A presentation I made for showing Alcatel-Lucent developers what usability is about and what simple techniques they could use in their development process.
Describes the system we developed for conducting remote usability tests. It also gives you insights on how we changed the system to perform mobile tests... .
Usability testing can help bridge the gap between developers, marketers, and stakeholders. Usability testing lets the design and development teams identify problems before they are coded. The earlier issues are identified and fixed, the less expensive the fixes will be in terms of both staff time and possible impact to the schedule. Usability testing is a great way to help teams prioritize website redesign efforts. In this session, we'll talk about the main types of usability tests and why it's better to usability test before deciding on making changes to the design. By conducting tests early, your team learns what to change. You'll learn what to keep. Usability testing early makes it easier to build the requirements, define the use cases, and even create QA test scripts, because you can drive all those things right off what you saw in the research. It will likely reduce your development costs because you’ll have data to make decisions, instead of driving everything off some strong-willed individual’s opinions of what users need. Pushing your user research as early as possible in the schedule is the best way to get value from your efforts.
Describes the system we developed for conducting remote usability tests. It also gives you insights on how we changed the system to perform mobile tests... .
Usability testing can help bridge the gap between developers, marketers, and stakeholders. Usability testing lets the design and development teams identify problems before they are coded. The earlier issues are identified and fixed, the less expensive the fixes will be in terms of both staff time and possible impact to the schedule. Usability testing is a great way to help teams prioritize website redesign efforts. In this session, we'll talk about the main types of usability tests and why it's better to usability test before deciding on making changes to the design. By conducting tests early, your team learns what to change. You'll learn what to keep. Usability testing early makes it easier to build the requirements, define the use cases, and even create QA test scripts, because you can drive all those things right off what you saw in the research. It will likely reduce your development costs because you’ll have data to make decisions, instead of driving everything off some strong-willed individual’s opinions of what users need. Pushing your user research as early as possible in the schedule is the best way to get value from your efforts.
Learn how to use prototyping and usability testing as a means to validate proposed functionality and designs before you invest in development. SOMETIMES there is a huge disconnect between the people who make a product and the people who use it. Usability testing is vital to uncovering the areas where these disconnects happen. In this symposium you will learn the steps to conduct a successful usability test. This includes tips and real life examples on how to plan the tests, recruit users, facilitate the sessions, analyze the data, and communicate the results.
It is important to learn to be flexible in your work and to learn tools that will empower usability analysts to be more effective in their roles. Also, in an age of diminishing corporate spending and rapid prototyping and testing, remote usability can save companies a lot of time and money.
Learn about Propotype Model and how to use it. This was made during our 3rd Year in Eastern Visayas State University - Main Campus, Tacloban City, Leyte
Created by:
Acejo, Rhealyn
Udtohan, Noemi
Prototyping is a system development method(SDM) in which a prototype is built, tested and then reworked as necessary until an acceptable prototype is finally achieved, from which the complete system can be developed.
Advocating for usability: When, why, and how to improve user experiencesSarah Joy Arnold
This webinar will include a short description of why user experience matters, an exploration of when, why and how to do surveys, interviews and usability testing, and conclude with a discussion on how to be an advocate for users at your library.
perfect for college presentation to speak about the prototype model for 5 minutes or can be extended according to the explanation given by the student or presenter about the diagram that shows the phases,
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
The prototyping model is a systems development method in which a prototype is built, tested and then reworked as necessary until an acceptable outcome is achieved from which the complete system or product can be developed.
Learn how to use prototyping and usability testing as a means to validate proposed functionality and designs before you invest in development. SOMETIMES there is a huge disconnect between the people who make a product and the people who use it. Usability testing is vital to uncovering the areas where these disconnects happen. In this symposium you will learn the steps to conduct a successful usability test. This includes tips and real life examples on how to plan the tests, recruit users, facilitate the sessions, analyze the data, and communicate the results.
It is important to learn to be flexible in your work and to learn tools that will empower usability analysts to be more effective in their roles. Also, in an age of diminishing corporate spending and rapid prototyping and testing, remote usability can save companies a lot of time and money.
Learn about Propotype Model and how to use it. This was made during our 3rd Year in Eastern Visayas State University - Main Campus, Tacloban City, Leyte
Created by:
Acejo, Rhealyn
Udtohan, Noemi
Prototyping is a system development method(SDM) in which a prototype is built, tested and then reworked as necessary until an acceptable prototype is finally achieved, from which the complete system can be developed.
