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What	
  makes	
  an	
  applica/on	
  a	
  “good”	
  applica/on	
  ?	
  
How	
  is	
  so'ware	
  experienced	
  by	
  end-­‐users	
  ?	
  
Chris7an	
  Campo	
  
EclipseCon	
  2012	
  
Who	
  are	
  we	
  ?	
  
	
  
• 	
  Chris/an	
  Campo	
  


	
  How	
  is	
  so:ware	
  experienced	
  by	
  end-­‐users	
  ?	
  
• 	
  What	
  is	
  Usability	
  ?	
  
• 	
  Flow	
  ?	
  
• 	
  “Gestalt”	
  Laws	
  ?	
  
So:ware	
  Quality	
  


                                 Efficiency	
  



                                                         Func7o-­‐
           Usability	
  
                           So'ware	
                      nality	
  


                            Quality	
  
                    Portabi-­‐                  Maintain
                      lity	
                     ability	
  
Usability,	
  a	
  defini/on	
  
	
  
	
  
Defini/on	
  of	
  Usability	
  
"The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  to	
  
   achieve	
  specified	
  goals	
  with	
  effec:veness,	
  efficiency,	
  and	
  
              sa:sfac:on	
  in	
  a	
  specified	
  context	
  of	
  use."	
       	
  
                                                  	
  
                                                                              Source:	
  ISO	
  9241-­‐11	
  

	
  
Usability	
  
	
  
	
  
Defini/on	
  of	
  Usability	
  
       "The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  
        to	
  achieve	
  specified	
  goals	
  with	
  effec1veness,	
  efficiency,	
  and	
  
                    sa1sfac1on	
  in	
  a	
  specified	
  context	
  of	
  use."	
       	
  
                                                      	
  
                                                                                  Source:	
  ISO	
  9241-­‐11	
  

	
  
Usability	
  
Product,	
  User,	
  Goal,	
  and	
  Context	
  of	
  Use	
  
"The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  to	
  
   achieve	
  specified	
  goals…	
  …in	
  a	
  specified	
  context	
  of	
  use."	
       	
  
                                                  	
  
                                           Context of Use


                                Input
                                    	
                         Output
                                                                    	
  

                       USER	
                                   PRODUCT	
  
                               Output
                                    	
                          Input
                                                                    	
  


    I have
     Goals
                                                                           Source:	
  Productergonomie,	
  H.	
  Dirken	
  
Usability:	
  the	
  user	
  
                                                      Input	
  
   User	
                                             •  Sight,	
  Hearing,	
  Taste,	
  Smell,	
  Touch,	
  
                                                         Balance	
  &	
  Accelera7on,	
  
       Throughput	
                                      Temperature	
  
       •  Decision	
  (processing),	
                 Output	
  
          Memory	
  (storing)	
                       •  Motor	
  skills,	
  Speech	
  	
  

                                             Context of Use


                                  Input
                                      	
                          Output
                                                                       	
  
                 Throughput
                          	
  




                                                                                              	
  
                                                                                     Throughput
                                                                   PRODUCT	
  
                                 Output
                                      	
                           Input
                                                                       	
  




                                                                               Source:	
  Productergonomie,	
  H.	
  Dirken	
  
Usability:	
  the	
  product	
  
 Input	
  
 •  Keyboard/Keypad,	
  Mouse,	
  Joys7ck,	
  
                                                                                                   Product	
  
    Microphone,	
  Touch	
  Screen	
  	
  
 Output	
                                                 Throughput	
  
 •  Monitor,	
  Internal	
  speak,	
  Vibra7on	
          •  Decision	
  (processing),	
  
                                                             Memory	
  (storing)	
  

                                                Context of Use


                                     Input
                                         	
                      Output
                                                                      	
  
                    Throughput




                                                                                   Throughput
                             	
  




                                                                                            	
  
                               USER	
  
                                    Output
                                         	
                       Input
                                                                      	
  




                                                                             Source:	
  Productergonomie,	
  H.	
  Dirken	
  
Usability:	
  context	
  of	
  use	
  
 Context	
  of	
  Use	
                                                      Context	
  o
 •  Use	
  environment	
  (Environmental-­‐,	
  
                                                                                         f	
  Use	
  
    Social-­‐	
  Technological	
  context	
  
 •  E.g.	
  Temperature,	
  Noise,	
  Pressure,	
  
    Ligh7ng	
  Condi7ons,	
  Other	
  products	
  
    (e.g.	
  safety	
  glasses,	
  gloves),	
  Social	
  
    Context	
  
                                                    Context of Use


                                         Input
                                             	
                      Output
                                                                          	
  
                        Throughput
                                 	
  




                                                                                                	
  
                                                                                       Throughput
                                   USER	
                             PRODUCT	
  
                                        Output
                                             	
                       Input
                                                                          	
  




                                                                                 Source:	
  Productergonomie,	
  H.	
  Dirken	
  
Design	
  decisions	
  ?	
  
