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8/3/2019 Utilizing Usability TKWickham Thesis Fall 07
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l ilii lli l ii l i li i il lil i i
iii ii i ii i ii
utilizing usability
senior thesis, winter / spring 2007
T.K.Wickham
8/3/2019 Utilizing Usability TKWickham Thesis Fall 07
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d e d i c a t e d t o
DN
or the guidence
SN, AM, and LAwho taught me to always do more
LL, NW, RF, CL
who pushed me to never settle
and to KV
or believing
8/3/2019 Utilizing Usability TKWickham Thesis Fall 07
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utilizing usability
senior thesis, winter / spring 2007
T.K.Wickham
8/3/2019 Utilizing Usability TKWickham Thesis Fall 07
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project onethesis paper
Human Values in Commerce
AProfleoSaraLittleTurnbull
by Veronique Vienne
rom the collection citizen designer
ed. Steven Heller
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t h e h i s t o r y o u s a b i l i t y
The concept o usability rst emerged during World War Two, at the
height o the rapid advancement in technology that required a new level
o human-machine interaction under conditions that demanded precise
perormance along with an ever-increasing reaction speed. For example,
up until this point all o the main controls o the plane were arrainged in
the cockpit with little-to-no regard as to their unction, relation, or even
importance- a actor which served to severely limit the pilots physical and
mental abilities, and hamper his combat perormance (Lingaard 9). One
researcher has labeled this period the First Wave o Human CenteredDesign (at this time it is known as Human Factors Research, a term which
is still in use by NASA today).
Another example o this human centered design during t his period
can be seen in the work o Graphic Designer Will Burton. During the war
he was employed by the United States Air Force to create instructional
manuals that illustrated the principles o operating a bombers deensive
turret guns. Acting more as an analyst rather than a commercial artist,
he developed a clear method o visual communication by ocusing on
establishing a more natural ow o eye movement and visual hierarchy. In
the case o ball turret gunners, the subsequent logical ow o inormation
to illustrate and explain complex inormation (Raizman 235) helped to
reduce training time by as much as six weeks (236).
In the ollowing years came the rise o the computers, begining with
mainrames, and later on with the more commonplace personal
computer. It was during this Second Wave that the need to improve the
perormance o computer users became readily apparent (Lingaard 9).The study o interactive computer systems came to be known as Human-
Computer Interaction (HCI) and it quickly lead to the development o the
direct manipulation o graphical objects (1963) (Meyers 3), the mouse
(1965), multiple tiled windows (1968), as well as the orerunners o many
programs- drawing, text editing, computer aided drating (CAD), as well as
video games (4), oten inspired by their real-world counterparts. Product
experience was improved through the development o prototypes as well
as scientic attempts to understand the needs o the user- though the
i N t r o D u C t i o N
What is Usability? Taken literally it dictates that the interaction between
the participant and the product (whether it be a service, an item, or
a communication) should be ree o any and all conusion, error, or
irregularity. Most importantly, it should be approchable and usable, i not
by all persons, then by at least by all o its intended target audience.
Usability is as complex a design philosophy as its dictum is simple,
design that is approachable, learnable, satisactory, and logical. Though
still in its relative inancy, it has gone by many names and acronyms:Human Centered Design (HCD), Human Computer Interaction (HCI), User
Centered Design (UCD) the list goes on and on. Though each eld
has thir own specializied needs and methods, they all share a common
thread. All are attempting to create an experience that limits conusion
and ineciency or the user. The user might be a visitor to a website, the
reader o a museaum map, or a consumer aced with a new brand. It is in
this initial interaction that usability plays its vital role.
What is Graphic Design? Also taken literally it means the art or proession
o using design elements (as typography and images) to convey
inormation or create an efect. Like Usability- it too has undergone
numerous re-labeling. It has been dened. Some say hat this plan or
visual communication, can never truly be dened, and to rather think o it
as a method o inuence, or the ultimate tool o persuasion.
Surprisingly though, these two schools o thought have been hesitant-
almost opposed to the idea o utilizing the strengths o the other. It is the
position o this paper that integration between the disciplines must occur,as both schools o thought seem to be ocused on attaining the same
goal- a better world o Design. Consider the results o melding Usability
heuristics with Design aesthetics. The ease o good Usability mixed with
the satisaction o good Design. By utilizing both o these philosophies, it
is possible to create a nal product rmly centered around the core Wants
and Needs o its target audience, thereby resulting in a greater level o
satisactory experience or the user, as well as prot or the client.
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ocus was less on aesthetics and comort but rather on the expected user
tasks and task ow (Lingaard 9).
Though many have argued that the web in and o itsel is the third stage
in Human Centered Design, Dr. Roland Schoefel, a ormer director o
the Siemens Unit or ergonomics and User Interace Design, contends
that it was the efort put into the personal computers themselves, that
constituted the Third Wave. Ater Apple and IBM introduced the personal
computer specically designed or the masses, not just the trained
specialists, they discovered that their sales increased signicantly. This
quest or greater prot proved to be the driving orce or the case ousability in the personal computer, and the results can be seen in the
evolution rom the original line-based text editors to the development
o Microsot Word (Meyers 4). This evolution o direct manipulation was
critical to the later success in the Internet revolution (Scoefel 2) as the act
o hypertexting allows a user to explore the Internet with just a series o
onscreen clicks o the mouse (Meyers 4).
