Users And Business Functions Of Applications

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    Users And Business Functions Of Applications - Presentation Transcript

    1.  
    2. Users of a system
      • A user is the most important part of any computer system.
      • Interface and screen design process must begin with an understanding of the system user.
      • A system is built to serve user needs.
      • Understanding people and what they do is a difficult and often undervalued process but very critical.
    3. Designers should:
      • Understand how people interact with computers.
      • Understand the human characteristics important in design.
      • Identify the user’s level of knowledge and experience.
      • Identify the characteristics of the user’s needs, tasks, and jobs.
      • Identify the user’s psychological characteristics.
      • Identify the user’s physical characteristics.
      • Employ recommended methods for gaining understanding of users.
    4. Troubles with computers?
      • Design of business systems requires behavioural training apart from technical skills.
      • What makes a system difficult to use:
        • Use of jargon
        • Non-obvious design
        • Fine distinctions
        • Disparity in problem-solving strategies
        • Design inconsistency
    5. Psychological responses to poor design
      • Confusion
      • Annoyance
      • Frustration
      • Panic or stress
      • Boredom
      • These psychological responses diminish user effectiveness.
      • People remember the one thing that went wrong, not the many that go right.
    6. Physical responses for poor design
      • Abandonment of the system
      • Partial use of the system
      • Indirect use of the system
      • Modification of the task
      • Compensatory activity
      • Direct programming
      • Physical responses also greatly diminish user efficiency and effectiveness.
      • They force the user to rely upon other information sources.
    7. People and their tasks
      • The user in today’s office is usually overworked and continually interrupted.
      • All computer users tend to share the following:
        • Not to read documentation.
        • Do not understand well the problems the computer can aid in solving.
        • Know little about what information is available to meet their needs.
        • Users’ technical skills have often been greatly overestimated by the system designer.
      • Users’ objective is simply to get some work done, a task performed, or a need satisfied.
    8. Important human characteristics in design
      • Perception
      • Memory
      • Information processing
      • Mental models
      • Movement control
      • Learning
      • Skill
      • Individual differences
    9. Perception
      • Perception is our awareness and understanding of the elements and objects of our environment through the physical sensation of our various senses, including sight, sound, smell, etc.
      • Perception is influenced, in part, by experience.
      • Perceptual characteristics:
        • Proximity (objects are near each other in space).
        • Similarity (objects share a common visual property).
        • Succinctness (perfection or simplicity is easier to remember).
        • Expectancies (we perceive not what is there but what we expect to be there).
    10. Memory
      • Memory is the most stable of human attributes.
      • Long-term and short-term memory.
      • Short-term memory receives information from either the senses or long-term memory.
      • Within short-term memory a limited amount of information processing takes place.
      • Information stored within it is variously thought to last from 10 to 30 seconds.
      • Knowledge, experience, and familiarity govern the size and complexity of the information that can be remembered.
      • Short-term memory can be increased through applying two senses: vision and audition.
    11. Memory (continued)
      • Long-term memory contains the knowledge we possess.
      • The learning process is improved if the information has structure and is meaningful and familiar.
      • Learning is also improved through repetition.
      • Long-term memory capacity is thought to be unlimited.
      • The difference in ability to recognize or recall words (active vocabulary is about 2000-3000, passive vocabulary is about 100000).
      • Our power for recognition is much greater than our power to recall.
    12. Memory (continued)
      • We should present lists of alternatives to remind people of the choices they have.
      • Present information in an organized, structured, familiar, and meaningful way.
      • Placing all required information for task performance in close physical proximity.
      • Giving the user control over the pace of information presentation.
    13. Information processing
      • Two levels of information processing: highest and lower levels.
      • The highest level is identified with consciousness and short-term memory.
      • It is limited, slow, and sequential, and is used for reading and understanding
      • The lower level processes familiar information rapidly and without conscious effort.
      • We look rather than see, perceive rather than read.
      • Repetition and learning result in a shift of control from higher level to the lower level.
    14. Mental models
      • A mental model is an internal representation of a person’s current understanding of something.
      • Mental models enable users to predict actions.
      • People bring their own expectations and preconceptions based on their mental models.
      • If the system conforms to the mental models, the use of this system feels more natural.
      • For the design it is critical to identify and understand user’s mental models.
      • Suggestions: design consistency and design standards.
    15. Movement control
      • Once data has been perceived and an appropriate action decided upon, a response must be made; in many cases the response is a movement.
      • Movement includes such activities as pressing keyboard keys, moving the screen pointer by pushing a mouse or rotating a trackball, or clicking a mouse button.
      • The time to acquire a target is a function of the distance to and size of the target.
      • Provide large objects for important functions.
    16. Learning
      • Learning is a process of encoding in long-term memory information that is contained in short-term memory.
      • A design developed to minimize human learning time can greatly accelerate human performance.
      • Learning can be enhanced if it:
        • Allows skills acquired in one situation to be used in another somewhat like it. Design consistency accomplishes this.
        • Provides complete and prompt feedback.
        • Is phased (requires a person to know only the info needed at that stage of the learning process).