Product,	
  User,	
  Goal,	
  and	
  Context	
  of	
  Use	
  
"The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  to	
  
   achieve	
  specified	
  goals…	
  …in	
  a	
  specified	
  context	
  of	
  use."	
       	
  
                                                      	
  
                                                Context of Use


                                     Input
                                         	
                        Product
                                                                 Output
                                                                      	
   	
  
                             	
  
                    Throughput




                                                                                                   	
  
                                                                                          Throughput
                                                                             	
  
                               USER	
  
                                    Output
                                         	
                      Input
                                                                     	
     ?	
  

                                                                                    Source:	
  Productergonomie,	
  H.	
  Dirken	
  
Design	
  decisions:	
  the	
  user	
  
User	
  
• What	
  goals	
  does	
  the	
  user	
  	
     • 	
  	
  Required	
  domain	
  knowledge	
  
have?	
                                          knowledge	
  (what	
  does	
  the	
  user	
  
• 	
  Vocabulary	
  of	
  the	
  domain	
        need	
  to	
  know	
  to	
  accomplish	
  their	
  
                                                 job?)	
  
• 	
  How	
  exis7ng	
  products	
  are	
  
used	
  
• 	
  Abili7es	
  and	
  
impairments?	
  
• How	
  do	
  the	
  goals	
  of	
  
my	
  so'ware	
  relate	
  to	
  
other	
  goals	
  of	
  the	
  
user’s	
  job?	
  
• 	
  Experience	
  level?	
  
Design	
  decision:	
  context	
  of	
  use	
  
Context	
  of	
  Use	
  
• 	
  What	
  are	
  characteris7cs	
  of	
           • 	
  Context	
  of	
  how	
  the	
  product	
  
the	
  context	
  (e.g.	
  heat,	
  noise)	
          fits	
  into	
  their	
  lives/workflow	
  
• 	
  Ar7facts	
  in	
  the	
  context	
  




                                                      Library	
  
       Factory	
  floor	
        Public	
  space	
                          Crowded	
  
                                                                          office	
  space	
  
What	
  does	
  this	
  all	
  mean	
  ?	
  
• 	
  To	
  make	
  a	
  more	
  usable	
  design,	
  you	
  need	
  to	
  know:	
  
     ›  Who	
  are	
  your	
  users	
  ?	
  
     ›  What	
  are	
  their	
  skills	
  ?	
  
     ›  What	
  are	
  their	
  goals	
  ?	
  
     ›  In	
  which	
  context	
  is	
  your	
  product	
  used	
  ?	
  


• 	
  The	
  informa/on	
  on	
  user,	
  context,	
  goals	
  will	
  help	
  you	
  make	
  
realis/c	
  design	
  decisions	
  


• 	
  How	
  to	
  get	
  this	
  informa/on	
  ?	
  

     › USABILITY	
  RESEARCH	
  &	
  TESTING!	
  
Usability	
  
	
  
	
  
Defini/on	
  of	
  Usability	
  
"The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  to	
  
   achieve	
  specified	
  goals	
  with	
  effec1veness,	
  efficiency,	
  and	
  
             sa1sfac1on	
  in	
  a	
  specified	
  context	
  of	
  use."	
        	
  
                                                  	
  
                                                                              Source:	
  ISO	
  9241-­‐11	
  

	
  
Usability:	
  effec/veness	
  
• 	
  Effec/veness	
  
    ›  Defini7on:	
  Successful	
  in	
  producing	
  an	
  intended	
  result	
  




                                     Sports	
  car	
  	
                   Bicycle	
  

    ›  	
  Measuring	
  Effec7veness	
  
         ›  	
  	
  Percentage	
  of	
  task	
                                   ›  	
  Number	
  of	
  features	
  or	
  
             completed	
                                                             commands	
  used	
  