There are still others who think that the Third Wave o Usability is in
act based more upon the deeper user experience that exists between
an individual and a company, product or service-specially with their
website. It does seem to be a distinct possibility, as it has been reported
that roughly 85% o all Internet users are online on a daily basis, with an
equal number even going so ar as to d eem it indispensible, (Business
Benets o Usability 5). It is in this digital world that a website considered
to be usable will on average sell 10 0% or More than one deemed to
be unusable. Where the amount o site trac productivity as well as the
site unction usage o a Usable site will be more than double that o an
unusable one (Schafer 21).
The critical need or usability even extends into the websites architecture
as Internet users are stereotypically a ckle crowd. It has been reported
that something as simple as a page ailing to load in under six seconds
will on average cause the user to become open to distractions, specically
other browsing choices (Business Benets o Usability 5). Or that a
complicated online check-out process will result in a loss o trust with the
consumer as well as a lost sale. In short, the usability o a website is just as
important to the consumer as the product or service being purchased. In
the realm o computers, to lack usability is to invite ailure.
i N a N C i a l v a l u e o u s a b i l i t y
Though the main aim o usability is to provide an easier, more satisactory
product experience or the user, and it in turn- more prot or the
client, oten a handsome return at that. One example listed by usability
practitioner John S. Rhodes is rom IBM, they state that or every $1 it
invests in usability testing on their products, the payback is between $10and $100. (Rhodes 3). Other industry proessionals have placed the rate o
return to range rom 3:1 to 10:1 (Usability in the Real World 2). Compare
this with the 30% o sotware development projects that are abandoned
or canceled, due to a lack o adequate user d esign input, estimated to
be at a loss o almost $80 billion (Usability in the Real World 1), not to
mention the seemingly sel-evident act that no product that ails to make
it to market has ever returned a prot.
But does the nancial value o usability exist only in the realm o prot?
The answer is a surprising no. Consider Usability guru Jakob Neilsons
analogy o a person entering a building using a wheelchair:
In a well-designed building, the access ramp goes directly rom the street to the ront door,
and lets the visitor of near the elevator. In such a building, visitors with and without wheel-
chairs will reach, say, a conerence room on the seventh oor in about the same amount o
time.
I the access ramp is at the back o the building, a visitor in a wheelchair has to move around
the building, enter, and then spend quite some time navigating the ground oor to reach the
elevator. Even though the seventh oor conerence room is theoretically accessible, the less-well-designed building treats visitors in wheelchairs signicantly worse than those who can
walk in rom the street and reach the elevator in seconds.
(Beyond Accessibility: Treating Users with Disabilities as People 5)
Neilson used this analogy to explain how the diference in the amount o
time it takes to complete a task afects the users experience. Now apply
the literal concept o time is money as well as the ideal ecency to a
project. I reaching the conerence room equals a success (whether it be
a sale, a clear communication, or a completed operation) The added time,
efort, and inconvience o the lesser quality design are all impediments
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to that success. Even though both buildings had the same budget and
goals, the one that better understands the customer experience will result
in success.
In the realm o usability, these impediments are rarely as clear as a
misplaced handicapped ramp. Oten the real need o usability is hidden
within a myriad o day-to-day habits, oten- considered routine or just
another aspect o oce culture. But these momentary annoyences quickly
add up to signicant losses. Is it worth taking notice? When one considers
that oce workers spend an average o 5.1 hours ddling with their
machines each week, at a cost o $100 billion annually in lost productivity(Business Benets o Usability 1) the answer is a resounding Yes.
Where do these lost hours come rom? Are Americas workplaces lled
with people poking their computer monitors, shaking their ballpoint
pens, and kicking the copier? It is, but those moments o annoyance pale
in comparison with misguided plans or processes. Considering that an
estimated $50,000 can be saved every year by large customer service call
centers by trimming the average call time by a single second, or that a
SUN Microsystems usability group discovered that poor sotware took an
extra six minutes rom each employee each day- resulting in an estimated
$10 million in lost productivity (Schafer 41). One begins to see how
companies ail to consider the complete liecycle costs or their projects.
Instead, they ocus only on the development budget and schedule.
Support costs are disregarded, as are reports on how many work-hours are
eaten up by inecient work processes (What is Usability 1), resulting in
those aorementioned examples o waste.
This was true in the case o Gitte Lingaard, a usability specialist with theCarleton Human Computer Interaction Institute. Her team or researchers
were called into the oces o a major company to aid in improving the
processing ecincy o the telephone communication help staf in using
the companys inormation processing system. Once in place and directly
observing the work habits o the staf, Lingaard and her team quickly were
able to diagnose the problem.
With the customer on the phone, the operators tended to ollow social
conversational norms in requesting personal inormation such as name
and address, in a manner that was incongruous with the graphical layout
o the computer inormation elds. The operators ...
invariably ollowed these social norms instead o the orm layout on the screen. This orced
them to jump all over the screen, as data belonging together were sepearted in what seemed a
random ashion. Apart rom rendering the interaction cumbersome, this al so had a severe im-
pact on the accuracy o operator perormance. One in every ve operations had to be repeated
to locate a missing entry, which added signicantly to the transaction time.(Lingaard 14)
The team had only just begun to understand the depth o problems
the computer system was guilty o. As with any system, human errors
occurred, however, to make maters worse the program was unable toaccept any incomplete transactions. Rather than allowing the operator
to x the empty eld immediately, it orced the operator to backtrack
sometimes as many as 15 screens to nd the problem. To make matters
worse, as many as 30% o the transactions that were accepted by the
program were later on either rejected or erronious, the delay o which
caused an increase in customer disatisaction as well as providing Full-
Time wok to another 3 5 people (Lingaard 14) in the company.
