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Summ11 useinterx Summ11 useinterx Presentation Transcript

    • Software products that serve the users’ needs and goals: CS820
    Usability and Interaction
  • Course Overview
    • Investigates what qualities of a software product make it usable
    • How does one include usability concerns throughout the software lifecycle
    • How does one design for usability
    • Determine experimentally the usability of a product, and the importance of early usability testing on a simple prototype
  • Course Objectives
    • Qualify and quantify what is commonly meant by “usable”
    • Identify a means to inject usability attributes into each phase of the software development lifecycle in a way that is appropriate for that phase
    • Develop usability criteria for a product
    • Discuss and develop ethical guidelines for products and user testing
    • Design a usability experiment for a product.
    • Analyze data collected from a usability experiment.
    • Interpret usability data that indicates a potential problem with a product.
    • List and discuss the fundamentals of Human-Computer Interaction and the application of those fundamentals to the design of a product.
  • Your Objectives
    • Apply learning about usability to work products (security, plant operations, government contract, etc.)
    • Weigh usability vs. investment and assess
    • Be involved with “Next, Next” products and think out of the box
    • Find proper place for usability in sw development cycle
    • Discover difference between functionality, acceptability and usability
    • Reduce complexity; find more pleasant user experiences
  • Usability Principles
    • Learnability
    • Memorability
    • Efficiency
    Jakob Nielsen Technology needs to be tied to how users work (play, communicate) not just to what the work (game, message) is. (anonymous student, 2011)
    • Norman, Donald, The Design of Future Things, (download from Amazon for Kindle, Kindle for PC or Kindle for Mac) Basic Books, New York
    • Heim, S. (2007). The Resonant Interface: HCI Foundations for Interaction Design. Addison Wesley. ISBN: 978-032137596
    • Rubin, J., Chisnell, D., and Spool, J. (2008). Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. John Wiley & Sons. ISBN: 978-0-470-18548-3
    • Lidwell, W., Holden, K., Butler, J. (2003). Universal Principles of Design: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design. Rockport Publishers, Beverly MA, ISBN 1-59253-007-9
    • Nosowitz, D., (2010) , Google TV Preview: The Mom Test and the Nerd Test, May 21, 2010
    • Mayer, Richard E, Moreno, Roxana (2003, Nine ways to reduce cognitive load in multimedia learning, EDUCATIONAL PSYCHOLOGIST, 38 (1), 43–52
    Text Books and Resources Dana Chisnell, h ttp:// /usabili tytesting Slide share http://www.slideshare.n et/danachisnell/quick-cheap-insightful-usa bility-testing- in-the-wild-presentation
  • Videos
    • Next 5000 days of internet. !
    • New interfaces, Minority Report science adviser and inventor John Underkoffler demos
    • Jeremy Lyons on Usability Testing at Stanford,
    • Holographic Interface – round interface – Ringo Augmented City 3D
    • Paper Prototyping
    • Wired Conference on disruption Disruptive by Design
  • Other Resources
    • What Technology Wants , Kevin Kelly (2010) Viking, New York ISBN-10: 0670022152 ISBN-13: 978-0670022151
    •   link to article on importance of mobile interfaces in daily life.
    • Survey on media literacy, check out the consent form
    • In this conceptual work, I tried to use augmented reality as a tool for an easy way to locate a 3D-Model in a book. The user can easily thumb through the book and the specific 3D-Model appears directly, when the webcam recognizes the pattern on the page.  
