81
Designing for Usability: Key Principles and What Designers Think John D. Gloud And Clayton Lewis PAPERS WE LOVE Seoul Chapter Victoria Bondarchuk @seoul_victoria

Designing for usability: key principles and what designers think

Embed Size (px)

Citation preview

Page 1: Designing for usability: key principles and what designers think

Designing for Usability: Key Principles and What Designers Think John D. Gloud And Clayton Lewis

PAPERS WE LOVE Seoul Chapter

Victoria Bondarchuk @seoul_victoria

Page 2: Designing for usability: key principles and what designers think

ACM: Communications MagazineVolume 28 Issue 3, March 1985 Pages 300-311

Page 3: Designing for usability: key principles and what designers think

Authors

John D. Gould

© Photo by IBM Research www.ibm.com

IBM RESEARCH, Human Factors and Ergonomics Society President

John Gould had engaged in human factors research since the late 1960s. He initiated empirical studies of programming and software design and use.

Page 4: Designing for usability: key principles and what designers think

Authors

IBM RESEARCH, Ph.D., Professor of Computer Science, Scientist in Residence, Coleman Institute for Cognitive Disabilities, University of Colorado

Clayton Lewis © Photo by University of Colorado https://connections.cu.edu/stories/five-questions-clayton-lewis

Page 5: Designing for usability: key principles and what designers think

“Any system designed for people to use should be EASY TO LEARN, USEFUL, that is, contain functions people really need in their work, and be EASY AND PLEASANT TO USE”

Preface

Page 6: Designing for usability: key principles and what designers think

THREE PRINCIPLES FOR SYSTEM DESIGN

CONTRAST BETWEEN RECOMMENDED PRINCIPLES AND WHAT DESIGNERS SUGGEST

WHY THE PRINCIPLES ARE UNDERVALUED

ELABORATION OF THE PRINCIPLES

CASE STUDY - IBM’S AUDIO DISTRIBUTION SYSTEM

Chapters

Page 7: Designing for usability: key principles and what designers think

1. EARLY FOCUS ON USERS & TASKS

2. EMPIRICAL MEASUREMENTS

3. ITERATIVE DESIGN

Page 8: Designing for usability: key principles and what designers think

Designers must understand who the users will be. By directly studying their cognitive and behavioral characteristics, and the nature of the work expected to be accomplished.

1. EARLY FOCUS ON USERS & TASKS

2. EMPIRICAL MEASUREMENTS

3. ITERATIVE DESIGN

Page 9: Designing for usability: key principles and what designers think

Early in the development process, intended users should use simulations and prototypes to carry out real work, and their performance and reactions should be observed, recorded, and analyzed.

1. EARLY FOCUS ON USERS & TASKS

2. EMPIRICAL MEASUREMENTS

3. ITERATIVE DESIGN

Page 10: Designing for usability: key principles and what designers think

Design must be iterative: There must be a cycle of design, test and measure, and redesign, repeated as often as necessary.

1. EARLY FOCUS ON USERS & TASKS

2. EMPIRICAL MEASUREMENTS

3. ITERATIVE DESIGN

Page 11: Designing for usability: key principles and what designers think

1. EARLY FOCUS ON USERS & TASKS

2. EMPIRICAL MEASUREMENTS

3. ITERATIVE DESIGN

Page 12: Designing for usability: key principles and what designers think
Page 13: Designing for usability: key principles and what designers think

Conference on Human Factors in Computing Systems December 12-15, 1983, Boston

© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/

Page 14: Designing for usability: key principles and what designers think

26%“0”

© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/

Page 15: Designing for usability: key principles and what designers think

© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/

26%“0”

35%“1”

Page 16: Designing for usability: key principles and what designers think

© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/

26%“0”

35%“1”

24%“2”

Page 17: Designing for usability: key principles and what designers think

26%“0”

© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/

35%“1”

24%“2”

16%“3”

Page 18: Designing for usability: key principles and what designers think

© Photo by IBM 1620 at Rutgers University Via Bill Wetzel, https://theinvisibleagent.wordpress.com/

“Do you follow the principles?”

Page 19: Designing for usability: key principles and what designers think

THREE PRINCIPLES FOR SYSTEM DESIGN

CONTRAST BETWEEN RECOMMENDED PRINCIPLES AND WHAT DESIGNERS SUGGEST

WHY THE PRINCIPLES ARE UNDERVALUED

ELABORATION OF THE PRINCIPLES

CASE STUDY - IBM’S AUDIO DISTRIBUTION SYSTEM

Chapters

Page 20: Designing for usability: key principles and what designers think

“Understanding potential users”

“Identifying” “Describing”“Stereotyping”

VS

Comparing Understanding of the Principles

AUTHORS SURVEY RESPONSE

1. EARLY FOCUS ON USERS & TASKS

Page 21: Designing for usability: key principles and what designers think

VS.

