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540-310 Human Factors in Information Seeking and Use

540-310 Human Factors in Information Seeking and Use. Wooseob Jeong. Notice. No class next week! Think about your usability test item. Measurable Usability Test I is due on March 17 th . Usability Test II is due on April 7th. Visualization of Information (1).

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540-310 Human Factors in Information Seeking and Use

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  1. 540-310Human Factors in Information Seeking and Use Wooseob Jeong

  2. Notice • No class next week! • Think about your usability test item. • Measurable • Usability Test I is due on March 17th. • Usability Test II is due on April 7th.

  3. Visualization of Information (1)

  4. Visualization of Information (2)

  5. Visualization of Information (3) • 3Ds and Colors • Sonification/Audification • ICAD – International Community for Auditory Display • Hapticization/Haptification • Gaming Industry • Jeong’s research

  6. Why multimodality? • Why not? • Multimodality is natural • Driving a car while listening to music • Vision is predominant in information system • Availability • The disabled • Situational

  7. Multimodality vs. Multimedia • Multimedia • Multiple media • Text + Graphic = multimedia • Graphic + Sound = multimedia • Multimodality • Multiple channels • Text + Graphic ≠ multimodality • Graphic + Sound = multimodality

  8. “Arbitrary” Bivariate Color Maps • Bivariate Multimodal Thematic Maps

  9. Three-variable mapping? Or more?

  10. Variables • Independent Variables • 4 Different Modes • Color-Color; Color-Auditory; Color-Haptic; Auditory-Haptic • Dependent Variables • Completion Time • Retention (recall) Rate

  11. Experimental Setting (1) • Experiment Interface Design • Immersion Studio, Immersion Web Designer • LiveImage • http://www.immersion.com • http://www.sois.uwm.edu/jeong/experiment/ • Within-Subject Setting • Counter Balancing • Latin Square

  12. Experimental Setting (2)

  13. Experiment Interface

  14. Data Analysis • Repeated Measurement ANOVA • Sample size: • Experiment I: 39 • Experiment II: 24 • Tasks • Experiment I: to identify each state’s bivariate values with legend. • Experiment II: to identify each state’s bivariate values without legend within 60 seconds.

  15. Completion Time (n=39)

  16. Recall Rate (n=24)

  17. Assistive Computing • Section 508 • ACM Computers & the Physically Handicapped Conferences Proceedings • Research papers presented in ACM conferences (full text - PDF) • Windows Accessibility Option • Screen Magnifier • Braille Generator (Braille Pad, Braille Monitor, …) • Speech Generator • Sign Language Generator • Head Movement Input  • http://www.sois.uwm.edu/jeong/540310/assistive.htm

  18. Usability Test Assignment (1) • Part I: Select Target Product • Decide your target device. Anything can be your subject: paper manuals, electronic devices, tools, web sites, software, hardware, but the list should not be limited. • Pick one device, and describe what's the thing for: what's the expected function, utility, and advantage? who use it? • 200 words – No more than 1 page! • Plus, “informed consent form” • Due on 3/17 (5%)

  19. Usability Test Assignment (2) • Part II: Usability Test & Report • Identify any usability problems by testing at least three subjects, who should be available easily like your room mates or family members. • Before testing, you should carefully develop appropriate tasks. The problems should be addressed in terms of usability perspective, especially time, effort, and error. • Based on your findings, you should suggest any modification for the improvement of usability. • 500-1000 words – tables & figures - 15%  • Due on 4/7

  20. Logical User-Centered Interactive Design Methodology • Develop product concept • Performance research and needs analysis • Design concepts and key-screen prototype • Do iterative design and refinement • Implement software • Provide rollout support

  21. Stage 1: Develop product concept • Create a high concept. • Establish business objectives. • Set up the usability design team. • Identify the user population. • Identify technical and environmental issues. • Produce a staffing plan, schedule, and budget.

  22. Stage 2: Perform research and needs analysis • Partition the user population into homogeneous segments. • Break job activities into task units. • Conduct needs analysis through construction of scenarios and participatory design. • Sketch the process flow for sequences of tasks. • Identify major objects and structures which will be used in the software interface. • Research and resolve technical issues and other constraints.

  23. Stage 3: Design concepts and key-screen prototype • Create specific usability objectives based on user needs. • Initiate the guidelines and style guide. • Select a navigational model and a design metaphor. • Identify the set of key screens: login, home, major process. • Develop a prototype of the key screens using a rapid prototyping tool. • Conduct initial reviews and usability tests.

  24. Stage 4: Do iterative design and refinement • Expand key-screen prototype into full system. • Conduct heuristic and expert reviews. • Conduct full-scale usability tests. • Deliver prototype and specifications.

  25. Stage 5: Implement software • Develop standard practice. • Manage late stage change. • Develop online help, documentation and tutorials.

  26. Stage 6: Provide rollout support • Provide training and assistance. • Perform logging, evaluation, and maintenance. • Remember that usability tests are at stage 3 and 4!

  27. Five reasons for hard-to-use products and systems (1) • During product development the emphasis and focus have been on the machine or system, not on the person who is the ultimate end user. • As technology has penetrated the mainstream consumer market, the target audience has changed and continues to change dramatically. Development organizations have been slow to react to this evolution.

  28. Five reasons for hard-to-use products and systems (2) • The design of usable systems is a difficult, unpredictable endeavor, yet many organizations treat it as if it were just “common sense.” • Organizations employ very specialized teams and approaches to product and system development, yet fail to integrate them with each other.

  29. Five reasons for hard-to-use products and systems (3) • The design of the user interface and the technical implementation of the user interface are different activities, requiring very different skills. Today, the emphasis and need are on the design aspect, while many engineers possess the mind set and skill set for technical implementation.

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