Interactive Form TDDC63 Johan Åberg johan.aberg@liu.se Outline • About the course • Interface descriptions • Cognitive walkthrough • Heuristic evaluation Team Briteback Communication for team players Integrates chat, video and e-mail Allows the implementation and follow up of a communication policy Learning objectives • describe, compare and argue for form aspects of interactive systems • choose, evaluate, and criticize interactive form for communicative purposes • give form to interactive communication Examination • Interactive form 1-3. Grades: Pass/Fail. In groups. Oral and written examination. • Individual design work. Grades: U/3/4/5. Written examination. Structure • Interactive form 1-3: Theory (Literature + Lectures) + Design studios + Examination • Design work: Theory (Literature + Lectures) + Design studios + Examination Interactive form 1 • • Select an information kiosk or machine Describe its purpose, content and form • • • • Purpose: What does it do? What service does it provide for the owner and the user? Content: What information does it contain? Form (illustrated with annotated photos): Static form – basic layout and structure. Dynamic form – how does it behave when interacted with? Perform a cognitive walkthrough; describe the result Interactive form 1 • Written presentation • • • • • Front page, with title and authors Introduction – What problem has been studied? Method – Describe, in detail, the setup, the studied kiosk (incl purpose, content, form), and how you carried out the evaluation. Results – Describe, in detail, the outcome of the evaluation. Discussion – What do the results mean? What have you learned? Interactive form 1 • Oral presentation • • • • • What product has been selected, and why? What is the product’s purpose, content, and form? How has the evaluation bee carried out? What was the result, and what have you learned? Make sure to have images ready to illustrate the studied kiosk. Interactive form 2 • • • Select a web-based map service Perform a use quality analysis (see lecture 2) and describe the result Perform a heuristic evaluation and describe the result Interactive form 2 • Written presentation • • • • • Front page, with title and authors Introduction – What problem has been studied? Method – Describe, in detail, the setup and the studied map service, and how you carried out the use quality analysis and the heuristic evaluation. Results – Describe, in detail, the outcome of the use quality analysis and the heuristic evaluation. Discussion – What do the results mean? What have you learned? Interactive form 2 • Oral presentation • • • • • What map service was selected and why? What use qualities does the map service have? How did you perform the use quality analysis? How was the heuristic evaluation carried out? What were the results of the heuristic evaluation? What have you learned? Interactive form 3 • • Select a web site or app that you think has room for improvement (poor structure or overall design) Apply 2 techniques/principles (Johnson, 2010) per group member and illustrate how they can be applied to improve the selected system Interactive form 3 • Written presentation • • • • • Front page, with title and authors Introduction – What problem has been studied? Method – Describe, in detail, the setup and the studied system. Describe each technique/principle, and how it was applied. Results – Describe, in detail, the outcome of the application of each technique/principle. Illustrate with annotated before and after screen shots. Discussion – What do the results mean? What have you learned? Interactive form 3 • Oral presentation • • • What system was chosen? Why did you think it was poorly designed? What techniques/principles were applied? What was the outcome, per principle? Illustrate with before and after screen shots. Individual design work • To be decided… Deadlines • Interactive Form 1: th 9 Nov 13.00 • Interactive Form 2: 23rd Nov 13.00 • Interactive Form 3: 7th Dec, 13.00 • Individual design work: 11th Jan, 08:00 Teaching Staff • Johan Åberg (Ph.D.) examiner, lecturer in interaction design, IDA/LiU • Ove Jansson Objects in graphical user interfaces • Apple Human Interface Guidelines • Windows User Experience Guidelines • User interface design patterns • Yahoo Design Pattern Library (https://developer.yahoo.com/ypatterns/) • Tidwell’s Designing Interfaces • van Welie’s Patterns in Interaction Design Enumeration • Describing all possible forms… • Possible? Instantiation • One or more instances of the form is given to the reader and the rest is to be inferred 1 2 3 4 Use of animation INBOX Email Calendar Settings johan.aberg@liu.se Day Todo 12 Email Search… Settings Sven Gustavsson Apropå semesterresan johab73@gmail.com