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i213: User Interface Design & Development

i213: User Interface Design & Development. Marti Hearst Thurs, Feb 22, 2007. Spotted by Mike Wooldridge. http://www.flickr.com/photos/cardhouse/397124663/in/photostream/. Spotted by Mike Wooldridge. http://www.flickr.com/photos/cardhouse/397123933/in/photostream/. Outline. Finish up HE

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i213: User Interface Design & Development

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  1. i213: User Interface Design & Development Marti Hearst Thurs, Feb 22, 2007

  2. Spotted by Mike Wooldridge http://www.flickr.com/photos/cardhouse/397124663/in/photostream/

  3. Spotted by Mike Wooldridge http://www.flickr.com/photos/cardhouse/397123933/in/photostream/

  4. Outline • Finish up HE • Low-fidelity prototyping • Informal user interfaces Slide adapted from James Landay

  5. Results of Using HE • Single evaluator achieves poor results • only finds 35% of usability problems • 5 evaluators find ~ 75% of usability problems • why not more evaluators? 10? 20? • adding evaluators costs more • adding more evaluators doesn’t increase the number of unique problems found Adapted from slide by James Landay

  6. problems found benefits / cost Decreasing Returns • (from Nielsen) • Caveat: these graphs are for a specific example • This is a controversial point. Adapted from slide by James Landay

  7. Why Multiple Evaluators? • Every evaluator doesn’t find every problem • Good evaluators find both easy & hard ones

  8. Comments from CHI-Web • From Gilbert Cockton (2/19/02): • Inspection methods are discount methods for practitioners. They are not rigorous scientific methods. • All inspection methods are subjective. • No inspection method can compensate for inexperience or poor judgement. • Using multiple analysts results in an inter-subjective synthesis. • However, this also a) raises the false alarm rate, unless a voting system is applied b) reduces the hit rate if a voting system is applied! • Group synthesis of a prioritized problem list seems to be the most effective current practical approach.

  9. In-Class Heuristic Evaluation Windows Character Map Program

  10. Why Do We Prototype? • Get feedback on our design faster • saves money • Experiment with alternative designs • Fix problems before code is written • Keep the design centered on the user Slide adapted from James Landay

  11. Fidelity in Prototyping • Fidelity refers to the level of detail • High fidelity? • prototypes look like the final product • Low fidelity? • artists renditions with many details missing Slide adapted from James Landay

  12. Low-fidelity Sketches Slide adapted from James Landay

  13. Why Use Low-fi Prototypes? • Traditional methods take too long • sketches -> prototype -> evaluate -> iterate • Can simulate the prototype • sketches -> evaluate -> iterate • sketches act as prototypes • designer “plays computer” • other design team members observe & record • Kindergarten implementation skills • allows non-programmers to participate Slide adapted from James Landay

  14. Low-fi Storyboards • Where do storyboards come from? • Film & animation • Give you a “script” of important events • leave out the details • concentrate on the important interactions Slide adapted from James Landay

  15. Sketches for the Ink Chat System

  16. Paper prototyping • Main idea: • Sketch out prototypes of the interface on paper • Potential users “walk through” task scenarios using the paper interface • A designer “plays computer” • Change the design on-the-fly if helpful • Widely practiced in industry • Sounds silly at first, but is surpringly effective • Helps people work together on the design • Readings by Rettig, Cooper, Klee, Spool’s group • This discussion primarily follows Rettig’s article

  17. The Materials • Large, heavy, white paper (11 x 17) • 5x8 in. index cards • Post-it notes • Tape, stick glue, correction tape • Pens & markers (many colors & sizes) • Transparencies (including colored) • Colorforms (toy stores) • Scissors, X-acto knives, etc. Slide adapted from James Landay

  18. Constructing the Model • Set a deadline • don’t think too long - build it! • Draw a window frame on large paper • Put different screen regions on cards • anything that moves, changes, appears/disappears • Ready response for any user action • e.g., have those pull-down menus already made • Use photocopier to make many versions Slide adapted from James Landay

  19. Preparing for a Test • Select your participants • understand background of intended users • use a questionnaire to get the people you need • don’t use friends or family • Prepare scenarios that are • typical of the product during actual use • make prototype support these (small, yet broad) • Practice running the computer to avoid “bugs” Slide adapted from James Landay

