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Jeff Patton [email protected] www.AgileProductDesign.com Please join a work group of 4-6 people – thanks. Collaboratively designing and testing user interface that help your users succeed Copyright is held by the author/owner(s). OOPSLA 2007, October 21–25, 2007, Montréal, Québec, Canada. ACM 07/0010. from Use to User Interface from Use to User Interface

From Use to User Interface

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From Use to User Interface- This 3-4 hour tutorial describes a practical approach to translating the goals users would like to achieve and the tasks they wish to accomplish into user interface designs that effectively support those goals and tasks.

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Page 1: From Use     to User Interface

Jeff [email protected]

www.AgileProductDesign.com

Please join a work group of 4-6 people – thanks.

Collaboratively designing and testing user interface that help your users succeed

Copyright is held by the author/owner(s).

OOPSLA 2007, October 21–25, 2007, Montréal, Québec, Canada.

ACM 07/0010.

from Use toUser

Interface

from Use toUser

Interface

Page 2: From Use     to User Interface

©Alistair Cockburn2005-6

PEOPLE Learn Skills in a 3-stage Progression: Follow / Break Away / Achieve Fluency

Level 1: following (shu)Learn “a technique that works”(Success = following the technique)

Level 2: breaking away ( ha )Learn limits of the technique

Learn to shift between techniques

Level 3: fluent ( ri )Shift techniques at any momentPossibly unable to describe the shifts

Page 3: From Use     to User Interface

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 3

We’ll be using a process miniature to explore and practice product design techniques

We’ll practice each technique in an abbreviated manner

You’ll get just enough time to feel what the technique is like to practice – but not enough to practice it well

Practicing it well, takes… practice

Pay attention to what’s working and what’s troublesome for you about the technique

Page 4: From Use     to User Interface

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 4

Section 1: Starting With Use

13:30 – 15:00

User Experience Distilled Using Garrett’s Elements Model

Exploring Use Elements of Use: User, Goal, Context Use Cases, Task Models, User Scenarios

The User Story

Identifying User Needs as Canonical Components

The Interaction Context & Component Placement

Page 5: From Use     to User Interface

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 5

User Experience is Built From Dependent Layers

Jesse James Garrett’s Elements of User Experience

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 6

The Surface Layer Describes Finished Visual Design Aspects

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 7

The Skeleton Describes Screen Layout and Functional Compartments in the Screen

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 8

Structure Defines Navigation from Place to Place in the User Interface

task panes

modal dialogs

modal wizards

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 9

The Places in the User Interface are Built to Support User Tasks

user tasks:• enter numbers• enter text• enter formulas• format cells• sort information• filter information• aggregate information• graph data• save data• import data • export data• print • …..

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 10

Business Goals Drive User Constituencies and Contexts Supported To Form Strategy

business goals:• displace competitive products• motivate sale of other

integrated products• establish file format as default

information sharing format• …user constituencies:• accountant• business planner• housewife• …usage contexts:• office desktop• laptop on airplane• pda in car• …

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 11

Garret’s Elements of Ux Stack Applies to the User Experience of Other Complex Products

These layers of concerns apply not only to software but a variety of products.

In particular, products that support a wide variety of user tasks benefit from this kind of thinking.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 12

Let’s Look At a Product We All Use: The Place We Live

goals:• live comfortably • eat well• stay clean• be healthy• keep up with Jones’s• …user constituencies:• me• spouse• child• …usage contexts:• suburban neighborhood• near good schools• near shopping• …

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 13

What might I do to reach my goals?

user tasks:• store food• prepare food• eat food• sleep• bathe• store changes of clothing• stay out of rain• entertain guests• entertain self• …

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 14

Arranging tasks by affinity allows me to think about contexts that best support tasks. Contexts in a home have common names we all know.

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 15

When designing a particular interaction context – a kitchen for instance – I optimize layout and tool choices to support tasks I’ll do there.

