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What is a "good" application. Usability talk at EclipseCon 2012

What is a "good" application. Usability talk at EclipseCon 2012

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Good application e-con2012 new for publishing.pptx Presentation Transcript

  • 1. What  makes  an  applica/on  a  “good”  applica/on  ?  How  is  soware  experienced  by  end-­‐users  ?  Chris7an  Campo  EclipseCon  2012  
  • 2. Who  are  we  ?    •   Chris/an  Campo    How  is  so:ware  experienced  by  end-­‐users  ?  •   What  is  Usability  ?  •   Flow  ?  •   “Gestalt”  Laws  ?  
  • 3. So:ware  Quality   Efficiency   Func7o-­‐ Usability   Soware   nality   Quality   Portabi-­‐ Maintain lity   ability  
  • 4. Usability,  a  defini/on      Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals  with  effec:veness,  efficiency,  and   sa:sfac:on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 5. Usability      Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users   to  achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 6. Usability  Product,  User,  Goal,  and  Context  of  Use  "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals…  …in  a  specified  context  of  use."       Context of Use Input   Output   USER   PRODUCT   Output   Input   I have Goals Source:  Productergonomie,  H.  Dirken  
  • 7. Usability:  the  user   Input   User   •  Sight,  Hearing,  Taste,  Smell,  Touch,   Balance  &  Accelera7on,   Throughput   Temperature   •  Decision  (processing),   Output   Memory  (storing)   •  Motor  skills,  Speech     Context of Use Input   Output   Throughput     Throughput PRODUCT   Output   Input   Source:  Productergonomie,  H.  Dirken  
  • 8. Usability:  the  product   Input   •  Keyboard/Keypad,  Mouse,  Joys7ck,   Product   Microphone,  Touch  Screen     Output   Throughput   •  Monitor,  Internal  speak,  Vibra7on   •  Decision  (processing),   Memory  (storing)   Context of Use Input   Output   Throughput Throughput     USER   Output   Input   Source:  Productergonomie,  H.  Dirken  
  • 9. Usability:  context  of  use   Context  of  Use   Context  o •  Use  environment  (Environmental-­‐,   f  Use   Social-­‐  Technological  context   •  E.g.  Temperature,  Noise,  Pressure,   Ligh7ng  Condi7ons,  Other  products   (e.g.  safety  glasses,  gloves),  Social   Context   Context of Use Input   Output   Throughput     Throughput USER   PRODUCT   Output   Input   Source:  Productergonomie,  H.  Dirken  
  • 10. Design  decisions  ?  Product,  User,  Goal,  and  Context  of  Use  "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals…  …in  a  specified  context  of  use."       Context of Use Input   Product Output       Throughput   Throughput   USER   Output   Input   ?   Source:  Productergonomie,  H.  Dirken  
  • 11. Design  decisions:  the  user  User  • What  goals  does  the  user     •     Required  domain  knowledge  have?   knowledge  (what  does  the  user  •   Vocabulary  of  the  domain   need  to  know  to  accomplish  their   job?)  •   How  exis7ng  products  are  used  •   Abili7es  and  impairments?  • How  do  the  goals  of  my  soware  relate  to  other  goals  of  the  user’s  job?  •   Experience  level?  
  • 12. Design  decision:  context  of  use  Context  of  Use  •   What  are  characteris7cs  of   •   Context  of  how  the  product  the  context  (e.g.  heat,  noise)   fits  into  their  lives/workflow  •   Ar7facts  in  the  context   Library   Factory  floor   Public  space   Crowded   office  space  
  • 13. What  does  this  all  mean  ?  •   To  make  a  more  usable  design,  you  need  to  know:   ›  Who  are  your  users  ?   ›  What  are  their  skills  ?   ›  What  are  their  goals  ?   ›  In  which  context  is  your  product  used  ?  •   The  informa/on  on  user,  context,  goals  will  help  you  make  realis/c  design  decisions  •   How  to  get  this  informa/on  ?   › USABILITY  RESEARCH  &  TESTING!  
  • 14. Usability      Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 15. Usability:  effec/veness  •   Effec/veness   ›  Defini7on:  Successful  in  producing  an  intended  result   Sports  car     Bicycle   ›   Measuring  Effec7veness   ›     Percentage  of  task   ›   Number  of  features  or   completed   commands  used   ›   Ra7o  of  success  to   failure   Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  
  • 16. Usability:  efficiency  •   Efficiency   ›  Defini7on:  Achieving  maximum  produc/vity  with  minimum  wasted   effort  or  expense     ar   Sports  car     1-­‐Liter  c ›   Measuring  Efficiency   ›     Time  to  complete  the   ›     Percentage  or  number   task   of  errors   ›     Time  to  learn   ›     Time  spent  on  error   Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  