  20. Conducting a Test • Three or Four testers (preferable) • greeter - puts users at ease & gets data • facilitator - only team member who speaks • gives instructions & encourages thoughts, opinions • computer - knows application logic & controls it • always simulates the response, w/o explanation • observer(s) - take notes & recommendations • Typical session is approximately 1 hour • preparation, the test, debriefing Slide adapted from James Landay

  21. Conducting a Test (cont.) • Greet • get forms filled, assure confidentiality, etc. • Test • facilitator hands written tasks to the user • must be clear & detailed • facilitator keeps getting “output” from participant • “What are you thinking right now?”, “Think aloud” • observe -> no “a-ha”, laugh, etc. Slide adapted from James Landay

  22. Conducting a Test (cont.) • Debrief • fill out post-evaluation questionnaire • ask questions about parts you saw problems on • gather impressions • give thanks Slide adapted from James Landay

  23. Evaluating Results • Sort & prioritize observations • what was important? • lots of problems in the same area? • Create a written report on findings • gives agenda for meeting on design changes • Make changes & iterate Slide adapted from James Landay

  24. Potential difficulties • Content-centric Interfaces • Dynamic or static; both are ill-suited • Use printed output for large sets of text • For search/database applications • Have pre-planned searches • Even though not very realistic • Write up search results on the fly • Maybe have a printer nearby that can produced typed results • Bottom line: can only prototype the main interaction this way; search needs to be hooked up to really test the search mechanism

  25. Potential difficulties • Interfaces that use animation / dynamic graphics • IUE’s answer: maybe it isn’t all that usable to have flash • Broader answer: • Only testing the main functionality, not the finer points • The interface should also work without the flash • Use transparencies, etc, for important rollovers.

  26. Advantages of Low-fi Prototyping • Takes only a few hours • Can test multiple alternatives • Can change the design as you test • If users are trying to use the interface in a way you didn’t design it – go with what they think! Adapt! • Allows designers to work together Slide adapted from James Landay

  27. Examples from Prior Classes

  28. Telebears example: interaction flow

  29. Telebears example

  30. Telebears example: Welcome, Registration time

  31. Telebears example: Welcome, Not Registration time

  32. Telebears example: Task 3: Plan Schedule

  33. Telebears example: Task 2: Switching discussion sections

  34. Telebears example: Task 4: Adding a course

  35. Sho, Shamma, von Krogh, Johnstad

  36. Sho, Shamma, von Krogh, Johnstad

  37. Costa, Chopra, Orr, Stetson

  38. Brandt, Falk, McMahon

  39. Hernandez, Liang

  40. Designing a content pageUsing low-fi techniques • Combine low-fi paper prototyping and card sorting • Idea from Peter Merholtz • Start with a page with all the features you might want • Cut it up into pieces • Have people arrange the components • One set of users sorts into groups, as in card sorting for categories • Another set of users lays out the information in a way that would work well for them given certain tasks.

  41. Drawbacks of Current Tools • Require specification of lots of detail • must give specific instance of a general idea • e.g., exact widgets, fonts, alignments, colors • designers led to focus on unimportant details • evaluators focus on wrong issues • Take too much time to use • poor support for iterative design • sketched interface took 5 times longer with traditional tool (no icons) Slide adapted from James Landay

  42. DENIM:Designing Web Sites by Sketching • Early-phase information & navigation design • Integrates multiple views • site map – storyboard – page sketch • Supports informal interaction • sketching, pen-based interaction Slide adapted from James Landay

  43. Designing Interfaces with Denim 1) Designer sketches ideas rapidly with electronic pad and pen • recognizes widgets • easy editing with gestures 2) Designer or end-user tests interface • widgets behave • specify additional behavior visually 3) Automatically transforms to a “finished” UI Slide adapted from James Landay

  44. before after Specifying Behaviors Sequencing behavior betweenwidgets • Storyboards • series of rough sketches depicting changes in response to end-user interaction • Expresses many common behaviors Slide adapted from James Landay

  45. Denim Storyboards • Copy sketches to storyboard window • Draw arrows from objects to screens • Switch to run mode to test • Denim changes screens on mouse clicks Slide adapted from James Landay

  46. Next Time • In-class project work • Come prepared to work in class on your low-fi prototypes.

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