Advocating for usability: When, why, and how to improve user experiencesSarah Joy Arnold
This webinar will include a short description of why user experience matters, an exploration of when, why and how to do surveys, interviews and usability testing, and conclude with a discussion on how to be an advocate for users at your library.
perfect for college presentation to speak about the prototype model for 5 minutes or can be extended according to the explanation given by the student or presenter about the diagram that shows the phases,
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
The prototyping model is a systems development method in which a prototype is built, tested and then reworked as necessary until an acceptable outcome is achieved from which the complete system or product can be developed.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
I taught a class titled "You Don't Know C.R.A.P. about UX/UI" for SkillShare Philadelphia on 8/23/11. For more information on the class visit: http://www.skillshare.com/You-Dont-Know-CRAP-about-UX-UI/1632896614/
World Usability Day 2016 in Antwerp (Belgium), Thursday, November 10th - Jan Moons, UX expert and co-founder at UXprobe
"Hands on with Lean and Agile User Testing"
Jan Moons shows how to use the latest tools to easily integrate user testing into a lean process. Discover how user testing can be the answer for problems of conversion, usability, and UX quality. In the workshop you will explore all sides of user testing (be the user, be the moderator, be the client) and you will see how lean and agile user testing can be.
Jan is the co-founder of UXprobe, company that is focused on a mission of helping companies build great digital products that deliver a fantastic user experience. Jan has almost 20 years of experience as a software engineer and is a certified usability designer.
Jeff Belden MD and Janey Barnes PhD co-presented at HIMSS Virtual Conference June 2010. You can hear the audio recording if you are a HIMSS member, available online.
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
From Use to User Interface- This 3-4 hour tutorial describes a practical approach to translating the goals users would like to achieve and the tasks they wish to accomplish into user interface designs that effectively support those goals and tasks.
1. What it is?. Philosophy and Principles.
2. How to use it? methodology and basic tools.
3. Beyond UCD. Alternatives methodologies: Activity Centered Design and Goal Directed Design.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
At the last Town Meeting, Markus started a discussion around "Ease-of-Use" and wondered if this topic should be positioned as a major theme in our domain. He said that whenever he talks to his family about the cool things we're all doing in our domain, the feedback from his family is "That's nice, but that's far too complicated to use. I'll never use it.” So he wanted to make the products and services we create easier to use for the end user as well as for the service provider. This statement apparently triggered quite some discussions in several locations. At the end Markus pointed out that the service infrastructure team in Antwerp has a usability engineer, and immediately someone said but what about the rest of the teams who don’t have a usability engineer? This got me thinking if there were techniques and methods I use that could easily be performed by non-usability experts.
When I ask people to tell me what they think usability is, I usually get these answers. User-friendly <-> easy to use? Window dressing -> it is about look and feel Usability is much more… But what does usability mean? Lets have a look at the ISO definition
W3C resource for ISO definition: http://www.w3.org/2002/Talks/0104-usabilityprocess/slide3-0.html Effectiveness the accuracy and completeness with which specified users can achieve specified goals in particular environments. Efficiency the resources that are needed to achieve this accuracy and completeness Can do user perform their tasks with the system or are there other resources needed as well Satisfaction are the users satisfied with the system for doing their job If users cannot complete their tasks efficiently and effectively, they will not be satisfied and therefore the system doesn’t work for them So a product is usable if it is efficient, effective and satisfies the user in achieving its goals, but how do we get there? How do we make a product that is usable? Is there a methodology? Is there a process? Are there techniques we can follow?
UCD is a user interface design process where the user is put into the center! Almost everything that happens in the UCD process will be validated by the user. The UCD process focuses on: user characteristics usability goals the environments where users perform their job the tasks users have to perform to achieve their goals the workflow - the different steps the user has to perform to achieve their goals Iterative process this means that we will go back and forth between the different phazes to improve the product Where does UCD fit into the product lifecycle? From the first stage of the project - from the very beginning of the project Through implementation But it goes even further than that, because once the usable product is implemented it has to be somehow delivered to the user Bringing it into production, whatever that means Packaging Getting it on the shelves in the stores Users unpacking and installing it in their own premises
User-Centered Design consists of 3 main phases: Analysis = Understanding users, their tasks and the environments where the product will be used Design = Design concept prototypes based on the user requirements we gathered in the analysis phase Evaluate = Test prototypes with real users User-Centered Design is an iterative process! Where the product will be gradually improved by regularly checking it of with the users. E.g. in the first phase you gather information about your users and their tasks In the design phase you will try to turn that data in a design or prototype Maybe not everything is clear enough from the first time so you have to go back to your users to further investigate When users are satisfied or when your team’s objectives are met we can start to implement the prototype or pieces of it that have already been validated.
The big question can developers follow the UCD process themselves and conduct usability studies?
