2024_s2_duse_l01_IntroductionToDUSE.pdf

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Introduction to Designing the User System Experience ISYS1049 Designing the User System Experience Dr Vince Bruno 1 2 Why is this important? 3 ISYS1049 Designing the User System Experience Course Guide Topics: –...

Introduction to Designing the User System Experience ISYS1049 Designing the User System Experience Dr Vince Bruno 1 2 Why is this important? 3 ISYS1049 Designing the User System Experience Course Guide Topics: – Introduction to usability and user experience, Interaction styles, usability processes, design thinking, user/task analysis, mobile & small screen devices, web usability, accessibility, global interface design, usability testing, aesthetics and emotional interaction, virtual & augmented interfaces, gamification user experiences, Human factors, Everyday things and actions, and future user experiences. Assessment – ass1a expert Evaluation – 20% due end of week 3 – Ass1b video presentation - 15% due end of week 6 – Ass2 video presentation - 15% due end of week 9 – Ass3a formal usability test - 20% due end of week 12 – Ass3b test – 20% done in week 13/14 4 ISYS1049 Designing the User System Experience Course: Stakeholders Students: IS, Others – Why are you taking this course? – What do expect to learn? – How do you expect to use this knowledge? Academic: lecturer, tutor, course coordinator – Why are we giving this course? Administrators: Employer: 5 ISYS1049 Designing the User System Experience Performing UX activities costs 6 ISYS1049 Designing the User System Experience “User Friendly” What is the meaning of “User Friendly” ? We do not necessarily want friendly computer? Or define a specific interface friendly than another? We want computers NOT to get in the way of getting something done. In reality, different users have different needs, so an interface may suit one user and not another. 7 ISYS1049 Designing the User System Experience Usability Definition Brian Shackel (1981), was one of the first researchers to propose a broad definition of usability. He states that usability is "[a system's] capability in human functional terms to be used easily and effectively by the specified range of users, given specified training and support, to fulfil a specified range of tasks, within the specified range of environmental scenarios". 8 ISYS1049 Designing the User System Experience Usability Definition Krug (Krug 2000) argues that usability is “not rocket surgery.” Usability is “making sure that something works well: that a person of average (or even below average) ability and experience can use the thing – whether it’s a web site, a fighter jet, or a revolving door – for its intended purpose without getting hopelessly frustrated.” 9 ISYS1049 Designing the User System Experience Usability Definition International Standards Organization (ISO/DIS 9241-11.2 1997): Usability refers to “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” 10 ISYS1049 Designing the User System Experience Usability Definition An interesting thing about the definitions is the following four (4) common factors: – Users – Tasks, performing of – Technology – Context/Environment Each definition describes attributes that define the usability of the interaction between these four common factors. 11 ISYS1049 Designing the User System Experience Why is usability more important? QUALITY Standards & Certifications 12 ISYS1049 Designing the User System Experience Why is usability more important? STATUTORY OBLIGATION – US Section 508 Compliance - www.section508.gov – Australia Disability Discrimination Act 1992 Information Privacy Act 2009 Public Records Act 2002 Right to Information Act 2009 13 ISYS1049 Designing the User System Experience Usability Attributes Commonly used attributes are these: – ease of learning (learnability), – speed of performance (efficiency), – low error rate, – retention over time (memorability), – user attitude (subjective satisfaction). These are very broad, for web application too broad. More specific attribute may need to be articulated for different technologies, interaction styles and environments…. 