For this company, a ailure to ollow simple human behavior in the areas
o conversation an reading habits resulted in a loss o productivity,
time, money, and customer satisaction as well as the increased cost o
work hours as well as the employing an unnessesary 35 employees (14).
Problems such as this have caused the the majority o operational costs
are inccured during the maintenance phase o the product s liecycle
(Business Benets o Usability 2). Proo o how poor design can literally
cost a company in the long run.
G r a p h i C D e s i G N v s . u s a b i l i t y (I it saves so much, why is it not widely used?)
At their core, both Usability Experts (UEs) and Graphic Designers seem to
be in pursuit o the same solution- a clear, precise communication that
results in a desired behavior or action.
(or the sake o argument this paper will ocus more on Design that seeks a neutral
communication rather than that o persuasion- to compare the work o a UE with that o
Advertizer is the metaphoical apples-and-oranges)
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So why have the two camps ailed to unite is their common quest, why
do they remain, or the most part in their mutually exclusive roles? Is it
because o the silo culture o business (Lingaard 7) in which individual
departments (not to mention individual teams within those departments)
work in isolation rom one another? Where constant compeition or
internal resouces (promotions, salary, and bonuses) limits the natural
cross-talk, the sharing o experiences- oten resulting in multiple teams
habtiulally re-inventing the wheel, solving the same problem in serial
succession. Product consistency becomes limited, and all o the valuble
knowledge o tips and tricks, as well as unexpected pitalls is quickly lost.
Even i a company is restructured to allow greater cooperation between
departments, personality conicts will still exist between Designers and
UEs. Usability writer Curt Cloninger sums up the divide as being between:
Usability/ Inormation Architecture = the masculine = the let side o the brain = doing =
math/science = the rational = logical action = the articulatable = Mars.
Graphic Design = the eminine = the right side o the brain = being = art = the emotional =
intuitive action = the inarticulatable = Venus. (Cloninger 1)
What makes this divide all the more conusing, and oten incessantly
rustrating is that g ood designers are user ocused, and have been or
years, possibly centuries- just not directly (Olson 5). This irritation is only
increased when conronted by inormation architects and user interace
designers, who sterotypically seem to think that they are the only ones
concerned with the users experience, oten sidelining designers with
statistics and scientic act to support their descisions whereas designers
are let to deend their design choices by way o their eelings and
opinions. Though this may seem as a weak method o planning, what mostdesigners know (and what ew non-Designers can grasp) is the sheer level
that trained intuition plays into each and every action, plan, or solution.
All too oten, UEs eel that elements added or identication and aesthetic
appeal tends to distract the user rom their goal (completing a purchase
or aquiring inormation). The key phrase here is added as most o these
complaints stem rom experiences similar to that o Usability Expert Frank
Spillers. Ater designing a website or a client, which included several
rounds o usability testing to improve the usability, interaction design
and unctionality o the site, the specications were then handed over to
a design agency. The result o which was the addition o the companys
logo as well as branding elements, the addition o which required the
repositioning o several key navigation elements, and (in the eyes o the
UE team) made it a undimentally weaker site (Spillers 3).
The diference with Spillers story, and where it difers rom the rest o the
industrial anecdotes is that this story serves as an example o what UEs
do wrong. Typically a product that has been initiated by UEs (in this case
a website) is later on given to designers to produce, oten being still in
a very rudimentary orm. It is at this point that design changes are thenmade to improve the look and eel o the product. Changes that all too
oten result in the o hijacking the eforts o the UEs (Spillers 3).
Situations such as this are prime examples o the need or both sides to
work together, to establish and ollow a common visual language. I not
rom the very beginning, then at least by the start o the Prototyping
stage. The result can be the diference between a paint-by-numbers
gospel and a looser (but more specic) cluster map o User needs. This
collaberation ensures that both the requirements o he UEs are met, as
well as ensuring the needed creative reedom or the Designer (Olsen 10).
So, who is more right in their methods? Neither. One cannot design by
the scientic method or intuition alone. All to oten, designs that depend
too much upon one or the other runs the risk o being technically correct
on paper or satisying the needs o too ew. In both cases, it results in a
ailed design that is completely out o touch with both the requirements
o the product as well as the needs o the target audience (10).
G r a p h i C D e s i G N & u s a b i l i t y
But what exactly is the role o design in regards to usability? In a word-
aesthetics. Consider the website in Frank Spillers example- had the
design agency ollowed the page specs as they were laid out, the user
would o been able to navigate the site easier and aster. Would it have
been usable? Yes. However, would they enjoy the experience o using the
product? Would that experience ull the necessary product satisaction?
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How would the user eel about the site itsel, rather than just how it
unctioned. What type o dialogue would exist between the user and
the product. More specically, what is that product saying to the user
through its own non verbal communication? How is the user reacting to
the personality o the product?
Studies have shown that humans attribute personality traits to just about
everything, rom cars, to glasses, to blankets, as well as orms o media
such as TV and computers (Porter 4). All products, including websites, have
their own distinct personality whether it is intended or not (5). Thereore it
is in the best interest o both the Designer and the UEs to work together toestablish a distinct, specic message. In this enviroment it is the role o the
Designer to consider all design elements, such as type size, color choice,
placement, as well as the complexity o steps- in the creation o such a
personality, specically one that better serves the product, similarly to
Beatice Wardes Crystal Goblet treatment o typography to better serve
the writers work.