Lets start with the analyze phase
In the analyze phase we need to get an understanding of the potential users of the system, the tasks they have to perform and the context they perform the tasks in We need to understand who will actually use the system? Why? Because their exists no user interface type that will satisfy all different types of users. Administrators surely have different needs then the people who will just use the system, because they need to achieve other goals. Maybe these administrators even need a totally separate application then the one the normal users are using. Personal characteristics: Age Education Job Physical characteristics: color blindness - did you know that 5 to 10% of the male population has some kind of color blindness, this means that if you would only use colors in your product to distinguish items from each other they would not be able to notice this difference and therefore would not be able to use the system. Handicaps: e.g. blind people so your application has to support a text reader for blind people to be able to work with it Foreknowledge and experience: experience with the task and tools mental models - the user’s image of the task Task - see above! Environments Physical environment: Location, sound, noise, light, temperature ATM machine Sunlight shining in screen People using gloves in the winter GPS Difference between day and night During day interface needs to be bright so the user can clearly see how to drive At night, a bright interface would distract you from the road, so the colors have to be darker Social environment: Colleagues, stress Does the user need a lot of interaction with his colleagues? Cultural environment: Language, icons Anecdote: Mitsubishi jeep called Pajero, which is slang for “wanker” Problem with Spanish talking people because they did not want to drive a car called the wanker Mitsubishi had to renamed it into Montero, which means mountain warrior for Spanish regions
When it is a redesign of an existing system you now who your users are and can start working with them
Developers know what’s under the hood. They know what can be done technically. They are used to work with the system because they are working on it all day long. But they are therefore a special kind of user, they are power users.
Contextual inquiry Observe users in own environment where they have everything they need to perform their job, which is not the case when you bring them in a lab setting Think aloud: let them speak out loud for everything they do and think so the observer will have a better understanding why certain tasks are performed
PeCMan is about managing your content and sharing it with others and it tries to make this easier by using tags In the diary we created 3 main sections: Content Tags Sharing and privacy In the content section we tried to get information from the user about The content he used in his job What he did with it The tools he used to do so Etc. We asked the user if he used tags or not In the sharing & privacy section we asked If the user shared content with others If he made it accessible to everyone or not What he did to prevent access Interviews are conducted afterwards to get an understanding of what is filled out and to ask clarifying questions
People at not good at describing what they do … . Try describing the way you brush your teeth in the morning It is not easy although it is something you do everyday once or even twice Only conduct interviews when observations are not possible Ask very specific questions
Now that data is gathered from your users you are ready to make some designs
System image = implementation model = how the system really works Design model = conceptual model = how the designer wants to make the system visible to the user Can use metaphors to make certain concepts clear to the user User model = mental model = how the user thinks the system works The aim of designing is coming up with an interface (conceptual model) that most closely matches the mental model of the user Not an easy task because several users may have a different mental model of the same concept Designer needs to create a “good” conceptual design understandable by all users of the system But this does NOT mean that this model has to be correct for users to be able to work with E.g. car, the user does not need to know how a car really works to be able to drive one.
Nouns: Patient records Files Services Verbs: Buttons Menu actions They represent the things you can do with the objects and attributes
Consider designing prototype with pencil and paper! You can rapidly create ideas and test them with real users Complete interactive evaluation at the beginning of the design process The system works: A facilitator “plays” the PC The user uses his hand as a mouse pointer and says out loud what he is doing Facilitator acts upon the users actions by changing the interface by placing post-it notes on top of it Pros: Cheap Everyone can do it - no special knowledge needed Many iterations possible You can get user feedback at a very early stage Problems: Not all usability problems will be found Scrolling long documents Usage keyboard and mouse Etc. Other tools like powerpoint, visio, dreamweaver are also possible but they take time to learn cost money Takes more time to change things Once your designs get more stable you can shift to higher fidelity prototypes Normally I start with creating paper prototypes When I am convinced of the design I will turn them, or parts into code
Low fidelity prototypes: First designs First attempts to check how far the proposed conceptual model corresponds with the user’s mental model Normally a lot of changes have to be done at this stage Low fidelity prototypes are easy to change When your conceptual model more or less closed the gap with the user’s mental model you can go to a higher fidelity or even start coding concepts that are clear to the user
To help you in making design decisions
Parallel design helps to generate many different, diverse ideas and ensures that the best ideas from each design are integrated into the final concept Develop and evaluate different ideas before settling on a single approach Combining several design efforts result in better user interfaces
The aim of a usability test is to improve the usability of the product When to conduct usability tests? Before the actual design to test similar products in the competitive analysis Early in the design process to evaluate paper prototypes During design to test several concepts (parallel design) At the end to check if our goals are met Benchmark with other products or the previous version The participants are real users because: We want to check if the designer’s model reflects the user’s mental model The user understand the terminology The participants perform “ real tasks ” as observed during the analysis phase We check if people can perform these tasks and where they have difficulties The results are used to improve the design Tool we used is Morae: Captures the screen of the participant so you can see what he is doing Captures the face of the user so you can easily see when users are getting frustrated Captures the voice Facilitator can write comments Morae can also be used for usability testing paper prototypes!