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Introduction to Usability Engineering

Introduction to Usability Engineering. CS 565 Spring 2018. Logistics: CS565. Syllabus: http://classes.engr.oregonstate.edu/eecs/spring2018/cs565/. To the meat of the matter…. What is HCI about?. HCI is about Methodically designing systems that are Useful Usable Which includes

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Introduction to Usability Engineering

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  1. Introduction to Usability Engineering CS 565 Spring 2018

  2. Logistics: CS565 Syllabus: http://classes.engr.oregonstate.edu/eecs/spring2018/cs565/

  3. To the meat of the matter…

  4. What is HCI about? HCI is about Methodically designing systems that are • Useful • Usable Which includes • Determining what is useful • Determining what is usable • Evaluating these two factors empirically

  5. Usability Engineering Interaction Design User-interface design User-centered design User experience design Informatics/information systems/library science Psychology/cognitive science Ergonomics Industrial engineering/design Architecture Art Social sciences HCI by Other Names in Other Fields

  6. Why bother with usability engineering? • Most software is supposed to help people be productive. • Build better software. • Help people like it enough to buy it (keep your job!). • Avoid fatal flaws in software, like Norman’s 2 gulfs: • Gulf of execution • Gulf of evaluation

  7. Goals of HCI (See Rogers handout, ch. 1): • effectiveness at task • eg, the nurses • safety • eg, privacy, losing work,mistakes that endanger • utility • learnability • memorability • efficiency • differences among last 3

  8. Design Principles:(Some tools for achieving goals) • Visibility of user’s options/actions. • WHAT options/actions available. • Feedback • Constrain • (making certain errors impossible) • eg: menus vs typing to prevent syntax errors. • (Internal) consistency • Affordance • makes clear HOW I can operate an object

  9. HW #1: Design Principles • HW #1 • Pairs for this assignment.

  10. How to do interaction design • Process (generally) • Identify needs/requirements • of the user experience. • Develop many alternative design ideas • that meet the requirements. • Mock-up and later build versions of the designs • to communicate/evaluate. • Evaluate • throughout the process. • PRICPE will guide us thru these.

  11. When to do interaction design • At beginning of software project: • to help establish needs/requirements correctly in the first place • During design/implementation: • to continuously evaluate/monitor • During testing. • to evaluate.

  12. Historical Perspective How the history of computing is tied to the history of computer usability

  13. Eniac (1943) - Gen 0 A general view of the ENIAC, the world's first all electronic numerical integrator and computer. From IBM Archives.

  14. Batch Processing – Gen 1 • Computer performed one task at a time • No “interaction” once computation started • Switches, wires, punch cards and tapes for I/O • Very limited, highly trained group of operators

  15. Command Line (Mid 1960s) – Gen 2 • Computers hit “big business” • More varied tasks; text processing, editing, email etc • Need for interactivity • Used by secretaries, salesmen, accountants, CS students etc • Reduced training Need for HCI

  16. The Glass Teletype: late 60s • 24 x 80 characters • Up to 19,200 bps (Wow - was big stuff!) Source:http://www.columbia.edu/acis/history/vt100.html

  17. Generation 4 – A computer in every home Pushing beyond Computing in Business Need to do more with less • Need to rethink usability Little or no training for users More diverse populations More diverse uses

  18. WIMP / GUI Windows, Icons, Menus, Pointers Graphical User Interface WIMP interface emulates existing work practices Direct manipulation Desktop metaphor Why was this such an innovation? What were the innovations making this possible?

  19. Ivan Sutherland • SketchPad - 1963 PhD thesis at MIT • Hierarchy - pictures & subpictures • Master picture with instances (ie, OOP) • Constraints • Icons • Copying • Light pen input device • Recursive operations

  20. Douglas Engelbart • The Problem (early ‘50s) “...The world is getting more complex, and problems are getting more urgent. These must be dealt with collectively. However, human abilities to deal collectively with complex / urgent problems are not increasing as fast as these problems. If you could do something to improve human capability to deal with these problems, then you'd really contribute something basic.” ...Doug Engelbart

  21. The First Mouse (1964)

  22. Xerox Star - 1981 • First commercial PC designed for “business professionals” • desktop metaphor, pointing, WYSIWYG, high degree of consistency and simplicity • First system engineered for usability • Paper prototyping and analysis • Usability testing and iterative refinement

  23. Xerox Star Desktop

  24. Lessons from Xerox Star? • Usability matters, usability sells • Star flopped, but Mac succeeded • Cost $15,000 • Lacked spreadsheet, standard business software • Usability can be “engineered” • Birth of HCI as a design discipline

  25. Evolution from Xerox Star? 1981

  26. Evolution from Xerox Star? 1981 1985 Windows 1.0 Mac OS 1.0

  27. Evolution from Xerox Star? 1981 1985 1987 Windows 1.0 Mac OS 1.0 Mac OS 5.0 Windows 2.0

  28. Evolution from Xerox Star? 1981 1985 1987 1992 Windows 1.0 Mac OS 1.0 Mac OS 5.0 Windows 3.0 Mac OS 7

  29. Evolution from Xerox Star? 1981 1985 1987 1992 1998 Windows 1.0 Mac OS 1.0 Mac OS 5.0 Windows 3.0 Mac OS 7

  30. Evolution from Xerox Star? 1981 1985 1987 1992 1998 2007 Windows 1.0 Mac OS 1.0 Mac OS 5.0 Windows 3.0 Mac OS 7

  31. Evolution from Xerox Star? 1981 1985 1987 1992 1998 2007 Windows 1.0 Mac OS 1.0 Mac OS 5.0 Windows 3.0 Mac OS 7

  32. Where do we go next? ? Touch/voice WIMP (Windows) User Productivity Command Line Batch 1940s – 1950s 1960s – 1970s 1980s - Present 2000s-present Time

  33. Examples of new paradigms • Mobile computing • Wearable computing • Tangible computing • Ubiquitous computing • and many more….

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