Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Good application final-nopics

846 views

Published on

http://www.eclipsecon.org/sessions/what-makes-application-good-application

Published in: Technology, Education
  • Be the first to comment

  • Be the first to like this

Good application final-nopics

  1. 1. What makes an application a “good” application ? How is software experienced by end-users ? Derk Smit / Christian Campo EclipseCon Europe 2011
  2. 2. <ul><li>Derk Smit </li></ul><ul><li>Christian Campo </li></ul><ul><li>How is software experienced by end-users ? </li></ul><ul><li>What is Usability ? </li></ul><ul><li>Flow ? </li></ul><ul><li>“ Gestalt ” Laws ? </li></ul>Who are we ?
  3. 3. Software Quality
  4. 4. <ul><li>Definition of Usability </li></ul><ul><li>&quot;The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.&quot; </li></ul><ul><li>Source: ISO 9241-11 </li></ul>Usability, a definition
  5. 5. <ul><li>Definition of Usability </li></ul><ul><li>&quot;The extent to which a product can be used by specified users to achieve specified goals with effectiveness , efficiency , and satisfaction in a specified context of use .&quot; </li></ul><ul><li>Source: ISO 9241-11 </li></ul>Usability
  6. 6. <ul><li>Product, User, Goal, and Context of Use </li></ul><ul><li>&quot;The extent to which a product can be used by specified users to achieve specified goals … …in a specified context of use .&quot; </li></ul>Usability Source: Productergonomie, H. Dirken I have Goals Context of Use
  7. 7. Usability: the user Source: Productergonomie, H. Dirken User PRODUCT <ul><li>Input </li></ul><ul><li>Sight, Hearing, Taste, Smell, Touch, Balance & Acceleration, Temperature </li></ul><ul><li>Output </li></ul><ul><li>Motor skills, Speech </li></ul><ul><li>Throughput </li></ul><ul><li>Decision (processing), Memory (storing) </li></ul>Context of Use Input Output Input Output
  8. 8. Usability: the product <ul><li>Input </li></ul><ul><li>Keyboard/Keypad, Mouse, Joystick, Microphone, Touch Screen </li></ul><ul><li>Output </li></ul><ul><li>Monitor, Internal speak, Vibration </li></ul>Source: Productergonomie, H. Dirken Product <ul><li>Throughput </li></ul><ul><li>Decision (processing), Memory (storing) </li></ul>USER Context of Use Input Output Input Output
  9. 9. Usability: context of use Context of Use <ul><li>Context of Use </li></ul><ul><li>Use environment (Environmental-, Social- Technological context </li></ul><ul><li>E.g. Temperature, Noise, Pressure, Lighting Conditions, Other products (e.g. safety glasses, gloves), Social Context </li></ul>Source: Productergonomie, H. Dirken USER PRODUCT Context of Use Input Output Input Output
  10. 10. Usability: interaction Operation/Manipulation Interaction Source: Productergonomie, H. Dirken Information Context of Use
  11. 11. <ul><li>&quot;The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.&quot; </li></ul>Usability Source: Productergonomie, H. Dirken I have Goals Context of Use
  12. 12. <ul><li>Product, User, Goal, and Context of Use </li></ul><ul><li>&quot;The extent to which a product can be used by specified users to achieve specified goals … …in a specified context of use .&quot; </li></ul>Design decisions ? Product ? Source: Productergonomie, H. Dirken USER Context of Use Input Output Input Output
  13. 13. Design decisions: the user <ul><li>Required domain knowledge knowledge (what does the user need to know to accomplish their job?) </li></ul><ul><li>User </li></ul><ul><li>What goals does the user have? </li></ul><ul><li>Vocabulary of the domain </li></ul><ul><li>How existing products are used </li></ul><ul><li>Abilities and impairments? </li></ul><ul><li>How do the goals of my software relate to other goals of the user’s job? </li></ul><ul><li>Experience level? </li></ul>