Frank Spillers uses the analogy o a park picnic table to explain this
concept- explaining that users (and UEs) expect a table to be comortable,
and to look similar to the other amiliar elements o a park. With the
addition o a bouquet o resh owers and an elegant tablecloth the
quality o the dining experience is elevated to a higher level (Sellers 3).
Aesthetics (owers, resh linen) have combined with Usability (sturdy table
and bench) to create a ar more satisactory picnic experience together
than they could independently.
One can take this analogy o a picnic table one step urther and apply it to
the idea o product personality and what the user thinks o that product.Does its appearance hint at a certain sense o sophistication (English Oak
or Helvetica), at eciency (articial wood or Myriad) or just at low cost
(particle board or Comic Sans). Is it painted up in garish look at me colors,
or is it composed o a more subdued split-complementary. It all depends
on the role and intended need o that product.
In his article Emotion & Design: Attractive things work better, Don
Norman uses his personal collection o teapots to illustrate this point.
For the record the collection consists o three distinct pots, as well as
a standard metal brewing ball. The pots are: an imitation o a Jacques
Carelman cofeepot or masochists in which the spout is on the same
side and above the pouring handle, a Micheal Graves design by the name
o Nanna so ugly it s appealing, and a tilting pot produced by German
design rm Ronneeldt, (Emotion & Design: Attractive things work better
1). Though all three are capable o producing tea, Norman argures that
the choice o which pot to use is oten determined by the users or any
number o actors besides usability. It could be the current occasion, the
context o the choice, or just the current mood o the user.
For example, the rst cup o tea in the morning is determined by Normansneed or a quick, easy to make cup o tea- thereore the brewing ball
is chosen. In the case o guests, or amily where a bit o elegance is
welcomed- out comes the Nanna. I a more practical teapot is needed,
then he chooses the tilting teapot (4). The moral o the article is explained
in his own words I choose the pot that matches my mood, and when I
do, the tea tastes superb (5). When one chooses the right teapot, or picnic
table, or page layout or the right occasion, the tea experience improves,
thereby generating a greater level o satisaction rom that experience.
Using the logic that products designed or more relaxed, pleasant
occasions can enhance their usability through pleasant, aesthetic
design (8). One can then extrapolate that tasks that are more serious,
straightorward, and unctional are best beneted with a minimal
presence o visual clutter, detail, or imagery. This can be seen in the
package labels o most military and medical supplies. But what o the
high stress event (a re) occuring in a low stress enviroment (a school
or oce). A stairway door ails to open- ater pulling on it, the users begin
to bang on the door, and then to throw their bodies against it (6). A simplesticker with the word pull written upon it in large, easy to read type,
placed above the doorknob in this case could be the diference between
calm and panic, lie and death.
Perhaps the sticker was let of or aesthetic reasons (to limit visual clutter)
or because o the limited uses o a door (opens in, or opens out). But this
is just one example where both sides need to understand the role that
the other plays in design, as well as understanding enough o the user
experience to design accordingly. Any one o those picnic tables has a
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place where it can be o use. Only through the combination o Usabliity
and Design can the how, when, where, and whys be both understood and
provided or.
u s a b i l i t y a p p l i e D
When looking back to The Value o Usability, it may appear that the
efects o usability exist prudominatly on a corporate level, groups that are
too big or efective communication, us vs them mentalities, and internal
competition. However this is ar rom the case, according to PatrickLencioni, author and leader o the Table consulting group. He argues the
case o ve chie dysunctions that plague all organizations, groups, and
teams as being ...
Absence o Trust: stems rom an unwillingness to be vulnerable within the group; team mem-
bers who are not open about mistakes and weaknesses make it impossible to build trust
Fear o Conict: team that lack trust are incapable o engaging in passionate, unltered debate
about important issues
Lack o Commitment: with open discussions and airing o issues, team members rarely buy into
and commit to decisions
Avoidance o Accountability: without committing to a clear plan o action, people oten hesi-
tate to call their peers on actions and behaviors that seem counterproductive
Inattention to Results: ailure to hold people accountable, creates an environment where indi-
vidual needs or needs o groups are put above the collective goals o the team (Long 4)
All are serious aws, and requently they cripple the overall quality o
the nal product. Note that most o the censorship is sel-inicted, oten
limiting improvement o many known aws and excesses in a given
project. This enviroment o sel-service and quarterly survival breeds
project atigue, low moral, and above all- a severe disconnect between theworkers and the project results. Successes are limited, oten based upon
going with the ow and being a team player rather than putting the
needs o the project rst. It is here that the sixth dysunction- the lack
o discipline and persistence, must be ulled by members o the design
team. This is the primary need in terms o intigrating usability into ones
design. It must be done completely and totally, lest one runs the risk o
alling prey to the mistakes that were ignored. Once the teams dedication
to usability has been established, the task o implimenting or integrating a
usability solution can begin.
As or the correct procedure or incorperating usability ... there is no one
denite approach. When the concept o Usability evolved and into its
more specialized counterparts, the working proccedure evolved as well.
