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User-Centered Design and Development

User-Centered Design and Development. Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San Luis Obispo. 1. FJK 2009. 484-W10 Quarter.

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User-Centered Design and Development

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  1. User-Centered Design and Development Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San Luis Obispo 1 FJK 2009

  2. 484-W10 Quarter • The set of slides I use in class is close to the one in the PowerPoint Custom Show “484-W09”. Since I’m using mostly Keynote now, I use the “Skip” feature to achieve a similar result. 4

  3. Chapter Overview • user testing • DECIDE framework for user testing • experiments • variables and conditions • data collection and analysis • predictive models • GOMs • keystroke level model 5 FJK 2009

  4. Motivation • user modeling tries to predict user performance for tasks performed on a system • heuristic evaluations and walk-throughs can provide quick feedback without the overhead of user testing 6 FJK 2008

  5. Objectives • know the advantages and disadvantages of analytical evaluation. • become familiar with the GOMS user model, the keystroke level model, and Fitts’ law • know how to do a keystroke level analysis • understand the heuristic evaluation and walkthroughs methods • know how heuristic evaluation can be adapted to evaluate different products • determine when these techniques can be applied 7 FJK 2005

  6. Chapter 15: Analytical evaluation 8

  7. Aims: • Describe inspection methods. • Show how heuristic evaluation can be adapted to evaluate different products. • Explain how to do doing heuristic evaluation and walkthroughs. • Describe how to perform GOMS and Fitts’ Law, and when to use them. • Discuss the advantages and disadvantages of analytical evaluation. 9

  8. Inspections • Several kinds. • Experts use their knowledge of users & technology to review software usability. • Expert critiques (crits) can be formal or informal reports. • Heuristic evaluation is a review guided by a set of heuristics. • Walkthroughs involve stepping through a pre-planned scenario noting potential problems. 10

  9. Heuristic evaluation • Developed Jacob Nielsen in the early 1990s. • Based on heuristics distilled from an empirical analysis of 249 usability problems. • These heuristics have been revised for current technology. • Heuristics being developed for mobile devices, wearables, virtual worlds, etc. • Design guidelines form a basis for developing heuristics. 11

  10. Nielsen’s heuristics • Visibility of system status. • Match between system and real world. • User control and freedom. • Consistency and standards. • Error prevention. • Recognition rather than recall. • Flexibility and efficiency of use. • Aesthetic and minimalist design. • Help users recognize, diagnose, recover from errors. • Help and documentation. 12

  11. Discount evaluation • Heuristic evaluation is referred to as discount evaluation when 5 evaluators are used. • Empirical evidence suggests that on average 5 evaluators identify 75-80% of usability problems. 13

  12. No. of evaluators & problems 14

  13. 3 stages for doing heuristic evaluation • Briefing session to tell experts what to do. • Evaluation period of 1-2 hours in which: • Each expert works separately; • Take one pass to get a feel for the product; • Take a second pass to focus on specific features. • Debriefing session in which experts work together to prioritize problems. 15

  14. Advantages and problems • Few ethical & practical issues to consider because users not involved. • Can be difficult & expensive to find experts. • Best experts have knowledge of application domain & users. • Biggest problems: • Important problems may get missed; • Many trivial problems are often identified; • Experts have biases. 16

  15. Cognitive walkthroughs • Focus on ease of learning. • Designer presents an aspect of the design & usage scenarios. • Expert is told the assumptions about user population, context of use, task details. • One of more experts walk through the design prototype with the scenario. • Experts are guided by 3 questions. 17

  16. The 3 questions • Will the correct action be sufficiently evident to the user? • Will the user notice that the correct action is available? • Will the user associate and interpret the response from the action correctly? As the experts work through the scenario they note problems. 18

  17. Pluralistic walkthrough • Variation on the cognitive walkthrough theme. • Performed by a carefully managed team. • The panel of experts begins by working separately. • Then there is managed discussion that leads to agreed decisions. • The approach lends itself well to participatory design. 19

  18. Predictive models • Provide a way of evaluating products or designs without directly involving users. • Less expensive than user testing. • Usefulness limited to systems with predictable tasks - e.g., telephone answering systems, mobiles, cell phones, etc. • Based on expert error-free behavior. 21

  19. GOMS • Goals - the state the user wants to achieve e.g., find a website. • Operators - the cognitive processes & physical actions needed to attain the goals, e.g., decide which search engine to use. • Methods - the procedures for accomplishing the goals, e.g., drag mouse over field, type in keywords, press the go button. • Selection rules - decide which method to select when there is more than one. 22

  20. Keystroke level model • GOMS has also been developed to provide a quantitative model - the keystroke level model. • The keystroke model allows predictions to be made about how long it takes an expert user to perform a task. 23

  21. Response times for keystroke level operators (Card et al., 1983) 24

  22. Fitts’ Law (Fitts, 1954) • Fitts’ Law predicts that the time to point at an object using a device is a function of the distance from the target object & the object’s size. • The further away & the smaller the object, the longer the time to locate it and point to it. • Fitts’ Law is useful for evaluating systems for which the time to locate an object is important, e.g., a cell phone,a handheld devices. 25

  23. A Project for you …Fitts’ Law Visit Tog’s website and do Tog’s quiz, designed to give you fitts! http://www.asktog.com/columns/022DesignedToGiveFitts.html 27

  24. Key Points • heuristic & walkthroughs are two popular forms of expert evaluations • relatively inexpensive because no users are involved • heuristic evaluation is easy to learn • may miss key problems, identify false ones • Predictive models are used to evaluate systems • predictable tasks such as telephones • GOMS, Keystroke level model, and Fitts’ Law predict expert, error-free performance 28

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