MAKING YOUR GATEWAY EASY AND PLEASANT TO USE
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1 MAKING YOUR GATEWAY EASY AND PLEASANT TO USE AN INTRODUCTION TO USABILITY AND USER-CENTERED DESIGN Paul Parsons November 8, 2017 SGCI Webinar
2 Background PhD, Computer Science Specialty: Human-Computer Interaction (HCI) BS, Computer Science & Cognitive Science Paul Parsons Assistant Professor Purdue University, USA web.ics.purdue.edu/~parsonsp Teaching Previous ( ) HCI for computer science students Current User Experience (UX) for undergrad and grad
3 OBJECTIVES 1. value the importance of usability and user-centered design 2. be able to identify some common usability problems 3. appreciate various strategies for identifying and fixing common usability problems 4. be able to communicate with usability experts in an informed way
4 HISTORY Interface design was system-centric Users had to adapt to the technology Focus was on training users Design was concerned with: What can we build with such-and-such a platform? How efficient is the code? How can resources be optimized? U.S. Army Photo Most users don t care about these unless they impact usability and the user experience
5 SYSTEM-CENTERED DESIGN View of the user? A person who should adapt to your system
6 SYSTEM-CENTERED DESIGN View of the user? The user is just like me!
7 FOR USABLE SOFTWARE Need to shift the focus from system-centered design to user-centered design
8 USER-CENTERED DESIGN First Rule Know Thy Users! And you are not thy users Corollary: if you think you know thy users, think again!
9 Image courtesy of Nikki Roda USER-CENTERED DESIGN
10 Image courtesy of Nikki Roda USER-CENTERED DESIGN
11 Image courtesy of Nikki Roda USER-CENTERED DESIGN
12 Image courtesy of Nikki Roda USER-CENTERED DESIGN
13 Image courtesy of Nikki Roda USER-CENTERED DESIGN
14 USABILITY Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability: When users return to the design after a period of not using it, how easily can they re-establish proficiency? Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction: How pleasant is it to use the design?
15 USABILITY Some reasons for poor usability not understanding users solving the wrong problem violating visual design principles violating interaction design principles
16 PRINCIPLES 80/20 rule affordances alignment chunking closure common fate consistency constraint control convergence errors feedback figure-ground Fitts law Hick s law interference layering mapping navigation progressive disclosure proximity recognition over recall similarity visual hierarchy
17 VISUAL HIERARCHY arrangement and styling of elements in a way that implies importance visual hierarchy influences the order in which the human eye perceives what it sees
18 VISUAL HIERARCHY 1. value the importance of usability and user-centered design 2. be able to identify common usability problems 3. appreciate various strategies for identifying and fixing common usability problems 4. be able to communicate with usability experts in an informed way
19 VISUAL HIERARCHY
20 VISUAL HIERARCHY
21 VISUAL HIERARCHY nodejs.org
22 VISUAL HIERARCHY nodejs.org
23 Image courtesy of Canva VISUAL HIERARCHY
24 GESTALT PERCEPTION we tend to order our experience in a manner that is regular, orderly, symmetrical, and simple proximity similarity closure symmetry continuity
25 SIMILARITY
26 SIMILARITY
27 SIMILARITY
28 PROXIMITY
29 PROXIMITY
30 PROXIMITY
31 PROXIMITY
32 NAVIGATION 1. Where am I? 2. Where have I been? 3. Where can I go?
33 NAVIGATION
34 NAVIGATION
35 NAVIGATION
36 METHODS a/b testing affinity diagramming bodystorming card sorting case studies cognitive walkthrough contextual inquiry cultural probes experience prototyping eye tracking focus groups heuristic evaluation interviews mental model diagramming participatory design personas questionnaires scenarios simulation storyboards surveys task analysis usability testing user journey mapping
37 METHODS EMPIRICAL with users example: usability testing ANALYTICAL no users example: heuristic evaluation
38 Image courtesy of Good Work Labs USABILITY TEST
39 USABILITY TEST
40 Image courtesy of WebHunt Infotech HEURISTIC EVALUATION
41 HEURISTIC EVALUATION
42 HEURISTIC EVALUATION
43 Image courtesy of kruthis HEURISTIC EVALUATION
44 Image courtesy of Nikki Roda USER-CENTERED DESIGN
45 USER RESEARCH UCD PROTOTYPING EVALUATION
46 Image courtesy of La Fabulerie USER RESEARCH
47 Image courtesy of NZ Dave USER RESEARCH
48 PROTOTYPING
49 Image courtesy of Parinishtha PROTOTYPING
50 Image courtesy of Rodolphe Courtier EVALUATION
51 Image courtesy of Good Work Labs EVALUATION
52 Image courtesy of K2_UX EVALUATION
53 Image courtesy of Simple Usability EVALUATION
54 OBJECTIVES 1. value the importance of usability and user-centered design 2. be able to identify some common usability problems 3. appreciate various strategies for identifying and fixing common usability problems 4. be able to communicate with usability experts in an informed way
55 Image courtesy of Everyday Interview Tips
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