Calendar johan.aberg@liu.se johab73@gmail.com Todo 12 Search… Tursday Oct 23 8:00 AM 10:00 Am INBOX Rikard Fröberg Abonnemang Alla mail Skräppost Yvonne Ohlsson Sv: Licenser Viktigt Week 5:00 PM Year Friday Oct 24 8:00 AM 1:00 PM Stjärnmärkta Utkast 1:15 PM Month Papperskorgen Skickade mail Day 3:15 PM Yvonne Ohlsson Sv: Licenser Yvonne Ohlsson Sv: Licenser 6:00 PM 8:00 PM Monday Oct 27 8:00 AM 10:15 AM When changing top menu: Old meny slides off to the left, new menu slides in from the right. KLM – Keystroke-level model • • Method that can be used to estimate the time it takes to complete simple data input tasks using a computer and mouse Focuses on task performance for fully predictable methods of operation • K - press key Expert typist (90 wpm) --- 0.12 sec Average Skilled Typist (55 wpm) --- 0.2 sec Average nonsecretarial typist (40 wpm) --- 0.28 sec Worst typist (unfamiliar with keyboard): 1.2 sec • T(n) – Type a sequence of n chars on keyboard --- n x K sec • P - Point the mouse to a target on screen --- 1.1 sec • B – Press or release mouse button --- 0.1 sec • BB – Click mouse button (counts as two B operations) --- 0.2 sec • H - Hand from keyboard to mouse or vice versa --- 0.4 sec • M - Mental Preparation --- 1.2 sec • W(t) – Waiting for the system to respond (time t must be determined) Example – delete file in file system 1. Point to file icon P 2. Press and hold mouse button B 3. Drag file icon to trash can icon P 4. Release mouse button B 5. Point to original window P Total time = 3P + 2B = 3*1.1 + 2*.1 = 3.5 sec Example – cont’d 1. Point to file icon P 2. Click mouse button BB 3. Point to File menu P 4. Press and hold mouse button B 5. Point to DELETE item P 6. Release mouse button B 7. Point to original window P Total time = 4P + 4B = 4*1.1 + 4*0.1 = 4.8 sec Example – cont’d 1. Point to file icon P 2. Click mouse button BB 3. Move hand to keyboard H 4. Hit function key F8 KK 5. Move hand back H Total time = P + 2B + 2H + 2K = 1.1 + 0.2 + 0.8 + 0.56 = 2.66 sec Inspection Methods Cognitive Walkthrough • • • Focuses on ease of learning by exploration where the user is a complete novice Construct a task: Identify users’ goals and break it down to sub-goals and sub-tasks Act as the user, and document problems of each sub-task in every part of the action cycle 1. Define input to the walkthrough • • • • Identify the target users Define sample task for evaluation Describe the action sequence needed for completing the task Describe the user interface • • • User: Office administrator (limited computer skills) Task: I want my phone calls to be forwarded to my associate’s office. My associate’s number is 492-1234. Action sequence: 1. Pick up the receiver. Phone: dial tone 2. Press #2 (Command to cancel forwarding). Phone: bip bip bip 3. Hang up the receiver. 4. Pick up the receiver. Phone: dial tone 5. Press *2 (Command to forward calls). Phone: dial tone 6. Press 4921234. Phone: bip bip bip 7. Hang up the receiver. • Interface: The phone is a standard size, touchtone phone located on the professor’s desk. There is a template that overlays the telephone’s keypad (we assume it has not been mislaid) that includes the following material: • FWD *2 CNCL #2 SEND ALL *3 CNCL #2 2. Convene the analysts and 3. Walk through the action sequence for each task • Tell a credible story of why users would choose that action considering: • • • • Will the user try to achieve the right effect? Will the user notice that the correct action is available? Will the user associate the correct action with the effect the user is trying to achieve? If the correct action is performed, will the user see that progress is being made toward the solution of the task? 4. Record critical information, and 5. Revise the interface • • • • User knowledge requirements Assumptions about the user population Notes about side issues and design changes The credible success story Will the users try to achieve the right effect? • The task is to print a document, but the first thing they have to do is select a printer. Will they know that they should be trying to get a printer selected? Users may know what effect to achieve • • • Because it is part of their original task, or Because they have experience using a system, or Because the system tells them to do it Will the user notice that the correct action is available? • If the action is to select from a visible menu, there is no problem • But if it’s to triple-click the printer icon, the user may never think of it Users may know an action is available • By experience, or • By seeing some device (like a button), or • By seeing a representation of an action (like a menu entry) Will the user associate the correct action with the effect trying to be