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Usability Workshop
1st National Inter-School Android Challenge Launch
160,000
160,000
What is usability?
What is usability?
What is usability?
                ISO 9241-11

effectiveness      efficiency   satisfaction
What is usability?
                ISO 9241-11

effectiveness      efficiency   satisfaction
What is usability?
                ISO 9241-11

effectiveness      efficiency   satisfaction
    effectiveness

    efficiency

    satisfaction
    effectiveness

    efficiency

    satisfaction
What is usability?
                ISO 9241-11

effectiveness      efficiency   satisfaction
What is usability?
                ISO 9241-11

effectiveness      efficiency   satisfaction


                context
• Who is the main user of your product?
     • Age? Cultural background? Educational background?

• Where will the main user use the product?
• What are the key drivers of the user for using your product?
Group work #1
As a group, pick a well-known website that
you will use as the topic of this exercise.
Group work #1
Convert that website to a mobile
application for Manny.

                  •  Describe your primary
                     user?
                  •  What changed due to
                     the new context?
Group work #1
Convert that website to a mobile
application for Manny.

                  •  Describe your primary
                     user?
                  •  What changed due to
                     the new context?
Group work #1
Convert that website to a mobile
application for Manny.

                  •  Describe your primary
                     user?
                  •  What changed due to
                     the new context?
The 10 Commandments of Usability
Usability Heuristics as guide to creating graphical user interfaces
The 10 Commandments of Usability
•  Heuristics are well-known rules of thumb.
 They are the usability principles where a service is pitted against
 and evaluated to gauge how closely it fulfills the requirements of
 the rules or commandments.


•  The 10 Usability Heuristics are applicable
   across all the touchpoints
 SMS, OTA menu, Web, WAP, phone applications, Intranet, etc.
The 10 Commandments of Usability
1.    Visibility of system status
2.    Match between system and the real world
3.    User control and freedom
4.    Consistency and standards
5.    Error prevention
6.    Recognition rather than recall
7.    Flexibility and efficiency of use
8.    Aesthetic and minimalist design
9.    Help users recognize, diagnose, and recover from errors
10.  Help and documentation
The 10 Commandments of Usability
1.    Visibility of system status
      Users should always know what state the product or service is at any given
      moment.
The 10 Commandments of Usability
1.    Visibility of system status
      Users should always know what state the product or service is at any given
      moment.
The 10 Commandments of Usability
2.    Match between system and the real world
      The system should speak the users’ language, with words, phrases and
      concepts familiar to the user, rather than system-oriented terms
The 10 Commandments of Usability
2.    Match between system and the real world
      The system should speak the users’ language, with words, phrases and
      concepts familiar to the user, rather than system-oriented terms
The 10 Commandments of Usability
2.    Match between system and the real world
      The system should speak the users’ language, with words, phrases and
      concepts familiar to the user, rather than system-oriented terms
The 10 Commandments of Usability
3.    User control and freedom
      For any given transaction state that a user might be in on the site, there
      must be a way for the user to gracefully back out that doesn’t involve
      crashing the service or causing errors.
The 10 Commandments of Usability
4.    Consistency and standards
      •    Terms and labels used throughout the service
      •    Label format and label location
      •    Meanings and definitions of terms and actions
      •    Display, menu options, buttons, graphic symbols and colors
The 10 Commandments of Usability
5.    Error prevention
      It is much more desirable to simply prevent error conditions than to make
      lavish and information-heavy error messages.
The 10 Commandments of Usability
5.    Error prevention
      It is much more desirable to simply prevent error conditions than to make
      lavish and information-heavy error messages.
The 10 Commandments of Usability
6.    Recognition rather than recall
      •  User memory load
      •  Use of existing knowledge of users
      •  Visibility of links
The 10 Commandments of Usability
6.    Recognition rather than recall
      •  User memory load
      •  Use of existing knowledge of users
      •  Visibility of links
The 10 Commandments of Usability
7.    Flexibility and efficiency of use
      Make the service customizable, if that is feasible, so that users can make
      things the way they feel is most efficient for them.
The 10 Commandments of Usability
7.    Flexibility and efficiency of use
      Make the service customizable, if that is feasible, so that users can make
      things the way they feel is most efficient for them.
The 10 Commandments of Usability
8.    Aesthetic and minimalist design
      Moving away from less complex systems usually results in more chaos and
      more errors; a carefully designed and appropriately grown site can include
      good looks and good usability
The 10 Commandments of Usability
8.    Aesthetic and minimalist design
      Moving away from less complex systems usually results in more chaos and
      more errors; a carefully designed and appropriately grown site can include
      good looks and good usability
The 10 Commandments of Usability
9.    Help users recognize, diagnose, and recover from errors
      •    Provision of error correction
      •    Provision of error messages
      •    Provision of hindrances to avoid committing errors
      •    Diagnosis of the source and cause of the problem
      •    Recovery from error and exit from undesirable state
The 10 Commandments of Usability
10.  Help and documentation
   •    For Web, online help and table of contents
   •    Glossary
   •    Site map
   •    Availability of contact points for customer service and addresses
   •    FAQs
   •    Page instructions
The 10 Commandments of Usability
10.  Help and documentation
Group work #2
Review the mobile application you created
in Group work #1 and modify it based on
the 10 Commandments of Usability.

