Usability Overview Jeff Offutt https://www.cs.gmu.edu/~offutt/ SWE 432 Design and Implementation of Software for the Web Usability Overview Working title Why we hate computers And what we can do about them In mature engineering fields, customers choose products they can use without help • Can I drive the car without extra training? • Can I use this web application without being taught? • Can I program my DVR without the manual? • Can I use my stopwatch without help? 1 July 2016 © Offutt 2 What Will You Learn About Usability ? • How to break down the essential characteristics of usable software from an analytical viewpoint • Engineering principles for designing and building software interfaces that are • Fast to learn • Speedy to use • Avoid user errors • How to recognize and articulate the difference between “this program sucks” and “I can improve this program by changing X,Y, and Z” • Life-long habits for engineering usable products 1 July 2016 © Offutt 3 Usability Engineering • This is a design class • Engineers tend to focus on functionality – But slick features are worthless if users cannot use them • VCR programming – Programming was impossible with the original interfaces – It was easy with later models – But why use the intimidating word “programming”? 1 July 2016 © Offutt 4 User Friendly • The term user friendly is over-used and under-defined – What is “friendly” to one person may be trite, tedious, or confusing to another • “User appropriate” is a much more meaningful term – But we have to know the user Never use the term “user friendly” again! • Part 1 of this class is largely about communication – Between software and people 1 July 2016 © Offutt 5 Sad Example • Blackboard -> Courses • Where is my current course? Courses List Courses where you are: Instructor 201310. 12460 SWE-205-001 (Spring 2013) 201310.13636 CS-990-001 (Spring 2013) (not currently available) Why show me … Where are my something not current courses? available? 1 July 2016 © Offutt 6 Software Design • Inside-out 1. Develop a system 2. Then add the interface • Outside-in 1. Develop the interface 2. Then build the system to support it When design decisions are made, either the developer must conform to the user, or the user must conform to the developer 1 July 2016 © Offutt 7 Software Design (2) • Effective software systems could be designed inside-out in the 1970s • Modern systems must be designed outside-in to be effective • Web sites sink or swim based on the usability Traditional computer science courses are almost entirely inside-out! 1 July 2016 © Offutt 8 Fundamental Software Design Principle: the 7 2 Rule • Human’s short term memory can only hold about seven things at a time (plus or minus 2) • That is all we can concentrate on! – – – – – Sports Books People and organizations Software User interfaces • When we get more than about 7 items, we get confused 1 July 2016 © Offutt 9 Simplicity • An old quote : “It’s easy to make things hard, it’s hard to make things easy” • Or as Mark Twain said : “It takes three weeks to prepare a good ad lib speech” • Simple is hard! – A good interface is a lot like a good umpire … you never notice it’s there • It takes talent, diligence, knowledge and skills to design simple things What is the secret to Apple’s success? Keep It Simple Stupid! 1 July 2016 © Offutt 10 Shneiderman’s Measurable Criteria • User interface design has long been considered an art rather than a science – That is, decisions have been made subjectively rather than objectively • There has been a lot of effort to make UI design more objective – that is, an engineering activity • This course will teach you some of that • The most important step was taken by Shneiderman … 1 July 2016 © Offutt 11 Shneiderman’s Measurable Criteria (2) 1. Time to learn : The time it takes to learn some basic level of skills 2. Speed of UI performance : Number of UI “interactions” it takes to accomplish tasks 3. Rate of user errors : How often users make mistakes 4. Retention of skills : How well users remember how to use the UI after not using for a time 5. Subjective satisfaction : The lack of annoying features 1 July 2016 © Offutt 12 1. Time to Learn • With complicated UIs, the users must “plateau” Plateau 3 additional commands More tasks, more choices, or more speed Plateau 2 additional commands Plateau 1 initial set of commands More tasks, more choices, or more speed Ability to complete at least one simple task • Well designed interfaces make • the