         ›  	
  Ra7o	
  of	
  success	
  to	
  
             failure	
  

                                                             Source:	
  hfp://www.usabilitymetrics.com/usability-­‐metrics.html
                                                                                                                              	
  
Usability:	
  efficiency	
  
• 	
  Efficiency	
  
       ›  Defini7on:	
  Achieving	
  maximum	
  produc/vity	
  with	
  minimum	
  wasted	
  
          effort	
  or	
  expense	
  
	
  



                                                                                                 ar	
  
                                            Sports	
  car	
  	
                    1-­‐Liter	
  c

       ›  	
  Measuring	
  Efficiency	
  
            ›  	
  	
  Time	
  to	
  complete	
  the	
                                     ›  	
  	
  Percentage	
  or	
  number	
  
                task	
                                                                         of	
  errors	
  
            ›  	
  	
  Time	
  to	
  learn	
  
            ›  	
  	
  Time	
  spent	
  on	
  error	
  
                                                                    Source:	
  hfp://www.usabilitymetrics.com/usability-­‐metrics.html
                                                                                                                                     	
  
Usability:	
  sa/sfac/on	
  
• 	
  Sa/sfac/on	
  
       ›  Defini7on:	
  Fulfillment	
  in	
  one’s	
  expecta/ons,	
  needs,	
  or	
  pleasure	
  
          derived	
  from	
  this	
  
	
  




       ›  	
  Measuring	
  Sa7sfac7on	
  
             ›  Ra7ng	
  scale	
  for	
                                   ›  Number	
  of	
  7mes	
  user	
  
                sa7sfac7on	
  with	
                                         expresses	
  frustra7on	
  or	
  
                func7ons	
  and	
  features	
                                anger	
  
             ›  Ra7ng	
  scale	
  for	
                                   	
  
                usefulness	
  of	
  the	
  product	
  
                or	
  service	
  
                                                     Source:	
  hfp://www.usabilitymetrics.com/usability-­‐metrics.html
                                                                                                                      	
  
Usability:	
  sa/sfac/on	
  
                                                               Exper
                                                                     ience
• 	
  Sa/sfac/on	
                                                         	
  
       ›  Fulfillment	
  in	
  one’s	
  expecta/ons,	
  needs,	
  or	
  	
  pleasure	
  	
  derived	
  from	
  
          this	
  
	
  
	
  Keep	
  users	
  happy	
  by	
  allowing	
  for	
  	
  flow	
  
What	
  is	
  flow	
  ?	
                                                               Exper
                                                                                             ience
                                                                                                   	
  
• 	
  	
  Flow	
  is	
  the	
  mental	
  state	
  of	
  opera7on	
  in	
  which	
  a	
  person	
  in	
  an	
  
ac7vity	
  is	
  fully	
  immersed	
  in	
  a	
  feeling	
  of	
  energized	
  focus,	
  full	
  
involvement,	
  and	
  success	
  in	
  the	
  process	
  of	
  the	
  ac7vity	
  
	
  

How	
  to	
  allow	
  for	
  flow	
  ?                               	
  (Some	
  principles)	
  
• 	
  The	
  user	
  must	
  have	
  a	
  clear	
  goal	
  
• 	
  Task	
  should	
  be	
  doable/workable	
  
• 	
  (Inter)ac7ons	
  should	
  have	
  immediate	
  feedback	
  
	
  

In	
  So:ware	
  ? 	
  (Some	
  principles)	
  
•  Direct,	
  don’t	
  discuss	
  
•  Keep	
  tools	
  close	
  at	
  hand	
  
•  Provide	
  modeless	
  feedback	
  
                                 Sources:	
  	
  About	
  Face	
  2.0,	
  Cooper,	
  Reiman,	
  The	
  Psychology	
  of	
  Op7mal	
  Experience;	
  Csikszentmihalyi	
  
Flow	
  ?	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     save	
  
Allowing	
  for	
  flow	
     save	
  
Allowing	
  for	
  flow	
                 save	
  




                  Demo	
  textedit	
  
Allowing	
  for	
  flow	
  
Allowing	
  for	
  flow	
  
Allowing	
  for	
  flow	
  
Allowing	
  for	
  flow	
  
Allowing	
  for	
  flow	
  
• Flow	
  !=	
  Workflow	
  
    ›  Flow	
  links	
  Workflows	
  
    ›  Flow	
  allows	
  uninterrupted	
  Work	
  
    ›  Think	
  ahead	
  for	
  your	
  user	
  ???	
  