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 16

I’m going to spend a lot of time here, I want my experience to be as pleasant as possible…

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 17

Understanding the relationshipbetween goals, tasks, & tools is critical

Software Product

Goals

Tasks

ToolsFeatures

one or more users engaged in many tasks in support of a

common high level goal is often referred to as

workpractice

Surface

Skeleton

Structure

Scope

Strategy

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 18

Garrett’s model provides helpful guidance for tool builders

Surface

Skeleton

Structure

Scope

Strategy Goals

Tasks

Tools

• Business Goals• User Model with

User Goals

• Architectural Goals Based On Context of Use

• User Tasks & Activities, or Use Cases• Technology Independent

• Navigation Map• Page Wireframes• UI Design Guidelines

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19

Today we’ll place our focus on tool-building: the structure, skeleton, & surface

Surface

Skeleton

Structure

Scope

Strategy

User Interface Prototyping Activities

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 20

Getting started with a UI design problem

Read the Barney’s Information Kiosk problem on pages 35-36

Begin thinking about: Business goals Users and their goals The types of user tasks users would likely choose to reach their goals A kiosk tool that might support those tasks

(5 minutes)

As a workgroup discuss the users, goals, and most likely tasks performed on the kiosk

Try to talk about tasks without talking about the kiosk (tool) – this can be difficult

(5 minutes)

Barney’s

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 21

To design a tool, we first need to understand use – the preceding layer

Elements of Use:

A Type of User Actor User Role User Profile User Persona

User Goal If I as a user accomplish this goal, I’ll consider myself successful. Look for goals that motivate the use of software

Context of Use Where and when will I be when I’m trying to accomplish this goal? What other activities might I be engaged in when I attempt this goal?

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 22

Modeling Use

Various types of models are used to capture what we understand about users engaged in tasks in pursuit of a goal.

Workflow Model Use Case User Task Model User Scenario User Story

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 23

activity

User Interface Designers Often Use “User Tasks” to Describe What People Do

Tasks require intentional action on behalf of a tool’s user

Tasks have an objective that can be completed

Tasks decompose into smaller tasks

Activities are used to describe a broader goal, one that might use many tasks, any may or may not ever be completed.

“Read an email message” is a task, “Managing email” is an activity.

task

task task task task

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 24

Use Cockburn’s goal level to understand the abstraction level of a user task

Start to think about user interface design at sea level or above.

* from Cockburn’s Writing Effective Use Cases

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 25

A Agile User Story Might Model Use... It’s Easier to Design User Interface if it Does

Originally eXtreme Programming described a user story as a small amount of text written on an index card to function as a reminder for a conversation between developer and customer.

From Wikipedia:“A user story is a software system requirement formulated as one or two sentences in the everyday

language of the user.”

The user story form credited to Rachel Davies in Cohn’s User Stories Applied combines user, task, and goal:

As a [type of user]

I want to [perform some task]

so that I can [achieve some goal]

As a harried shopper

I want to locate a specific CD in the store

so that I can purchase it quickly, leave, and continue with my day.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26

User S

tory

User stories may describe user tasks or the tool that supports them

Software Product

Goals

Tasks

Tools

As a harried shopper

I want to locate a specific CD in the store

As a harried shopper

I want to enter a CD title into the search box and initiate a search

More task-centric:

More tool-centric:

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 27

Favor user task-centric stories to base UI design on

Especially during early scoping and release planning project stages

Especially before prototyping and testing proposed user interfaces

Be prepared to split task-centric user stories as necessary to:

defer expensive-to-implement user interactions for future release. to break up large user interface construction into more manageable pieces.

Stories may become more tool-centric over time, and closer to development time

Defer tool-centricity to the latest responsible moment

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28

Constantine & Lockwood’s Essential Use Case or “Task Case” is an easy way to begin to describe tool use

A use case focusing on the interaction between user and system

Avoid describing what the user specifically does by focusing on the user’s intention

Determine the system responsibilities based on user goals and expectations

User Intention System Responsibility

Step one

System response

Step two

System response

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 29

Activity: Write an Essential Use Case

Review the business problem from your handouts (4-5 minutes)

As a team, using supplies on the table, write an essential use case for:

User: Casual BrowserTask: Find most current release for a particular artist

As a casual browser I want to find the most current release for a particular artist so that I can get more information to make a buying

decision.

(10 minutes)

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 30

Begin to envision a solution by writing a user scenario

A user scenario tells a story about a main character with a problem or goal

The scenario describes how our character reaches their goal using the proposed product

The scenario includes important facts, external context important to use, and goals and concerns of our character

The scenario should include interesting plot points that help us envision the more important aspects of the system

The scenario can gloss over uninteresting details

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31

User scenario: Field Manager enters daily shift performance reports

Field Manager’s Scenario

The shift has just ended and his reps are coming up with their totals. They have printed sheets with totals written on them. Steve quickly looks them over and signs them off. His assistant manager brings him other sheets with totals he’s signed off.