However it can be generally organized into our primary stages (allthough
preliminary research is rst on the list, it is just standard procedure
or both good Designers and Usability experts and as such will not be
discussed here)
1) preliminary research
2) observation
3) evaluation o needs
4) brainstorming5) production
o n
Once the preliminary inormation is gathered and reviewed, it is then time
to extend that research into the actual enviroment where the product will
be used. The observation can be an unobtrusive video camera, or it can
be an actual observer (Maguire 134). I a live person is to be present, it is
best that they stay out o the way as much as possible to avoid indirectly
inuencing outcomes either through non-verbal communication, or by
cluing the subject as to what is being measured through noticeable note
taking. The tester is allowed to ask questions o the subject, but only i
specic clarication is needed.
One important element to note- is what enviromental actors are afecting
the product / user interaction? Factors such as ambient noise levels may
not mean much- unless the client is a major Telco call center in which
concentration is limited due to the high level o conversations going on at
once, or in the case o a actory where many employees may be wearing
hearing protection (Long 3). For those clients, a product design that
relies on audio alerts is most likely to act only as a distraction with efects
ranging rom an annoyance in the case o the Telco, to a serious health
and saety hazard on the actory oor.
Oten, the real value o on-site visits is when the Usability Expert notices
an unexpected habit, or a repetitive task that does nothing towards the
products creation, such as what Frank Long noticed while on one such visit:
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While researching a touch screen interace or a printing machine, we discovered that during a
particular phase o the clea ning process the operators hands would get soiled with ink. In order
to complete the process the operator had to interact with the touch screen, transerring the
ink onto it. This made the remainder o the instructions and eedback dicult to read- until the
screen was cleaned..
Had Long not been there personally, its highly likely that this problem
would never have been noticed, identied as a problem, let alone be xed.
The worker would still be smearing the screen with ink, the companys
operating costs would still be that much higher due to lost time and
materials. By understanding what efects people, designers are able to
ulll both the clients requirements as well as their users expectations(Givechi et al. 308).
e n N d
By combining traditional methods o data gathering (surveys, interviews,
user diaries) with less-traditional exercises as card sorting (FOOTNOTE
participants are given a set o cards with a group o items written on
them. They are then asked to group the cards along with other related
items- this can aid designers in understanding underlying relationships
in a group that is seemingly random) (Maguire 138). A variant on this
technique is also known as card elimination in which a user is told a
number o eatures (or example-seven) o which, only ve can make it
into the next iteration o the product. By switching the question rom
wants to needs, the design team can save both time and money by
trimming development so that it only ulls actual needs. It is here
that company policies and governmental standards (i they apply) are
consulted to ensure legality.
b n n gOten observations drawn directly rom the source provide a greater
insight into what the solution should be (Givechi et al. 308). However,
sometimes that process requires a bit o rening as well as some mental
play. For the usability expert, that consists o a stack o blank computer
paper, a set o markers, and an hour or two o just hammering out ideas.
In the case o Paper prototyping whole hours o coding time can be
saved by experimenting with the visual ow o the website, adding new
eatures and links- with just the swish o a pen or the tear o a sheet. It also
serves as a per ect time to explain the concept o the human computer, a
testing method in which one person pretends to be the computer, while
the other attempts to perorm a set o required tasks. The ease o use,
visual hierarchy, and ow o the website are evaluated, while common
mistakes such as to small input elds, inadequate warning, or the lack
o website identity can be resolved long beore an ocial prototype is
made. This brainstorming process is then opened up to a wider range
o people.
This group is commonly reered to as an unocus group by UEs, rather
than a ocus group, as its job is to provide alternate modes o thought
and insight into a paticular problem rather than approve or dissaprove agiven solution. The shit in ocus is substancial, as development is still in
a ormulative stage, the group is more likely to rely on what they are told
it can do/provide rather than by what is literally sitting in ront o them.
Also, it is in this greater chance or error that unexpected discoveries are
made- to the team, a wrong usage o the product or site is oten a good
thing- or it shows how people actually interact with the product, and a
better design is developed.
p d c n
Once pre-production begins, and the development o prototypes
achieves rapid prototype stage, in which production is continual. Oten
a combination o paper prototypes, computer thumbnails printouts,
and Rapid Application Development sotware are utilized or the near
constant testing. The results are gathered and evaluated- always with one
eye on the empirical average- and the other on the latest batch o results.
At times the ideas o the unocus group and the parallel problem design
are utilized inormally in-house, as multiple small teams may orm- or
unknowing volunteers are ound amongst the staf.
C a s e s t u D i e s a N D e x a m p l e s
ox o G d G
OXO ounder Sam Faber and his wie had a problem. Though they both
loved to cook, she was beginning to have diculty in gripping the various
kitchen tools (the potato peeler in paticular) due to her developing
arthritis. Out o this dillema came the Good Grips line o kitchen
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is particularly dangerous in Spanish speaking households as Once
translates to eleven)
Currently Wol is in the process o designing a better label or prescription
bottles as part o an initiative by the American College o Physicians
Foundation. They plan on unveiling the redesign soon.
2 - c g n g
The iconic amber medicine bottle recently turning 50, and it looks it. Other
than the addition o a child-proo cap in the 1970s, this stalwart o the
pharmacy world looks the exact same as when it was introduced. Deborah
Adler and ClearRx look to change all that, or the better.
It began when her Grandmother Helen accidently swallowed a dose
o medication intended or her husband Herman, though she escaped
the incident relatively unharmed, she is in the minority or users to do
so (in a recent Target poll, 60 percent o prescription users have used
that medication incorrectly). The precription bottle with its myriad o
annoyances and problems
1) The company / stores logo dominates in visual hierachy
2) Numbers abound, with no distinction between codeing, and instructions
3) Poor color combinations or alerts and text
4) The curved surace is dicult to read on, as only a ew lines at a time are visable.
