Objec&ves. Usability Project Discussion. May 9, 2016 Sprenkle - CSCI335 1

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Transcription:

Objec&ves Usability Project Discussion May 9, 2016 Sprenkle - CSCI335 1

JavaScript review True or False: JavaScript is just like Java How do you declare a variable? (2 ways) How do you write text to the web page? What is the syntax for func&ons? What are some examples of events? How do you access a par&cular element in a document? Ø What are some ways to change that element? May 10, 2016 Sprenkle - CS335 2

What have we talked about usability so far? May 9, 2016 Sprenkle - CSCI335 3

User-Friendly The term user-friendly is over-used and underdefined Ø What is friendly to one person may be trite, tedious, or confusing to another User appropriate is a much more meaningful term Ø But we have to know the user 9 May 2016 OffuX 4

Usability Engineering principles for designing and building so_ware interfaces that are Ø Fast to learn Ø Speedy to use Ø Avoid user errors How to recognize and ar&culate the difference between this program sucks and I can improve this program by changing X,Y, and Z Life-long habits for engineering usable products 9 May 2016 OffuX 5

Fundamental So_ware Design Principle: the 7 ± 2 Rule Human s short-term memory can only hold about seven things at a &me (plus or minus 2) When we get more than about 7 items, we get confused 9 May 2016 OffuX 6

Shneiderman s Measurable Criteria User interface design has long been considered an art rather than a science Ø Decisions made subjec&vely rather than objec&vely There has been a lot of effort to make UI design more objec&ve Ø an engineering ac&vity 9 May 2016 OffuX 7

Shneiderman s Measurable Criteria 1. Time to learn : The &me it takes to learn some basic level of skills 2. Speed of UI performance : Number of UI interac&ons it takes to accomplish tasks 3. Rate of user errors : How o_en users make mistakes 4. Reten&on of skills : How well users remember how to use the UI a_er not using for a &me 5. Subjec&ve sa&sfac&on : The lack of annoying features 9 May 2016 OffuX 8

1. Time to Learn With complicated UIs, the users must plateau initial set of commands additional commands Plateau 1 Ability to complete at least one simple task Plateau 2 More tasks, more choices, or more speed Well-designed interfaces make the first plateau easy to get to additional commands subsequent plateaus clearly available Plateau 3 More tasks, more choices, or more speed 9 May 2016 OffuX 9

2. Speed of UI Performance This is about naviga&ng through the interface, not how fast the so_ware or network runs Interac(on points are places where the users interact with the so_ware: Ø BuXons Ø Text boxes Ø Commands Speed of UI performance is roughly the number of interac&ons needed to accomplish a task 9 May 2016 OffuX 10

2. Speed of UI Performance: The tyranny of the mouse The simplest way to slow down a UI is to use the mouse The mouse is incredibly slow: Most users can type between 8 to 15 keystrokes in the &me it takes to move the hand from the keyboard to the mouse Ø The two ac&vi&es use different muscles and parts of the brain Good UI designers need to reduce the number of keyboard-to-mouse switches 9 May 2016 OffuX 11

3. Rate of User Errors Users will always make mistakes UIs can encourage or discourage mistakes Ø Consistency, instruc&ons, naviga&on, Consider : Ø C/C++ : The lack of typing, par&cularly on pointers, and the complexity of the syntax ac&vely encourages programmers to make mistakes. Thus we become debuggers, not programmers Ø Unix : The large, complicated command language encourages many mistakes as a result of simple typos and confusion Ø Entering grades in a dropdown instead of radio buxons 9 May 2016 OffuX 12

4. Reten&on of Skills Once you learn to ride a bicycle, you never forget Some interfaces are easy to remember, some are hard If they flow logically (that is, match the user s mental model or expecta&ons), they are very easy to remember If an interface is very easy to learn, then the reten&on is not important Ø users can just learn again 9 May 2016 OffuX 13

5. Subjec&ve Sa&sfac&on Subjec&ve sa&sfac&on is how much the users like the UI Ø depends on the user (thus the word subjec&ve ) Think of it in reverse: Users are unhappy when there is something annoying in the interface Ø Blinking Ø Ugly colors Ø Spelling errors in massages Most important in compe&&ve so_ware systems Ø Like everything on the Web! 9 May 2016 OffuX 14

May 9, 2016 Sprenkle - CSCI335 15

Establishing Criteria Priori&es Before designing, decide what is acceptable for each of the five criteria Order of priori&es Minimally acceptable Op&mis&c goal 9 May 2016 OffuX 16

Have a Point, Make Your Point! You have less than two minutes to convince first time visitors to stay on your web site Every page must justify WHY the user should stay 9 May 2016 OffuX 17

MENUS May 9, 2016 Sprenkle - CSCI335 18

Web Interfaces Web interfaces are composed of Ø Menus Ø Forms Ø GUIs May 9, 2016 Sprenkle - CSCI335 19