first plateau easy to get to • subsequent plateaus clearly available 1 July 2016 © Offutt 13 2. Speed of UI Performance • This is about navigating through the interface, not how fast the software or network runs • Interaction points are places where the users interact with the software: – Buttons – Text boxes – Commands • Speed of UI performance is roughly the number of interactions needed to accomplish a task 1 July 2016 © Offutt 14 2. Speed of UI Performance: The tyranny of the mouse • The simplest way to slow down a UI is to use the mouse • The mouse is incredibly slow: Most users can type between 8 to 15 keystrokes in the time it takes to move the hand from the keyboard to the mouse – The two activities use different muscles and parts of the brain • Good UI designers need to reduce the number of keyboard-to-mouse switches 1 July 2016 © Offutt 15 3. Rate of User Errors • Users will always make mistakes • UIs can encourage or discourage mistakes – Consistency, instructions, navigation, … • Consider : – C/C++ : The lack of typing, particularly on pointers, and the complexity of the syntax actively encourages programmers to make mistakes Thus we become debuggers, not programmers – Unix : The large, complicated command language encourages many mistakes as a result of simple typos and confusion – Blackboard 9.1 has many more features than Blackboard 8 – Entering grades in a dropdown instead of radio buttons 1 July 2016 © Offutt 16 4. Retention of Skills • “Once you learn to ride a bicycle, you never forget” • Some interfaces are easy to remember, some are hard • If they flow logically (that is, match the user’s mental model or expectations), they are very easy to remember • If an interface is very easy to learn, then the retention is not important – users can just learn again • Retention is typically more important with UIs that are hard to learn 1 July 2016 © Offutt 17 5. Subjective Satisfaction • Subjective satisfaction is defined to be how much the users “like” the UI • This depends on the user (thus the word “subjective”) • Think of it in reverse: Users are unhappy when there is something annoying in the interface – Blinking – Ugly colors – Spelling errors in massages • Most important in competitive software systems – Like … everything on the Web ! 1 July 2016 © Offutt 18 Establishing Criteria Priorities Before designing, decide what is acceptable for each of the five criteria • Order of priorities • Minimally acceptable • Optimistic goal 1 July 2016 © Offutt 19 Three Categories of Knowledge 1. Syntactic Knowledge • • • 2. Task Semantic Knowledge • • • 3. Structured Independent of computer and OS More stable in memory Computer Semantic Knowledge • • 1 July 2016 Varied, depends on computer and OS Based on rote memorization Easy to forget About how software and hardware works on the inside Not learned by using software, but from reading and classes © Offutt 20 Three Categories of Knowledge (2) • Good syntax can : – Decrease the amount of memorization – Decrease time to learn – Decrease rate of errors • Semantic knowledge involves : – Actions – things that can happen – Objects – things that exist 1 July 2016 © Offutt 21 Three Categories of Knowledge (3) H H H L H H L High H H L L Task Semantic L H L L H Syntactic Low Low 1 July 2016 L High © Offutt L 22 Any Key 1 July 2016 © Offutt 23 And Our Favorite Dilbert patriot web 1 July 2016 © Offutt 24 Yahoo! Craziness • Question : How can I print a receipt? • Answer: Thank you for writing to Yahoo! Travel concerning your receipt request. We are committed to provide quick and efficient service and will be glad to assist you. Additionally, you may also choose to print your receipt online. Please follow the instructions provided below: – – – – Retrieve your reservation online are they crazy ??? Click on the link ‘Email a friend’ A different page will be displayed which will have a radio button ‘View/ Print Receipt’ Email a friend Click on this button and print your receipt for this reservation. We appreciate your association with us and look forward to being of assistance to you in the future. Yahoo! Travel/Travelocity Customer Support 1 July 2016 © Offutt 25 Summary of New Concepts 1. 2. 3. 4. 5. 6. 7. Usability engineering Goals for the class Design for the user “User friendly” is a meaningless term “Outside-in” design 7 2 rule Five criteria : – 8. Learn, Speed, Errors, Skills, SS Three types of knowledge – 1 July 2016 Syntactic, task-semantic, computer-semantic © Offutt 26