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ISIE401 UID Chapter 1. Usability of Interactive Systems 1. Introduction experimental psychology, computer science, graphic designers, human factors or ergonomics, anthropologist, sociologists, technical writers HCI – User Interface ACM – SIGCHI 2. Usability Requirements high-quality interfaces – usability, universality, and usefulness -- thoughtful planning, sensitivity to user needs, diligent testing goals for requirements analysis 1. Proper functionality 2. Reliability, availability, security, and data integrity 3. Standardization, integration, consistency, and portability 4. Schedules and budgets 3. Usability Measures 1. 2. 3. 4. 5. time to learn speed of performance rate of errors by users retention over time subjective satisfaction 고려대학교 산업공학과 ISIE401 UID 4. Usability Motivations 1. Life-critical systems – high reliability & effectiveness, lengthy training 2. Industrial and commercial uses – ease of learning, adaptation to local cultures, speed of performance 3. Office, home, and entertainment applications – ease of learning, low error rate, subjective satisfaction 4. Exploratory, creative, and collaborative interfaces 5. Sociotechnical systems 5. Universal Usability 1. Variations in physical ability and physical workplaces 2. Diverse cognitive and perceptual abilities 3. Personality differences Carl Jung’s theories of personality types extroversion vs. introversion sensing vs. intuition perceptive vs. judging feeling vs. thinking 4. 5. 6. 7. 8. Cultural and international diversity Users with disabilities Older adults users Designing for and with children Accommodating hardware and software diversity 고려대학교 산업공학과 ISIE401 UID 2. Guidelines, Principles, and Theories 2. Guidelines Shared language Best practices Critics Too specific, incomplete, hard to apply, and sometimes wrong Proponents Encapsulate experience 1. 2. 3. 4. 3. Navigating the interface Organizing the display Getting the user’s attention Facilitating data entry Principles More fundamental, widely applicable, and enduring than guidelines Need more clarification 1. Determine user’s skill levels “Know thy user” Hansen (1971) Age, gender, physical and cognitive abilities, education, cultural or ethnic background, training, motivation, goals and personality 고려대학교 산업공학과 ISIE401 UID Design goals based on skill level Novice or first-time users / Knowledgeable intermittent users / Expert frequent users Multi-layer designs 2. Identity the tasks Task Analysis usually involve long hours observing and interviewing users Decomposition of high level tasks Relative task frequencies 3. Choose and interaction style Direct manipulation / Menu selection / Form fillin / Command language / Natural language 4. Use the eight golden rules of interface design 5. Prevent errors better error messages – more specific, positive in tone, constructive Correct actions graying out inappropriate menu items, selection rather than freestyle typing, automatic completion Complete sequences Single abstract commands Macros and subroutines 고려대학교 산업공학과 ISIE401 UID 6. Integrating automation while preserving human control 4. Theories descriptive and explanatory – developing consistent terminology for objects and actions, collaboration and training – information scent, taxonomy predictive – compare proposed designs for execution time or error rates motor-task performance predictions – predicting keystroking or pointing times (Fitts’ Law) perceptual -- predicting reading times cognitive – problem solving and understanding productivity (RT) 1. Levels of analysis theories (Foley et al., 1995) conceptual level; semantic level; syntactic level; lexical level 2. Seven stages of action (Norman, 1988) 1. 2. 3. 4. contribution by placing his stages in the context of cycles of action and evaluation gulf of execution / gulf of evaluation four principle of good design the state and the action alternatives should be visible there should be a good conceptual model with a consistent system image good mappings that reveal the relationship between stages continuous feedback 3. GOMS and KLM (Card et al., 1983) concentrate on expert users and error-free performance insufficient emphasis on learning, problem solving, error handling, subjective satisfaction and retention 고려대학교 산업공학과 ISIE401 UID 고려대학교 산업공학과 ISIE401 UID 3. Managing Design Process 2. Organizational Design to Support Usability usability engineers, user-interface architects design (Carroll and Rosson, 1995) design is a process design process is nonhierarchical the process is radically transformational design intrinsically involves the discovery of new goals 3. Three Pillars of Design 1. 2. 3. 4. Guidelines documents and processes User-interface software tools Expert reviews and usability testing Development Methodologies user-centered design Logical User-Centered Interactive Design (LUCID) Methodology envision discovery design foundation design detail build release 5. Ethnographic Observation Preparation Field Study Analysis Reporting 고려대학교 산업공학과 ISIE401 UID 6. 7. 9. Participatory Design Scenario Development Legal Issues 1. 2. 3. 4. 5. privacy safety and reliability copyright or patent protection for S/W copyright protection for online information, images, or music freedom of speech in electronic environments 고려대학교 산업공학과 ISIE401 UID 4. Expert Reviews, Usability Testing 1. Introduction the determinants of the evaluation plan stage of design (early, middle, late) novelty of project (well defined vs. exploratory) number of expected users criticality of the interface costs of product time available experience of the design and evaluation team 2. Expert Reviews early or late in the design phase – formal report with problems or recommendations fro change half day to one week, lengthy training period required Heuristic evaluation / Guidelines review / Consistency inspection / Cognitive walkthrough / Formal usability inspection 3. Usability Testing and Laboratories speed up projects and cost savings controlled experiments vs. usability tests find flaws in user interfaces, fewer subjects, output report with recommendations task analysis detailed test plan pilot study 고려대학교 산업공학과 ISIE401 UID participants -- instructions, informed consent effective techniques -- think aloud / videotaping / discount usability engineering / field tests two limitations emphasizes first-time usage, limited coverage of the interface features 4. Surveys clear goals in advance and development of focused items 5-7 Likert scale / bipolar semantic differential 5. Acceptance Tests 6. Evaluation During Active Use 1. 