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IT202 – Intro to Human Computer 1988). In the absence of technical explanation, Interaction human error is frequently cited. CHAPTER 3: DESIGN AND USABILITY In any embedded system, human...

IT202 – Intro to Human Computer 1988). In the absence of technical explanation, Interaction human error is frequently cited. CHAPTER 3: DESIGN AND USABILITY In any embedded system, human administrators are often the weak link. Failure Introduction levels for humans as system components are When the idea of using a device that could elevated in different order of magnitude than automate difficult tasks with the push of a in other parts of the system. button rose during the 1980s, it was no Nearly all of components of the system coincidence that the technological revolution hardware are considered safe if they have 10- was already on full throttle: different 6 or lower failure rates. companies gearing for the so-called 'tech race,' companies like Apple with their For an operator working in absolute Macintosh line, IBM and the PC 5150, and the conditions, the performance limit is a failure Commodore 64, being mass produced and rate of 10^-4. If a group of employed delivered to almost every household and operators develops the failure rate to 10^ -5. office in the United States. See the image below for the probability data It was also during this time where the public of rising human errors taken from [Kirwan94]. got their hands on previously considered as It makes enhancing the HCI and a crucial part military-grade equipment, hence the of scheming a safe critical framework for overwhelming tide of change and adaption human error correction. sweeping all across the country, and soon, the Through recognizing that certain world. circumstances will reduce human efficiency Since computers are no longer the size of a and designing the HCI to stay away from room, various concepts of interaction rose in putting the operator in those situations, we order to visualize human interaction with this may be able to improve HCI design. newly marketed technology on a very compact level. Hence, the concept of Human-Computer Interaction was born, slowly slipping in the known studies and incorporating itself which will soon be in every aspect of human life. Why physical design is easier than HCI design: Human error and mistakes Slip Taxonomy with Examples HUMAN ERROR AND MISTAKES Slips from taxonomy: Individuals are familiar with the worsening of Slips that result from errors in target errors we make with daily devices, such as formation turning on the heat under on an empty pot, making errors in our videocassette recorders' Slips resulting from defective schema programming series individuals tend to blame activation themselves for "human mistakes." Slips resulting from defective triggered The use and misuse of the word, however, schemes has led some to inquire into the very concept of "human error" (Wagenaar & Groeneweg, List of errors: 3. Minimize user memory load Under Slips from taxonomy: 4. Consistency Mode errors: Incorrect situation 5. Feedback classification 6. Clearly marked exits Design errors: Ambiguous or incomplete 7. Shortcuts intent specification 8. Precise and positive error messages Capture errors: Similar action sequences, where more grounded sequence takes control 9. Avoid mistakes Data-driven activation errors: Outer events 10. Information and assistance which cause mapping activation This approach is typically applied early in a Under Slips resulting from defective system's life cycle, since it is not necessary to schema activation: introduce a functioning user interface. Association-activation errors: Currently Each individual evaluator can examine the UI active mappings running other schemes on their own and decide on it according to the relating to them heuristics set without the interface having to work. Loss-of-activation errors: Maps which lose activation after operation That is a form of inspection entirely. It has been discovered that around five or more Blend errors: Components combined from independent evaluators are vital for achieving competing schemes optimum coverage for all interface issues. Premature activation errors: Schemes However, if this is prohibitive cost, heuristic which activate too early evaluation with as few as three evaluators can Under Slips resulting from defective achieve good results triggered schemes: Know your user: What they want, how they Failure to activate errors: Default in trigger think, how to implement state or schema activation case In designing User Interface, you should know Heuristic Assessment/Evaluation the user wants, their expectations and how it flows. Based on a set of usability criteria, heuristic assessment involves having a set of You can't just know someone's desire just by individuals (the evaluators) evaluate a user interviewing, as a designer your goal is to interface design and conclude. figure out by your own on how you will acquire and suffice your users through your design. Such criteria are arbitrary and cannot be robustly measured, but the evaluators can More particularly, it is about how individuals make reasonable assumptions about how feel about an item and their pleasure and quickly the UI is sticking to the rules. An fulfillment when utilizing it, seeing it, holding example set of the usability heuristics would it, and opening or closing it. be: It includes their general impression of how 1. Quick and realistic dialog excellent it is to use, right down to the physical effect small details have on them, such as how 2. Talk user language it will work in a smooth way as which rotates or the sound of a click and the touching of a information that you will have the option to button when pressing it. recognize and correct an issue that your users might have. WHAT THEY WANT? Four different people looking at the same When knowing our users' desire, we can square (see the picture below), but each conduct such survey and a focus group seeing quite differently. discussion to have a better interpretation about their desired expectations and aims. The more individuals in a design group that have different backgrounds, the easier it Generally, the survey is focused to the users' appears to be to impart and progress with the information, users' job, users experience and designs being made. Why? For what?