Users Dan Fleck (slides adapted from Jeff Offutt and Joao Sousa) SWE 632 User Interface Design and Development Cooper Ch. 3,4,5 Know the User outside-in design in a nutshell: • know the user • know the tasks task task SWE 632 – UI Design task • design the interface © Fleck 2012 What to know about users? • work experience • reading skills • computer experience • language skills • age • visual acuity • sex • dexterity… • education SWE 632 – UI Design © Fleck 2012 Example Example: We are developing a UI for a DVR (TiVo) • work experience • reading skills • computer experience • language skills • age • visual acuity • sex • dexterity… • education SWE 632 – UI Design © Fleck 2012 example what representation would map the designer’s intent to the user’s understanding? hill intended workout representation/manifestation most users are familiar with hills phys ed specialists are familiar with effort charts outside-in design bridging implementation to user models picture on the bike’s screen more generally: how to capture meaning in a way users will understand? SWE 632 – UI Design © Fleck 2012 form vs. meaning aka syntactic vs. semantic knowledge • things that exist • representations thank you • words xie xie • sentences • symbols (icons) gracias cám ón • combination & sequences • objects • people • things that may happen • actions • causes and effects • abstract concepts • responsibilities • goals • tasks SWE 632 – UI Design © Fleck 2012 form vs. meaning aka syntactic vs. semantic knowledge • things that exist • representations • words • sentences • symbols (icons) • objects • people • things that may happen • actions • causes and effects • combination & sequences • abstract concepts various dialects dependent on device, OS, app… rote memorization easily forgotten SWE 632 – UI Design • responsibilities • goals • tasks computer-supported tasks © Fleck 2012 form vs. meaning examples of syntax • find files • find . –name “*.ppt” • Start – Find – Files or Folders • … • search within files • grep “b.b” filename • open - focus - Ctrl-F – focus – “bob” - Enter • … SWE 632 – UI Design © Fleck 2012 form vs. meaning more than one aspect/layer semantic knowledge task computer • technology-specific knowledge • domain-specific knowledge • what needs to be done • domain concepts • order of actions • interaction concepts & devices • keyboard, mouse, windows, buttons… • OS & applications • file storage • printing… enough? + app-specific syntactic knowledge how to carry out the task using a computer SWE 632 – UI Design © Fleck 2012 traditional assessment does a poor job at distinguishing different kinds of experts the techie domain expert task semantics the domain H expert the all round expert aka the pink elephant the domain expert with app training H the techie M the techie with app training M L SWE 632 – UI Design M the staff with app training H © Fleck 2012 different competencies need different UI strategies • the techie • help with domain concepts • some app-specific help task semantics H • not how to do a search • not how to get focus on field the domain expert • the domain expert • help with computer concepts H M the techie M L SWE 632 – UI Design the staff with app training M H • how to print • how to import data... • detailed app-specific help • the staff... © Fleck 2012 Example: Evaluate our users Example: We are developing a UI for a DVR (TiVo) • Evaluate a generic user in all types of knowledge: • App-specific syntax, comp-semantic, task-semantic • Is “computer semantic” relevant? Why or why not? SWE 632 – UI Design © Fleck 2012 Syntactic & Semantic • Syntax knowledge is about the specific form to manipulate things, without regards to the concepts • How to type, without knowing language • How to turn a radio on, without understanding the sounds • Semantic knowledge is about the meaning • The language we type in • The meaning of the music and the words • “thank you”, “xie xie”, “gracias”, “cám ón” all have the same semantics, but very different syntax SWE 632 – UI Design 13 © Fleck 2012 Perpetual Intermediates • Cooper argues that most users are always “perpetual intermediates” • Beginners want to progress to make their lives better (and because nobody wants to be beginner!) • Experts frequently fall back to intermediates when they stop being frequent users Do you agree? (next slide) SWE 632 – UI Design 14 © Fleck 2012 Perpetual Intermediates Do you agree? • For what types of applications are people perpetual intermediates? When is it not true? • For what types of knowledge are people perpetual intermediates? Syntactic? Task-semantic? Comp-semantic? SWE 632 – UI Design 15 © Fleck 2012 Summary • Know the user • Know the tasks • Design the interface • Know the users’ knowledge in multiple dimensions • Semantic • Task • Computer • Syntactic • Computer syntactic • Application specific syntactic SWE 632 – UI Design © Fleck 2012 Qualitative Research: Finding Information about the User Cooper Ch. 4 • Know the user • Know the tasks • Design the interface SWE 632 – UI Design © Fleck 2012 What to know? • How does the product fit into the broader context of people’s lives? • What goals motivate the use of the product? What basic tasks help accomplish these goals? • What experiences do users find compelling? How do these relate to the product being designed? • What problems do people encounter with their current ways of doing things? SWE 632 – UI Design © Fleck 2012 Research Types You can get information in many ways • Interviews – stakeholders, subject matter experts (SMEs), users, customers • User observation/ethnographic field studies • Literature review • Product/prototype competitive audits SWE 632 – UI Design © Fleck 2012 Ethnographic Field Studies Observe the user interacting in their own environment • • • • • • • Avoid a fixed set of questions (you don’t know enough yet!) Focus on goals first, tasks second Avoid making the user the designer Avoid making the user the developer Encourage storytelling Ask for a show and tell (demo) Avoid leading questions SWE 632 – UI Design © Fleck 2012 Applying Information about the user through Personas and Modeling Cooper Ch. 5 SWE 632 – UI Design © Fleck 2012 Modeling Users: Personas and Goals • a persona is not a real person – it’s a model • skills & demographic profiles • how users perceive & behave • goals, motivations, responsibilities SWE 632 – UI Design task semantics • a persona captures H the domain expert H M the techie M the staff with app training L M H © Fleck 2012 Persona models inform evaluation and design decisions • which characteristics to model depends on the specific problem • user & stakeholder goals • demographics: vocabulary, interpretation of symbol/signs, age • pref. on graphical representation e.g., map vs. list vs. augmented reality • disabilities, sight, color-blindness see http://www.section508.gov/ • voice: native speaker vs. foreigner • left-handed, right-handed SWE 632 – UI Design © Fleck 2012 Understand all relevant roles • primary users • each interface typically targets one primary persona and maybe one or a few more secondary personas • the primary target persona shapes most design decisions • served persona • don’t use the UI, but benefit/are hurt by it e.g., nurse uses system while treating patient • negative persona • clarify who each interface will not cater for e.g., hospital director SWE 632 – UI Design © Fleck 2012 Example: TiVo • For our example, lets create some “provisional personas” (aka personas based on assumptions, since we cannot do research!) • Create provisional personas for the example using the next slide as a guide. • Remember: Personas are specific instances with details. SWE 632 – UI Design © Fleck 2012 what’s relevant for the tasks User Personas: more than demographics & expertise • knowledge • task semantics, computer semantics, app syntax • goals • priorities, commitment, attention, responsibilities • skills & perceptions SWE 632 – UI Design • short & long-term memory, graphical interpretation, language speaking/understanding, visual impairment, dexterity… © Fleck 2012 Summary Modeling Users • Determine the user’s goals, motivations, needs using research, ethnographic observations, user evaluations • Understand and evaluate users knowledge in multiple dimensions • Generate personas for primary and other user types to guide design decisions and evaluations based on your research • Know the user • Know the tasks • Design the interface © Fleck 2012 SWE 632 – UI Design