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Usability Principles
Guidelines: The “Good Stuff”
Fall 2002 CS/PSY 6750 2
Agenda
• Usability Principles
− Why?
− System of principles
Fall 2002 CS/PSY 6750 3
Good Design (our goal!)
“Every designer wants to build a high-
quality interactive system that is admired
by colleagues, celebrated by users,
circulated widely, and imitated frequently.”
(Shneiderman, 1992, p.7)
…and anything goes!…
Fall 2002 CS/PSY 6750 4
Levels of Consideration
1. Meta-display level
− Apply to the whole system, across media & across
displays
− Focus on this in Basic Layout Stage
1. Display Layout
− Apply to groups of elements in a display
− Focus on this in Prototyping and Redesign
1. Element level
− Details about specific parts of a display
− Colors, sound attributes, symbols
Fall 2002 CS/PSY 6750 5
UI Design Principles
• Categories
− Learnability
Support for learning for users of all levels
− Flexibility
Support for multiple ways of doing tasks
− Robustness
Support for recovery
• Always think about exceptions, suitability
Fall 2002 CS/PSY 6750 6
Predictability
• I think that this action will do….
• Operation visibility
Can see avail actions
− e.g. menus vs.
command shell
− grayed menu items
Fall 2002 CS/PSY 6750 7
Synthesizability
• Support for user in assessing the effect of
past operations on current system state
− Moving a file in UNIX shell vs. Mac/Windows
− Is same feedback needed for all users, all
apps?
Fall 2002 CS/PSY 6750 8
Generalizability
• Can knowledge of one system/UI be
extended to other similar ones?
− Example: cut & paste in different applications
− Does knowledge of one aspect of a UI apply
to rest of the UI?
− Aid: UI Developers guidelines
Fall 2002 CS/PSY 6750 9
Consistency
• Likeness in behavior between similar
tasks/operations/situations
− In different things
interacting
output
screen layout
• Is this always desirable for all systems, all
users?
Fall 2002 CS/PSY 6750 10
2. Flexibility Principles
• Multiplicity of ways that users and system
exchange information
− Dialog Initiative
− Multithreading
− Task migratability
− Substitutivity
− Customizability
Fall 2002 CS/PSY 6750 11
Dialog Initiative
• Not hampering the user by placing
constraints on how dialog is done
− User pre-emptive
User initiates actions
More flexible, generally more desirable
− System pre-emptive
System does all prompts, user responds
Sometimes necessary
Fall 2002 CS/PSY 6750 12
Multithreading
• Allowing user to perform more than one
task at a time
• Two types
− Concurrent
Input to multiple tasks simultaneously
− Interleaved
Many tasks, but input to one at a time
Fall 2002 CS/PSY 6750 13
Task migratability
• Ability to move performance of task to
entity (user or system) who can do it
better
− Spell-checking, safety controls in plant
− For what kinds of tasks should the user be in
control?
Fall 2002 CS/PSY 6750 14
Substitutivity
• Flexibility in details of operations
− Allow user to choose suitable interaction
methods
− Allow different ways to
perform actions, specify data, configure
− Allow different ways of presenting output
to suit task
& user
Fall 2002 CS/PSY 6750 15
Customizability
• Ability of user to modify interface
− By user - adaptability
Is this a good thing?
− By system - adaptivity
Is this a good thing?
Fall 2002 CS/PSY 6750 16
3. Robustness Principles
• Supporting user in determining successful
achievement and assessment of goals
− Observability
− Recoverability
− Responsiveness
− Task Conformance
Fall 2002 CS/PSY 6750 17
Observability
• Can user determine internal state of
system from what she perceives?
− Browsability
Explore current state (without changing it)
− Reachability
Navigate through observable states
− Persistence
How long does observable state persist?
Fall 2002 CS/PSY 6750 18
Recoverability
• Ability to take corrective action upon
recognizing error
− Difficulty of recovery procedure should relate
to difficulty of original task
− Forward recovery
Ability to fix when we can’t undo
− Backward recovery
Undo previous error(s)
Fall 2002 CS/PSY 6750 19
Responsiveness
• Users perception of rate of
communication with system
− Response time
Time for system to respond in some way to
user action(s)
− Users perceptions not always right
− Consistency important
− Response OK if matches user expectations
Fall 2002 CS/PSY 6750 20
Task Conformance
• Does system support all tasks user
wishes to perform in expected ways?
− Task completeness
Can system do all tasks of interest?
− Task adequacy
Can user understand how to do tasks?
− Does it allow user to define new tasks?

