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User-Centered Design in IT: the low-hanging fruit

User-Centered Design in IT: the low-hanging fruit. June 7, 2014. Ian Crew, MSc HCI/E Information Services and Technology UC Berkeley icrew@berkeley.edu. Allison Bloodworth, MIMS Technology Program Office UC Berkeley abloodworth@berkeley.edu.

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User-Centered Design in IT: the low-hanging fruit

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  1. User-Centered Design in IT:the low-hanging fruit June 7, 2014 Ian Crew, MSc HCI/E Information Services and Technology UC Berkeley icrew@berkeley.edu Allison Bloodworth, MIMS Technology Program Office UC Berkeley abloodworth@berkeley.edu © 2006-2007 Regents of the University of California

  2. Who’s heard of… • HCI? • Usability? • User-Centered Design (UCD)? • User Experience (UX)? • Different aspects of a related set of concepts.

  3. What is … • User-Centered Design (UCD) • a design philosophy and a process in which the needs, wants, and limitations of the end user of an interface or document are given extensive attention at each stage of the design process1 • Goal: to make the user's interaction experience as simple and intuitive as possible • User Experience (UX) • the overall experience and satisfaction a user has when using a product or system2 • Goal: meet user goals and tasks while satisfying business and functional requirements 1From Wikipedia, http://en.wikipedia.org/wiki/User_centered_design 2From Wikipedia, http://en.wikipedia.org/wiki/User_experience

  4. Presentation goals • Explain why User-Centered Design and User Experience are important in IT • Introduce a simple set of tools that can be used to improve the usability of your products and services

  5. Why UCD/UX? • Increased customer satisfaction • Increased user productivity, efficiency, and accuracy • Increased service/site usage and adoption • Decreased support and training costs • Reduced development time and costs • Create only the features users need • Reduced maintenance costs • Do it right the first time Adapted from Usability Professionals’ Association website, http://www.upassoc.org/usability_resources/about_usability/definitions_of_usability.html

  6. Usability maturity model • Stage 1: Hostile Toward Usability • Stage 2: Developer Centered Usability • Stage 3: Skunkworks Usability • Stage 4: Dedicated Usability Budget • Stage 5: Managed Usability • Stage 6: Systemic Usability Process • Stage 7: Integrated User-Centered Design • Stage 8: User-Driven Corporation From Jakob Nielsen, “Corporate Usability Maturity: Stages 1-4,” http://www.useit.com/alertbox/maturity.html and “Corporate Usability Maturity: Stages 5-8,” http://www.useit.com/alertbox/process_maturity.html

  7. Typical User Centered Design activities • User Interface Design • Interaction Design • Information Architecture • User Research • Usability Analysis • Visual (Graphic) Design

  8. Basic UCD & usability evaluation techniques • User needs assessment • Competitive/Comparative analysis • Heuristic evaluation • Personas • Task analysis • Usability testing • Card sorting • Prototype testing

  9. 1. User needs assessment • Surveys • Interviews • Focus groups • Advanced observation techniques • Field studies • Contextual inquiries • Ethnography

  10. Interviews • Structured and/or open-ended • Talk to actual end users • They are usually not the project sponsors • Encourage the user to speak freely and give you honest answers and feedback • Determine the user’s needs, goals & tasks

  11. Interview Rules • Don’t ask questions that can be answered with “yes” or “no.” • Don’t ask leading questions. • Don’t draw attention to specific issues that you care about. • Don’t use jargon. • Remain neutral: don’t react. • Distance yourself from the product. Adapted from Jakob Nielsen, “Field Studies Done Right: Fast & Observational,” http://www.useit.com/alertbox/20020120.html

  12. 2. Competitive/Comparative analysis • Try using other similar services or products • What to do, what not to do • Interface conventions • “Must have” standard features

  13. 3. Heuristic Evaluation • Visibility of system status • Match between the system and the real world • User control and freedom • Consistency and standards • Error prevention • Recognition rather than recall • Flexibility and efficiency of use From Jakob Nielsen, “Ten Usability Heuristics,” http://www.useit.com/papers/heuristic/heuristic_list.html