•  What did you change? Why?
Intricacies of Mobile Usability
    What makes mobile usability different
Intricacies of Mobile Usability
1.    User experience
2.    Input
3.    Bandwidth and cost
4.    Content type
5.    Advertising
6.    Device limitations
Intricacies of Mobile Usability
1.    User experience
      •  Web pages today are laid out with presentation on desktop.
      •  Accessing these web pages on a mobile device often results in poor,
         unusable experience.
      •  Because of the limited screen size, things that are intended to be viewed
         together are not presented properly.
Intricacies of Mobile Usability
2.    Input
      •    Mobile device input is often hard.
      •    Mobile devices have very limited keypad, with small keys.
      •    There is frequently no pointing device.
      •    URLs are very hard to type in.
      •    Forms are hard to fill in.
      •    There is frequently no Back button.
Intricacies of Mobile Usability
3.    Bandwidth and cost
      •  Mobile networks can be slow compared with fixed data connections.
      •  Browsing through mobile phone (GPRS and 3G) costs money – per page
         view or content download.
Intricacies of Mobile Usability
4.    Content type
      •  Mobile users usually have more immediate and goal-directed intentions
         than desktop web users.
      •  Their intentions are often to find out specific pieces of information that are
         relevant to their context.
      •  They are usually typically less interested in lengthy documents or in
         browsing.
Intricacies of Mobile Usability
5.    Advertising
      Mechanisms that are commonly used for presentation of advertising
      material do not work well on small devices.
Intricacies of Mobile Usability
6.    Device limitations
      •  The restrictions imposed by the keyboard and the screen typically
         require a different approach to design.
      •  Mobile browsers often do not support scripting or plug-ins.
      •  Many devices have limited memory available for pages and images.
Group work #3
Review the mobile application you created
in Group work #1 and #2 and modify it
based on the Intricacies of Mobile
Usability.

•  What did you change? Why?
Resources
•         WebCredible – 7 Usability Guidelines for WAP sites
     •      http://www.webcredible.co.uk/user-friendly-resources/web-usability/
            mobile-guidelines.shtml


•         Mobile Usability Report
     •      http://eye-square.com/documents/Mobile-Usability-eyesquare-
            english.pdf
Resources
•    Anand, Amit, “Best Practices in Mobile Interface Design,"
     Human Factors International, (April 29, 2006).