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03 usab-princ

  • 2. Fall 2002 CS/PSY 6750 2 Agenda • Usability Principles − Why? − System of principles
  • 3. Fall 2002 CS/PSY 6750 3 Good Design (our goal!) “Every designer wants to build a high- quality interactive system that is admired by colleagues, celebrated by users, circulated widely, and imitated frequently.” (Shneiderman, 1992, p.7) …and anything goes!…
  • 4. Fall 2002 CS/PSY 6750 4 Levels of Consideration 1. Meta-display level − Apply to the whole system, across media & across displays − Focus on this in Basic Layout Stage 1. Display Layout − Apply to groups of elements in a display − Focus on this in Prototyping and Redesign 1. Element level − Details about specific parts of a display − Colors, sound attributes, symbols
  • 5. Fall 2002 CS/PSY 6750 5 UI Design Principles • Categories − Learnability Support for learning for users of all levels − Flexibility Support for multiple ways of doing tasks − Robustness Support for recovery • Always think about exceptions, suitability
  • 6. Fall 2002 CS/PSY 6750 6 Predictability • I think that this action will do…. • Operation visibility Can see avail actions − e.g. menus vs. command shell − grayed menu items
  • 7. Fall 2002 CS/PSY 6750 7 Synthesizability • Support for user in assessing the effect of past operations on current system state − Moving a file in UNIX shell vs. Mac/Windows − Is same feedback needed for all users, all apps?
  • 8. Fall 2002 CS/PSY 6750 8 Generalizability • Can knowledge of one system/UI be extended to other similar ones? − Example: cut & paste in different applications − Does knowledge of one aspect of a UI apply to rest of the UI? − Aid: UI Developers guidelines
  • 9. Fall 2002 CS/PSY 6750 9 Consistency • Likeness in behavior between similar tasks/operations/situations − In different things interacting output screen layout • Is this always desirable for all systems, all users?
  • 10. Fall 2002 CS/PSY 6750 10 2. Flexibility Principles • Multiplicity of ways that users and system exchange information − Dialog Initiative − Multithreading − Task migratability − Substitutivity − Customizability
  • 11. Fall 2002 CS/PSY 6750 11 Dialog Initiative • Not hampering the user by placing constraints on how dialog is done − User pre-emptive User initiates actions More flexible, generally more desirable − System pre-emptive System does all prompts, user responds Sometimes necessary
  • 12. Fall 2002 CS/PSY 6750 12 Multithreading • Allowing user to perform more than one task at a time • Two types − Concurrent Input to multiple tasks simultaneously − Interleaved Many tasks, but input to one at a time
  • 13. Fall 2002 CS/PSY 6750 13 Task migratability • Ability to move performance of task to entity (user or system) who can do it better − Spell-checking, safety controls in plant − For what kinds of tasks should the user be in control?
  • 14. Fall 2002 CS/PSY 6750 14 Substitutivity • Flexibility in details of operations − Allow user to choose suitable interaction methods − Allow different ways to perform actions, specify data, configure − Allow different ways of presenting output to suit task & user
  • 15. Fall 2002 CS/PSY 6750 15 Customizability • Ability of user to modify interface − By user - adaptability Is this a good thing? − By system - adaptivity Is this a good thing?
  • 16. Fall 2002 CS/PSY 6750 16 3. Robustness Principles • Supporting user in determining successful achievement and assessment of goals − Observability − Recoverability − Responsiveness − Task Conformance
  • 17. Fall 2002 CS/PSY 6750 17 Observability • Can user determine internal state of system from what she perceives? − Browsability Explore current state (without changing it) − Reachability Navigate through observable states − Persistence How long does observable state persist?
  • 18. Fall 2002 CS/PSY 6750 18 Recoverability • Ability to take corrective action upon recognizing error − Difficulty of recovery procedure should relate to difficulty of original task − Forward recovery Ability to fix when we can’t undo − Backward recovery Undo previous error(s)
  • 19. Fall 2002 CS/PSY 6750 19 Responsiveness • Users perception of rate of communication with system − Response time Time for system to respond in some way to user action(s) − Users perceptions not always right − Consistency important − Response OK if matches user expectations
  • 20. Fall 2002 CS/PSY 6750 20 Task Conformance • Does system support all tasks user wishes to perform in expected ways? − Task completeness Can system do all tasks of interest? − Task adequacy Can user understand how to do tasks? − Does it allow user to define new tasks?

Editor's Notes

  1. Let’s start by broadening out concept of “application”, and recognizing that we could be designing anything from a tractor to a PDA application. So our motto from this point is, “ANYTHING GOES!”. Anything, that is, which satisfies all the requirements and constraints as outlined in our design process.
  2. Principles that apply to all types of displays in your system, or to all of the displays of a given type, I refer to as “meta-display” principles. You need to consider the meta-display concepts during the basic layout stage, We’ll see some examples in a moment. Principles that apply within a given display, for example a given screen of a piece of software, I call “Display-level” concepts. These refer to the relationships between the elements in a given display. On example would be principles that determine how to connect the similar elements in a display. These principles come into play more in the prototyping iteration, when you are specifying how the displays will actually sound or look This is more macroscopic than the next level of analysis. The “element-level” principles are more specific guidelines that inform our choices about the details of a display. For example, how do we choose the text to put on the label on a button? Or how do we determine how loud to make a sound? These guidelines are often more medium-specific, or modality-specific. In addition, these element guidelines will flow out of, and be dependent on, the higher-level function allocation, the basic layout, and the earlier prototyping iterations.