User-Centered Design for Better Human Interfaces Collaboratively designing and testing great UI Jeff Patton jpatton@acm.org www.agileproductdesign.com Our goals and agenda today Goal: feel comfortable design and testing functional, usable, user interface Part 1: Understanding the user’s experience Understanding user’s goals and tasks Telling stories about the user experience Converting stories to UI components Part 2: Prototyping and testing the user interface Building a componentized paper prototype Iteratively testing and refining your prototype Improving your visual design (as time permits) (c) Jeff Patton, AgileProductDesign.com 2 People achieve goals through interaction problem or goal How I’d like to feel, or what I’d like to achieve goal evaluation Is my goal met or problem resolved? Take some action action evaluation Did that action deliver the results I expected? the world Information and tools (c) Jeff Patton, AgileProductDesign.com 3 Think of three levels: goal, task, and tool problem or goal goal How I’d like to feel, or what I’d like to achieve Take some task action goal evaluation Is my goal met or problem resolved? action evaluation tool Did that action deliver the results I expected? the world Information and tools (c) Jeff Patton, AgileProductDesign.com 4 Goals, tasks, and tools apply at both a personal and organizational level goals business objectives tasks business processes tools employees, vendors, & systems (c) Jeff Patton, AgileProductDesign.com 5 Getting started with a UI design problem Barney’s Read the Barney’s Information Kiosk problem Watch for: Business goals Users and their goals The types of user tasks users would likely choose to reach their goals (5 minutes) In small workgroups (4-5 people) discuss: What are Barney’s goals or pains? What types of users might use the kiosk and why? Try to talk about tasks without talking about the kiosk (tool) – this can be difficult (5 minutes) (c) Jeff Patton, AgileProductDesign.com Your team 6 What are the user’s goals and businesses goals? Business goals or pain points? Types of users using this system? User’s goals or pains? (c) Jeff Patton, AgileProductDesign.com 7 What will users do with the system to reach their goals? User tasks describe the actions people take Try to name them without prescribe the “tool” solution (c) Jeff Patton, AgileProductDesign.com 8 User tasks are decompose to smaller tasks and organize into activities Tasks require intentional action on behalf of a tool’s user Tasks have an objective that can be completed Tasks decompose into smaller tasks Tasks often cluster together in activities activity task task (c) Jeff Patton, AgileProductDesign.com task task task 9 User tasks are decompose to smaller tasks and organize into activities Tasks require intentional action on behalf of a tool’s user Tasks have an objective that can be completed Tasks decompose into smaller tasks Tasks often cluster together in activities “Read an email message” is a task, “Managing email” is an activity. manageactivity email read task message create task folder (c) Jeff Patton, AgileProductDesign.com send task message delete task message prioritize task message place message task in folder 10 Activities have characteristics relevant to the software we’ll choose to build some number of common tasks a general goal or purpose a primary human participant usually other human participants a physical place or location some number of tools including computers, software, electronic files, telephones, information, paper, etc.. activity task task task task (c) Jeff Patton, AgileProductDesign.com 11 Be sensitive to user task “altitude” Too abstract Activity or “Kite level” Longer term goals often with no precise ending. I’ll perform several functional tasks in the context of an activity Think about user interface design at about this level Functional or “Sea level” I’d reasonably expect to complete this in a single sitting Sub-Functional or “Fish level” Small tasks that by themselves don’t mean much. I’ll do several of these before I reach a functional level goal Too detailed (c) Jeff Patton, AgileProductDesign.com * from Cockburn’s Writing Effective Use Cases 12 Describe the user experience of the product (c) Jeff Patton, AgileProductDesign.com 13 The essential use case is a simple way to describe experience abstractly Focusing on the interaction between user and system Avoid describing what the user specifically does by focusing on the user’s intention Determine the system responsibilities based on user goals and expectations User Intention System Responsibility Step one System response Step two System response (c) Jeff Patton, AgileProductDesign.com 14 Write an Essential Use Case As a team, using supplies on the table, write an essential use case for: Uuse this task: User: impatient Buyer Task: find a specific foreign film where I know the title Goal: : find it and buy it without wasting time 15 Begin to think about the UI design © Jeff Patton, all rights reserved, AgileProductDesign.com 19 Garrett describes the dependent layers that build up UI Jesse James Garrett’s Elements of User Experience © Jeff Patton, all rights reserved, AgileProductDesign.com 20 The surface layer describes finished visual design aspects Surface Skeleton Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 21 The skeleton describes a screen’s layout and the functional compartments in the screen Surface starch Skeleton entree vegetable dessert ! Structure Scope Strategy (c) Jeff Patton, AgileProductDesign.com 22 Structure defines navigation from place to place in the user interface Surface task panes Skeleton Structure modal dialogs Scope modal wizards Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 23 The places in the user interface are built to support what people do – the user’s tasks Surface Skeleton Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com user tasks (what do people need to accomplish): enter numbers enter text enter formulas format cells sort information filter information aggregate information graph data save data import data export data print ….. 