SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 16, 2001 Alternative names for this course User Interface Design, Prototyping, and Evaluation Human-computer Interaction Why is HCI Important? It can determine who becomes president of the USA! An Assignment from Last Semester Evaluate the figures in a research paper An assignment from last semester What’s wrong with this table? Redesign: add space between the columns. Variations on the Theme Variations on the Theme Palm Beach Phone Book (a joke) Problems The instructions are misleading – Use of the phrase “vote for group” is misleading – Instructions only on lefthand side Implies righthand side is different The interleaving of holes is misleading – – Should say “vote for one” Only the president page has this layout Other offices are one per page (with appropriate instructions) The sample ballot looks different – – No holes – the source of the problem Did not lead to complaints Other Issues People vote infrequently – Have to re-learn the system each time Rushed, uncomfortable circumstances Palm Beach Demographics: Elderly How to know if it will work? Test out the design! – – – Have real people use it! Try to match the appropriate demographics Even a few tries can turn up major problems An Informal Usability Study Barbara Jacobowitz, CHI-WEB, Nov 10, 2000 “I was able to print 10 different sample ballots from various sources. Last night, I ran them all by my mother (81) and a group of her friends (70-something to 80's). All are bright, literate, and none are legally blind. They did reasonably well on 9 of the ballots. On one, 6 marked it incorrectly and didn't realize it, 2 did it correctly, but very slowly, and 2 had to ask me what to do. Guess which ballot it was?.” Summary of a more formal study of punch-card voting: – http://www.osu.edu/units/research/archive/votedes.htm Josephine Scott, CHI-Web, Nov 10, 2000 “I spent fifteen years making the voting process accessible and usable for all. I have some very strong feelings as well as considerable experience. … Usability standards must be higher for voting than any other function for the most obvious reasons. Users--in this case, voters, share the need for the clearest of design and instruction to cast a vote properly. Many do not speak English well, or see well, or are able to decipher difficult design cognitively, but they may be able to make as informed a choice for president as our snobbish "experts" who don't see a problem. … Bad design like this exacerbates the problem. The glib notion that "there is no problem because you can see the arrow" or that voters who made this mistake must be stupid shows a lack of compassion. Let me suggest that it is simple compassion for the user that informs usability expertise. …” More evidence that the ballot is misleading (New York Times, Nov 9, 2000) Percent of ballots thrown out in Palm Beach County for the error of "overvoting" on Presidential candidates: 4.1% (19,120) Percent of ballots thrown out in Palm Beach County for the error of "overvoting" on Senatorial candidates: 0.8% (3,783) Percent of ballots thrown out in Sacramento County (CA) for the error of "overvoting" on Presidential candidates: 0.29% (1,147) Percentage of (unofficial) re-count votes in Gore's favor: 70% (2,520) Percentage of (unofficial) re-count votes in Bush's favor: 30% (1,063) Blaming the User A huge step backwards: – Cokie Roberts (appearing on David Letterman) “stupidity is not an excuse” Well-designed user interfaces do not present situations in which it is easy to make mistakes Alan Cooper’s mantra: software should not humiliate the user In this class we assume: if the user does something “wrong,” it is the fault of the system designer Administrivia Course TA: Kevin Fox Office hours: TBA Grading: – – – Individual assignments: 20% Midterm: 30% Project: 50% (over several assignments) Readings Do indicated readings before the class Required: – – Strongly Recommended: – – – – Course Reader (available early next week) Jakob Nielsen’s Usability Engineering Shneiderman’s Designing the User Interface www.uidesign.net world.std.com/~uieweb/ useit.com There are many other wonderful books and websites Course Schedule (Tentative) Intro to HCI UI Design Cycle, User-Centered Design Goals, Personas, Task Analysis, Scenarios Cognitive Issues and Human Abilities Web Design / Search Interfaces Heuristic Evaluation Modes Prototyping (Low-fidelity and Wireframe) Midterm Usability Testing Graphic Design/Multimodal UIs Personalization/Social Aspects/Agents Ubiquitous computing interfaces Project Schedule (Tentative) Note: there will also be individual assignments Dates shown are the week the item is due Project proposals (3rd week) Project personas and goals (4th week) Scenarios, tasks, and initial sketches (5th week) Individual heuristic evaluation (6th week) Midterm (8th week) Lo-Fi prototype and test (8th week) First interactive prototype (10th week) Class presentation (10th week) Project heuristic evaluation (11th week) Second interactive prototype (12th week) Usability test (14th week) Class presentation (14th week) Third prototype and project writeup (Finals week) Class Projects Design, prototype, and evaluate an interface – – – Iterate four times Emphasis on web-based interfaces Ok to redesign an existing interface MUST work in groups of 3-4 people – – No exceptions Students will assess amount of work being done by others in the group Previous Projects -- Examples Webmarking – Airline Reservations – http://www.sims.berkeley.edu/courses/is213/s99/Projects/P8/ Names Access Project – http://www.sims.berkeley.edu/courses/is213/s99/Projects/P1/ http://www.sims.berkeley.edu/courses/is213/s99/Projects/P10/ Key Management (Secure email) – http://www.sims.berkeley.edu/courses/is213/s99/Projects/P4/ What is HCI? A discipline concerned with design – evaluation – implementation of interactive computing systems for human use – The study of major phenomena surrounding the interaction of humans with computers. Slide by James Landay What is HCI? Task Organizational & Social Issues Design Technology Humans What is an Interface? Difficult to define The window through which the human interacts with some application on the computer. But … – – really it is more complex than this part of a larger context of interacting with other applications, other people, and the physical world. Who builds UIs? A team of specialists (ideally) – – – – – – graphic designers interaction / interface designers technical writers marketers test engineers software engineers Slide by James Landay An Iterative Process Design Evaluate Prototype Slide by James Landay User-centered Design Take into account – – – Cognitive abilities Organizational constraints Customs and precendent Keep users involved throughout project Slide by James Landay User-centered Design Standard Approach: – – – Needs assessment Task analysis Initial design New approach (from Cooper’s Inmates book): – – – – – Needs assessment Persona creation Goal creation Scenario and task creation Initial design Using Personas Focus on specific aspects of a specific user’s characteristics, needs, and goals – The persona becomes as understandable as a character in a book or movie Avoid “elastic user” Design for the center of the distribution – – The perpetual intermediates Don’t focus on the edge cases Designing for Goals Goals are what one wants to do Goals seldom change Tasks are steps to get to the goals – – Tasks change with the technology Sometimes tasks are the opposite of goals To get agreement, the lawyer argues To achieve peace, the country sends in troops Focusing on technology results in designing for tasks rather than goals. Rapid Prototyping Build a mock-up of design Low fidelity techniques – – – paper sketches cut, copy, paste video segments Interactive prototyping tools – Visual Basic, HyperCard, Director, etc. Slide by James Landay Evaluation Test with real users (participants) – “Discount” techniques – – Formally or Informally expert evaluation (heuristic evaluation) walkthroughs Build models – Less common Good vs. Bad Design It is important to avoid bad design – – It is often easy to detect a bad design – just try it with a few users It can be fun to spot the flows UI Hall of Shame http://www.iarchitect.com/mshame.htm UI’s Greatest Bloopers It is much harder to teach / learn good design – – – – Look at & appreciate good examples Follow best practices Be willing to redesign Get lots of practice! Good vs. Bad Design UI design is humbling – – – Your attempt may work right, look great But … users may not be able to use it Don’t take it personally! That’s why we iterate! Studying Good Examples Some sites just do things well – Amazon has pioneered many excellent interaction designs for the web – – Suggesting related products in an effective way Useful and timely content Tabs to organize main kinds of content 1-click purchasing Good checkout mechanism Yahoo also (although the structure of the hierarchy is now broken) Epicurious.com – an excellent recipe site Studying Good Examples Good design ideas can be taken too far … Assignment Start thinking about projects and team members