Picture credit:I Dr. Morgan gives a pretest to children from the Philippines, http://www.uxbooth.com/

Comparing Understanding of the Principles

“Bringing the design team into direct contact with potential users”

“Hearing or reading about users”VS“Examination of user profiles”

AUTHORS SURVEY RESPONSE

1. EARLY FOCUS ON USERS & TASKS

“Average users” “Group of a variety of experts”

Page 22: Designing for usability: key principles and what designers think

Comparing Understanding of the Principles

VS.“Conducting behavioral measurements with real users”

VS“A system test”

“Testing the completed system-use it by ourselves”

AUTHORS SURVEY RESPONSE

2. EMPIRICAL MEASUREMENTS

Page 23: Designing for usability: key principles and what designers think

Comparing Understanding of the Principles

VS.“Conduct iterative user testing early in the development process”

VS“First designing the system and then and verifying the design with users”

AUTHORS SURVEY RESPONSE

2. EMPIRICAL MEASUREMENTS

Page 24: Designing for usability: key principles and what designers think

Comparing Understanding of the Principles

VS.“Design, build, measure and iterate as many times as needed”

“If time permits iterate the design”VS

“Build prototype, code software, review”

3. ITERATIVE DESIGN

AUTHORS SURVEY RESPONSE

Page 25: Designing for usability: key principles and what designers think

THREE PRINCIPLES FOR SYSTEM DESIGN

CONTRAST BETWEEN RECOMMENDED PRINCIPLES ANS WHAT DESIGNERS SUGGEST

WHY THE PRINCIPLES ARE UNDERVALUED

ELABORATION OF THE PRINCIPLES

CASE STUDY - IBM’S AUDIO DISTRIBUTION SYSTEM

Chapters

Page 26: Designing for usability: key principles and what designers think

DESIGNERS UNDERESTIMATE USER DIVERSITY

Why the principals are undervalued

POSSIBLE EXPLANATION

ANSWER

NOVICE USERS ALWAYS HAVE TROUBLE WITH THE PRODUCT THAT DESIGNERS NEVER ENCOUNTER

Page 27: Designing for usability: key principles and what designers think

Learning to use word processors: problems and prospects Mack. R.. Lewis, C.H.. and Carroll, J (1983)

Case Study

“When you delete you take out. Do you add when you put in?”

© Photo by IBM: A 4-user Astrotype system using a DEC PDP minicomputer and IBM Electric terminals. https://en.wikipedia.org/wiki/Word_processor