  • 17. Usability:  sa/sfac/on  •   Sa/sfac/on   ›  Defini7on:  Fulfillment  in  one’s  expecta/ons,  needs,  or  pleasure   derived  from  this     ›   Measuring  Sa7sfac7on   ›  Ra7ng  scale  for   ›  Number  of  7mes  user   sa7sfac7on  with   expresses  frustra7on  or   func7ons  and  features   anger   ›  Ra7ng  scale  for     usefulness  of  the  product   or  service   Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  
  • 18. Usability:  sa/sfac/on   Exper ience•   Sa/sfac/on     ›  Fulfillment  in  one’s  expecta/ons,  needs,  or    pleasure    derived  from   this      Keep  users  happy  by  allowing  for    flow  
  • 19. What  is  flow  ?   Exper ience  •     Flow  is  the  mental  state  of  opera7on  in  which  a  person  in  an  ac7vity  is  fully  immersed  in  a  feeling  of  energized  focus,  full  involvement,  and  success  in  the  process  of  the  ac7vity    How  to  allow  for  flow  ?  (Some  principles)  •   The  user  must  have  a  clear  goal  •   Task  should  be  doable/workable  •   (Inter)ac7ons  should  have  immediate  feedback    In  So:ware  ?  (Some  principles)  •  Direct,  don’t  discuss  •  Keep  tools  close  at  hand  •  Provide  modeless  feedback   Sources:    About  Face  2.0,  Cooper,  Reiman,  The  Psychology  of  Op7mal  Experience;  Csikszentmihalyi  
  • 20. Flow  ?  
  • 21. Allowing  for  flow   search  
  • 22. Allowing  for  flow   search  
  • 23. Allowing  for  flow   search  
  • 24. Allowing  for  flow   search  
  • 25. Allowing  for  flow   search  
  • 26. Allowing  for  flow   save  
  • 27. Allowing  for  flow   save  
  • 28. Allowing  for  flow   save   Demo  textedit  
  • 29. Allowing  for  flow  
  • 30. Allowing  for  flow  
  • 31. Allowing  for  flow  
  • 32. Allowing  for  flow  
  • 33. Allowing  for  flow  • Flow  !=  Workflow   ›  Flow  links  Workflows   ›  Flow  allows  uninterrupted  Work   ›  Think  ahead  for  your  user  ???  
  • 34. Usability:  efficiency  •   Efficiency   ›  Achieving  maximum  produc/vity  with  minimum  wasted  effort  or  expense   To  make  a  product  more  efficient  one  can  reduce  TIME  and    WORK     “recall  of  passwords,  command  vectors,  names  and  loca7ons  of  data   objects  and  controls,  and  other  rela7onships  between  objects”   Mnemonic  Work   “decoding  visual  layouts  and  seman7cs  of  shape,  size,  color,  and   Perceptual  Work   representa7on”   “comprehension  of  text  and  organiza7onal  structures”   Logical  Work   “number  of  keystrokes,  degree  of  mouse  movement,  use  of  gestures,   Physical/Motor   switching  between  input  modes…”   Work   Source:  About  Face  2.0,  Cooper,  Reimann  
  • 35. Reducing  perceptual  work  ?  •  (Some)  Dimensions  of  visual  coding   ›  Posi7on   ›  Color   ›  Texture   ›  Shape   ›  Size   Source:  Productergonomie,  H.  Dirken  
  • 36. Reducing  perceptual  work  ?  Proximity  •  Elements  that  are  close  together  tend  to  be   perceived  as  a  group  (belonging  together)  Similarity  •  Elements  with  similar  proper/es  (e.g.  shape,  color)   tend  to  be  perceived  as  groups      
  • 37. Reducing  perceptual  work  
  • 38. Reducing  perceptual  work  
  • 39. Reducing  perceptual  work  
  • 40. Reducing  perceptual  work  
  • 41. Reducing  perceptual  work  
  • 42. Reducing  perceptual  work  
  • 43. Reducing  perceptual  work   10 px 30 px1. Label Textfield next Label2. Label always at the beginning of a new line
  • 44. Reducing  perceptual  work   I meant in an intelligent way :-)
  • 45. Reducing  perceptual  work  
  • 46. Reducing  perceptual  work  
  • 47. Reducing  perceptual  work   YES  !  this  is   the  same  as  the  one   above  J  
  • 48. Reducing  perceptual  work  
  • 49. Reducing  perceptual  work   •  mandatory •  static •  easy to overlook
  • 50. Reducing  perceptual  work  
  • 51. Reducing  perceptual  work   no longer mandatory
  • 52. Reducing  perceptual  work  
  • 53. Reducing  perceptual  work   •  errormarker
  • 54. Reducing  perceptual  work  
  • 55. Reducing  perceptual  work  
  • 56. Reducing  perceptual  work  
  • 57. Reducing  perceptual  work   ambiguous meaning of disabled
  • 58. Reducing  perceptual  work   better ? what about the label ?
  • 59. Recap  Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users   to  achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use.”     “Gest alt”  Laws   Flow   Do  not  interrupt  this     Mind  this   Source:  ISO  9241-­‐11  
  • 60. The  ques/on  is  ?   How  do  users  experience  YOUR  so:ware  ?  Who  are  my   What  are   What  is  the   users  ?   their    goals    ?   context  of  use  ?  How  can  I  make  their  work   How  can  I  make  their  work   more  efficient  ?   effec/ve  ?   How  can  I  make  their  work   more  sa/sfying  ?  
  • 61. Give Feedback on the Sessions 1 Sign In: www.eclipsecon.org 2 Select Session Evaluate 3 Vote