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Usability and Human Factors

This lecture explains user-centered design, conceptual models, and the iterative design process. It discusses tradeoffs, generating alternatives, and the use of representations like diagrams and prototypes. It also focuses on interaction design, usability, and the optimization of user interactions with systems.

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Usability and Human Factors

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  1. Usability and Human Factors Approaches to Design Lecture a This material (Comp 15 Unit 8) was developed by Columbia University, funded by the Department of Health and Human Services, Office of the National Coordinator for Health Information Technology under Award Number 1U24OC000003. This material was updated by The University of Texas Health Science Center at Houston under Award Number 90WT0006. This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.

  2. Approaches to DesignLecture a – Learning Objectives • Explain a user-centered design approach (Lecture a) • Define conceptual models (Lecture a) • Explain the iterative design process • Describe how requirements analysis influences design

  3. Design • A plan or scheme conceived in mind and intended for subsequent execution • Tradeoffs balancing conflicting requirements • Generating alternatives • Use representations • Diagrams, prototypes

  4. Interaction Design • Focus on Users • Specific Targets • Usability • Experience • Iteration • Key Question: How to optimize the users’ interactions with a system so they support and extend users’ activities in effective, useful and usable ways

  5. Why All the Fuss About Design? • Documented usability problems in healthcare and their consequences • Clinical information systems present problems in implementation & beyond • Many systems do not adequately address customer specifications • Fixing a problem in development phase costs 10 times more than in design phase

  6. Costs to Fix Software Defects Edwards, D. (n.d.)

  7. People in Software Engineering • Fundamentally a human and labor intensive activity • User (or customer) • Product manager • Software engineers and programmers • Quality Assurance / Testers: • Alpha testing • Beta • Technical writers • Implementers and trainers

  8. Usability Engineering • Requirements Analysis • Conceptual Mockup • Screen Design Standards • Prototype • Detailed UI Design • Install • Feedback • Enhancement

  9. A User-Centered Approach • Early focus on users and task • Cognitive, behavioral & attitudinal characteristics • Nature of tasks performed • Empirical measurement • Study of users • Iterative Design • Design and development are responsive to user problems • Cyclical process

  10. TURF Model (Zhang & Walji 2011)

  11. Focus on Users and Tasks • Users’ tasks and goals drive development • Focus on user behavior and context of use • System designed to support them • Capture characteristics of users (capabilities & constraints) • Users are involved from the inception through cycles of iterative development • All design decisions taken within context of users, their work and environment

  12. Design Process

  13. Design Thought Exercise • Imagine you organize your books, CDs and DVDs into a system/database that provides easy access to all information that you need • Imagine doing it for a friend or your father who is just learning to use a computer Kaufman, D. (2012).

  14. Think About the Space Problem • What are we trying to accomplish? • Organizing content • Supporting tasks • Ease of access, support queries • Users with different skill levels • Support different displays • (desktop, laptop, iPhone, tablet) • Define conceptual model

  15. Conceptual Model • Abstraction outlines what people can do with a product and concepts needed to understand how to interact with it • Structure outlining the concepts and relations that form the product—not the user interface • Metaphors used to convey a product • Concepts including the task domain objects, their attributes and operations that can be performed • Mappings between concepts and user experience

  16. Visicalc Wikimedia Commons GNU General Public License

  17. Visicalc Conceptual Model • First spreadsheet-a robust conceptual model (CM) that endures • Key goals of CM: • Create a piece of software analogous to a ledger sheet — already familiar to users • Make it interactive allowing user to input and change data in any of the cells • Perform a range of calculations in response to user input • Target a range of users

  18. Lifecycle Models • Represents activities involved in the design process • Prototypical Models • Waterfall • Spiral • RAD • Star • Usability Engineering

  19. Waterfall Lifecycle Model

  20. Waterfall Model • The original model for software engineering • Linear model with clearly delineated tasks • Problems • No central role for users/no iteration and limited feedback • Too rigid—not responsive to requirement changes • Inconsistent with designers inherently nonlinear work practices