  14. 14. <ul><li>Context of Use </li></ul><ul><li>What are characteristics of the context (e.g. heat, noise) </li></ul><ul><li>Artifacts in the context </li></ul>Design decision: context of use <ul><li>Context of how the product fits into their lives/workflow </li></ul>Factory floor Public space Library Crowded office space
  15. 15. <ul><li>To make a more usable design, you need to know: </li></ul><ul><ul><li>Who are your users ? </li></ul></ul><ul><ul><li>What are their skills ? </li></ul></ul><ul><ul><li>What are their goals ? </li></ul></ul><ul><ul><li>In which context is your product used ? </li></ul></ul><ul><li>The information on user, context, goals will help you make realistic design decisions </li></ul><ul><li>How to get this information ? </li></ul><ul><ul><li>USABILITY RESEARCH & TESTING! </li></ul></ul>What does this all mean ?
  16. 16. <ul><li>Definition of Usability </li></ul><ul><li>&quot;The extent to which a product can be used by specified users to achieve specified goals with effectiveness , efficiency , and satisfaction in a specified context of use .&quot; </li></ul><ul><li>Source: ISO 9241-11 </li></ul>Usability
  17. 17. Usability: effectiveness <ul><ul><li>Measuring Effectiveness </li></ul></ul><ul><ul><ul><li>Percentage of task completed </li></ul></ul></ul><ul><ul><ul><li>Ratio of success to failure </li></ul></ul></ul><ul><ul><ul><li>Number of features or commands used </li></ul></ul></ul><ul><li>Effectiveness </li></ul><ul><ul><li>Definition: Successful in producing an intended result </li></ul></ul><ul><ul><li>Source: http://www.usabilitymetrics.com/usability-metrics.html </li></ul></ul>Sports car Bicycle
  18. 18. <ul><li>Efficiency </li></ul><ul><ul><li>Definition: Achieving maximum productivity with minimum wasted effort or expense </li></ul></ul>Usability: efficiency <ul><ul><li>Measuring Efficiency </li></ul></ul><ul><ul><ul><li>Time to complete the task </li></ul></ul></ul><ul><ul><ul><li>Time to learn </li></ul></ul></ul><ul><ul><ul><li>Time spent on error </li></ul></ul></ul><ul><ul><ul><li>Percentage or number of errors </li></ul></ul></ul><ul><ul><li>Source: http://www.usabilitymetrics.com/usability-metrics.html </li></ul></ul>Sports car 1-Liter car
  19. 19. <ul><li>Satisfaction </li></ul><ul><ul><li>Definition: Fulfillment in one’s expectations, needs, or pleasure derived from this </li></ul></ul>Usability: satisfaction <ul><ul><li>Measuring Satisfaction </li></ul></ul><ul><ul><ul><li>Rating scale for satisfaction with functions and features </li></ul></ul></ul><ul><ul><ul><li>Rating scale for usefulness of the product or service </li></ul></ul></ul><ul><ul><ul><li>Number of times user expresses frustration or anger </li></ul></ul></ul><ul><ul><li>Source: http://www.usabilitymetrics.com/usability-metrics.html </li></ul></ul>
  20. 20. <ul><li>Satisfaction </li></ul><ul><ul><li>Fulfillment in one’s expectations, needs, or pleasure derived from this </li></ul></ul><ul><li>Keep users happy by allowing for flow </li></ul>Usability: satisfaction Experience
  21. 21. <ul><li>Flow is the mental state of operation in which a person in an activity is fully immersed in a feeling of energized focus, full involvement, and success in the process of the activity </li></ul><ul><li>How to allow for flow ? (Some principles) </li></ul><ul><li>The user must have a clear goal </li></ul><ul><li>Task should be doable/workable </li></ul><ul><li>(Inter)actions should have immediate feedback </li></ul><ul><li>In Software ? (Some principles) </li></ul><ul><li>Direct, don’t discuss </li></ul><ul><li>Keep tools close at hand </li></ul><ul><li>Provide modeless feedback </li></ul>What is flow ? Experience Sources: About Face 2.0, Cooper, Reiman, The Psychology of Optimal Experience; Csikszentmihalyi