24 Business goals drive user constituency selection and contexts supported to form strategy Surface Skeleton Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com business goals: • displace competitive products • motivate sale of other integrated products • establish file format as default information sharing format • … user constituencies: • accountant • business planner • housewife • … usage contexts: • office desktop • laptop on airplane • pda in car • … 25 Garret’s Elements of UX Stack Applies to the User Experience of Other Complex Products These layers of concerns apply not only to software but a variety of products. In particular, products that support a wide variety of user tasks benefit from this kind of thinking. (c) Jeff Patton, AgileProductDesign.com 26 Let’s look at a strategy for a product we all use: the place we live Surface Skeleton Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com goals: • live comfortably • eat well • stay clean • be healthy • keep up with Jones’s • … user constituencies: • me • spouse • child • … usage contexts: • near work • near good schools • near shopping • … 27 What tasks might I and my family do to reach our goals? Surface Skeleton Structure user tasks: • store food • prepare food • eat food • sleep • bathe • store changes of clothing • stay out of rain • entertain guests • entertain self • … Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 28 I’ll arranging tasks by affinity to help identify structure Surface Skeleton Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 29 I’ll optimize layout and tool choices to support tasks Surface Skeleton Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 30 I’m going to spend a lot of time here, I want my experience to be as pleasant as possible… Surface Skeleton Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 31 The goal-task-tool model maps to Garrett’s elements model Surface Skeleton Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 32 The goal-task-tool model maps to Garrett’s elements model Surface tools Skeleton Structure tasks Scope goals Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 33 The goal-task-tool model maps to Garrett’s elements model Surface Skeleton User Interface Prototyping Structure Scope Strategy © Jeff Patton, all rights reserved, AgileProductDesign.com 34 Identify “tools” as abstract UI components For each system responsibility, what sort of tool will the system need to offer to meet that responsibility to the user? Preliminarily decide on tools as abstract components. An abstract component (describe by Larry Constantine) refers to a general type of component with a certain responsibility Information or Material: contains and presents information. Action or Tool: allows execution of an action. Actionable Material: contains and presents information and allows the information to be acted on through selection or manipulation. © Jeff Patton, all rights reserved, AgileProductDesign.com Larry Constantine 35 Exercise: Identify the abstract components in your user scenario Using post-it notes, identify abstract components the user experience you’ve described Give each component a descriptive name that suggests its responsibility Look for: Information: information that displayed on the screen such as “author,” “document title,” “status.” People using the system will need information to orient themselves, and make decisions. actions: allow those using your system to tell the system to do something, or navigate somewhere. Typical actions include: “save,” “send, ” or “home.” actionable information: includes form fields that allow entry and editing of information and items like lists of information that when clicked can be edited. © Jeff Patton, all rights reserved, AgileProductDesign.com 36 Part 2: Prototyping and testing the user interface Building a componentized paper prototype Iteratively testing and refining your prototype Improving your visual design (as time permits) © Jeff Patton, all rights reserved, AgileProductDesign.com 37 Build prototypes from moveable and removable paper components Build a prototype from bits of paper and cardstock Tools you’ll need: • Card Stock (use for screen backgrounds and cut up for components) • Index Cards (lined cards make great lists) • Scissors or Xacto knife • Cello tape • Repositionable tape • Pencils • Sharp felt tip pens • Transparency film (great to write on) © Jeff Patton, all rights reserved, AgileProductDesign.com You may also choose to print and cut apart existing user interfaces or data from an existing system 38 In small teams, build up paper prototypes a component at a time Use a team approach to build up a componentized paper prototype: 1. Someone direct traffic 2. Various people build components 3. Someone assemble the user interface from the components 4. Someone continuously review what’s being assembled against your use case – will it work? © Jeff Patton, all rights reserved, AgileProductDesign.com 39 We build the prototype from components so we can play the role of a computer during testing © Jeff Patton, all rights reserved, AgileProductDesign.com 40 Joe’s suggests we also use a recording of the prototype as documentation © Jeff Patton, all rights reserved, AgileProductDesign.com 41 Exercise: Build Your Prototype As a team within the short time-box, build your prototype to support these two user tasks: Work as a team: One or more people build components One or more assemble the prototype using the components Someone use the task cases or scenarios to validate the UI supports these user stories