In between visits by reps, Steve opens his Field Manager Workbench on his laptop. After logging in he sees today’s date and the planned number of applications his reps should be gathering – 180 for today.

He also sees yesterday’s numbers, and last week’s numbers, and the last 30 days in graph that shows applications relative to approval rate. Last week’s numbers were bad, and it’s the last week of the month, so Steve knows he’s got to do well today.

Steve clicks “enter rep performance data.” He shuffles his reps performance sheets and grabs the first one.

5. The date is defaulted to today, and the shift is defaulted to ‘morning’ since he hasn’t yet entered info for today. Steve begins to enter the reps name, but after a few characters the system auto-completes his name.

6. The rep’s ID is already filled in, along with the code for the credit card promotion they’re working on today.

7. Steve fills in the shift information for his rep. He then enters the total number of applications taken.

8. It looks like from the notes on this sheet that this rep left sick two hours early. Steve adds a note about this in the system.

9. Time passes as more reps bring in their sheets and Steve completes entering them in between conversations.

10. After all the sheets are done, Steve looks at a summary screen for the day. It looks like he’s close to his goal. If the next shift continues at this rate he’ll beat the plan by 5% or so. That’s good.

11. Steve validates that the base pay is correct at $5 per app, and that he’s set an individual bonus giving reps $50 each if they reach 20 apps. Next to each rep he sees the calculated pay, base, bonus, and total pay for the day.

12. The annual sale at Macy’s has brought a lot of people in today. Steve chooses a “sale increases mall foot traffic” code to add to his shift data sheet. Frank, his boss, has pestered him to make sure he includes this type of information in his daily summaries.

Steven

• Credit Card Marketing Field Manager

• Steven is a field manager working at the local shopping center. He’s in the middle of a long workday supervising 13 reps who are busy talking to people trying to convince them to apply for a credit card.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 32

Leveraging your task workflow model, write a user scenario for your focal user

Begin to think of a kiosk that will make the life of your focal user better

Tell a story of typical use

Include interesting plot points

Include goals and pains of your user

Describe how the system helps the user overcome problems or achieve goals

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 33

Identifying UI tools that allow the system to meet its responsibilities to its user as abstract UI components

For each system responsibility, what sort of tool will the system need to offer to meet that responsibility to the user?

Preliminarily decide on tools as abstract components. An abstract component (describe by Larry Constantine) refers to a

general type of component with a certain responsibility

Container: contains and presents information.

Action: allows execution of an action.

Actionable Container: contains and presents information and allows the information to be acted on through selection or manipulation.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 34

Exercise: Identify the abstract components in your essential use case

Using post-it notes, identify abstract components to support your essential use case, and the essential use case in your handouts.

Give each component a descriptive name that suggests its responsibility.

(10 minutes)

Selectable List

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 35

Interaction Contexts Gather Tools to Support Tasks

An Interaction Context is an abstract “place” in your software that supports a number of tasks.

When the goal of a user changes, it’s grounds for an interaction context change.

For our design problem possible contexts might be:

Starting Point: give the user a clear starting point for starting a search for titles in the store.

Search Return: Evaluation: help the user decide if the searched for items were the items she was looking for or an easy way to reinitiate the search if not. Also aid in the quick decision to buy any successfully found item.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 36

Exercise: Build Up Interaction Contexts

As a group decide on and name your interaction contexts.

Use a name that suggests the type of tasks the context supports.

For each interaction context set aside a sheet of paper or card stock.

Relocate your post-it note abstract components to each context. If components belong in more than one context, write more post-it notes.

(10 minutes)

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From Use to User Interface

Jeff [email protected]

Page 38: From Use     to User Interface

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 38

Section 2: Designing & Validating For Use

15:30 – 17:00

Building a Paper UI Prototype

Testing the Paper Prototype

Usability vs. Visual Design

Williams’ Simple Visual Design Heuristics

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 39

Paper Prototyping Basics

Tools Card Stock (use for screen backgrounds and cut up for components) Index Cards (lined cards make great lists) Scissors or Xacto knife Cello tape Repositionable tape Pencils Sharp felt tip pens Transparency film (great to write on)

Team approach Someone direct traffic Various people build components Someone assemble the user interface from the components Someone continuously review what’s being assembled against your use

case – will it work?