5) Minute typography - results in most people ignoring the medication user manual
was almost deadly. The new label layout as well as a bottle design by
Klaus Rosburg (which literally turns the old design on its ear). Included
with the bottles or pills and liquids are the ollowing improvements:
Easy I.D. - The name o the drug is printed on the top o the bottle, so its visible i kept in a drawer.Code red - The red color o the bottle is Targets signatureand a universal symbol or caution.
Inormation hierarchy. - Adler divided the label into primary and secondary posit ions, separated
by a horizontal line. The most important inormation (drug name, d osage, intake instructions) is
placed above the line, and less important data (quantity, expiration date, doctors name) is
positioned below.
Upside down to save paper. - Klaus Rosburg, a Brooklyn-based industrial designer hired by
Target, came up with an upside-down version that stands on its cap, so that the label can be
wrapped around the top. Every piece o paper in the package adds up to one eight-and-a-hal-
by-ourteen-inch perorated sheet, which elimina tes waste and makes lie easier or pharmacists.
tools,which instantly became a hit because they were dishwasher sae,
aesthetically pleasing, afordable, and above all: all o their handles were
coated with a thick sot rubber grip which unctioned just as well when
wet or dry.
Though he was initially inspired by his wies arthritis, he reused to limit
the product line to just arthritics, and in doing so he established an
inernationally recognized, award-winning line o houseware goods, and
ater just two years on the market the company reported sales in execess
o $3 million, and in the interim has continued to grow at a rate o 50%
per year.
t g p c n b r d g n
1 - w d n g
When Micheal Wol paged through dusty, yellowing pharmacists logs
rom the 1890s at the Smithsoniam National Museaum o American
Histoty, he ound the olloing entry rom a druggists encounter with a
conused patient: Shake Well, the patient read outloud questioningly
to the pharmacist rom his prescription bottle label, Does that mean I
shake mysel?
Wol was in the process o researching the level at which Americans
are able to comprehend the directions on their medicine bottles. An
Important issue, as currently an estimated 1.5 million patients are hurt
each year rom simple medication errors, o which an estimated one third
o these incidents occurred in the home. The issue at hand becomes even
more potentially dangerous when one considers the expected upswing
in the number o seniors as the Baby Boomers slowly. Its just simple
mathematics- i the yearly medicine intake has increased to 6 or 7 types
each year as opposed to 4 or 5 (in 2002) the chances or mistakes to occur
increases exponentially.
However, diagnosing the problem is conounded when one considers that
the conusing instructions on the bottle are oten the doing o the
individual pharmacist- resulting in such awkward instructions as Take
twice daily, Take two pills 4 times a day, or Once a day (a problem that
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u n D g n
Not a Case Study per-say, the idea o Universal Design poses a airly
interesting ideology, one in which products are made to be as accessable
to as many diferent types o users as possible. What makes it interesting
(As explained by the Georgia Tech research team) is how it also looks to
utilize the strengths o certain designs or unintended (non-d isabled) users.
One example o universal design is a cell phone created or the hard o hearing; it would also be
useul to people talking on their phones in noisy envi ronments. Another is a cell phone designed
or the blind; it could be useul to people in situati ons where their visual attention is somewhere
else, such as a person driving a car.
i N C o N C l u s i o N
As this paper has shown, the elds o Graphic Design and Usability,
though they are oten put at odds with one another proessionally, they
tend to discover that they are seeking the same goal, a better world
o communication and integraded technology. Though progress may
be slow, measured only in the small victories (a soter carrot peeler, a
more successul logo, a better and prettier website) the changes are
still occuring. Consider the revolution in pharmaceutical containers, a
resensitization between citizen and election, the inkless touchscreen
printer interace. Each and every one o these products was designed
becuase there was a gunuine need or them. Each one o these items were
designed in regards to the needs or both unctionality and aesthetics.
Perhaps the Design world (and it truely will be the World in the coming
decade) is beggining to realize the simple truth behind Don Normans
words ... Attractive things do work better.
Better yet, the world is beggining to apply this truth once again.
Green is or Grandma. - Adler and Rosburg developed a system o six colored rub-
ber rings that attach to the neck o the bottle. Family members choose their own iden-
tiying shade, so medications in a shared bathroom will never get mixed up.
An ino card thats hard to lose. - A card with more detailed inormation on a drug (common
uses, side efects) is now tucked behind the label. A separate, expanded patient-education
sheet, designed by Adler, comes with three holes so it can be saved in a binder or reerence.
Take daily.- Adler avoided using the word onceon the label, since i t means eleven in Spanish .
Clear warnings - Adler decided that many o the existing warning symbols stuck on pill bottles
dont make much sensethe sign or take on an empty stomach,or i nstance, looked like a
gas tank to her so together with graphic designer Milton Glaser, or whom she now works,
she revamped the 25 most important.
Following the critical success o her thesis work, Adler approached the
FDA with her ideas, but her work was quickly picked up by Target and
produced in record time. The result is a striking shit in Design ocus- a
design that is both easy to use as well as being aesthetically pleasing.
D g n D c c
Though established in 1998, this AIGA initiative ound its true calling in
the Chad lled days o November 2000. In the wake o an election decided
by the courts, rather than the people it was clear to the group that there
was a need to make the interaction between government and citizen
more understandable and ecient. It has since started to collaborate with
government policy makers as well as academic researchers to better serve
the needs o the American voter (in all languages).