Your UI design must support both this task: • User: impatient Buyer Task: find a specific foreign film where I know the title Goal: : find it and buy it without wasting time © Jeff Patton, all rights reserved, AgileProductDesign.com 42 Preparing to Testing Your Paper Prototype Identify test subjects Should match the characteristics and skills of our your target user constituencies Actual end users or stand-ins Identify tasks to test Assemble your test team facilitator computer observers Coach the test team on the testing personalities: flight attendant sports caster scientist Decide on test approach – single or paired subjects Setup your testing facility © Jeff Patton, all rights reserved, AgileProductDesign.com 43 Run Your Usability Test Facilitator introduces the team. Facilitator introduces tasks to perform and goals, then invites test participants to “think out loud” and begin. Facilitator plays sports-caster; keeps subject talking, narrating when necessary. Observers record data – use post-it notes to make downstream analysis move faster. When the test is complete observers may ask test participants questions. Thank test participants. Consolidate data. How many issues did you detect? Consider issues as items you’d change. © Jeff Patton, all rights reserved, AgileProductDesign.com 44 Watch as each participant plays their role during light weight usability testing Note each role: Facilitator Paired test subjects Observer Notice participants paying attention to the testing personalities: Flight attendant letting participants know the rules and making sure they’re safe Sports caster making sure participants keep talking going so we know what they’re thinking Scientists working hard not to bias the results by giving users hints © Jeff Patton, all rights reserved, AgileProductDesign.com 45 Exercise: Test Your Paper Prototype 1. 2. 3. 4. 5. 6. 7. Facilitator introduces the team. Facilitator introduces tasks to perform and goals, then invites test participants to “think out loud” and begin. Facilitator plays sports-caster; keeps subject talking, narrating when necessary. Observers record data – use post-it notes to make downstream analysis move faster. When the test is complete observers may ask test participants questions. Thank test participants. Consolidate data. How many issues did you detect? Consider issues as items you’d change. © Jeff Patton, all rights reserved, AgileProductDesign.com Support these tasks: • User: casual browser Task: find the most current release for a particular artist • User: impatient Buyer Task: find a specific foreign film where I know the title 46 This isn’t just the right way to test, it’s RITE Traditional usability testing focuses on: Identifying repeatable user missteps UI concerns that may make the software difficult to learn, or learned behavior hard to maintain Then reporting those errors with suggestions for correcting problems The RITE method: Rapid Iterative Testing and Evaluation Rather than focusing on number of errors, emphasize number of errors fixed Required the capability to correct errors between iterative tests For higher-fidelity prototypes or working code, this requires developer participation See “Getting Software RITE”: http://www.agileproductdesign.com/writing/ieee/patton_getting_software_rite.pdf © Jeff Patton, all rights reserved, AgileProductDesign.com 47 Unraveling Usability Concerns From Visual Design Concerns Usability is a measured characteristic of your software. Typical usability tests measure: Task completion frequency Task completion time Errors or missteps Professionals [and novices] can give their subjective evaluation on usability, but you can’t really be sure until you test [or ship]. Paper Prototype usability testing helps identify usability issues before the software is built. Visual design adds look and feel that may affect usability. Don’t assume those skilled at visual design are also skilled at usability. © Jeff Patton, all rights reserved, AgileProductDesign.com 48 Layer in user interface concerns – like a layer cake Start by making useful software design esthetics Choose appropriate utility first Usability second usefulness Defer design esthetics until after the software is useful (is the software fun, pleasant, exciting – what is my emotional response?) usability (can that functionality easily learned, and effectively used?) utility (does the software offer functionality to support my goals?) © Jeff Patton, all rights reserved, AgileProductDesign.com 49 Test First – Building Confidence into Software Development Agile development’s test-first technique doesn’t just apply to code. Use paper prototyping and usability testing to validate that your user interface requirements are accurate and the software you intend to build can be effectively used. Iteration and testing of user interface using lowfidelity prototyping is faster than working code. Iterate to learn in the fastest medium available See the StickyMinds.com article: “Test Software Before You Code”: http://www.stickyminds.com/s.asp?F=S11104_COL_2 © Jeff Patton, all rights reserved, AgileProductDesign.com 50 User-Centered Design for Better Human Interfaces Collaboratively designing and testing great UI Jeff Patton jpatton@acm.org www.agileproductdesign.com William’s 4 Basic Design Principles Visual Design Basics Robin Williams’ The Non-Designer’s Design Book Visual design that communicates effectively four simple principles C Contrast R Repetition A Alignment P Proximity Learn the principles and use them intentionally to improve your design. Analyze existing user interface design to see how these principles were leveraged or neglected. © Jeff Patton, all rights reserved, AgileProductDesign.com 53 Proximity communicates affinity Proximity communicates similarity – distance communicates lack of similarity. Group related items together. “Clumps” of items can feel like one item visually. Minimize the number of “clumps” to help make a screen look simple. © Jeff Patton, all rights reserved, AgileProductDesign.com Q: Does your page have a minimal number of small clumps where each clump contains items that are of the same type or for the same purpose? 