Usability:	
  efficiency	
  
• 	
  Efficiency	
  
           ›  Achieving	
  maximum	
  produc/vity	
  with	
  minimum	
  wasted	
  effort	
  or	
  expense	
  


       To	
  make	
  a	
  product	
  more	
  efficient	
  one	
  can	
  reduce	
  TIME	
  and	
  	
  WORK	
  
	
  
            “recall	
  of	
  passwords,	
  command	
  vectors,	
  names	
  and	
  loca7ons	
  of	
  data	
  
               objects	
  and	
  controls,	
  and	
  other	
  rela7onships	
  between	
  objects”	
                         Mnemonic	
  Work	
  


         “decoding	
  visual	
  layouts	
  and	
  seman7cs	
  of	
  shape,	
  size,	
  color,	
  and	
  
                                                                                                                            Perceptual	
  Work	
  
                                       representa7on”	
  


                     “comprehension	
  of	
  text	
  and	
  organiza7onal	
  structures”	
                                     Logical	
  Work	
  


           “number	
  of	
  keystrokes,	
  degree	
  of	
  mouse	
  movement,	
  use	
  of	
  gestures,	
                    Physical/Motor	
  
                                 switching	
  between	
  input	
  modes…”	
                                                       Work	
  

                                                                                                               Source:	
  About	
  Face	
  2.0,	
  Cooper,	
  Reimann	
  
Reducing	
  perceptual	
  work	
  ?	
  
•  (Some)	
  Dimensions	
  of	
  visual	
  coding	
  

    ›  Posi7on	
  


    ›  Color	
  


    ›  Texture	
  


    ›  Shape	
  


    ›  Size	
  


                                                        Source:	
  Productergonomie,	
  H.	
  Dirken	
  
Reducing	
  perceptual	
  work	
  ?	
  
Proximity	
  
•  Elements	
  that	
  are	
  close	
  together	
  tend	
  to	
  be	
  
   perceived	
  as	
  a	
  group	
  (belonging	
  together)	
  




Similarity	
  
•  Elements	
  with	
  similar	
  proper/es	
  (e.g.	
  shape,	
  color)	
  
   tend	
  to	
  be	
  perceived	
  as	
  groups	
  	
  
	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  


       10 px           30 px

1.
     Label Textfield       next Label




2. Label always at the beginning of a new line
Reducing	
  perceptual	
  work	
  



   I meant in an intelligent way :-)
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  




                                YES	
  !	
  this	
  is	
  
                                the	
  same	
  as	
  the	
  one	
  
                                above	
  J	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  


                                     •  mandatory
                                     •  static
                                     •  easy to
                                        overlook
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  


                                     no longer
                                     mandatory
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  

                                     •  errormarker
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  




                                     ambiguous
                                     meaning of
                                     disabled
Reducing	
  perceptual	
  work	
  




                                     better ?

                                     what about the label ?
Recap	
  
Defini/on	
  of	
  Usability	
  
 "The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  
  to	
  achieve	
  specified	
  goals	
  with	
  effec1veness,	
  efficiency,	
  and	
  
              sa1sfac1on	
  in	
  a	
  specified	
  context	
  of	
  use.”	
       	
  



                                                                    “Gest alt”	
  Laws	
  
             Flow	
  


     Do	
  not	
  interrupt	
  this	
  	
                                    Mind	
  this	
  




                                                                                        Source:	
  ISO	
  9241-­‐11	
  
The	
  ques/on	
  is	
  ?	
  

               How	
  do	
  users	
  experience	
  YOUR	
  so:ware	
  ?	
  

Who	
  are	
  my	
                 What	
  are	
                   What	
  is	
  the	
  
 users	
  ?	
                    their	
  	
  goals	
  	
  ?	
   context	
  of	
  use	
  ?	
  


How	
  can	
  I	
  make	
  their	
  work	
                How	
  can	
  I	
  make	
  their	
  work	
  
       more	
  efficient	
  ?	
                                       effec/ve	
  ?	
  

                           How	
  can	
  I	
  make	
  their	
  work	
  
                               more	
  sa/sfying	
  ?	
  
