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Designing for Usability: Key Principles and What Designers Think John D. Gloud And Clayton Lewis
PAPERS WE LOVE Seoul Chapter
Victoria Bondarchuk @seoul_victoria
ACM: Communications MagazineVolume 28 Issue 3, March 1985 Pages 300-311
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.
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
“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
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
1. EARLY FOCUS ON USERS & TASKS
2. EMPIRICAL MEASUREMENTS
3. ITERATIVE DESIGN
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
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
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
1. EARLY FOCUS ON USERS & TASKS
2. EMPIRICAL MEASUREMENTS
3. ITERATIVE DESIGN
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/
26%“0”
© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/
© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/
26%“0”
35%“1”
© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/
26%“0”
35%“1”
24%“2”
26%“0”
© Photo by Ben Shneiderman http://www.computerhistory.org/atchm/computer-pioneers-photos-from-the-field/
35%“1”
24%“2”
16%“3”
© Photo by IBM 1620 at Rutgers University Via Bill Wetzel, https://theinvisibleagent.wordpress.com/
“Do you follow the principles?”
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
“Understanding potential users”
“Identifying” “Describing”“Stereotyping”
VS
Comparing Understanding of the Principles
AUTHORS SURVEY RESPONSE
1. EARLY FOCUS ON USERS & TASKS
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”
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
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
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
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
DESIGNERS UNDERESTIMATE USER DIVERSITY
Why the principals are undervalued
POSSIBLE EXPLANATION
ANSWER
NOVICE USERS ALWAYS HAVE TROUBLE WITH THE PRODUCT THAT DESIGNERS NEVER ENCOUNTER
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
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
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
Case Study
Lisa Computer System (Apple) testing
© Photo by Byte-magazine-1983, https://archive.org/
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
Why the principals are undervalued
DESIGNERS BELIEF IN THE POWER OF REASON
ANALYTIC APPROACHES CANNOT SUBSTITUTE EMPIRICAL METHODS
POSSIBLE EXPLANATION
ANSWER
Case Study
Case Study
For very short documents
Filling in forms
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Dr. Stephen BoiesManager of IBM’s Office of Application Research and developer of IBM’s ADS
© Photo by IBM Research www.ibm.com
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
• 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
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
• MATCHING THE FUNCTIONS AS CLOSELY AS POSSIBLE TO USER NEEDS
• MAKING THE USER INTERFACE AS SELF-EXPLANATORY AS POSSIBLE
Develop Behavioral Goals
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
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
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
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
• 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
Iterative Development
• 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
Case Study
RECORDR- TRANSMITT-
R T
Case Study
S- T-SEND TALK
S T
Case Study
S- T-SEND TALK
S T
“I want to SEND a message to Smith”
Case Study
“ADD A COMMENT”
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.”
Case Study
“INSERT A COMMENT”“ADD A COMMENT” VS
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
● 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”
© Photo by IBM Research www.ibm.com
GOOD DESIGN
IS UNPREDICTABLE
LESSON LEARNED
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.
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
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.