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 40

Paper Prototyping Kit Demonstration

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 41

Finished prototypes are pieced together from moveable and removable paper components

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 42

Exercise: Build Your Prototype

As a team within the short time-box, build your prototype to support the two user stories:

As a casual browser I want to find the most current release for a particular artist -and- As an impatient buyerI want to find the location of a specific CD quickly

Suggestions: One or more people build components One or more assemble the prototype using the components Someone use the task cases to validate the UI supports these user stories

(15 minutes)

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 43

Preparing to Testing Your Paper Prototype

Identify test subjects Should match the characteristics and skills of our your target user constituencies Actual end users or stand-ins

Identify tasks to test

Assemble your test team facilitator computer observers

Coach the test team on the testing personalities: flight attendant sports caster scientist

Decide on test approach – single or paired subjects

Setup your testing facility

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 44

Run Your Usability Test

Facilitator introduces the team.

Facilitator introduces tasks to perform and goals, then invites test participants to “think out loud” and begin.

Facilitator plays sports-caster; keeps subject talking, narrating when necessary.

Observers record data – use post-it notes to make downstream analysis move faster.

When the test is complete observers may ask test participants questions.

Thank test participants.

Consolidate data. How many issues did you detect? Consider

issues as items you’d change.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 45

Testing In Action

Page 46: From Use     to User Interface

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 46

Exercise: Test Your Paper Prototype

(10 minutes)casual browser, find the most current release for a particular artist -and- impatient buyer, find the location of a specific CD quickly

Facilitator introduces the team.

Facilitator introduces tasks to perform and goals, then invites test participants to “think out loud” and begin.

Facilitator plays sports-caster; keeps subject talking, narrating when necessary.

Observers record data – use post-it notes to make downstream analysis move faster.

When the test is complete observers may ask test participants questions.

Thank test participants.

Consolidate data. How many issues did you detect? Consider issues as items you’d change.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 47

Exercise: Fix Issues

As a team decide on which of the issues you discovered to fix.

Adjust your prototype to prepare for you next test.

(10 minutes)

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 48

Exercise: Re-test Your Prototype

(10 minutes)casual browser, find the most current release for a particular artist -and- impatient buyer, find the location of a specific CD quickly

Facilitator introduces the team.

Facilitator introduces tasks to perform and goals, then invites test participants to “think out loud” and begin.

Facilitator plays sports-caster keeps subject talking, narrating when necessary.

Observers record data – use post-it notes to make downstream analysis move faster.

When the test is complete observers may ask test participants questions.

Thank test participants.

Consolidate data. How many issues did you detect? Consider issues as items you’d change.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 49

This isn’t just the right way to test, it’s RITE

Traditional usability testing focuses on: Identifying repeatable user misteps errors UI concerns that may make the software difficult to learn, or

learned behavior hard to maintain Reporting those errors back along with suggestions for

correcting problems

The RITE method: Rapid Iterative Testing and Evaluation

First documented by Microsoft (Medlock, Wixon, Terrano, Romero, and Fulton)

Rather than focusing on number of errors identified, emphasize number of errors fixed

Required the capability to correct errors between iterative tests For higher-fidelity prototypes or working code, this requires

developer participation

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 50

Unraveling Usability Concerns From Visual Design Concerns

Usability is a measured characteristic of your software.

Typical usability tests measure: Task completion frequency Task completion time Errors or mis-steps

Professionals [and novices] can give their subjective evaluation on usability, but you can’t really be sure until you test [or ship].

Paper Prototype usability testing helps identify usability issues before the software is built.

Visual design adds look and feel that may affect usability.

Don’t assume those skilled at visual design are also skilled at usability.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 51

Layer in user interface concerns – like a layer cake

Start with usefulness: Utility first Usability second Follow on with design

esthetics

Defer user stories about design esthetics until after the software is useful

utility(does the software offer functionality to

support my goals?)

usability(can that functionality easily learned, and

effectively used?)

design esthetics(is the software fun, pleasant, exciting –

what is my emotional response?)

usefulness

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 52

Test First – Building Confidence into Software Development

Agile development’s test-first technique doesn’t just apply to code.

Use paper prototyping and usability testing to validate that your user interface requirements are accurate and the software you intend to build can be effectively used.

Iteration and testing of user interface using low-fidelity prototyping is faster than working code.