Page 28: Designing for usability: key principles and what designers think

Why the principals are undervalued

DESIGNERS OVERESTIMATED USER DIVERSITY

IT IS MUCH BETTER TO IDENTIFY SOME PROBLEMS THAT SOME USERS WILL HAVE THAN NOT TO IDENTIFY ANY

POSSIBLE EXPLANATION

ANSWER

Page 29: Designing for usability: key principles and what designers think

Why the principals are undervalued

DESIGNERS THINK USERS DON’T KNOW WHAT THEY NEED

PRESENT NEW IDEAS IN A WAY THAT MAKES IT EASIER FOR USER TO RELATE THEM TO THEIR CONCERNS

POSSIBLE EXPLANATION

ANSWER

Page 30: Designing for usability: key principles and what designers think

Case Study

Lisa Computer System (Apple) testing

© Photo by Byte-magazine-1983, https://archive.org/

Page 31: Designing for usability: key principles and what designers think

Case Study

© Photo by Byte-magazine-1983, https://archive.org/

Page 32: Designing for usability: key principles and what designers think

Why the principals are undervalued

DESIGNERS THINK THEIR JOB DOESN’T REQUIRE IT OR PERMIT IT

COMPETITIVE NECESSITY WILL EVENTUALLY BREAK DOWN THESE OBSTACLES AND TRADITIONS

POSSIBLE EXPLANATION

ANSWER

Page 33: Designing for usability: key principles and what designers think

Why the principals are undervalued

DESIGNERS BELIEF IN THE POWER OF REASON

ANALYTIC APPROACHES CANNOT SUBSTITUTE EMPIRICAL METHODS

POSSIBLE EXPLANATION

ANSWER

Page 34: Designing for usability: key principles and what designers think

Case Study

Page 35: Designing for usability: key principles and what designers think

Case Study

For very short documents

Filling in forms

Page 36: Designing for usability: key principles and what designers think

Why the principals are undervalued

GOOD DESIGN MEANS GETTING IT RIGHT FIRST TIME

IT IS IMPOSSIBLE TO FORECAST THE BEST USER INTERFACE - IT CAN BE ONLY DETERMINED EMPIRICALLY

POSSIBLE EXPLANATION

ANSWER

Page 37: Designing for usability: key principles and what designers think

Why the principals are undervalued

TIME CONSUMING AND EXPENSIVE

USER TESTING WILL HAPPEN ANYWAY, CHANGES THAT MADE AFTER THE PRODUCT IS FINISHED MORE EXPENSIVE THAN THOSE MADE IN DEVELOPMENT

POSSIBLE EXPLANATION

ANSWER

Page 38: Designing for usability: key principles and what designers think

Why the principals are undervalued

DESIGNERS BELIEVE IN POWER OF TECHNOLOGY WILL SUCCEED AND PEOPLE WILL BUY IN SPITE OF INTERFACE

USER INTERFACE IS THE PRODUCT QUALITY WILL BE INCREASING WHICH WILL EXERT POWERFUL EFFECTS IN THE MARKET PLACE

POSSIBLE EXPLANATION

ANSWER

Page 39: Designing for usability: key principles and what designers think

THREE PRINCIPLES FOR SYSTEM DESIGN

CONTRAST BETWEEN RECOMMENDED PRINCIPLES ANS WHAT DESIGNERS SUGGEST

WHY THE PRINCIPLES ARE UNDERVALUED

ELABORATION OF THE PRINCIPLES

CASE STUDY - IBM’S AUDIO DISTRIBUTION SYSTEM

Chapters

Page 40: Designing for usability: key principles and what designers think

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Page 41: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

ORGANIZE THE WORK

PRELIMINARY UI SPECIFICATION

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 42: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

ORGANIZE THE WORK

PRELIMINARY UI SPECIFICATION

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 43: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

ORGANIZE THE WORK

PRELIMINARY UI SPECIFICATION

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

CANNOT BE LOOKED UP IN A BOOK

Page 44: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

ORGANIZE THE WORK

PRELIMINARY UI SPECIFICATION

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS

CANNOT BE LOOKED UP IN A BOOK

DIRECT CONTACT

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 45: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 46: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION DESCRIPTION OF

THE INTENDED USER

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 47: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

TEST SCENARIO

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

DESCRIPTION OF THE INTENDED USER

Page 48: Designing for usability: key principles and what designers think

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

MEASUREMENT CRITERIA

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

TEST SCENARIO

DESCRIPTION OF THE INTENDED USER

Page 49: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 50: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

ENTIRE UI DESIGNED BY A SINGLE GROUP!

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 51: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 52: Designing for usability: key principles and what designers think

FLEXIBLE PROTOTYPING

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 53: Designing for usability: key principles and what designers think

MODULAR IMPLEMENTATION

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

FLEXIBLE PROTOTYPING

Page 54: Designing for usability: key principles and what designers think

THREE PRINCIPLES FOR SYSTEM DESIGN

CONTRAST BETWEEN RECOMMENDED PRINCIPLES ANS WHAT DESIGNERS SUGGEST

WHY THE PRINCIPLES ARE UNDERVALUED

ELABORATION OF THE PRINCIPLES

CASE STUDY - IBM’S AUDIO DISTRIBUTION SYSTEM

Chapters

Page 55: Designing for usability: key principles and what designers think

Enhanced dictation system, in which dictated memos could be filed and retrieved, and routed to a transcription center.

© Photo by IBM 224 Dictating Unit Ad: https://www.youtube.com/watch?v=hCuAYwVVVMc

IBM 224 Dictating Unit (1960s)

Preliminary Specification of the User Interface

INITIAL IDEA SURVEY RESPONSE

Page 56: Designing for usability: key principles and what designers think

Dr. Stephen BoiesManager of IBM’s Office of Application Research and developer of IBM’s ADS

© Photo by IBM Research www.ibm.com

Page 57: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

ORGANIZE THE WORK

PRELIMINARY UI SPECIFICATION

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 58: Designing for usability: key principles and what designers think

• Managers and professional people.