Use Menus When A finite list of well-defined choices Users will understand choices without help Users need to be reminded what they want May 9, 2016 Sprenkle - CSCI335 20

Menu Considera&ons Menu system structure Number of items Sequence of items Titles Prompts Phrasing of items Online help Selec&on May 9, 2016 Sprenkle - CSCI335 21

Menu Types Binary Mul&ple-item Extended Pop-up Permanent Mul&ple selec&on May 9, 2016 Sprenkle - CSCI335 22

Binary Menus One of two choices can be made (Yes or No) Do you want another transaction (Y/N)? Ø Brief Ø Concise Ø But not descrip&ve May 9, 2016 Sprenkle - CSCI335 23

Binary Menu: Alterna&ve You may 1. Open a new account 2. Login to an existing account More space Just as fast Instruc&ons clear Results are clear Uses conversa&onal dialogue, not s&lted formalism Possibly a little too wordy May 9, 2016 Sprenkle - CSCI335 24

Mul&ple-Item Menus Only one item can be chosen What would you like to do? Withdraw Deposit Check Balance Quit Select your choice. Do we need this? Clear without it? May 9, 2016 Sprenkle - CSCI335 25

Ordering Menu Items Frequently used first Ø Most common strategy Numeric Alphabe&c Chronological (&me) Grouping of related items May 9, 2016 Sprenkle - CSCI335 26

Adap&ve Menus An adap&ve menu changes to adapt to the user's habits. Ø Reorders the menu choices Ø Infrequently used items put in a background menu (as in MS Office 2000) Risky Ø Can be confusing Different when returning to site Ø Different for different users No average or typical user Ø (Old) empirical evidence was not posi&ve May 9, 2016 Sprenkle - CSCI335 27

Screen Design Hints Legibility Ø Sans-serif Ø Upper & lower case Titles Ø Alone Ø Top middle or top le_ Ø Titles & selec&ons--same text! Ø Same &tles in documenta&on Text Ø Brief, descrip&ve and consistent gramma&cal style May 9, 2016 Sprenkle - CSCI335 28

More Screen Design Hints Instruc&ons Ø At top, concise Ø Consistent on each screen Ø Offer help Naviga&on Ø Escape labeled how to get out Op&ons Ø How to make choices Ø Few op&ons (about 7) Ø Numbering (we measure from 0, number from 1) May 9, 2016 Sprenkle - CSCI335 29

More Screen Design Hints Consistent Layout Ø Menu status always in the same place Ø Error messages in the same place Take screen size into account Ø Responsive design Le_-jus&fy items No irrelevant info Ø Get rid of happy talk No strange codes or symbols May 9, 2016 Sprenkle - CSCI335 30

Phrasing of Menu Choices Familiar Consistent Dis&nct Concise Use the keyword first Ø Improves accessibility May 9, 2016 Sprenkle - CSCI335 31

Clarity vs. Social Ameni&es "Please", "do you wish", "If you want" can be eliminated to improve clarity Ques&ons can be implicit Please select the criteria for class choice: vs. Class choice criteria: May 9, 2016 Sprenkle - CSCI335 32

Wordy Version Please enter course or name: If entering course, also enter dept: (Enter category for level 2 reports only) 1. Add a class 2. Drop a class 3. Change section Can we make this menu better? What are the real goals/options of this menu? May 9, 2016 Sprenkle - CSCI335 33

Simpler Version CLASS REGISTRATION 1. Add 2. Drop 3. Change section Registration options: Class Number or Name: _ Dept Code: _ May 9, 2016 Sprenkle - CSCI335 34

Design for Common Data Name: First: Last: Address: Street Box or number State Zip _ Allow for all types of addresses How can we make the menu more general? May 9, 2016 Sprenkle - CSCI335 35

BeXer Design Name Address First: Last: Address 1 Address 2 State Zip _ More flexibility May 9, 2016 Sprenkle - CSCI335 36

Homework: Analysis of Usability Answer Trunk test ques&ons for four pages Ø What site is this? (Site ID) Ø What page am I on? (Page name) Ø What are the major sec-ons of this site? Ø What are my op&ons at this level? (Local naviga&on) Ø Where am I in the grand scheme of things? Ø How can I search? Find examples of sites that demonstrate good and poor usability May 9, 2016 Sprenkle - CSCI335 37

Looking Ahead: Project JIRA Ø Requirements Ø TODO lists assign to team member Tomorrow morning Ø Present to Client P413 May 9, 2016 Sprenkle - CSCI335 38

To Do HW - Analysis of Usability High-priority func&onality: Wed midnight Ø Put issues in Jira Exam: Thursday a.m. May 9, 2016 Sprenkle - CSCI335 39