- user's annoyance. People with different backgrounds have Basically, this kind of survey questions is very different viewpoints and ways of seeing and helpful to the designer on how they will start questioning the universe. Could not even see their design. what one person considers as significant The designer must also consider their users' others (Kim, 1990). cultural beliefs, because some people have different cultures, different perspectives and different ways of seeing and communicating about the world. Some users tend to use such User Interface based on their mood or emotions. It may be mental, behavioral and emotional mood. We can also know what our users want based on their actions and beliefs. HOW TO IMPLEMENT? HOW THEY THINK? According to Rashi Desai, there are four To know your users on how they think, it's different ways to implement information for a extremely important to have a testing superior user experience design. Here are the procedure or interview a few people in a set following: up when you start fabricating a User Interface. 1. Understanding User Personas from Data Ask yourself, your group, your customer... Personas are character portrayals of an Who would I like to utilize this? What do they individual, object, circumstance, issue, ask for from it? What do I need them to do with challenge, redesign created dependent on the it? What kind of state of mind would they say exploration to represent the different user they're probably going to be in when utilizing types that will utilize the service, product or it? You may perceive this as the process of site. building up users' personas. Making personas comprehends users' This will enable anybody associated with the needs, encounters, practices, and objectives. project to see where things probably won't be working. 2. Designing the task models It will enable you to make proof based on It frequently includes documenting the recommendations and it will imply that you comprehensive business and user data can try different things with increasingly prerequisites in a precise and steady format. unique ideas and thoughts safe in the Presently, as data come into our image, we you to overestimate the degree to which other should depend on information for the humans are likely to perceive it, because you insights. automatically expect your activities to be as concerned as you are. 3. Redesigning the User Interface Note: There is a related cognitive bias called A terrible User Interface design can fate your the alter centric bias which has a slightly next project, regardless of how great the opposite effect than the egocentric bias, as it thought or idea driving it truly is. causes the opinion of people about their own Analyze components that worked or didn't emotional condition to be affected by the function admirably for your User Experience emotions of others. Individuals experience configuration upheld by the information both of these biases to varying degrees and in grouping or division. different circumstances exhibit different stages of egocentrism and alter centrism. Divide your information into positives and negatives; what works or not ought to be clear Examples of how the egocentric tendency at this point. affects people in their daily lives include: Draw out a connection between the factors 1. Egocentric bias can cause someone to of consideration and determine whether the believe that their nervousness is more likely relations are solid or frail. than it is to others. Heuristic Evaluation with Data 2. Egocentric bias can cause somebody to maximize the amount of work they have put Heuristic evaluation is a methodology of into a group project. usability to identify user-friendly problems in a user interface system with the aim of being 3. Egocentric bias may cause somebody to able to take care of them as part of an iterative assume that they all share their political design process. opinions and social values with their companions. It includes looking at the User Interface and reviewing its conformity with defined usability 4. Egocentric bias can lead somewhere. requirements by a limited group of evaluators. Are Tools Neutral? Designer Bias/Egocentrism Humans think technologies are neutral. Your THE EGOCENTRIC BIAS: WHY IT'S HARD TO gadgets and applications are simply tools, how SEE THINGS IN A DIFFERENT POINT OF VIEW can tools be biased in any case, it is somewhat guileless to perceive any devices as neutral. The egocentric bias is a cognitive bias that causes humans to rely too heavily on their Designers project their perspective of the own point of view when analyzing events in world into the design of stuff, even if their life, or when attempting to see things intentionally or not. from the perspective of others. For instance, Kat Ely defines how everyday In fact, the egocentric tendency causes things are designed by men and for men, people either to disregard how different the marginalizing women and opposition. point of view of other people is from their Seat belts, medicine, work surroundings, own, or to fully ignore the point of view of power tools - they are all normally created by other people. men and for men, making it harder for other For example, if you do something people to utilize. embarrassing, the egocentric bias will cause It happens because of the disparity in the HCI needs to provide an adequate level of technology and design industry, as most tech input without too much information and design points are still held by males. overloading the administrator. Gender is a basic social classification and, if Test the software for the customer. People you are a male, you tend to understand males tend to create a lot of information. preferred than people of other genders. With new advancements and items surfing Individuals think technologies are neutral. up each new day in technology, we can't pass How can we reduce bias in design? up a major opportunity to examine the information created without efforts and 1. User involvement provide insightful insights to a better decision Communicating with varied people helps to making in the business. avert the unintended biases and stereotypes. Design is certainly not neutral. Each of your ISO guidelines for human-centered design design option enables or restricts the ways in advocate that we affect users throughout the which people interrelate with the technology process of design and progress. and information. 