achieved? • If there’s a menu item that says, ”select printer,” things will go smoothly; not so if the menu says ”SysP”. Users may know an action is appropriate for the effect they are trying to achieve • By experience, or • Because the interface provides a prompt or label that connects the action to what they are trying to do, or • Because all other actions look wrong If the correct action is performed, will the user see that progress is being made toward the solution of the task? • If after selecting the printer a dialog box states that the ”Printer is Laser in Room 105,” great. The worst case is no feedback. Users may know things are going OK after an action • By experience, or • By recognizing a connection between a system response and what they were trying to do Heuristic Evaluation • • • Get a good number of evaluators and a list of heuristics Go through the interface twice individually, looking at all the elements and evaluating its design in regards to the list of heuristics Convene to compare and aggregate found issues Heuristics + examples 1. Visibility of system status • If it takes a long time to load a screen, display a progress bar 2. Match between system and the real world • When designing a website for children, use terms with which they are familiar 3. User control and freedom • Provide the functionality to Undo and Redo actions 4. Consistency and standards • Use icons with which people are familiar 5. Error prevention • If a user cancels her account, offer her a way to re-establish the account Heuristics + examples 6. Recognition rather than recall • On a web form, allow easy access to previously entered information 7. Flexibility and efficiency of use • Provide keyboard shortcuts 8. Aesthetic and minimalist design • Background graphics can make viewing text difficult 9. Help users recognize, diagnose and recover from errors • Use error messages that help users recover 10. Help and documentation • Provide online help with links to pop-ups with explanations Problem severity degree Few evaluators noted Many evaluators the problem noted the problem Small impact on the user experience Low severity Medium severity Large impact on the user experience Medium severity High severity Report format Problem Heuristic Severity Details 1. Main links not always visible 3+6+7 Medium BRIEF DESCRIPTION: After clicking any of the Main Links the Main Links are not visible on the next page LIKELY DIFFICULTIES: Users must return to the Home Page to be able to go to a different Main Link sub-page. SPECIFIC CONTEXT / LOCATION: Location: Any sub-page of the Home Page POSSIBLE SOLUTIONS: Keep the Main Links visible at all times HEURISTIC RATIONALE: 3) User control and freedom: Users are restricted in their ability to navigate the website 6) Recognition rather than recall: Being able to see the Main Links at all times will reduce memory load on the user 7) Flexibility and efficiency of use: Extra navigations are required to return to the Home Page Report format Problem Heuristic Severity Details 2. Adding images takes many steps 7 Medium BRIEF DESCRIPTION: In order to add an image to a record, the user must first add the image to the “Image Gallery”. LIKELY DIFFICULTIES: If a user is in the middle of editing a record and they wish to add an image, they must exit the page they are on and visit the “Image Gallery” to add the image. Then they have to go back to the original page they were on to add the image. This will slow users down and may make some users (if they are in a hurry) reluctant to add an image. SPECIFIC CONTEXT / LOCATION: Any record in which they wish to add an image that has not already been uploaded into the “Image Gallery”. POSSIBLE SOLUTIONS: 1. Allow images to be added directly at the location they wish to put it. 2. If the above is not possible, then a solution would be to have a link to a pop-up window which has the “Image Gallery” – this way they don’t need to lose their current location. HEURISTIC RATIONALE: 7) Flexibility and efficiency of use: it can take a large number of navigations to add an image How many evaluators? How many evaluators? Are you sure? Selecting evaluators • You get the best results when selecting evaluators with expertise within both • • Usability and the heuristics The domain in question References • Nielsen, J. & Mack, R. L. (1994). Usability Inspection Methods. New York, NY: John Wiley & Sons. Summary • • • • • Inspection methods require description Description in interaction design is about tasks, action sequences, actions, their entry (prompts), body, and exit (reactions). KLM: task performance in predictable methods of operation Cognitive walkthrough: for walk-up-and-use Heuristic evaluation: Evaluators using rules of thumb