  21. Star Lifecycle Model (Preece, J., Rogers, Y., & Sharp, H. 2007)

  22. Star Lifecycle Model (Cont’d – 1) • Inherently nonlinear—does not specify ordering of activities • Accentuates bottom-up, free thinking and creative practices of designer • Evaluation is viewed as integral to all stages and continuous • Problem: Too much flexibility, lack of systematic coordination and process is underspecified

  23. The Usability Engineering Life Cycle (Mayhew, J.D. 1999)

  24. Usability Engineering Lifecycle (UEL) • Developed by Mayhew (1999) with the goal of thoroughly integrating usability considerations into all phases of design • Core aspects/superordinate phases: • Requirements analysis • Design/testing/development • Decomposed into levels & detailed sub-processes

  25. UEL Requirements Analysis • User(s) Profile • Specific user/population characteristics related to interface design • Contextual task analysis • Users’ current tasks, workflows and conceptual frameworks • Usability goal setting • Qualitative and quantitative goals reflecting minimal acceptable performance • Platform capabilities and constraints • General design guidelines

  26. UEL Design Phase: Level 1 Design • Work Re-engineering • Based on requirements analysis • Abstract organization and workflow • Conceptual Model (CM) Design/Mockups • Navigational pathways and major displays are identified • Expressed as paper and pencil or prototype • Iterative CM Evaluation • Mockup is evaluated as if it were a real interface

  27. UEL Design Phase: Levels 2 and 3 • Screen Design Standards/ Prototyping & Evaluation • Standards, conventions and themes applied to all screens • Formal usability testing evaluation • Standardized and validated as a style guide • Detailed User Interface Design • Based on refined conceptual model and screen design standards • Iterative Detailed User Interface Design Evaluation • Expanded usability evaluation to unassessed subsets of functionality and categories of users

  28. Approaches to DesignSummary – Lecture a • Focus on design as a plan or scheme conceived in mind and intended for subsequent execution • Tradeoffs • Conceptual model outlines what people can do with a product and ways to understand how to interact with it • Design Lifecycles • Up next: focus on requirements, prototypes and participatory design

  29. Approaches to DesignReferences – Lecture a References Kaufman, D.R., Pevzner, J, Hilliman, C., Weinstock, R.S., Teresi, J. Shea, S. & Starren, J. (2006). Re-designing a telehealth diabetes management program for a digital divide seniors population. Home, Healthcare, Management & Practice. 18: 223-234. Hilliman, C.A., Cimino, J.J., Lai, A.M., Kaufman, D.R., Starren, J.B., Shea, S. (2009). The effects of redesigning the IDEATel architecture on glucose uploads. Telemed J E Health. Apr;15(3):248-54. Zhang, J., & Walji, M. F. (2011). TURF: Toward a unified framework of EHR usability. Journal of Biomedical Informatics, 44(6), 1056-1067. Images Slide 6: Edwards, D. (n.d.) DevOps: Shift left with continuous testing by using automation and virtualization. Retrieved from https://www.ibm.com/devops/method/images/experiences/relative-cost-to-fix-defects-chart.png Slide 10: Zhang, J., & Walji, M. F. (2011). TURF: Toward a unified framework of EHR usability. Journal of Biomedical Informatics, 44(6), 1056-1067. Slide 13: Kaufman, D. (2012). Design through exercise. Personal picture- Department of Biomedical Informatics, Columbia University Medical Center. Slide 16: Retrieved August 20th, 2010 from Wikimedia Commons GNU General Public License http://upload.wikimedia.org/wikipedia/commons/7/7a/Visicalc.png. Slide 21: Preece, J., Rogers, Y., & Sharp, H. (2007). Interaction Design: Beyond Human-Computer Interaction (2nd ed.). West Sussex, England: Wiley. Slide 23: Mayhew, J.D. (1999). The Usability Engineering Lifecycle: A Practitioner’s Guide to User Interface Design. Morgan Kaufmann Publishers Inc., California.

  30. Usability and Human FactorsApproaches to DesignLecture a This material was developed by Columbia University, funded by the Department of Health and Human Services, Office of the National Coordinator for Health Information Technology under Award Number 1U24OC000003. This material was updated by The University of Texas Health Science Center at Houston under Award Number 90WT0006.

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