MOBILE
USABILITYUFBA, MARCH 16th 2016
THIAGO COLARES
@thicolares
agilize.com.br
USABILITY
is a quality attribute that assesses
how easy user interfaces are to use.
Jakob Nielsen
5
COMPONENTS
LEARNABILITY
Easy since in the first time on design?
EFFICIENCY
After learning, how quickly can
users perform tasks?
MEMORABILITY
Returning to the design, how easily is
to reestablish the proficiency?
ERRORS
Does users make many errors?
Is it easy to recover from the errors?
SATISFACTION
How pleasant is to use the design?
MOBILE IS A UNIQUE
AND DIFFERENT
MEDIUM. FOCUS ON
WHAT IT CAN DO WELL.
MOBILE
HAS A
SMALL
SCREEN
DIFFERENT ENVIRONMENTS
AND SCREEN SIZES
http://blog.fluidui.com/design-retrospective-1-performance-screen-resolutions-and-the-fluid-ui-camera/
MULTI-TASK IS HARD
AND EASY TO GET LOST
http://blog.fluidui.com/design-retrospective-1-performance-screen-resolutions-and-the-fluid-ui-camera/
CONTEXT MATTERS
SENSORS
http://techpinions.com/wp-content/uploads/2014/04/BlW86f-CQAEtpWa.png-large.png
LIMITED BATTERY
INCONSISTENT NETWORK ACCESS
UNPREDICTABLE CONTEXTS OF
USE
HIGHLY PERSONAL
USABILITY
ENGINEERING
LIFECYCLE
1. NEEDFINDING
2. DESIGN
3. PROTOTYPE
4. EVALUATION
USABILITY
ENGINEERING
LIFECYCLE
1. NEEDFINDING
To identify user requirements and
problems. Profile Users, Task Analysis.
PERSONAS
WHAT?
USER ARCHETYPE
GUIDE DECISIONS
REPRESENTS ACTUAL USERS
BEHAVIOR PATTERNS
USERS' NEEDS AND TAKS
WHY?
CONSENSUS ON USERS NEEDS
SUPPORTS FOCUS ON USER
EXEMPTS USER'S PRESENCE
TIPS
BETWEEN 3 AND 7 PERSONAS
MAIN AND SECONDARY
HOW?
QUANTITATIVE OR
QUALITATIVE RESEARCH
INTERVIEWS
MERGE FINDINGS
CARDING
SORTING
AVOID TALKING
ABOUT USERS'
RELATIONSHIP
WITH SOFTWARE
USERS BEND
THE TRUTH
USERS TELL
WHAT THEY
REMEMBER
DOING
USERS
RATIONALIZE
THEIR BEHAVIOR
USERS
MISPREDICT
THEY MAY DO IN
THE FUTURE
FOCUS ON
THEIR NEEDS
OR WATCH
WHAT PEOPLE
ACTUALLY DO
USER'S GOALS AND
HOW THEY
CURRENTLY
APPROACH THEIR
TASKS
EFFECTIVE
USER'S
STRATEGIES AND
WORK AROUNDS
WEAKNESSES OF
THE CURRENT
SITUATION
1. NEEDFINDING
2. DESIGN
3. PROTOTYPE
4. EVALUATION
THINKING AHEAD
Setting usability goals.
MODEL OF
USABILITY
MEASUREMENT
LEARNABILITY
Measure how long novice users take to
perform certain tasks.
EFFICIENCY
Measure how long experienced users
take to perform certain tasks.
MEMORABILITY
Measure how long casual users take to
perform certain tasks.
ERRORS
Count how many errors are made by
users while performing tasks.
SATISFACTION
Try standardized usability
questionnaires after each usability test.
USABILITY
HEURISTICS
OLD, BUT GOLD
RULES OF THUMB
FLEXIBLES
~10 GENERAL PRINCIPLES
NO USER NEEDED
CHEAP AND VALUABLE TOOL
1 VISIBILITY OF
SYSTEM STATUS
2 MATCH
BETWEEN
SYSTEM AND THE
REAL WORLD
3 USER CONTROL
AND FREEDOM
4 CONSISTENCY
AND STANDARDS
5 ERROR
PREVENTION
6 RECOGNITION
RATHER THAN
RECALL
7 FLEXIBILITY
AND EFFICIENCY
OF USE
8 AESTHETIC
AND MINIMALIST
DESIGN
9 HELP USERS
RECOGNIZE,
DIAGNOSE, AND
RECOVER FROM
ERRORS
10 HELP AND
DOCUMENTATION
1. NEEDFINDING
2. DESIGN
3. PROTOTYPE
4. EVALUATION
ITERATIVE DESIGN
PARALLEL DESIGN
COMPETITIVE TESTING
TO TRY (AND TEST)
MULTIPLE DESIGN
IDEAS
https://www.nngroup.com/articles/parallel-and-iterative-
design/
AT LEAST 2
ITERATIONS
(3 VERSIONS)
PROS:
LINEAR PROGRESSION
AS MANY ITERATIONS AS
YOUR BUDGET ALLOWS
CONS:
LOCAL MAXIMUM
(RATHER THEN
DISCOVERING OTHERS
POSSIBILITIES)
https://www.nngroup.com/articles/parallel-and-iterative-
design/
MERGING IF MORE
EFFECTIVE THAN
CHOOSING A
WINNER
AFTER MERGING AND
ITERATING, MEASURED
USABILITY WAS 152%
HIGHER THAN THE AVERAGE
OF THE ORIGINAL DESIGNS.