•    Anand, Amit, “Mobile Design Process," Human Factors
     International, (May 1, 2006).
Resources


Lindholm, Christian, et al., Mobile
Usability: How Nokia Changed the Face
of the Mobile Phone. USA: McGraw-Hill
Companies, 2003.
Resources


Weiss, Scott, Handheld Usability.
England: John Wiley and Sons, Ltd, 2002.
Thank you

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La salle slides

  • 1. Usability Workshop 1st National Inter-School Android Challenge Launch
  • 5.
  • 7. What is usability? ISO 9241-11 effectiveness efficiency satisfaction
  • 8. What is usability? ISO 9241-11 effectiveness efficiency satisfaction
  • 9. What is usability? ISO 9241-11 effectiveness efficiency satisfaction
  • 10.   effectiveness   efficiency   satisfaction
  • 11.   effectiveness   efficiency   satisfaction
  • 12. What is usability? ISO 9241-11 effectiveness efficiency satisfaction
  • 13. What is usability? ISO 9241-11 effectiveness efficiency satisfaction context
  • 14. • Who is the main user of your product? • Age? Cultural background? Educational background? • Where will the main user use the product? • What are the key drivers of the user for using your product?
  • 15.
  • 16.
  • 17.
  • 18. Group work #1 As a group, pick a well-known website that you will use as the topic of this exercise.
  • 19. Group work #1 Convert that website to a mobile application for Manny. •  Describe your primary user? •  What changed due to the new context?
  • 20. Group work #1 Convert that website to a mobile application for Manny. •  Describe your primary user? •  What changed due to the new context?
  • 21. Group work #1 Convert that website to a mobile application for Manny. •  Describe your primary user? •  What changed due to the new context?
  • 22. The 10 Commandments of Usability Usability Heuristics as guide to creating graphical user interfaces
  • 23. The 10 Commandments of Usability •  Heuristics are well-known rules of thumb. They are the usability principles where a service is pitted against and evaluated to gauge how closely it fulfills the requirements of the rules or commandments. •  The 10 Usability Heuristics are applicable across all the touchpoints SMS, OTA menu, Web, WAP, phone applications, Intranet, etc.
  • 24. The 10 Commandments of Usability 1.  Visibility of system status 2.  Match between system and the real world 3.  User control and freedom 4.  Consistency and standards 5.  Error prevention 6.  Recognition rather than recall 7.  Flexibility and efficiency of use 8.  Aesthetic and minimalist design 9.  Help users recognize, diagnose, and recover from errors 10.  Help and documentation
  • 25. The 10 Commandments of Usability 1.  Visibility of system status Users should always know what state the product or service is at any given moment.
  • 26. The 10 Commandments of Usability 1.  Visibility of system status Users should always know what state the product or service is at any given moment.
  • 27. The 10 Commandments of Usability 2.  Match between system and the real world The system should speak the users’ language, with words, phrases and concepts familiar to the user, rather than system-oriented terms
  • 28. The 10 Commandments of Usability 2.  Match between system and the real world The system should speak the users’ language, with words, phrases and concepts familiar to the user, rather than system-oriented terms
  • 29. The 10 Commandments of Usability 2.  Match between system and the real world The system should speak the users’ language, with words, phrases and concepts familiar to the user, rather than system-oriented terms
  • 30. The 10 Commandments of Usability 3.  User control and freedom For any given transaction state that a user might be in on the site, there must be a way for the user to gracefully back out that doesn’t involve crashing the service or causing errors.
  • 31. The 10 Commandments of Usability 4.  Consistency and standards •  Terms and labels used throughout the service •  Label format and label location •  Meanings and definitions of terms and actions •  Display, menu options, buttons, graphic symbols and colors
  • 32. The 10 Commandments of Usability 5.  Error prevention It is much more desirable to simply prevent error conditions than to make lavish and information-heavy error messages.
  • 33. The 10 Commandments of Usability 5.  Error prevention It is much more desirable to simply prevent error conditions than to make lavish and information-heavy error messages.
  • 34. The 10 Commandments of Usability 6.  Recognition rather than recall •  User memory load •  Use of existing knowledge of users •  Visibility of links