    17. Skill
      • The goal of human performance is to perform skilfully.
      • The essence of skill is performance of actions or movements in the correct time sequence with adequate precision.
      • It is characterized by consistency and economy of effort.
      • Economy of effort is achieved by establishing a work pace that represents optimum efficiency.
      • Skills are hierarchical in nature, and many basic skills may be integrated to form increasingly complex ones.
    18. Individual differences
      • In reality, there is no average user.
      • We all differ – in looks, feelings, motor abilities, intellectual abilities, learning abilities and speed, etc.
      • Individual differences complicate design.
      • In the past, it usually resulted in bringing designs down to the level of lowest abilities.
      • The technology now offers the possibility of tailoring jobs to the specific needs of people with varying and changing learning or skill level.
      • Multiple versions of a system can easily be created. Design must provide for the needs of all potential users.
    19. System experience
      • Various schemas have been proposed to classify the different and sometimes changing characteristics of people as they become more experienced using a system.
      • We distinguish between novice user (beginners), intermediate users, and expert users.
      • What is easy for the new user is not always perceived as easy for the old users, and vice versa.
      • For years novice users have been told that they are stupid (Note the popularity of the manuals with “dummy” in the title).
    20. Novice users in business systems
      • Novice users depend on system features that assist recognition memory: menus, prompting information, and instructional and help screens.
      • Need restricted vocabularies, simple tasks, small numbers of possibilities, and very informative feedback.
      • View practice as an aid to moving up to expert status.
    21. Expert users in business systems
      • Rely upon free recall.
      • Expect rapid performance.
      • Need less informative feedback.
      • Seek efficiency by bypassing novice memory aids, reducing keystrokes, summarizing information, and introducing new vocabularies.
    22. Users on the Web
      • Novice users:
      • need overviews, buttons to select actions, and guided tours.
      • Intermediate users:
      • want systematic structure, obvious landmarks, reversibility, and safety as they explore.
      • Expert users:
      • like smooth navigation paths, compact but in-depth information, fast page downloads, extensive services to satisfy their varied needs, and the ability to change or rearrange the interface.
    23. User’s knowledge/experience
      • Computer literacy – highly technical or experienced, moderate computer experience, or none.
      • Application experience – high, moderate, or low knowledge of similar systems.
      • Task experience – level of knowledge of job tasks.
      • Other system use – frequent or infrequent use of other systems in doing job.
      • Education – high school, college, or advanced degree.
      • Reading level
      • Typing skill
      • Native language or culture
    24. Obligatory or arbitrary use
      • Characteristics of obligatory use:
        • The computer is used as part of employment.
        • Time and effort in learning to use the computer are willingly invested.
        • High motivation is often used to overcome low usability characteristics.
        • The user may possess a technical background.
        • The job may consist of a single task or function.
      • Examples: a flight reservations clerk booking sets, an insurance company employee entering data into the computer, and a programmer.
    25. Obligatory or arbitrary use (continued)
      • In recent years, as technology and the Web has expanded into the office, a second kind of user has appeared.
      • This kind of user is much more self-directed than the obligatory user, not being told how to work but being evaluated on the results of his or her efforts.
      • Examples: office executive, manager, or other professional, whose computer use is completely arbitrary.
    26. Arbitrary use
      • General characteristics:
        • Use of the computer or system is not absolutely necessary.
        • Technical details are of no interest.
        • Extra effort to use the system may not be invested.
        • High motivation to use the system may not be exhibited.
      • For business systems, user:
        • Is a multifunction knowledge worker.
        • The job can be performed without the system.
        • May not have expected to use the system.
        • Career path may not have prepared him/her for system use.
    27. User’s psychological characteristics
      • Attitude and motivation. Attitude could be positive, neutral, or negative. Motivation could be high, moderate, or low.
      • Patience
      • Stress level
      • Expectations
      • Cognitive style. Verbal thinking, spatial reasoning, analytical thinkers, intuitive users.
    28. User’s physical characteristics
      • Age
      • Hearing
      • Vision
      • Cognitive processing
      • Gender
      • Handedness (about 87% are right-handed)
      • Disabilities
    29. Gaining an understanding of users
      • Visit user locations, particularly if they are unfamiliar to you.
      • Talk with users about their problems, difficulties, wishes, and what works well now.
      • Observe (or even videotape) users working or performing a task to see what they do.
      • Learn about the work organization where the system may be installed.
      • Have users think aloud as they do something to uncover details.
      • Try the job yourself.
      • Prepare surveys and questionnaires.
    30. Understand the business function
      • Requirements must be determined and user activities being performed must be described through task analysis.
      • From these, a conceptual model of the system will be formulated.
      • The objective of this phase is to establish the need for the system!
      • The developer should be aware of the policies and work culture of the organization being studied.
    31. Direct techniques for determining requirements Individual face-to-face interview Traditional focus groups Usability laboratory testing Telephone interview or survey Observational field study REQUIREMENTS
    32. Indirect techniques for determining requirements Marketing and sales Electronic survey or questionnaire E-mail or bulletin board Paper survey or questionnaire Electronic focus group REQUIREMENTS Competitor analysis
    33. References
      • Part 2 “User interface design process” from Galitz W., 2002, The essential guide to user interface design, 2nd Ed., John Wiley & Sons, Inc.

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