  14. Heuristic Evaluation • Aesthetic and minimalist design • Help users recognize, diagnose, and recover from errors • Help and documentation • One checklist: http://www.stcsig.org/usability/topics/articles/he-checklist.html From Jakob Nielsen, “Ten Usability Heuristics,” http://www.useit.com/papers/heuristic/heuristic_list.html

  15. 4. Personas • Based on user research • Each one a profile of one particular “typical” user of your system • Limit number of personas to one per important user category • Be specific, make them real • Pictures, posters • Include details about their life—humanize them • Helps avoid “the elastic user”

  16. Example persona: Edward (Eddie) Calhoun • 35 years old • IT Person, Computational Physics Department • Came to UC Berkeley for his masters degree in CP, graduated in June of 2005. • Hired to continue working as an IT person for the CP department, where he had done some work as a student. • Is very good with computers (even builds his own PCs), but they aren’t his whole life • Fell in love with Angie while a student, they are busy planning a wedding for June of 2007.

  17. 5. Task analysis • Determine tasks based on user goals • Frequency, importance, difficulty • Tells you what functionality is important

  18. 6. Usability testing • Test early in the process • Test with 3-5 users (or less!) • Ask the user to think aloud • Same facilitation rules as with interviews, plus: • Don’t help • Make clear you’re testing the product, not the user

  19. Usability Testing • No need to write down exactly what each user does – trends will emerge • Main focus of testing is to improve the design, not to come up with metrics • One simple metric: % of tasks completed successfully

  20. 6a. Card sorting • Helps figure out how to categorize items • Each card should have item name and brief explanation • Provide pre-defined and blank (make-your-own) category cards • Same facilitation rules as a usability test

  21. 6b. Prototype testing • Scenario-based • Paper • Lo-fi • Hi-fi

  22. Iterate! Design Prototype Evaluate Figure courtesy of James Landay

  23. First steps • Which tools to use really depends on the context of your site/application & resource constraints • Designing a new service? • Start with: User needs assessment and/or Comparative analysis • Want to improve an existing site? • Start with: Heuristic evaluation • Lots of information to organize? • Start with: Card sorting

  24. End-to-end user experience • Does the whole system work for the user? • Standards • Users’ overall experience with all systems, or even entire organization • Cross-platform considerations

  25. Case study: UC Berkeley Calendar Network • UCD allows you to both get end user buy-in & design a system that meets their needs • Interviews, usability testing, focus groups • The problem • More than 70 online campus event calendars, none of which have an automated way to share info • No comprehensive view of campus events • The solution • Create an event and calendar management tool with all the features necessary to convince calendar owners to use a centralized system

  26. Case study: UC Berkeley Calendar Network • Sample interview findings: • Very important that calendar maintain ‘look and feel’ of website • Calendar owners have varying levels of technical skill • Calendar owners want ability to update event information easily and quickly • It can be helpful to publicize events with other organizations on campus

  27. Case study: UC Berkeley Calendar Network • Sample usability testing finding Paper prototype 1st Interactive prototype 3rd interactive prototype

  28. Case study: UC Berkeley Calendar Network • And here’s what the Event Manager looks like today:

  29. Recommended books • “The Inmates are Running the Asylum” – Alan Cooper • “The Design of Everyday Things” and “Emotional Design” – Don Norman • “Usability Engineering” – Jakob Nielsen • “Don’t Make Me Think” – Steve Krug • Other recommendations?

  30. Recommended websites • User Interface Engineering Virtual Seminars: http://www.uie.com/events/virtual_seminars/ • Useit.com: http://www.useit.com/ • Usability Professionals Association: http://www.upassoc.org/ • http://www.stcsig.org/usability/ • http://usability.gov/ • http://www.usabilityfirst.com/ • http://www.usableweb.com/ • http://usabilitynet.org/ • ACM SIGCHI: http://acm.org/sigchi • UC Berkeley’s Technology Program Office Resources: http://tinyurl.com/2cmx88

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