In the last seven years, the initiative has added Cook County, Illinois, the
state o Oregon, and the National institute o standards and Technology
(NIST) to its client list. The most recent development, the adoption o
their recommended best practices or ballot and polling operations
(along with a ull set o samples to be used and modied by local oces)
by the Election Assistance Commission (EAC). The development and
implementation o interaction design principals will be key in reducing
the level o conusion, come November 2008.
In time, this initiative may move on to other much needed Re-Designs,
with Tax orms being high up on this authors list.
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Schoefel, Dr. Roland. The concept o Product Usabili ty, a standard to help manuac turers to help
consumers.International Organization o Standards Bulletin. March 2003. 3 March 2007
Spillers. Graphic Design vs. Usability.27 April 2004. 12 March 2007
American Institute or Graphic Arts (AIGA). 23 Nov 2007. Design or Democracy.
Design Council. 18 Jan 2007. OXO Good Grips.
eMaxHealth. North Western university. 29 Nov 2006. Many Patients dont Understand Precription
Medicine Labels.
Georgia Research Tech News. Georgia Tech. 19 Dec 2005. Accessibility Analysis: Researchers
Evaluate ProductsUsability or People with Disabilities and Recomend Design Improvements.
b
Lencioni, Patrick. The Five Dysunctions o a Team: A Leadership Fable. Jossey-Bass, 2002.
Raizman, David. History o Modern Design. Upper Saddle River: Prentice Hall, 2004.
Usability, Gaining a Competitive Edge. ed. by Judy Hammond et. al. Boston: Kluwer Academic
Publishers, 2002.
Schafer, Eric. Institutionalizat ion o Usability: a Step-By-Step Guide.San Francisco: Addison-
Wesley. 2004
W
American Institute or Graphic Arts. 2007.
National Aeronautics and Space Administration. 2006.
The Usability ProessionalsAs sociation (upa). 2006
W o r k s r e e r e N C e D
Warde, Beatrice. The Crystal Goblet.The Crystal Goblet, Sixte en Essays on Typography. 1955. The
Sylvan Press.
W o r k s C i t e D
a c
Business Benets o Usability.Usabil ity Proessionals Association (upa). 2006. 12 March 2007
Cost-benet analysis o usability engineeri ng techniques.Proceedings o the Human Factors
Society 34th Annual Meeting. Human Factors Society. Santa Monica, CA. 1990
Usability in the Real World.Usa bility Proessionals Association (upa). 2006. 12 March 2007
What is Usability.Usability Proessionals Association (upa). 2006. 12 March 2007
Bernard, Sarah. New York. The Perect Precription- How the pill bottle was made- sensibly and
beautiully.18 April 2005.
Cloninger, Curt. A List Apart. Usability E xperts are rom Mars, Graphi c Designers are rom Venus.
28 July 200
Givechi, Rocshi et al. Impact: Inspiring Graphic Design through Human Behaviors. Design
Studies. ed. Audrey Bennett. New York. Princeton Architectural Press, 2006. 306-10
Lingaard, Gitte. Deconstructing Silos: The Business Value o Usability in the 21st Century.
USABILITY, Gaining a Competitive Edge. Ed. Judy Hammond et al.. Boston. Kluwer Academic
Publishers, 2002. 3-20.
Long, Frank. rontend.com. One Size Fits Nobody
Myers, Brad A.A brie History o Human Computer Interaction Technology.ACM interactions. Vol.
5, no. 2 March 1998. 44-54
Neilson, Jakob. Jakob Nielsons Alertbox. Beyond Accessibility : Treating Users with Disabilities as
People.11 November, 2001
Norman, Don. jnd.org. Emotion & Design: Attractive things work better.2002
Porter Josua. Where Visual Design Meets Usability- An Interview wi th Luke Wroblewski, Part 1.22
June 2006. 12 March 2007
Rhodes, John S.. A Business Case or Usability.24 October 2001. 12 March 2007
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project twoorm redesign
A Better Tighty Whitey(11 April 04)
a blog post rom Airbag Industries
(http://www.airbagindustries.com/)
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h fndng ndwng
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1
2
3
4
5
6
7
8
9
0
Visual Heirachy Issue between Memorial Union and Incident ReportThe Memorial Union label is in conict or attention & it distracts rom the real label o the page.
Also, the combination o Italics, all Caps, and Underlin e give the title a harsh emotional eel - not
somthing one wants to encounter in the case when reporting is less than voluntary
Line Leading is too tight or average usageDicult to read, Dicult to ll out, Dicult or the oce to read.
Time & Location elds are the same size
Wording both Leads the User & leaves them - too open ended
Instructions are lacking in what they request & the required tone
Big blank eld is near-impossible to use when wr iting out a ull detailed
report, ESPECIALLY one that is intended to be read by someone other
than the writer at a later date.
Witness / es ... am I supposed to have a witness ... two o them?
Why is Reported by less important that the witnesses names?
Address and Phone elds are the same size
Why is the title or position o the Reporter more important than their
name visually?What i this was a student reporting on a Proessor, or a worker against their boss?
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1
2
3
4
5
6
7
8
9
0
Visual Heirachy Issue between Memorial Union and Incident Report
Line Leading is too tight or average usage
Time & Location elds are the same size
Wording both leads the User & leaves it too open ended
Instructions are lacking in what they request & the required tone
Big blank eld is near-impossible to use when wr iting out a ull detailedreport, ESPECIALLY one that is intended to be read by someone other
than the writer at a later date.