Iterate to learn in the fastest medium available

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William’s 4 Basic Design Principles

Visual Design Basics

Robin Williams’ The Non-Designer’s Design Book

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 54

Good Visual Design Observes 4 Simple Principles

Learn the principles

Recognize when you are and aren’t using them

Apply them to help users achieve their goals

C

R

A

P

Contrast

Repetition

Alignment

Proximity

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Proximity

Proximity communicates affinity – distance communicates lack of affinity.

Group related items together.

“Clumps” of items can feel like one item.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 56

Alignment

Alignment communicates association

Nothing should be placed on the screen arbitrarily. Every item should have a connection with something else on the screen – after all if it’s on the same screen it’s associated.

3 Horizontal Alignments: Left Center Right Center alignments are visually the weakest

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 57

Repetition

Repeated elements blend in.

Repeat some aspects of the design throughout the entire application.

Repetition can be thought of as consistency. Appropriate repetition makes the application appear cohesive.

Elements that repeat each page become static – or “visually persistent.” As users move from place to place in your software, they need only observe what’s changed.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 58

Contrast

Contrast communicates importance.

Use contrast to focus the users attention, to guide him/her through the application.

Contrast, or don’t. If two items are not exactly the same, make them different – really different. Subtle difference isn’t contrast, it’s perceived by users as tension in the screen and often looks like a mistake.

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From Use to User InterfaceJeff [email protected]

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 65

User Experience Words

User Centered Design refers to a class of methodologies where design decisions are

based on some tangible user model. That user model must be based on the research of the users of the application.

Interaction Design refers to the specific choices of user interactions we make to

allow users to meet their goals in the software. Interaction Designers are generally User Centered Designers.

Visual Design refers to the design of the visual appearance of software,

advertising, or other commercial products. Visual Design focuses a bit more on esthetics. Visual Designers are often NOT User Centered Designers.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 66

User Experience Words

Usability Usability refers to the ability of a specific type of user to be able

to effectively carry out a task using a product. Usability is usually measured through testing. Given a number of

test subjects that reflect the type of user that will use the application:

how many successfully complete a task. on average how quickly do they complete that task. on average how many user errors are made while attempting

to complete that task.

Usability Engineering refers to the practice of usability. Usability Engineers often have

much in common with testers. While they may design the user interface, often their emphasis is on evaluating the user interface and making recommendations for improvement. Usability Engineers are generally User Centered, but they may not be Designers.

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User Experience Words

Information Architecture refers to the structuring of information so that it best supports

the consumption by its target users. An IA professional is often considered a counterpart to an Interaction Designer where Interaction Designers focus on how people use computers to accomplish work, and Information Architects focus on how people leverage information to support goals.

HCI or CHI Human-Computer, or Computer-Human interaction refers to the

study of how humans and computers interact. An HCI professional may be a researcher, a designer, a psychologist, or anyone who might focus on human-computer interaction as part of their work or study.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 68

User Experience Words

User Experience refers to the overall experience a user has with a product. This

experience doesn’t stop at the use of the product but starts with the advertising and presenting of the brand through the purchase to the use and the day-to-day feeling the user carries with them about the product.

User Experience Professional may refer to any of the roles already discussed. Someone

whose day-to-day practice focuses on improving some or all aspects of user experience.

We are all directly or indirectly User Experience Practitioners… how professional we are at it may be up for discussion.

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© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 69

Usability Refers To The Ability of a User To Effectively Execute A Task Using a Tool

While Visual Design certainly can affect usability, it’s quite possible for a product to have pleasing visual design, but intolerable usability.

Don Norman’s The Design of Everyday Things

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Nielsen’s 10 Usability Heuristics

Visibility of system status (keep the user informed) Be forthcoming - don’t hide information

Match between system and real world (user language and real world conventions) Watch your language

User control and freedom (easy exits, undo and redo) padded corners, hand rails, and safety nets

Consistency and standards same thing the same way

Error prevention

Recognition rather than recall (reduce remembering with visible options, actions, and instructions)

Flexibility and efficiency of use (customization and support for advanced users)

Aesthetic and minimalist design (reduce irrelevant or rarely needed information)

Help in recognizing, diagnosing, and recovering from errors

Good help and documentation

Jakob Nielsen’s Usability Engineering

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From Use to User InterfaceJeff [email protected]