  Build on the ideas of others •  Stay focused on topic •  One conversation at a time •  Be visual •  Go for quantity

Slide 39

Slide 39 text

Have a conversation with your team

Slide 40

Slide 40 text

Participatory Design: Card Sorting

Slide 41

Slide 41 text

Card Sorting Workshops •  “great exercise, I’d use this in my own work!” •  “chance to get involved at basic level” •  “good to interact & hear how others in team were thinking”

Slide 42

Slide 42 text

From Users to Goals to Structure http://thinkingandmaking.com/entries/49

Slide 43

Slide 43 text

From Users to Goals to Structure http://thinkingandmaking.com/entries/49

Slide 44

Slide 44 text

From Users to Goals to Structure http://thinkingandmaking.com/entries/49

Slide 45

Slide 45 text

3.Design Mockups/Prototyping

Slide 46

Slide 46 text

What prototyping will uncover •  Usability issues. All the things you typically find in usability testing - confusing concepts, poor terminology, layout problems, lack of feedback, etc. •  Missing (or misspecificed) functional requirements. Users often have needs that the development team isn't aware of, or the team may have a mistaken assumption about what functionality will satisfy a user requirement. •  Preference for one design alternative. Sometimes there are multiple ways to provide a function and they're equally easy to implement. But users may have a clear preference for one way over another. http://www.paperprototyping.com/what_examples.html

Slide 47

Slide 47 text

Mockups/Prototyping 1. Company info 2. Insurance info for company 3. My (current user) info 4. Other users on this account 5. My sales rep contact info 6 Current account plan 7. Link to change search preferences 8. Date account was created 9. People rarely view or change insurance info 10. Any user can edit anything except other users' info 11. Changing password is the most likely action 12. People might come here to change search preferences (which are on a separate page) http://37signals.com/papers/introtopatterns/

Slide 48

Slide 48 text

1. Company info 2. Insurance info for company 4. Other users on this account 5. My sales rep contact info 6. Current account plan 9. People rarely view or change insurance info 10. Any user can edit anything except other users' info 10. Any user can edit anything except other users' info 10. Any user can edit anything except other users' info 10. Any user can edit anything except other users' info 3. My (current user) info 11. Changing password is the most likely action 10. Any user can edit anything except other users' info A B C D E F 8. Date account was created G 7. Link to change search preferences 12. People might come here to change search preferences (which are on a separate page) H

Slide 49

Slide 49 text

2. Insurance info for company 9. People rarely view or change insurance info 10. Any user can edit anything except other users' info B 4. Other users on this account 10. Any user can edit anything except other users' info D 6. Current account plan 10. Any user can edit anything except other users' info F 1. Company info 10. Any user can edit anything except other users' info A 3. My (current user) info 11. Changing password is the most likely action 10. Any user can edit anything except other users' info C 5. My sales rep contact info E 8. Date account was created G 7. Link to change search preferences 12. People might come here to change search preferences (which are on a separate page) H

Slide 50

Slide 50 text

Most important: Necessary: Nice to have: A C E G B D F H

Slide 51

Slide 51 text

No content

Slide 52

Slide 52 text

No content

Slide 53

Slide 53 text

l The ability to simplify means to eliminate the unnecessary so that the necessary may speak.z Hans Hofmann http://dev.uxmatters.com/MT/archives/000015.php

Slide 54

Slide 54 text

Interactive Prototype

Slide 55

Slide 55 text

4. Usability Evaluations

Slide 56

Slide 56 text

User Centred Design Process

Slide 57

Slide 57 text

Patterns …designing from the bottom up…

Slide 58

Slide 58 text

Patterns

Slide 59

Slide 59 text

Avis

Slide 60

Slide 60 text

Study Patterns

Slide 61

Slide 61 text

www.welie.com

Slide 62

Slide 62 text

Yahoo pattern library

Slide 63

Slide 63 text

Study Patterns

Slide 64

Slide 64 text

UCD artefacts start a conversation with your team

Slide 65

Slide 65 text

Examples Reading and discussing scenarios Identifying opportunities for design Producing a paper prototype Developing a picture use scenario Presenting design ideas Group discussions DIS Seminar – Melbourne – August 2004

Slide 66

Slide 66 text

Make the data real Walls – beyond whiteboards by Mark Rettig (www.marcrettig.com/writings/rettig.walls.72dpi.pdf )

Slide 67

Slide 67 text

Make things together

Slide 68

Slide 68 text

Collaboration

Slide 69

Slide 69 text

You are not the user

Slide 70

Slide 70 text

Push Escape to Cancel

Slide 71

Slide 71 text

Even web 2.0 apps use blue underlined links

Slide 72

Slide 72 text

Flickr new Even web 2.0 apps use blue underlined links

Slide 73

Slide 73 text

Intro Thank You! Questions? [email protected] © 2006 Userfaction Ltd

Slide 74

Slide 74 text

No content

Slide 75

Slide 75 text

No content

Slide 76

Slide 76 text

No content