COMPETITIVE DESIGN
http://uniquemobiledesigns.com/wp-
SIMILAR AS PARALLEL
DON'T SPEND RESOURCES
CREATING EARLY DESIGN
ALTERNATIVES
PATTERNS
Navigations, forms, anti-patterns
SIGN IN FORM
ANTI-PATTERNS: IDIOT BOXES
ANTI-PATTERNS: CHART JUNK
1. NEEDFINDING
2. DESIGN
3. PROTOTYPE
4. EVALUATION
FOR THINGS THAT ARE
HARD TO PREDICT
QUICKLY FEEDBACK
LOW COSTS
PROTOTYPE
PROTOTYPES:
1 LOOK AND FEEL
2 IMPLEMENTATION
3 ROLE
THE WISE MAN
LEARNS FROM THE
MISTAKES OF
OTHERS: TEST
EXISTENT PRODUCTS.
PAPER
PROTOTYPING
TIPS
http://media.netmagazine.futurecdn.net/files/images/2012/6/7171789134_08da5a27e9_o.jpg, farm3.static.flickr.com/2544/3962381215_e230510296.jpg, www.taniaschlatter.com/wp-
content/uploads/2011/05/Tania-Schlatter-10.jpg, iwataasks.nintendo.com/_ui/images/wiiu/miiverse/vol2/slide001.jpg
1. NEEDFINDING
2. DESIGN
3. PROTOTYPE
4. EVALUATION
USABILITY
TEST
1. GET HOLD OF SOME
REPRESENATIVE USERS
2. ASK THEM TO PERFORM
TASKS
3. OBSERVE WHAT THEY DO
5 USERS IS ENOUGH
CONSENT TERMS
THINK-ALOUT PROTOCOL
TAKE NOTES
RECORD AUDIO AND VIDEO
GIVE THANKS
https://www.mrtappy.com/product/
WE'RE HIRING
contato@agilize.com.br
DANKE SEHR!
REFERENCES
1. “Usability 101: Introduction to Usability”, Jakob Nielsen’s Alertbox: January 4, 2012
(http://www.nngroup.com/articles/usability-101-introduction-to-usability/)
2. Jakob Nielsen. 1992. The Usability Engineering Life Cycle. Computer 25, 3 (March 1992), 12-22.
DOI=10.1109/2.121503 http://dx.doi.org/10.1109/2.121503
(http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=121503)
3. Human-Computer Interaction lectures by Scott Klemmer, from Stanford Online Course, at
http://coursera.org (2012)
4. Mobile Prototyping Essentials Workshop, by Rachel Hinman (see more:
http://www.slideshare.net/Rachel_Hinman)
5. Parallel & Iterative Design + Competitive Testing = High Usability, Jakob Nielsen’s Alertbox:
January 18, 2011,
6. “An Overview of Expert Heuristic Evaluations”,
http://www.uxmatters.com/mt/archives/2014/06/an-overview-of-expert-heuristic-
evaluations.php
VENT UP!
1.7 reasons why you can’t sell usability, and what to do about it
http://www.usefulusability.com/7-reasons-why-you-can%E2%80%99t-sell-
usability/
2.Sketching User Experiences: Getting the Design Right and the Right Design
(Interactive Technologies), Bill Buxtonhttp://www.amazon.com/Sketching-
User-Experiences-Interactive-Technologies/dp/0123740371
3.UsabilityGeek (Justin Mifsud) http://usabilitygeek.com/
4.Mobile Design Pattern Gallery: UI Patterns for Mobile Applications, by
Theresa Neil, 284 pages, O'Reilly Media (March 13, 2012) ISBN-10:
1449314325,I SBN-13: 978-1449314323
5.Universal Principles of Design, by William Lidwell, Kritina Holden and Jill
Butler, Hardcover: 216 pages, Rockport Publishers (October 1, 2003),
English, ISBN-10: 1592530079, ISBN-13: 978-1592530076

Mobile Usability