  22. 22. Flow ?
  23. 23. Allowing for flow search
  24. 24. Allowing for flow search
  25. 25. Allowing for flow search
  26. 26. Allowing for flow search
  27. 27. Allowing for flow search
  28. 28. Allowing for flow save
  29. 29. Allowing for flow save
  30. 30. Allowing for flow save Demo textedit
  31. 31. Allowing for flow
  32. 32. Allowing for flow
  33. 33. Allowing for flow
  34. 34. Allowing for flow
  35. 35. <ul><li>Flow != Workflow </li></ul><ul><ul><li>Flow links Workflows </li></ul></ul><ul><ul><li>Flow allows uninterrupted Work </li></ul></ul><ul><ul><li>Think ahead for your user ??? </li></ul></ul>Allowing for flow
  36. 36. <ul><li>Efficiency </li></ul><ul><ul><li>Achieving maximum productivity with minimum wasted effort or expense </li></ul></ul><ul><li>To make a product more efficient one can reduce TIME and WORK </li></ul>Usability: efficiency Source: About Face 2.0, Cooper, Reimann
  37. 37. Reducing perceptual work ? <ul><li>(Some) Dimensions of visual coding </li></ul><ul><ul><li>Position </li></ul></ul><ul><ul><li>Color </li></ul></ul><ul><ul><li>Texture </li></ul></ul><ul><ul><li>Form </li></ul></ul><ul><ul><li>Size </li></ul></ul>Source: Productergonomie, H. Dirken Traffic light
  38. 38. Reducing perceptual work ? <ul><li>Proximity </li></ul><ul><li>Elements that are close together tend to be perceived as a group (belonging together) </li></ul><ul><li>Similarity </li></ul><ul><li>Elements with similar properties (e.g. shape, color) tend to be perceived as groups </li></ul>
  39. 39. Reducing perceptual work
  40. 40. Reducing perceptual work
  41. 41. Reducing perceptual work
  42. 42. Reducing perceptual work
  43. 43. Reducing perceptual work
  44. 44. Reducing perceptual work
  45. 45. Reducing perceptual work Label Textfield 10 px next Label 30 px Label always at the beginning of a new line 1. 2.
  46. 46. Reducing perceptual work I meant in an intelligent way :-)
  47. 47. Reducing perceptual work
  48. 48. Reducing perceptual work
  49. 49. Reducing perceptual work YES ! this is the same as the one above 
  50. 50. Reducing perceptual work
  51. 51. Reducing perceptual work <ul><li>mandatory </li></ul><ul><li>static </li></ul><ul><li>easy to overlook </li></ul>
  52. 52. Reducing perceptual work no longer mandatory
  53. 53. Reducing perceptual work
  54. 54. Reducing perceptual work <ul><li>errormarker </li></ul>
  55. 55. Reducing perceptual work X Invalid character in birthday. X
  56. 56. Reducing perceptual work X Invalid character in birthday. X X
  57. 57. Reducing perceptual work X Invalid format for taxnumber, no `-`allowed. X X
  58. 58. Reducing perceptual work ambiguous meaning of disabled
  59. 59. Reducing perceptual work better ? what about the label ?
  60. 60. Reducing perceptual work
  61. 61. <ul><li>Definition of Usability </li></ul><ul><li>&quot;The extent to which a product can be used by specified users to achieve specified goals with effectiveness , efficiency , and satisfaction in a specified context of use .” </li></ul>Recap Source: ISO 9241-11 Flow “ Gestalt” Laws Mind this Do not interrupt this
  62. 62. The question is ? What is the context of use ? Who are my users ? What are their goals ? How can I make their work more efficient ? How can I make their work more satisfying ? How can I make their work effective ? How do users experience YOUR software ?
  63. 63. <ul><li>About Face 2.0 : The Essentials of Interaction Design; Cooper, Alan; Reihmann, Robert </li></ul><ul><li>Flow : The Psychology of Optimal Experience; Csikszentmihalyi, Mihaly </li></ul><ul><li> http://www.usabilitymetrics.com/ </li></ul><ul><li>Productergonomie; Dirken, Hans </li></ul><ul><li>ISO 9241-11 </li></ul>References

×