Usability Graphical Communication 2001 John Nerbonne and Erik van den Hout Nerbonne@let.rug.nl Usability Overview • • • • • • • Introduction History Theory Computer User Interfaces World Wide Web Assignment Accompanying Website Introduction • Computers “explain themselves” visually – group items in “windows”, mnemonic icons – tool bars, menus, balloon help, scroll bars, “highlighting” (color, motion) • Extremely complex machinery • Freedom in presenting complexity • Differences in clarity, ease of understanding Motivation • Everyday machines much more complex – cars, video recorders, mobile phones, PC’s, ... • Some people never use complex machines – 10% Dutch can’t use ATM – Most people can’t program video recorder • Even technical people have gaps – Kenneth Olsen, engineer & DEC founder, couldn’t use a microwave (in D.Norman’s Psychology of Everyday Things) Myths of Interface Design • Maximal functionality -- “anything goes” – text editors that allow letters off line • Minimal Functionality -- just what’s needed – but simplified products don’t sell • LetterPerfect (simplified WordPerfect), Microsoft Writer • Philips “Easy Line” radios, TV’s, video recorders • Wysiwyg “What you see is what you get” best – problems: (i) nondocuments; (ii) documents graphics for diff. media? • “Do what I mean, not what I say.” – example problem: overeager spell-checkers Overcoming Myths • Anything goes • Minimalism • Focus on Task • Accommodate Range of Users • WYSIWYG superiority • Accommodate Technical Needs • User-Controller • “Do what I mean” Interface Functions Usability:Shared Responsibility • Interface “layers”, e.g., Website – Operating system: MS-Windows, iMac, Unix – Browser: Netscape, Opera, Internet Explorer, Mozilla, Konqueror – Site interface: Navigation, design • Inconsistency is confusing to users History: Usability before computers •Shape of handle, direction of sharp edge indicate proper use •Carelman: Coffeepot for Masochists Different Layers of Interaction • Operating System Interface • Application Interface • Website Interface User Interface Focal Points • Issues – Purpose – Audience – Media • Many disciplines involved • Graphical Communication principles apply! – Screen presents information in two dim. Presentation Topics • History of usability • Theory of usability: – – – – Norman Shneidermann Nardi Dix • Usability outside ICT Usability Overview • • • • • • • Introduction History Theory Computer User Interfaces World Wide Web Assignment Accompanying Website Early Usability • Lucy Suchman filmed dozens of hours of use of Xerox copiers in 1970’s – complex machines allow magnification, reduction, two-sided copying, collation – most users couldn’t operate machines easily – most uses involved single copies of 1-2 pp. • Solution: “green button” • Lesson: analyze task, frequency Research Terminology • • • • Human Factors (US) Cognitive Ergonomics (Europe) Human-Computer Interaction Usability Usability Principles • Design: – – – – with the user in mind with the user’s usage in mind to make errors hard, if not impossible to provide proper feedback • Logical but not obvious Why Usability as CS Research? • Early computer users were the programmers themselves – Aware of illogical design – Aware of cause of misbehaviour by application • Nowadays computer programmers are hardly ever the intended users – Illogical design cannot be explained – Misbehaviour cannot be explained Usability Focus • Intuitive interface – User does not care about programming issues • Usability Expert ensures – – – – – Program purpose, status clear User is guided through application User is given proper feedback Consistency with co-operating interfaces … Usability Overview • • • • • • • Introduction History Theory Computer User Interfaces World Wide Web Assignment Accompanying Website Usability Theory • • • • • • Theory presented is based on Norman Affordances Mental and Conceptual Models Natural Mapping Direct Manipulation User Centered Design Donald A. Norman • Design of Everyday Things • Focus on making design simple and easy to use • Obvious, but hard to accomplish • Personal Homepage: http://www.jnd.org/ Norman’s Homepage Affordances Oxford Advanced Learner’s Dictionary: afford … 3. provide sth; give sth. Affordances are the actions an object is obviously suited for. Handle: grabbing, pulling Switch: toggling on and off Dial: turning Incorrect Affordances • An object gives wrong information on proper action – Doors: sign telling you to pull will not work if a handle is designed improperly • Remember: users tends to blame themselves even though the design is flawed Mental Models • Experience of users • Culturally determined • ‘Model of the world’ • Design in line with mental model makes errors less likely to occur Mental Models • Excel suggests a clear model – accountants’ ledgers • Internal complexity hidden • Immediately popular – Word Processors -- Paper Document Conceptual Models • Model of object’s behaviour • Based on mental model • User infers conceptual model from design! – Goal: keep this inference easy, exploit prior mental models • Example: thermostat Natural Mapping • Mapping is association • Design to make associations ‘natural’ – files in “trash can” will be discarded • Culturally biased – Western world: red is stop – China (communist): red is go “Direct” Manipulation • Action on object itself – fix temperature of gas burners vs. electrical coils • Programs – Moving window via x,y coordinates vs. dragging – Dragging, then dropping a file into trash can – Activating a program by pressing a button • Combining Natural Mapping and Direct Manipulation improves ease of use – but not easy -- consider search engine interfaces User-Centered Design • Standardise, but provide aids • Provide feedback to