Gebruikersaspecten van software systemen User Aspects of Software Systems

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1 © Prof. Dr. O. De Troyer, 2004 User Aspects of Software Systems Gebruikersaspecten van software systemen User Aspects of Software Systems

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Gebruikersaspecten van software systemen User Aspects of Software Systems. Books: [1] “User-Centered Website Development. A Human-Computer Interaction Approach”, D.D. McCracken, R.J. Wolfe, Pearson Prentice Hall, 2004. - PowerPoint PPT Presentation

Transcript of Gebruikersaspecten van software systemen User Aspects of Software Systems

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11© Prof. Dr. O. De Troyer, 2004© Prof. Dr. O. De Troyer, 2004

User Aspects of Software SystemsUser Aspects of Software Systems

Gebruikersaspecten van software systemen

User Aspects of Software Systems

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22© Prof. Dr. O. De Troyer, 2004© Prof. Dr. O. De Troyer, 2004

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Books: • [1] “User-Centered Website Development. A Human-

Computer Interaction Approach”, D.D. McCracken, R.J. Wolfe, Pearson Prentice Hall, 2004.

• [2] “Model-Based Design and Evaluation of Interactive Applications”, F. Paternò, Springer, 2000.

• [3] “Graphical User Interface Design and Evaluation”, • Redmon-Pyle and Moore, Prentice-Hall, 1995

• WebSite: via elvas or via wise.vub.ac.be

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What is this course about?

• How to make a good (= usable) user interface for an interactive application

• Why are usable user interfaces important?

– Nearly all applications have a user interface

– Bad interfaces are frustrating for the user and will influence the productivity

– Competitors may have better systems

• Good user interface are hardly noticed, bad ones are!

• It is easier to make a bad interface than a good one.

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Content (1)

1. Introduction – Usability: Illustrating example– HCI overview– User-Centered Development Methodology

2. Capabilities of the Human Being

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Content (2)3. The User Interface Design Process

3.1 The Users and their Usability Requirements3.2 Task Analysis & Task Modeling3.3 User Object Modeling3.4 The Style Guide3.5 Design

• Task-Driven Design• Visual Organization• Use of Color• Typography • Multimedia

3.6 Prototyping3.7 Evaluation

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Content (3)4. Accessibility5. Localization6. Model-Based Approaches for UI design

GOMSNorman’s cycleTask analysis methodsUANPetri NetsUML

More details on the website

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Format of the Course

• Chapter 6 – Self-study

• Rest (Methodology)– During the lessons

• Project in groups

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Good Design is as easy as 1-2-3

1. Learn the principlesThey are simpler than you might think

2. Recognize when you are not using themPut into words - name the problems

3. Apply the principles you will be amazed

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Chapter 1 Introduction

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1. Introduction

Content

• Usability: Illustrating example

• The history and goals of Human-Computer Interaction

• The methodology of User-Centered Development

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1.1 Illustrating Example

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It doesn’t have to be that way

• You can design user interfaces that– Are pleasant and convenient for your users– Let them accomplish their goals

• The key: think about your users– Learn about them– Watch them work, in their workplace– Interview them, also in their workplace

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Benefits of Usable User Interfaces

• Gaining a competitive edge

• Reducing development and maintenance costs

• Improving productivity

• Lowering support costs

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Reducing development and maintenance costs

• Learn about users first, and you will avoid– Implementing features users don’t want– Creating features that are annoying or

inefficient– High cost of making changes late in the

development cycle

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Improving productivity

• Productivity means employees become more efficient because the system supports their tasks in an easy way.

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Lower support costs

• Calls to customer support are very expensive for the vendor: estimates range from €12 to €250 per call

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1.2 What is HCI?“Human Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of the major phenomena surrounding them.”

– As defined by the Special Interest Group on Human-Computer Interaction (SIGCHI) of the Association for Computing Machinery (ACM)

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A major shift

• 50 years ago the cost of a computer would pay the salaries of 200 programmers for a year

• Today the salary of one programmer for a year will buy 200 computers—each vastly more powerful than the early machines

• Late 70’s: smaller and cheaper computers (PC’s) used by non-computer experts– Now the goal is to make computers easy to use, to

save people time

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Examples of interactive computing systems

• Single PC - capable of displaying web pages

• Embedded devices, for example in cars and in cell phones

• Handheld Global Positioning Systems for outdoor activities

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1.3 Goals of HCITo develop or improve the• Safety• Utility• Effectiveness• Efficiency• Usability• Appeal

. . . of systems that include computers

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Safety

• Safety of Users—think of– Air traffic control– Hospital intensive care

• Safety of Data—think of– Protection of files from tampering– Privacy and security

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Utility and effectiveness• Utility: what services a system provides

e.g. Ability to print documents

• Effectiveness: user’s ability to achieve goals, e.g.