14 ISYS1049 Designing the User System Experience Usability Attributes Broad “rules of thumb” that describe features of “usable” systems. A set of components that make up usability. Attributes used to set targets and gauge success of a system interface. Used to define measures of a systems usability 15 ISYS1049 Designing the User System Experience Learnability Most important & fundamental Easy to learn refers to novice user’s experience Measurement of this attribute is done on the increased proficiency reached by users completing tasks. Focus on How fast can a user who has never seen the user interface before learn it expert Usage Proficiency and user sufficiently well to accomplish basic tasks? Efficiency The standard learning curve (Usability Engineering, J.Nielsen, page 28) 16 Time ISYS1049 Designing the User System Experience How do we ride best part of BOTH curves? – Online help – Provide multiple interaction styles Exploratory learning – easy-to-understand error messages; – allows working with program without having learnt all of it; – availability of undo; – warnings or confirmation when executing risky commands; …...etc. 17 ISYS1049 Designing the User System Experience Subject Satisfaction Systems should be pleasant to use. Entertainment value is more important than the speed with which things get done. Measures are done by asking users for subjective opinions. How much does the – user like using the system? 18 ISYS1049 Designing the User System Experience Efficiency Efficiency of use; once the system is learned, a high level of productivity is possible; (refers to flat part of curve) measurement of this task can be done once an expert users is defined. Experience of users can be gauged by asking or their usage reaches a steady state (refers to flat part of curve) Once an experienced user has learned to use the system, how fast can he or she accomplish tasks? 19 ISYS1049 Designing the User System Experience Memorability The system (metaphor) should be easy to remember. Casual users can return to it after some period of time without much relearning! Measurement done on users after a period of none use, or a memory test after a test session. If a user has used the system at some earlier date, can he or she remember enough to use it more effectively next time (or does the user have to start over again learning everything every time)? 20 ISYS1049 Designing the User System Experience Errors Error is any action which inhibits the accomplishing of a desired goal. Low error rate needs to be achieved User recovery should be easily achieved Error rate – number of errors occurring while performing a specified task Catastrophic errors should NEVER occur. 21 ISYS1049 Designing the User System Experience Usability Attributes: Traditional Application Interaction style: CRT or LCD screen, keyboard, mouse, allows all forms of interface design Environment: office, desk, study, good lighting, low noise Stakeholders: professionals, home users Usability Attributes: – ease of learning (learnability), – speed of performance (efficiency), – low error rate, – retention over time (memorability), – user attitude (subjective satisfaction). 22 ISYS1049 Designing the User System Experience Usability Attributes: Mobile device Interaction style: small (touch) screen, stylus, onscreen-keypad-tiny keyboard, character based or GUI interface design Environment: various Stakeholders: everyone Usability Attributes: – Nomadic capabilities or portability – Ease of Integration – Safety – Simplicity – Ergonomics – Predictability – Self-Recovering Capabilities – Accessibility – Pervasiveness Attributes from Mark Pearrow’s book 23 ISYS1049 Designing the User System Experience Usability Attributes: Web Application Interaction style: ranging screen sizes, mouse, keyboard, blend of form filling and GUI Direct manipulation interface design Environment: various browsers-devices-locations Stakeholders: everyone connected to internet Usability Attributes: – Learnability – Predictability – Memorability – Effectiveness – Subject Satisfaction – Culturability – Errors – Trust and Loyality – Efficiency – Accessibility – Actability – Safety Attributes from various research 24 papers. ISYS1049 Designing the User System Experience HCI - Human Computer Interaction Taken from book by: J. NIELSEN, Usability Engineering 25 ISYS1049 Designing the User System Experience Successful System Software Engineering Goals (utility) – Robustness, Maintainability, portability – Security, cost Usability Goals – user performance (speed, errors), – ease of learning, ease of use, – user satisfaction, physical comfort 26 ISYS1049 Designing the User System Experience User Interface & Interaction The visible parts of an interactive system are the components that help with the communication between the user and system. UI 27 ISYS1049 Designing the User System Experience Why is usability more important? Diversity of users now includes: EVERYONE Interaction styles have changed to support this growing user base. Eg. Voice recognition, natural language interfaces, virtual/augmented environments, etc. 28 ISYS1049 Designing the User System Experience HELP - TRAINING - SUPPORT Area of a project used to smooth out usability issues. – Help and training – Help Desk Support Especially if stakeholders are novice Turnover of staff using application is high 29 ISYS1049 Designing the User System Experience Why is usability more