Usability Workshop at Lillebaelt Academy


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Usability workshop held by Daniel Gore on 25.11.13. at Lillebealt Academy, Odense, Denmark

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Usability Workshop at Lillebaelt Academy

  1. 1. Usability Workshop 25.11.2013.! EAL, DSR ! Daniel Gore
  2. 2. What is Usability?
  3. 3. Definition "Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process.”
 Jakob Nielsen
  4. 4. • Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? • Efficiency: Once users have learned the design, how quickly can they perform tasks? • Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? • Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? • Satisfaction: How pleasant is it to use the design?
  5. 5. • Definition: Utility = whether it provides the features you need. • Definition: Usability = how easy & pleasant these features are to use. • Definition: Useful = usability + utility
  6. 6. • Maps, info graphics • Special Books! • Houses, Factories, Malls! • Softwares, websites, apps
  7. 7. Why is usability important? • Satisfied users are happier customers • Increasing productivity • Increasing profits • 10% of the design budget = 2x sales increase
  8. 8. User Experience "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.
 Jakob Nielsen
  9. 9. Information Architecture Information architecture (IA) is the art and science of organising and labeling data including: websites, intranets, online communities, software, books and other mediums of information, to develop usability and structural aesthetics.
  10. 10. Usability in the development process
  11. 11. Ads SEO Usability Content (IA)
  12. 12. Usability in the development process • we can test our assumptions • we can measure our products • we can iterate on our products
  13. 13. Usability Principles
  14. 14. The 10 most general principles for interaction design. They are called "heuristics" because they are more in the nature of rules of thumb than specific usability guidelines.We can measure our products Heuristics for heuristic evaluation developed by Jacob Nielsen and Rolf Molich in 1990 Nielsen refined it based on a factor analysis of 249 usability problems in 1994
  15. 15. 1. Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
  16. 16. 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. Follow real-world conventions, making information appear in a natural and logical order.
  17. 17. 3. User control and freedom ! Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  18. 18. 4. Consistency and standards ! ! Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  19. 19. 5. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
  20. 20. 6. Recognition rather than recall Minimise the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  21. 21. 7. Flexibility and efficiency 
 of use ! Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  22. 22. 8. Aesthetic and minimalist design ! Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  23. 23. 9. Help users recognize, diagnose, and recover from 
 errors ! Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution
  24. 24. 10. Help and documentation ! ! Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
  25. 25. Usability for websites
  26. 26. Fitt's law ! ! Predicts that the time required to rapidly move to a target area is a function of the distance to the target and the size of the target. The bigger an object and the closer it is to us, the easier it is to move to.
  27. 27. Hick's law ! ! The time it takes for a person to make a decision as a result of the possible choices he or she hasThe bigger an object and the closer it is to us, the easier it is to move to. The more options, the more difficult to choose
  28. 28. Similarity ! ! Elements with similar functions should be grouped physically and visually.
  29. 29. Navigation ! Use the logo as a link for navigating to the main page. !
  30. 30. Navigation ! The user should always know where is he on the website !
  31. 31. Navigation ! Links should be visually different and they should speak for themselves !
  32. 32. Readability ! ! The text should be always readable Try to highlight important informations for quicker readers Contrast, whitespace
  33. 33. Recommended reading ! 0321344758
  34. 34. Usability for mobile
  35. 35. Differences ! ! Different place and way of usage Smaller screen Different screen sizes
  36. 36. What are they doing? ! Searching for information (Google Maps) ! Social media (Facebook) Work (Email) Communication (Messaging) Spending free time (Angry Birds)
  37. 37. Mobile First / Mobile last ! !
  38. 38. Content first ! ! Concentrate on the content Decrease navigation elements
  39. 39. Mobile usability Bigger navigation elements (finger size) Bigger whitespace between elements No hover state Instead of scroll, swipe No physical feedback, visualise feedbacks
  40. 40. Hotspots
  41. 41. Mobile interfaces
  42. 42. Dashboard
  43. 43. Hamburger
  44. 44. Tabs
  45. 45. Other approaches
  46. 46. Use the device! GPS Camera Sensors Navigation Environment
  47. 47. One eye one thumb ! !
  48. 48. Recommended reading !
  49. 49. Information Architecture
  50. 50. The structural design of shared information environments. The art and science of organizing and labeling web sites, intranets, online communities, and software to support findability and usability. The combination of organization, labeling, search and navigation systems within websites and intranets.
  51. 51. Structuring information ! • sequential! ! • hierarchical! • • • narrow and deep broad and shallow web or tag-based
  52. 52. 1. 2. 3.
  53. 53. Card sorting ! • Technique that helps us to organise information ! • We can test our users • Open, closed, hybrid
  54. 54. Card sorting is good for… ! Define sitemaps • • Structures and hierarchies • Content categories • Product categories • On site • what should be in one place • Titles, names, tags
  55. 55. Tools to use ! • UX sort • xSort • Simple Card Sort
  56. 56.
  57. 57. • Displays the frequency that cards are grouped together.
  58. 58. • Shows the clustering of groups in a tree view.
  59. 59. Recommended reading !
  60. 60. Prototyping
  61. 61. • Define what do you want to test or present • Choose your tool based on this
  62. 62. ! Cost of
 change Alpha version Prototype Development Progress
  63. 63. • Pop app • Flinto
  64. 64. • • Proto.io Codiqa
  65. 65. • Framer.js • Bootstrap • Foundation
  66. 66. Testing
  67. 67. Never stop asking questions ! • Measuring analytics can answer the what? • Usability research can answer for the why? • Combine analytical data with the UX research for proper insights
  68. 68. Usability research types ! • Usability test • Observation • Field study • Interview • A/B or multivariate tests • Eye tracking
  69. 69. You can test on… ! • Existing website or app • Paper prototype • Wireframes or graphics • Interactive prototypes
  70. 70. Usability research • Use real life tasks (Book a ticket, Find someone) • Ask the participants to think loudly (“I think I should click here to …”) • Start the test from a realistic environment (Google)
  71. 71. Some misbeliefs about researches • People can tell you what they want • User research is expensive • People are rational • They click on the red buttons more often • You know what your users wants
  72. 72. Some rules for usability researches !
  73. 73. Don’t ask leading questions
  74. 74. Don’t ask if a feature would ever be used
  75. 75. Don't ask open ended questions
  76. 76. Stay neutral
  77. 77. A/B tests
  78. 78. Multivariate tests
  79. 79.
  80. 80. Measuring
  81. 81. You can get answers for these question by measuring you websites • Where are they coming from? • What are they doing on my website? • When and where are they leaving it?
  82. 82. You can get answers for these question by measuring you websites • Content: What should be on the main page? • Structure: What kind of content should go into the main menu point? • Do we need detailed search options? • Should we optimise our website for mobiles?
  83. 83. Analytics • Analytics can tell you what are your users, visitors are doing but it cannot tell you why are they doing it.
  84. 84. Google Analytics • Basic indicators • Conversions • Funnels • Integrate in multiple marketing channels
  85. 85. Recommended reading !
  86. 86. Thank You! ! Questions? !!!!