Summ11 useinterx


Published on


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

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Summ11 useinterx

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