important? PERFORMING USABILITY CAN SAVE COSTS Reduce need for extensive help, ongoing training and support 30 ISYS1049 Designing the User System Experience Why is usability more important? On the web, usability is experienced before purchase. USABILITY EXPERIENCED FIRST 31 ISYS1049 Designing the User System Experience Usability and Architectural Structure Some researchers are examining the usability of an application by examining the issue from the top down, where the architectural structure of the application is considered. For example, the examination of: – incorporating usability patterns in the design of interfaces of an application (Perzel and Kane 1999), – allowing customisation, adaptability, proactivity, and flexible visual quality and interaction from an architectural point of view (Fraternali 1999; Kappel, Retschitzegger et al. 2001), – modelling driven tool can enable the generation of a usable web application (Fraternali and Paolini 2000). 32 ISYS1049 Designing the User System Experience Methodologies and Usability Many software development lifecycles – user centered design/design thinking varying level of usability activities, from none to many! Examine usability activities and performing them 33 ISYS1049 Designing the User System Experience Why is usability more important? With any project work, it’s important to consider USABILITY FROM THE START 34 What is User Experience (UX) Design? User experience (UX) design is the process design teams use to create products that provide meaningful and relevant experiences to users. This involves the design of – the entire process of acquiring and – integrating the product, – including aspects of branding, design, usability and function. 35 ISYS1049 Designing the User System Experience User Experience (UX) Definitions – "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products. – User Experience involves a person's emotions and attitudes about using a particular product, system or service. – User experience includes the practical, experiential, affective, meaningful and valuable aspects of human–computer interaction and product ownership. – Additionally, it includes a person’s perceptions of system aspects such as utility, ease of use and efficiency. – User experience may be considered subjective in nature to the degree that it is about individual perception and thought with respect to the system. 36 ISYS1049 Designing the User System Experience User Experience Design and Design Thinking User experience design (UXD or UED) is the process of enhancing user satisfaction by improving the usability, accessibility, and pleasure provided in the interaction between the user and the product. “Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” Aim not just to satisfy our users, but to delight them! 37 ISYS1049 Designing the User System Experience User Experience also known as… Usability User Interface design (UI) Human-Computer Interaction (HCI) Interaction Design Visual Design User-Centred Design Information Architecture Human Factors https://www.explainxkcd.com/wiki/index.php/2141:_UI_vs_UX 38 ISYS1049 Designing the User System Experience Elements of User Experience 39 40 41 User Experience Goals Desirable aspects Satisfying, helpful, fun, enjoyable, motivating, provocative Engaging, challenging, surprising, pleasurable, enhancing, Sociability, rewarding, exciting, supporting, creativity, emotionally, fulfilling, entertaining, cognitively, stimulating 42 Usability and user experience goals Selecting terms to convey a person’s feelings, emotions, etc., can help designers understand the multifaceted nature of the user experience How do usability goals differ from user experience goals? Are there trade-offs between the two kinds of goals? – e.g. can a product be both fun and safe? How easy is it to measure usability versus user experience goals? 43 Roles of UX designers User Research Information Architect Interaction Designer Content Strategist Usability Experts 44 User Researcher Someone who conducts research Investigate user needs and behaviors Gathers information about how, when and why users use X User research can be done onsite or offsite or online modes 45 Interaction designer Works on the flow of the interaction for a given product Clicks Navigations 46 Information Architect Plans the information for you product Textual, Video, Audio or mixed 47 Content Strategist Examines the message being delivered to users Language used to frame message Voice and tone of product Looks at the story been projected by product to users Content can span multiple media (i.e. website, apps, social media, etc…) 48 Usability Expert Conduct usability tests Get user feedback Identify usability issues Prepare usability report 49

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