    •  Vint Cerf
    •  Adobe Museum
    • About Face 3 , (2007) Cooper, Reiman, Cronin, Wiley,
    • Ginsburg, S. (2011) Designing the iPhone User Experience, Addison-Wesley, NJ, ISBN 13: 978-0-321-69943-5, OR 10: 978-0-321-69943-2
    • Johnson, J. (2010) Designing with the Mind in Mind , Morgan Kaufman Amsterdam, ISBN 978-0-12-375030-3
    • Clark, J. (2010), Tapworthy:   Designing Great iPhone Apps , O’Reilly, Beijing, ISBN 978-1-449-38165-3
    • Designing for the Digital Age: How to Create Human-Centered Products and Services [Paperback] Kim Goodwin (Author), Alan Cooper (Foreword)  (2009)
  • Points in Interface Design/Development
    • ...”people’s experiences with technology should be structured in accordance with their abilities of perception, cognition and movement (Cooper, et al., 2007)
  • Mental Models
    • Mental Models: M of X
      • M is a good model of X to the extent that it is useful in answering questions about X (Minsky, 1985)
      • People understand and interact with systems and environments based on mental representations developed from experience (Lidwell, et al., 2003) p. 154
  • Interaction Design
    • The What: “... you want to rigorously define the human and business needs that your product must satisfy.” (Cooper, et al., 2007)
    • Goal directed “Why is a user performing an activity, task, action or operation in the first place?” (Cooper, et al., 2007)
  • Interaction Frameworks
    • Cyclical (Heim, 2008, p. 42)
    • Affordances (Norman, 1990)fundamental properties that determine just how a thing could possibly be used
  • Platforms for Interactive Devices
    • Physical form, posture, display size, resolution, input method, connectivity, capacity, environment
    • desktop, portable, handheld,
    • web sites, web applications
    • entertainment and educational systems
    • Automobiles, Appliances, Robots, etc.
    • Professional devices
    • Kiosks
  • Examples
  • Postures for Interactive Devices
    • Behavior of the program
    • Sovereign (up and running continuously, e.g, word)
    • Transient (comes and goes, invoked when needed, e.g., widgets)
    • Daemonic (in background, e.g., printer driver)
  • Flow, Orchestration
    • Follow user mental models
    • Users direct
    • Tools close
    • Less is more
    • Modeless feedback
    • Design for probable
    • Provide comparisons
    • Provide graphical input/output
    • Reflect object & app status
    • Avoid unnecessary reporting, blank slates
    • Provide choices
    • Hide ejector seat levers
    • Optimize for responsiveness
    Harmonious Interactions (Cooper, 2007, pp. 215-216)
  • Displays
    • Metaphoric, visual relationship to real-world
    • Idiomatic, easily learned
  • Scenarios
    • Write to goals and needs
    • Lecture Capture scenario
    • Smart CR scenario exercise
    Control Screen1 Screen 2 Screen 3 Laptops Laptops Laptops Laptops Smartboard
  • Paper Prototype
  • Course Activities
    • Residency July 13-17, 2011
    • Class will use a discussion format with extensive student involvement. July 3 - September 19, 2011
    • IRB proposal, Week 6, August 7-13, 2011
    • Students are also expected to demonstrate their knowledge and learning in the final project. September 19, 2011
    • Final project will consist of:
      • Usability testing results for a new software product or changes made to an existing software product
      • the simulation/execution and analysis of a usability experiment for that product
  • Important Dates
    • Term begins July 3, 2011
    • Assignments/readings begin July 3, 2011
    • First Forum due by January 10, 2011
    • Residency Begins July 13, 2011
    • Usability Tests conducted beginning Week 9, August 28, 2011
    • Post final project, Week of September 11, 2011
  • Usability and Accessibility
    • User centered
      • needs, goals, motivations
    • Models
    • Personas
    • Interactions
    • Design principles
    • Section 508
    • Which users?
      • physical, psychological, cognitive
      • age (Game day)
    • Screen readers
    • Universal design
  • Interaction
    • Event Driven
    • On Demand
    • Anticipate Needs hyperlink
  • Models
    • Implementation
      • Metaphoric
      • Idiomatic
    • Representational
    • Mental
  • Interaction Design Process (Heim, 2008, pp. 98-99)
    • Components
      • Cost and Risk analysis
      • Observation
      • Task analysis
      • Requirements Assessment
      • Conceptual design
      • Physical design
      • Phases
        • Discovery
        • Design
        • Evaluation
  • Assignments
  • Designing: Jeremy Lyon, Stanford, Palm
    • Fantasy
    • Reality
    • Reflection
    • Broad shape
      • Users’ goals
      • Differences
    • Research, talking, watching
    • Use scenarios
    • Map the application, storyboarding the action, create flowchart
    • Frameworks for software where possible (what users already know)
    • Design principles
    • Balance
    • Rhythm
    • Dominance
    • Unity
    • Motion
    • Iterate, evaluate
  • Mobile User Design Experience Text