2. 3. 4. 5. 6. 7. Time for users to learn specific functions Speed of task performance Rate of errors by users User retention of commands over time Subjective user satisfaction Interviews and focus-group discussions Continuous user-performance data logging Online or telephone consultants Online suggestion box or trouble reporting Online bulletin board or newsgroup User newsletters and conferences Controlled Psychologically Oriented Experiments 고려대학교 산업공학과 ISIE401 UID 6. Direct Manipulation and VE 2. Examples of Direct-Manipulation Systems 1. 2. 4. 5. 6. 3. Command-line vs. display editors vs. word processors 1. WYSIWYG The VisiCalc spreadsheet and its descendants Video games Computer-aided design Office automation Discussion of Direct Manipulation principle of virtuality principle of transparency in harmony with the popular notions of logical symbolic sequential left-brain and the visual artistic all-at-once right-brain problem-solving breaches the gulf of execution and the gulf of evaluation 1. Problems of direct manipulation 1. not an improvement over text for blind or vision-impaired users 2. spatial or visual representations can be too spread out 3. users must learn the graphical representations – icons 4. visual representation may be misleading 5. typing commands with the keyboard may be faster 6. choosing the right objects and actions may be difficult 고려대학교 산업공학과 ISIE401 UID 3. 4. Visual Thinking and Icons an icon is an image, picture, or symbol representing a concept small representations of an object or action how to decide between icons and text, and how to design icons four levels of icon design (Marcus, 1992) 1. Lexical qualities 2. Syntactics 3. Semantics 4. Pragmatics 5. Dynamics 3D Interfaces the closer the interfaces are to the real world, the easier usage will be enhanced interfaces may be better than 3D reality a modest use of 3D technique (add highlights to 2D interfaces) enjoyable, recognizable, and memorable with improved use of spatial memory but visually distracting and confusing with additional visual complexity 6. Virtual and Augmented Reality immersive experiences, “looking at” to “being in”, telepresence aspect of virtual reality augmented reality multiple technologies for successful VE visual display / head-position sensing / hand-position sensing / hand-held manipulatives force feedback and haptics / sound input and output / other sensations / collaborative and competitive virtual environments 고려대학교 산업공학과 ISIE401 UID 7. Menu Selection, Form Fillin, and Dialog Boxes 2. Task-Related Menu Organization hierarchical decomposition comprehensible and distinctive category categorical menu superior to alphabetical menu with the uncertainty about the terms 3. Single menus binary menus, radio buttons 1. Pull-down, pop-up, and toolbar menus position constancy, keyboard shortcuts toolbars, iconic menus, and palettes pie menu (marking menu), flow menu 2. Menus for long lists Scrolling menus, combo boxes, and fisheye menus Sliders and alphasliders Two dimensional menus 3. Embedded menus and hotlinks 4. Combinations of Multiple Menus 1. Linear menu sequences and simultaneous menus 고려대학교 산업공학과 ISIE401 UID 2. 3. 4. 5. Tree-structured menus Depth versus breadth 4 to 8 items per menu, but, at the same time no more than 3 to 4 levels breadth preferred over depth Menu maps Acyclic and cyclic menu networks Content Organization 1. 2. 3. Task-related grouping in tree structures create groups of logically similar items form groups that cover all possibilities make sure that items are nonoverlapping use familiar terminology, but ensure that items are distinct from one another Item Presentation Sequence time, numeric ordering, physical properties alphabetical sequence of terms; grouping of related items; most frequently used items first; most important items first split-menu strategy adaptive menu (MS), adaptable (user-controlled) menu Menu Layout Titles single menus – simple descriptive title that identifies the situation 고려대학교 산업공학과 ISIE401 UID linear sequence of menus – consistent grammatical style, brief but unambiguous noun phrases tree-structured menus Phrasing of menu items Graphic layout and design titles, item placement, instructions, error messages, status reports different fonts and typefaces linear sequence menus -- position marker GUI – tree structured or linear sequence menus -- cascading or walking menus 6. Fast Movement Through Menus keyboard shortcuts, bookmarks, menu macros 7. Data Entry with Menus: Form Fillin, Dialog Boxes, and Alternatives 1. 4. 8. Form-fillin 2. Format-specific fields 3. Dialog boxes Novel designs combining menus and direct manipulation control menus, marking menus, FlowMenu, toolglass Audio Menus and Menus for Small Displays 1. 2. Audio menus memorized, confirmation dialogs, repeat and exit the list, voice recognition (natural language) Menus for small displays entertainment and information and communication services learnability – limit the number of functions – activated by hardware buttons soft keys, automatic Save function, concise writing and careful editing 고려대학교 산업공학과 ISIE401 UID 고려대학교 산업공학과 ISIE401 UID 고려대학교 산업공학과