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Good application e-con2012 new for publishing.pptx

  • 1. What  makes  an  applica/on  a  “good”  applica/on  ?   How  is  so'ware  experienced  by  end-­‐users  ?   Chris7an  Campo   EclipseCon  2012  
  • 2. Who  are  we  ?     •   Chris/an  Campo    How  is  so:ware  experienced  by  end-­‐users  ?   •   What  is  Usability  ?   •   Flow  ?   •   “Gestalt”  Laws  ?  
  • 3. So:ware  Quality   Efficiency   Func7o-­‐ Usability   So'ware   nality   Quality   Portabi-­‐ Maintain lity   ability  
  • 4. Usability,  a  defini/on       Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals  with  effec:veness,  efficiency,  and   sa:sfac:on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 5. Usability       Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users   to  achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 6. Usability   Product,  User,  Goal,  and  Context  of  Use   "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals…  …in  a  specified  context  of  use."       Context of Use Input   Output   USER   PRODUCT   Output   Input   I have Goals Source:  Productergonomie,  H.  Dirken  
  • 7. Usability:  the  user   Input   User   •  Sight,  Hearing,  Taste,  Smell,  Touch,   Balance  &  Accelera7on,   Throughput   Temperature   •  Decision  (processing),   Output   Memory  (storing)   •  Motor  skills,  Speech     Context of Use Input   Output   Throughput     Throughput PRODUCT   Output   Input   Source:  Productergonomie,  H.  Dirken  
  • 8. Usability:  the  product   Input   •  Keyboard/Keypad,  Mouse,  Joys7ck,   Product   Microphone,  Touch  Screen     Output   Throughput   •  Monitor,  Internal  speak,  Vibra7on   •  Decision  (processing),   Memory  (storing)   Context of Use Input   Output   Throughput Throughput     USER   Output   Input   Source:  Productergonomie,  H.  Dirken  
  • 9. Usability:  context  of  use   Context  of  Use   Context  o •  Use  environment  (Environmental-­‐,   f  Use   Social-­‐  Technological  context   •  E.g.  Temperature,  Noise,  Pressure,   Ligh7ng  Condi7ons,  Other  products   (e.g.  safety  glasses,  gloves),  Social   Context   Context of Use Input   Output   Throughput     Throughput USER   PRODUCT   Output   Input   Source:  Productergonomie,  H.  Dirken  
  • 10. Design  decisions  ?   Product,  User,  Goal,  and  Context  of  Use   "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals…  …in  a  specified  context  of  use."       Context of Use Input   Product Output       Throughput   Throughput   USER   Output   Input   ?   Source:  Productergonomie,  H.  Dirken  
  • 11. Design  decisions:  the  user   User   • What  goals  does  the  user     •     Required  domain  knowledge   have?   knowledge  (what  does  the  user   •   Vocabulary  of  the  domain   need  to  know  to  accomplish  their   job?)   •   How  exis7ng  products  are   used   •   Abili7es  and   impairments?   • How  do  the  goals  of   my  so'ware  relate  to   other  goals  of  the   user’s  job?   •   Experience  level?  
  • 12. Design  decision:  context  of  use   Context  of  Use   •   What  are  characteris7cs  of   •   Context  of  how  the  product   the  context  (e.g.  heat,  noise)   fits  into  their  lives/workflow   •   Ar7facts  in  the  context   Library   Factory  floor   Public  space   Crowded   office  space  
  • 13. What  does  this  all  mean  ?   •   To  make  a  more  usable  design,  you  need  to  know:   ›  Who  are  your  users  ?   ›  What  are  their  skills  ?   ›  What  are  their  goals  ?   ›  In  which  context  is  your  product  used  ?   •   The  informa/on  on  user,  context,  goals  will  help  you  make   realis/c  design  decisions   •   How  to  get  this  informa/on  ?   › USABILITY  RESEARCH  &  TESTING!  
  • 14. Usability       Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 15. Usability:  effec/veness   •   Effec/veness   ›  Defini7on:  Successful  in  producing  an  intended  result   Sports  car     Bicycle   ›   Measuring  Effec7veness   ›     Percentage  of  task   ›   Number  of  features  or   completed   commands  used   ›   Ra7o  of  success  to   failure   Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  