2. Recognizing scripts and metaphors It constructs people's performances in everyday life. When we design things, we use sure scripts explicitly or implicitly. It creates interpretations, reinforcing or changing the existing norms about who we An accessible example is when we use are and how we live. personas and user scheme. Techniques used to gather user needs: We construct imaginary characters and write Interview, focus groups, observation, scripts about what they assume, do and feel. participatory design Such scripts can reverse our biases and wrong assumptions, even when they are based on Up-to-date information is always a major the user research. priority with businesses, and with technology implemented in every sector of businesses, its 3. Designing accountably need is often reiterated. Design cannot include everything. Some user But information captures its true importance wants are always cut out during the design when proper actions are taken. procedure. In the complex digital society, design success can be evaluated only within As such, these information must be the situations in which the product is designed gathered, processed, and analyzed in order for. for one to have an accurate assessment and have a better purview on the User Experience. Summary User Experience and User Needs Human beings are the most complex aspect of any system and therefore, the most difficult User experience focuses on an advanced to model for HCI design. understanding of the users, to assess their needs, their value(s), their scope, abilities, and Higher rates of deception among people with ultimately, their limitations. high feelings of anxiety are still increasingly adaptable for recovery from crisis User experience also takes into circumstances and last hopes in a potential consideration the goal of its resident business, disaster. what are those business' goals and aspirations, and its overall management. The primary goal of user experience is to 2. Structured Interview promote improvement of quality of the user's This interview is meticulously planned and interaction on the product and any are scripted and is comparable to a accommodating services and how should it be questionnaire. improved; the user's requirements. Because of the information, data are Although never explicitly made, user needs is generally comparable, and are possible to considered a synonym for user replicate. requirements, in that it describes the nature of the action of the user, the product 3. Semi-structured Interview specifications, the system and how it is methodologically involved, and the specific This interview has a general list of topics, sets of activities it follows and performs. questions prepared prior to the interview but the format of which is more open to alteration User requirements are then recorded in a and exploitation. narrative-style documentation called User Requirements Document, or URD. Data are somewhat comparable with other interviews, and are replicable, but not exactly. Generally, user requirements are given the go signal by the user to be used as the main FOCUS GROUPS input for the creation of system requirements As the name suggests, it is a group of people and other system-related procedures. or participants, who engages in discussion Tools for Gathering User Experience about a topic that is directed or arbitrated by a leader, usually a part of the research team. Interview Focus groups are inducive to opinion sharing An interview is a structured conversation, because of suggestive thoughts, an efficient usually between two people, where one way to testing ideas as it tackles it on a single participant asks a series of questions (called go and is valuable because of its multi- the interviewer), and the other answers (the member discussion. interviewee). Participation and Participation Design Information is offered by the interviewee towards the interviewer, and the information Participation is an act that involves the gathered will be used or provided to other users on the process of coming up with the people, either at real time, or to a later date. system. The most common version of an interview is This process usually involves people on a face-to-face and in person but because of the project's innovation stage, the process of technological surge, most people enhance the aiding the evaluation during the development. endeavor by implementing modern marvels like recording devices like cameras, or DESIGN PROCESS AND METHODS broadcasting capabilities. Design Process Types of Interviews A clear and reasonable process will lead to 1. Unstructured Interview better results with half the time and work spent, in which every aspect of the process is This interview the least advanced optimized so that maximum output is preparation. This kind of interview also expected. Thus, all great products need a good welcomes follow-on questions from initially beginning in the process of design. planned questions. It provides rich data and has a very low chance of data duplication. A well thought-out process can lead to a For a scenario to be considered great, it must simple and ergonomic way in design, and one provide context to the topic or product, it is as can achieve better ways to solving problems, every bit of a representative to the user and is of which all can be achieved if the proper a source of insight and critical information method is used. that will be used in the process of