– How to enter the desired information – How to print a report

• Utility and effectiveness are distinct– A system might provide all necessary services, but if

users can’t find the services items, the system lacks effectiveness

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Efficiency

• A measure of how quickly users can accomplish their goals or finish their work using the system

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Usability

• Definitions – “a measure of the ease with which a system can

be learned and used, its safety, effectiveness and efficiency, and attitude of its users towards it” (Preece et al., 1994)

– “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” (ISO 9241-11)

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Usability (2)

• Ease of learning !

• Ease of use !

• Appeal/ attitude !– How well users like the system– First impressions – Long-term satisfaction

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• How can we measure usability?• How can we develop a system to ensure

usability?

Paradigms– Usually based on new technology

E.g. WIMP interface

Principles– Independent of technology

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Principles to support usability

• Learnability– The ease with which new users can use the

system effectively

• Flexibility– The multiplicity of ways the user and the system

exchange information

• Effectiveness– the level of support provided to the user to

achieve successfully its goals

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Learnability

Principles affecting learnability: – Predictability: to be able to predict the result of an interaction– Feedback: the system provides feedback about the effect of the

interaction– Familiarity: correlation between the user’s existing knowledge

and the knowledge required to use the interaction– Generalization: e.g. drawing rectangle will be the same as

drawing square; close/open window will be the same as in other MS word application

– Consistency: in naming, color use, command invocation, …

• Advantages• reduces training time and costs• enable more flexible staffing practices (staff become effective

more quickly)

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Flexibility (1)

• Examples:– Input/output in different forms

• Inches/cm, fixed point/decimal, % or fixed part, …

– Input may be output and vice versa:• Draw line, out: coordinates• Give coordinates, out: draw line

– Order of tasks is not fixed

• System driven interaction hinders flexibility, user-driven interaction favors it

• Multi-treading allows to support more than one task at the time

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Flexibility (2)

Related:• Customization:

– Adaptability: user can adapt the user interface– Adaptivity: The user interface can be adapted by the

system – Personalization: user interface is tailored towards the

individual user

• Advantages– allows reorganization of tasks and business

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Effectiveness

• Always for a specified range of tasks and group of users in a particular environment.

• Principles affecting effectiveness:– Ability to observe the internal state of the system– Ability to take corrective actions once an error has been

recognized– Response time – Task completeness: are all user tasks supported by the system?– Task adequacy: match of the task as understood by the user and

supported by the system

• Advantages:– higher productivity

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1.4 User-Centered Development Methodology

• Traditional software engineering methods arose in 1960s and 1970s– Systems were not highly interactive– End-user were computer specialists Issues concerning end-user and usability were not at

all important user interface design not considered explicitly

• Now:– Most end-users are not computer specialists– Usability vital for success

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• Traditional System-Centered design:– Emphasis on the functionality,

– UI is added at the end

– Emphasis on correct software rather than on ease of use

– User has to adapt himself to the system

• Things are changing: User-Centered design – UI more important

– Emphasis on end-users’ tasks,

– Early end-user participation: in analysis and design

– Evaluation by end-users

– Consequences:

• more work for UI-designer and UI-programmer

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Summary: User Centered Development

• User-centric, not data-centric– Involves users in the design process– Usability can be quantified and measured

• Highly Iterative– Involves testing and revision

• Interdisciplinary, building on a dozen different disciplines

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Fields that HCI builds on (1)

• Computer Science– Implementation of software

• Engineering– Faster, cheaper equipment

• Ergonomics– Design for human factors

• Graphic design– Visual communication

• Technical writing– Textual communication

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Fields that HCI builds on (2)

• Linguistics, artificial intelligence– Speech recognition, natural language processing

• Cognitive psychology– Perception, memory, mental models

• Sociology– How people interact in groups

• Anthropology– Study of people in their work settings