  • 16. Usability:  efficiency   •   Efficiency   ›  Defini7on:  Achieving  maximum  produc/vity  with  minimum  wasted   effort  or  expense     ar   Sports  car     1-­‐Liter  c ›   Measuring  Efficiency   ›     Time  to  complete  the   ›     Percentage  or  number   task   of  errors   ›     Time  to  learn   ›     Time  spent  on  error   Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  
  • 17. Usability:  sa/sfac/on   •   Sa/sfac/on   ›  Defini7on:  Fulfillment  in  one’s  expecta/ons,  needs,  or  pleasure   derived  from  this     ›   Measuring  Sa7sfac7on   ›  Ra7ng  scale  for   ›  Number  of  7mes  user   sa7sfac7on  with   expresses  frustra7on  or   func7ons  and  features   anger   ›  Ra7ng  scale  for     usefulness  of  the  product   or  service   Source:  hfp://www.usabilitymetrics.com/usability-­‐metrics.html  
  • 18. Usability:  sa/sfac/on   Exper ience •   Sa/sfac/on     ›  Fulfillment  in  one’s  expecta/ons,  needs,  or    pleasure    derived  from   this      Keep  users  happy  by  allowing  for    flow  
  • 19. What  is  flow  ?   Exper ience   •     Flow  is  the  mental  state  of  opera7on  in  which  a  person  in  an   ac7vity  is  fully  immersed  in  a  feeling  of  energized  focus,  full   involvement,  and  success  in  the  process  of  the  ac7vity     How  to  allow  for  flow  ?  (Some  principles)   •   The  user  must  have  a  clear  goal   •   Task  should  be  doable/workable   •   (Inter)ac7ons  should  have  immediate  feedback     In  So:ware  ?  (Some  principles)   •  Direct,  don’t  discuss   •  Keep  tools  close  at  hand   •  Provide  modeless  feedback   Sources:    About  Face  2.0,  Cooper,  Reiman,  The  Psychology  of  Op7mal  Experience;  Csikszentmihalyi  
  • 21. Allowing  for  flow   search  
  • 22. Allowing  for  flow   search  
  • 23. Allowing  for  flow   search  
  • 24. Allowing  for  flow   search  
  • 25. Allowing  for  flow   search  
  • 28. Allowing  for  flow   save   Demo  textedit  
  • 33. Allowing  for  flow   • Flow  !=  Workflow   ›  Flow  links  Workflows   ›  Flow  allows  uninterrupted  Work   ›  Think  ahead  for  your  user  ???  
  • 34. Usability:  efficiency   •   Efficiency   ›  Achieving  maximum  produc/vity  with  minimum  wasted  effort  or  expense   To  make  a  product  more  efficient  one  can  reduce  TIME  and    WORK     “recall  of  passwords,  command  vectors,  names  and  loca7ons  of  data   objects  and  controls,  and  other  rela7onships  between  objects”   Mnemonic  Work   “decoding  visual  layouts  and  seman7cs  of  shape,  size,  color,  and   Perceptual  Work   representa7on”   “comprehension  of  text  and  organiza7onal  structures”   Logical  Work   “number  of  keystrokes,  degree  of  mouse  movement,  use  of  gestures,   Physical/Motor   switching  between  input  modes…”   Work   Source:  About  Face  2.0,  Cooper,  Reimann  
  • 35. Reducing  perceptual  work  ?   •  (Some)  Dimensions  of  visual  coding   ›  Posi7on   ›  Color   ›  Texture   ›  Shape   ›  Size   Source:  Productergonomie,  H.  Dirken  
  • 36. Reducing  perceptual  work  ?   Proximity   •  Elements  that  are  close  together  tend  to  be   perceived  as  a  group  (belonging  together)   Similarity   •  Elements  with  similar  proper/es  (e.g.  shape,  color)   tend  to  be  perceived  as  groups      
  • 43. Reducing  perceptual  work   10 px 30 px 1. Label Textfield next Label 2. Label always at the beginning of a new line
  • 44. Reducing  perceptual  work   I meant in an intelligent way :-)
  • 47. Reducing  perceptual  work   YES  !  this  is   the  same  as  the  one   above  J  
  • 49. Reducing  perceptual  work   •  mandatory •  static •  easy to overlook
  • 51. Reducing  perceptual  work   no longer mandatory
  • 53. Reducing  perceptual  work   •  errormarker
  • 57. Reducing  perceptual  work   ambiguous meaning of disabled
  • 58. Reducing  perceptual  work   better ? what about the label ?
  • 59. Recap   Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users   to  achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use.”     “Gest alt”  Laws   Flow   Do  not  interrupt  this     Mind  this   Source:  ISO  9241-­‐11  
  • 60. The  ques/on  is  ?   How  do  users  experience  YOUR  so:ware  ?   Who  are  my   What  are   What  is  the   users  ?   their    goals    ?   context  of  use  ?   How  can  I  make  their  work   How  can  I  make  their  work   more  efficient  ?   effec/ve  ?   How  can  I  make  their  work   more  sa/sfying  ?  
  • 61. Give Feedback on the Sessions 1 Sign In: www.eclipsecon.org 2 Select Session Evaluate 3 Vote