designing. Design Process Methodology Storyboard Persona a culmination of the other two components, storyboards are illustrations that represent The process of creating products with a the scenes that, in turn, represents the story. specific, non- generic user. Storyboards are a work of art: images Personas are archetypes, users that arranged together to visualize a story, which represent the group or an environment's usually comes from a motion picture goals and characteristics. production. It is presented in a document that details its Based on history, most experts agree that behavior patterns, goals, skills, attitudes, and the credit for coining and popularizing its background: where it operates. storyboarding goes to Walt Disney studios. Most designers sometimes add fictional For a storyboard to be considered great, it information in a persona's identification to must possess the following general make it as realistic as possible, inputs from an characteristics: actual person to be used as a trademark for that specific design. A visual treat - A picture paints a thousand words, and as such, proper Depending on the nature of the design, visualization using images will always personas could contain a plethora of variables be the cornerstone of a great that ultimately lead to a more sophisticated storyboard. design process. Leaves a mark - Stories are Scenario immortalized, provided that it is In support of the persona, a generally a memorable to the viewers. fictitious story for a user in terms of the Empathic - A story becomes an journey to the completion of process, a goal or instant classic if it does not portray an action through a product. itself as something that is above the Scenario's usual focus" on the user's society but rather within it, becoming motivation, drive for accomplishing a goal and something that is relatable and is at along the process, documents it for analysis, home to a normal person's daily emphasizing on the use of the design. routine. It is regarded as a helpful tool in Engaging - Stories that beg for the understanding the motivations behind users viewers' attention is an automatic hit, every time interacts with a design, providing a especially when it provides the meticulous consideration for testing. entertainment that caters to the audience's need. One should always consider that scenarios do not cover every possible user. Alternatively, it accounts the common ones, the most used, the most templated of personas. Prototyping Design Types implementation, and testing until the product is declared as passed or finished, of which is Three main types of Prototyping only attainable if all of the requirements set 1. Throw-away Prototyping prior to testing has been fulfilled. A kind of prototype design that prototypes a This model technically combines elements small portion of the whole product and on the previous types of prototyping and specifically develops it. incorporates it to the process, conceptually minimizing the cost and length of the The result of this surgical development is development. then given to the user to use and evaluate. SUMMARY Once the results of the evaluation is received and analyzed, the results are then Human-Computer Interaction discusses the incorporated for the development of the design and implementation of computer whole project. technology, concentrating on people- machines interactions. The prototype then is discarded or 'thrown away as it is not considered part of the final User experience is the overall experience of system but a mere developmental aspect. a person using a product like a website or a computer program, particularly as to how Advantageous to developers as it provides a easy or pleasurable it is to use it. quick and accurate assessment and significantly aids in the development of the Focus groups are a group of people or system but is offset through the possibility of participants, who engages in discussion about the users requesting the product to be the a topic that is directed or arbitrated by a final output. leader, usually a part of the research team. 2. Evolutionary Prototyping Participation is an act that involves the users on the process of coming up with the system. This kind of prototype takes the initial This process usually involves people on a product and is then handed to the user. project's innovation stage, the process of The user then provides information and data aiding the evaluation during the development. based on their usage, the duration of thereof, A well thought out process can lead to a and other information necessary for the user simple and ergonomic way in design, and one experience. can achieve better ways to solving problems, After the developers gather such of which all can be achieved if the proper information, they develop a more refined, method is used. polished version of the prototype and then Persona is the process of creating products sent out to the public again. with a specific, non-generic user. This process is done repeatedly until the In support of the persona, generally a desired effect has been reached, hence the fictitious story for a user in terms of the term 'evolutionary." journey to the completion of a process, a goal 3. Incremental Prototyping or an action through a product. The incremental prototype is considered as Storyboard is a culmination of the other two more 'heads-on' approach as the goal of this components, storyboards are illustrations type of prototype is to create a model and that represent the scenes that, in turn, subject it to a cycle of designing, represent the story. Throw-away Prototyping is a kind of prototype design that prototypes a small portion of the whole product and specifically develops it. Evolutionary Prototyping is a kind of prototype takes the initial product and is then handed to the user. The incremental prototype that is considered as more 'heads-on' approach as the goal of this type of prototype is to create a model and subject it to a cycle of designing, implementation, and testing.

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