300 likes | 626 Views
Usability of Interactive System Session 01. Course : T0593 / Human - Computer Intera ct i on Year : 2012. Outline. Introduction Usability Goals and Measures Usability Motivations Universal Usability. 3. Introduction.
E N D
Usability of Interactive SystemSession 01 Course : T0593 / Human - Computer Interaction Year : 2012
Outline Introduction Usability Goals and Measures Usability Motivations Universal Usability 3
Introduction • Human-Computer Interaction (HCI) is the discipline related to the design, evaluation, and implementation of interactive computer systems for use by humans, and studies of the phenomena associated with it. (Definition by ACM SIGCHI) • Focus: of this course: Design and evaluation of user interface • User interface is part of interactive computer system that allows human to interact with computer
Example The desktop applications are now enabling broad user communities to prepare user generated content for millions of WWW users The web-based social networking and social media applications are accesible through billions of mobile devices User-interfaces produce the new ways to work, to compete, to collaborate, to battle in all aspects of the life 5
Example The UPS courier brings no more portable but wearable computer The competitors become the partners, e.g. Toyota and Daihatsu, VW and Subaru The building walls are great display for animated advertisment The user intefaces enable to improve the usability 6
Usability • According to the ISO/IEC 9126 the usability is a set of attributes that bear on the effort needed for use, and on the individual assessment of such use, by a stated or implied set of users • The attributes are understandability, Learn ability, Operability, and Attractiveness
Usability • Understandability • Learn ability • Operability • Attractiveness
Usability Goals and Measures • The ISO 9241 - The usability goals focus on effectiveness, efficiency, and satisfaction • Usability measures (5 human factors central to community evaluation): • Time to learn • Speed of performance • Rate of errors by users • Retention over time • Subjective satisfaction
Usability Motivations Many interfaces are poorly designed and this is true across domains: Life-critical systems: Air traffic control, nuclear reactors, power utilities, police & fire dispatch systems, medical equipment High costs, reliability and effectiveness are expected Length training periods are acceptable despite the financial cost to provide error-free performance and avoid the low frequency but high cost errors Subject satisfaction is less an issue due to well motivated users 10
Usability Motivations (Cont.) 11 • Industrial and commercial systems: • Banking, insurance, order entry, inventory management, reservation, billing, and point-of-sales systems • Ease of learning is important to reduce training costs • Speed and error rates are relative to cost • Speed of performance is important because of the number of transactions • Subjective satisfaction is fairly important to limit operator burnout
Usability Motivations (Cont.) 12 • Office, Home and Entertainment Applications • Word processing, electronic mail, computer conferencing, and video game systems, educational packages, search engines, mobile device, etc. • Ease of learning, low error rates, and subjective satisfaction are paramount due to use is often discretionary and competition fierce • Infrequent use of some applications means interfaces must be intuitive and easy to use online help is important
Usability Motivations (Cont.) 13 • Office, Home and Entertainment Applications (cont) • Choosing functionality is difficult because the population has a wide range of both novice and expert users • Competition cause the need for low cost • New games and gaming devices! • For example, Nintendo Wii (Source: Pearson Addison - Wesley)
Usability Motivations (Cont.) Exploratory, Creative, and Cooperative System Web browsing, search engines, artist toolkits, architectural design, software development, music composition, and scientific modeling systems Collaborative work Benchmarks are hard to describe for exploratory tasks and device users With these applications, the computer should be transparent so that the user can be absorbed in their task domain
Usability Motivations (Cont.) Social - technical System Complex systems that involve many people over long time periods Voting, health support, identity verification, crime reporting Trust, privacy, responsibility, and security are issues Verifiable sources and status feedback are important Ease of learning for novices and feedback to build trust Administrators need tools to detect unusual patterns of usage
Universal Usability Diversity of human abilities, backgrounds, motivations, personalities, cultures, and work styles is a challange for interface designers Understanding of differences between users is vital for participation by broadest set of users Mobile device use has begun to require for designs that are universal usable 16
Universal Usability (Cont.) Rethinking interface designs for different situations often results in a better product for all users The rethinking covers considerations for users with disabilities, older adults, young users, etc and discussion for hardware and software diversity 17
Universal Usability (Cont.) Variation in physical abilities and physical workplaces Hundrets of people features: male – female, old – young, European – Asian, underweight – overweight, tall – short, etc There is no average user Solutions: Compromise (e.g. cellphone keypad) or multiple version of system (screen-brightness preference) 18
Universal Usability (Cont.) The standard ANSI/HFES 100-2007 Human Factors Engineering of Computer Workstations (2007) lists these concerns: Work-surface and display-support height Clearance under work surface for legs Work-surface width and depth Adjustability of heights and angles for chairs and work surfaces Posture - seating depth and angle; back-rest height and lumbar support Availability of armrests, footrests, and palmrests 19
Universal Usability (Cont.) Diverse cognitive and perceptual abilities The journal Ergonomics Abstracts offers this classification of human cognitive processes: Long-term and semantic memory Short-term and working memory Problem solving and reasoning Decision making and risk assessment Language communication and comprehension Search, imagery, and sensory memory Learning, skill development, knowledge acquisition, and concept attainment
Universal Usability (Cont.) It also suggests this set of factors affecting perceptual and motor performance: Arousal and vigilance Fatigue and sleep deprivation Perceptual (mental) load Knowledge of results and feedback Monotony and boredom Sensory deprivation Nutrition and diet Fear, anxiety, mood, and emotion Drugs, smoking, and alcohol Physiological rhythms
Universal Usability (Cont.) Peronality differences: Carl Jung’s Theories of Personality Types conjectured that there were four dichotomies: extroversion versus introversion sensing versus intuition perceptive versus judging feeling versus thinking
Universal Usability (Cont.) Cultural and International Diversity Characters, numerals, special characters, and diacriticals Left-to-right versus right-to-left versus vertical input and reading Date and time formats Numeric and currency formats Weights and measures Telephone numbers and addresses Names and titles (Mr., Ms., Mme.) Social-security, national identification, and passport numbers Capitalization and punctuation Sorting sequences Icons, buttons, colors Pluralization, grammar, spelling Etiquette, policies, tone, formality, metaphors
Universal Usability (Cont.) Users with Disabilities: Designers must early accommodate users with vision, hearing, and mobility disabilities There may be keyboard or mouse alternatives, color-coding, font-size setting, contrast setting, textual alternatives to images, and web features such frames, links, and plug-in
Universal Usability (Cont.) Older Adult Users: Understanding the human factor of aging can help designers to create user interfaces that facilitate access by older adult users
Universal Usability Children – another community of users is children, whose uses emphasize entertainment and education (Source : Pearson Addison - Wesley) Even pre-reader can use computer-controlled toys, music generator and art tools
Supporting Materials • www.useit.com/alertbox/20030825.html • www.useit.com/alertbox/20030825.html • www.aw-bc.com/DTUI3/chapters/ch1.html/