  • 35. The 10 Commandments of Usability 6.  Recognition rather than recall •  User memory load •  Use of existing knowledge of users •  Visibility of links
  • 36. The 10 Commandments of Usability 7.  Flexibility and efficiency of use Make the service customizable, if that is feasible, so that users can make things the way they feel is most efficient for them.
  • 37. The 10 Commandments of Usability 7.  Flexibility and efficiency of use Make the service customizable, if that is feasible, so that users can make things the way they feel is most efficient for them.
  • 38. The 10 Commandments of Usability 8.  Aesthetic and minimalist design Moving away from less complex systems usually results in more chaos and more errors; a carefully designed and appropriately grown site can include good looks and good usability
  • 39. The 10 Commandments of Usability 8.  Aesthetic and minimalist design Moving away from less complex systems usually results in more chaos and more errors; a carefully designed and appropriately grown site can include good looks and good usability
  • 40. The 10 Commandments of Usability 9.  Help users recognize, diagnose, and recover from errors •  Provision of error correction •  Provision of error messages •  Provision of hindrances to avoid committing errors •  Diagnosis of the source and cause of the problem •  Recovery from error and exit from undesirable state
  • 41. The 10 Commandments of Usability 10.  Help and documentation •  For Web, online help and table of contents •  Glossary •  Site map •  Availability of contact points for customer service and addresses •  FAQs •  Page instructions
  • 42. The 10 Commandments of Usability 10.  Help and documentation
  • 43. Group work #2 Review the mobile application you created in Group work #1 and modify it based on the 10 Commandments of Usability. •  What did you change? Why?
  • 44. Intricacies of Mobile Usability What makes mobile usability different
  • 45. Intricacies of Mobile Usability 1.  User experience 2.  Input 3.  Bandwidth and cost 4.  Content type 5.  Advertising 6.  Device limitations
  • 46. Intricacies of Mobile Usability 1.  User experience •  Web pages today are laid out with presentation on desktop. •  Accessing these web pages on a mobile device often results in poor, unusable experience. •  Because of the limited screen size, things that are intended to be viewed together are not presented properly.
  • 47. Intricacies of Mobile Usability 2.  Input •  Mobile device input is often hard. •  Mobile devices have very limited keypad, with small keys. •  There is frequently no pointing device. •  URLs are very hard to type in. •  Forms are hard to fill in. •  There is frequently no Back button.
  • 48. Intricacies of Mobile Usability 3.  Bandwidth and cost •  Mobile networks can be slow compared with fixed data connections. •  Browsing through mobile phone (GPRS and 3G) costs money – per page view or content download.
  • 49. Intricacies of Mobile Usability 4.  Content type •  Mobile users usually have more immediate and goal-directed intentions than desktop web users. •  Their intentions are often to find out specific pieces of information that are relevant to their context. •  They are usually typically less interested in lengthy documents or in browsing.
  • 50. Intricacies of Mobile Usability 5.  Advertising Mechanisms that are commonly used for presentation of advertising material do not work well on small devices.
  • 51. Intricacies of Mobile Usability 6.  Device limitations •  The restrictions imposed by the keyboard and the screen typically require a different approach to design. •  Mobile browsers often do not support scripting or plug-ins. •  Many devices have limited memory available for pages and images.
  • 52. Group work #3 Review the mobile application you created in Group work #1 and #2 and modify it based on the Intricacies of Mobile Usability. •  What did you change? Why?
  • 53. Resources •  WebCredible – 7 Usability Guidelines for WAP sites •  http://www.webcredible.co.uk/user-friendly-resources/web-usability/ mobile-guidelines.shtml •  Mobile Usability Report •  http://eye-square.com/documents/Mobile-Usability-eyesquare- english.pdf
  • 54. Resources •  Anand, Amit, “Best Practices in Mobile Interface Design," Human Factors International, (April 29, 2006). •  Anand, Amit, “Mobile Design Process," Human Factors International, (May 1, 2006).
  • 55. Resources Lindholm, Christian, et al., Mobile Usability: How Nokia Changed the Face of the Mobile Phone. USA: McGraw-Hill Companies, 2003.
  • 56. Resources Weiss, Scott, Handheld Usability. England: John Wiley and Sons, Ltd, 2002.