Critical Information About the Users

• Do not have computer terminals • They travel frequently • Access to the system away from

the office is important

TARGET USER

CHARACTERISTIC

© Photo by IBM 224 Dictating Unit Ad: https://www.youtube.com/watch?v=hCuAYwVVVMc

Page 59: Designing for usability: key principles and what designers think

Fist Insight

© Photo by bt.com

Page 60: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 61: Designing for usability: key principles and what designers think

• MATCHING THE FUNCTIONS AS CLOSELY AS POSSIBLE TO USER NEEDS

• MAKING THE USER INTERFACE AS SELF-EXPLANATORY AS POSSIBLE

Develop Behavioral Goals

Page 62: Designing for usability: key principles and what designers think

More User Research Insights

• From Enhanced Dictation System to Audio Distribution System (Voice Messaging)

• Pushing a lot of keys • Remember the digits for specific commands • The necessity to read documentation or spend time for training

• Pending Message Box

MAIN FEATURE

USERS SUGGESTED

USERS DIDN’T LIKE

Page 63: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 64: Designing for usability: key principles and what designers think

The architecture and the designers’ motivation, was flexible enough to allow iterative design.

Organize the Work

FLEXIBILITY TOWARDS DESIGN CHANGE

ENTIRE SYSTEM DESIGNED BY A SIGLE GROUP

Page 65: Designing for usability: key principles and what designers think

BUILD

TEST BEHAVIORAL GOALS

IMPROVE

COLLECT CRITICAL INFORMATION ABOUT THE USERS

DEVELOP BEHAVIORALGOALS ORGANIZE

THE WORK

PRELIMINARY UI SPECIFICATION

Principles Applied to Development

INITIAL DESIGN ITERATIVE DEVELOPMENT

Page 66: Designing for usability: key principles and what designers think

• Simple but flexible simulation tool • Easily changed without programing

Iterative Development

PROTOTYPE

© Photo IBM Archives: https://www-03.ibm.com/ibm/history/exhibits/system7/system7_PH03.html

Page 67: Designing for usability: key principles and what designers think

Iterative Development

Page 68: Designing for usability: key principles and what designers think

• Simulator incorporated as the actual user interface of the system

• Final IBM ADS was controlled by tables identical to those used in “programming” the simulator

• Changes to the user interface of the actual system could be made with no reprogramming whatsoever

Iterative Development

MODULAR DEVELOPMENT

Page 69: Designing for usability: key principles and what designers think

Case Study

RECORDR- TRANSMITT-

R T

Page 70: Designing for usability: key principles and what designers think

Case Study

S- T-SEND TALK

S T

Page 71: Designing for usability: key principles and what designers think

Case Study

S- T-SEND TALK

S T

“I want to SEND a message to Smith”

Page 72: Designing for usability: key principles and what designers think

Case Study

“ADD A COMMENT”

Page 73: Designing for usability: key principles and what designers think

Case Study

ADS asked users: “Do you want to add a comment at the beginning of the message, add a comment where you stopped listening, or erase the message and start over.”

Page 74: Designing for usability: key principles and what designers think

Case Study

“INSERT A COMMENT”“ADD A COMMENT” VS

Page 75: Designing for usability: key principles and what designers think

Majority of new users learn ADS with no training, which is radically different from what was found for the earliest ADS prototype and for new users of most computer systems today.

Result

BEHAVIORAL GOALS ARCHIVED

Page 76: Designing for usability: key principles and what designers think

● The 1984 Atlanta Olympic Games with 7 systems serving 7800 athletes and 6000 staff — and computer voice prompts in 12 languages for 55,000 messages

● General Motors, USA with 8 ADS systems saving 30% of the costs of its long-distance calls

● Insurance companies across America and Europe

Use of the System

© Photo from paper “The 1984 Olympic Message System: A Test Of Behavioral Principles Of System Design”

Page 77: Designing for usability: key principles and what designers think

© Photo by IBM Research www.ibm.com

Page 78: Designing for usability: key principles and what designers think

GOOD DESIGN

IS UNPREDICTABLE

LESSON LEARNED

Page 79: Designing for usability: key principles and what designers think

Paper Conclusions

Suggested principles can improve usability

Survey data shows that these principle are not intuitive

There is one case history, which indicate that the principles lead to usable systems.

Page 80: Designing for usability: key principles and what designers think

Critics

• Designers should not assume that these principles are the only ones to apply.

• Systems need to possess other attributes to ensure they are feasible and maintainable, and the final design may have to be a compromise as a result.

F. Terry Baker, Computing Reviews

Page 81: Designing for usability: key principles and what designers think

Reading List

1.The 1984 Olympic Message System: A Test Of Behavioral

Principles Of System Design

Gould, Stephen J. Boies, Stephen Levy, John T. Richards, And Jim

Schoonard

2.Learning To Use Word Processors: Problems And Prospects

Mack.R., Lewis, C.H., And Carroll J.

3.The Lisa Computer System

Williams, G. Byte (1983), 33-50.