Witness / es ... am I supposed to have a witness ... two o them?
Why is Reported by less important that the witnesses names?
Address and Phone elds are the same size
Why is the title or position o the Reporter more important than their
name visually?
Visual Heirachy Issue is resolved, also the name & address is added
Line Leading is now based upon handwriting test
Time & Location elds are now an appropriate size
Now the subject matter is a choice ... as well as the option o Other
The required tone is explained, as well as what is needed
Now, the option o 1 or 2 witnesses is available ... but unexplained.
Right at the top the User has both Subject and Reporter
Address & Phone elds are now an appropriate size
No longer listed ... i needed, it must be or all people or no one
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3736
1
2
3
4
5
6
7
8
9
0
Visual Heirachy Issue between Memorial Union and Incident Report
Line Leading is too tight or average usage
Time & Location elds are the same size
Wording both leads the User & leaves it too open ended
Instructions are lacking in what they request & the required tone
Big blank eld is near-impossible to use when wr iting out a ull detailedreport, ESPECIALLY one that is intended to be read by someone other
than the writer at a later date.
Witness / es ... am I supposed to have a witness ... two o them?
Why is Reported by less important that the witnesses names?
Address and Phone elds are the same size
Why is the title or position o the Reporter more important than their
name visually?
Visual Heirachy Issue is resolved, also the name & address is added
Line Leading is now based upon handwriting test
Time & Location elds are now an appropriate size
Now the subject matter is a choice ... as well as the option o Other
The required tone is explained, as well as what is needed
Now, the option o 1 or 2 witnesses is available ... but unexplained.
Right at the top the User has both Subject and Reporter
Address & Phone elds are now an appropriate size
No longer listed ... but it needs to be or all persons listed
Key words are Bolded, nal instructions or Witnesses are added, certain
lines are sotened to increase visual hierachy, and the title is enlarged.
Final result: A orm that is easier to use, easier to read, and easier to re-
erence / skim or key inormation.
Time:
Describe the Incident in Full Detail, Remain as Impartial in your Report as possible (answer Who, What, When,Where, and Why)
When you are nished lling out this Incident Report, have a witness (if possible) review the contents and sign below.
Witness: Witness:
Reported by:
Subject:Natureof Incident:
Date of Incident:
Incident Report
Location:
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The overuse o this orm or copies has lead to a wearing down o this
grey bar- very hard to read once it has been digitally scanned,
The use o Black on a 50% grey background was hard to read beore,
now its near impossible. Especially condidering its the headline.
Name & Local Phone elds are the same size
Hard to write in such a small space
The user is given a horizontal boz in which to wr ite out a list
(the blank space dosent help or wrting out the details. Also, not much room)
Bad. Just Bad. Near impossible to ll out, inormation that should read
horizontal is given a at square (not rectangle) to live in
same amount o space or your supervisors name as or the entire list o
your duties...
(also, why is soo much room given to your phone number?)
Name, Address, and Phone elds are the same size
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4140
The overuse o this orm or copies has lead to a wearing down o this
grey bar- very hard to read once it has been digitally scanned,
The use o Black on a 50% grey background was hard to read beore,
now its near impossible. Especially condidering its the headline.
Name & Local Phone elds are the same size
Hard to write in such a small space
The user is given a horizontal boz in which to wr ite out a list
(the blank space dosent help or wrting out the details. Also, not much room)
Bad. Just Bad. Near impossible to ll out, inormation that should read
horizontal is given a at square (not rectangle) to live in
same amount o space or your supervisors name as or the entire list o
your duties...
(also, why is soo much room given to your phone number?)
Name, Address, and Phone elds are the same size
A digital version o the orm is now availale to print when needed
The Background has been reduced to 15%
Name o the applicant is given special prominence,while phone numbers / addresses are given more traditional space
A special section is designated, and by placing the number rst, the reader is able to
ascertain the hierachy that much easier
Lines have now been provided, as well as a clearer explanation o what is requested
The area has now been broken up into a series o three columns, less o an essay is now
requested, and more or a brie set o guidlines.
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- Frank. Long
One Size Fits Nobody
http://inocentre.rontend.
com/inocentre/articles/inter-
aceintheenviroment.html
project threeOn Site Visit
le researching a touch screen inter ace
a printing machine, we discovered that
ng a particular phase o the cleaning
ocess the operators hands would get
ed with ink. In order to complete the
cess the operator had to interact with
touch screen, transerring the ink onto
his made the remainder o the instruc-
s and eedback dicult to read- until
the screen was cleaned..
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sea spray
dominantwinddirection
small sand dunes
wind blasted hill
a small birds ootprint
no sea spray
inthelee side otheoutcropping
gnd cd
on bc, or.
The Location: Ona Beach, OR
The Assignment: Over the course o 2 hours, identiy some aspect o
your Thesis Project and do somthing that relates to it.
My Solution: To conduct an impromptu On-Site visit, in order to learn somthing
specic about this area that might impact a uture Design project
Natures Elemets
Human Impact
and how they interact
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trad. trail markers
a seat cut into a tree
an old campre
no sea spray
sea spray
winds efect on the hill & houses
The dominant wind / sea spray patterns o the coast, very improtant to consider when designing or:
1) Beach goes
2) The residents
3) The elements themselves.
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project ourSample UsabilityAssessment Test
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5150
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