visualise the invisible • Automate but keep task the same – Do not over-automate! • Change task’s nature – Simplification – Breaking up complex tasks Usability Overview • • • • • • • Introduction History Theory Computer User Interfaces World Wide Web Assignment Accompanying Website Computer User Interfaces • Different layers – Operating System – Graphical User Interface of Operating System – Graphical User Interface of Application • Why so many Layers? Early Computer Interfaces • Text based due to technology • Complex ‘vocabulary’ – rm: unix command to remove a file – CTRL+K CTRL+B: make text bold in a textbased word processing application • Learning commands difficult • Once learned, quick to apply Apple • Introduction of first widespread Graphical User Interface • Use of direct manipulation • Intuitive to learn Apple II GUI • Black and White • Standardised – Click to “open” • start a program (.exe) • start appropriate program for data file (.doc, .ppt, etc.) • view directory contents • Drag to move – Trash to remove • Files, Floppies ! Apple iMac GUI • Colour GUI • Concepts stayed the same! – Click to “open” – Drag to move – Trash to remove • • • • File Floppies CDs … Apple’s Direct Manipulation • • • • • Only GUI exists OS is invisible except through GUI No cryptic commands Standardised to keep things consistent All tasks available through GUI X-Windows • GUI application on top of UNIX OS • Not one GUI: – Sun Solaris – Motif and derivatives – GNOME and KDE • Command-based actions still required – Terminal Window – Cryptic commands (grep, less, cut, ls,…) Sun Solaris Motif FVWM & FVWM 95 GNOME and KDE Microsoft • Based on MS-DOS • First MS-Windows version similar to XWindows: – OS = MS-DOS – MS-Windows = MS-DOS application • MS-DOS more and more hidden • Still requires ‘DOS-box’ for some commands MS Windows 3.1 Windows 95 Windows NT 3.51 Windows NT 4 Windows Millenium Edition Windows 2000 Windows XP Applications • Text Processing • Early Command Based Applications – Emacs (Unix) – Wordstar (DOS) • WYSIWYG: What You See Is What You Get – Word (Microsoft) – Word Perfect (Corel) – StarOffice (Sun) GUI issues • Inconsistency • Managing complexity • Superfluous GUI complexity – decoration (Tufte’s “ducks”), e.g., most web banners – complexity not mirrored in application • Conceptual or mental model flaws -- detect – “Which button publishes this on the web?” • Mapping errors – not finding existing functionality Usability Overview • • • • • • • Introduction History Theory Computer User Interfaces World Wide Web Assignment Accompanying Website World Wide Web • Initially text-based • Application Interface to texts on different computers • Many different interfaces • Increasing complexity What is WWW? • • • • • Segment of the internet Tim Berners-Lee (CERN) Roots in SGML => HTML Initially only simple texts Semantical mark-up language based on tags – Emphasis: <em>important</em> • Contains also representational tags – Bold: <bold>important</bold> The Early Days Layout Issues • Work-around limitations • Abuse of semantical tagging to achieve layout – E.g. tables • Browser War – Add features – Incompatibility Basic Navigation • Semantical tag <a> • Framesets introduced to create navigational overview • Implementation differs – Not guaranteed to work similarly in all browsers – Different attributes needed in different browsers – No semantical tagging Frameset code Frameset Displayed Alternative Navigation • Java applets, Javascript, Flash, … – Program inside page – Mostly designed for navigation only • Problems – Mostly used in combination with framesets – Content and Action not separated Why Semantical Tagging • Enhances searching capabilities • Enhances ability to format for different media – Paper – Screen – CD Cascading Style Sheets • Introduced to separate content and display • Initially used on HTML only • Extended to be used on XML – XML allows for more semantic tagging – XML allows for user defined tags • One source for many alternative media Web Applictions • Each page on Internet is application • Provides navigation • Complex applications – Perseus Project – Visually Sorting Data Applet Perseus Project • Web interface to database • Information on Greek and Latin History • Allows for different views based on browser capabilities • http://www.perseus.tufts.edu/ Perseus Project Home Iliad in Transliteration Perseus Settings Iliad in Greek Font Commentaries on Iliad Visually Sorting Data Applet • • • • JAVA program to sort data Purpose to acquire information on relationships Interface simple, but complex Requires trial and error to learn how to use even though instructions available • Users hardly ever read complex instructions • http://hagen.let.rug.nl/~s0863408/Vis/VisPage.html Visually Sorting Data Applet Usability Overview • • • • • • • Introduction History Theory Computer User Interfaces World Wide Web Exercise Accompanying Website (Optional) Exercise • Usability evaluation – Faculty homepages – Faculty members homepages http://odur.let.rug.nl/~evdhout/usability/assignment/index.html Exercise Details • Short introduction to usability. • Analysis of the usability of each websites individually (pick two). • Conclusions on the usability of each website individually, providing suggestions for improvement. Focus on graphical elements. • Comparative analysis of the websites. • A reasoned selection of what you consider to be the better website with respect to usability • Overall conclusion and summary. Usability Overview • • • • • • • Introduction History Theory Computer User Interfaces World Wide Web Assignment Accompanying Website Accompanying website http://let.rug.nl/~evdhout/usability/index.html • Provides: – Theory – Background websites – Further reading materials and pointers