54 55 Alignment communicates association Nothing should be placed on the screen arbitrarily. Every item should have a connection with something else on the screen – after all if it’s on the same screen it’s associated. 3 Horizontal Alignments: Left Center Right Center alignments are visually the weakest The fewer alignment axis the better Q: Are there a minimal number of strong alignment axis? © Jeff Patton, all rights reserved, AgileProductDesign.com 56 57 Repetition helps calm and unify a design Repeated elements blend in. Repeat some aspects of the design throughout the entire application. Repetition can be thought of as consistency. Appropriate repetition makes the application appear cohesive. Elements that repeat each page become static – or “visually persistent.” As users move from place to place in your software, they need only observe what’s changed. Q: does repetition help calm and unify the design? © Jeff Patton, all rights reserved, AgileProductDesign.com 58 59 60 Contrast communicates importance Use contrast to focus the users attention, to guide him/her through the application. Contrast, or don’t. If two items are not exactly the same, make them different – really different. Subtle difference isn’t contrast, it’s perceived by users as tension in the screen and often looks like a mistake. Q: are the highest contrast items in the UI the items I want people to see? © Jeff Patton, all rights reserved, AgileProductDesign.com 61 62 Usability Refers To The Ability of a User To Effectively Execute A Task Using a Tool “While Visual Design certainly can affect usability, it’s quite possible for a product to have pleasing visual design, but intolerable usability.” Don Norman’s The Design of Everyday Things © Jeff Patton, all rights reserved, AgileProductDesign.com 63 Nielsen’s 10 Usability Heuristics 1. Visibility of system status (keep the user informed) Be forthcoming - don’t hide information 2. Match between system and real world (user language and real world conventions) Watch your language 3. User control and freedom (easy exits, undo and redo) padded corners, hand rails, and safety nets 4. Consistency and standards same thing the same way 5. Error prevention 6. Recognition rather than recall (reduce remembering with visible options, actions, and instructions) 7. Flexibility and efficiency of use (customization and support for advanced users) 8. Aesthetic and minimalist design (reduce irrelevant or rarely needed information) 9. Help in recognizing, diagnosing, and recovering from errors 10. Good help and documentation Jakob Nielsen’s Usability Engineering © Jeff Patton, all rights reserved, AgileProductDesign.com 64 User-Centered Design for Better Human Interfaces Collaboratively designing and testing great UI Jeff Patton jpatton@acm.org www.agileproductdesign.com An Agile User Story Might Model Use... It’s Easier to Design User Interface if it Does Originally eXtreme Programming described a user story as a small amount of text written on an index card to function as a reminder for a conversation between developer and customer. From Wikipedia: “A user story is a software system requirement formulated as one or two sentences in the everyday language of the user.” The user story form credited to Rachel Davies in Cohn’s User Stories Applied combines user, task, and goal: As a I want to so that I can [type of user] [perform some task] [achieve some goal] As a harried shopper * Kent Beck coined the term user stories in Extreme Programming Explained 1st Edition, 1999 I want to locate a specific CD in the store so that I can purchase it quickly, leave, and continue with my day. © Jeff Patton, all rights reserved, AgileProductDesign.com 66 In practice user stories may be written to describe user tasks or the tools that support them goals More task-centric: As a weekend gardener user story I want to dig a hole tasks so that I can plant a tree More tool-centric: (or feature-centric) software features © Jeff Patton, all rights reserved, AgileProductDesign.com As a weekend gardener I want a shovel so that I can [dig a hole to] plant a tree 68 Ideally we’ll write task-centric user stories to defer user interface design decisions – the tool decisions hole (to put the flower in) dig hole hold options open © Jeff Patton, all rights reserved, AgileProductDesign.com 69 Understand what users are trying to accomplish, defer specific UI decisions till the last responsible moment hole (to put the flower in) dig hole © Jeff Patton, all rights reserved, AgileProductDesign.com 70 Designing user interface specifically for a single iteration-level story often doesn’t work Why doe you suppose that is? (Jeff pause here for participants to answer) Because Users think in terms of activities and functional tasks User stories are often written to build much smaller pieces of functionality Therefore Design user interface based on use Use that UI design as a blueprint. Each story implements a piece of that blueprint. The higher the goal-level of the user interaction, the lower the fidelity of UI design © Jeff Patton, all rights reserved, AgileProductDesign.com 71 Favor user task-centric stories to base UI design on Especially during early scoping and release planning project stages Especially before prototyping and testing proposed user interfaces Be prepared to split task-centric user stories as necessary to: defer expensive-to-implement user interactions for future release. to break up large user interface construction into more manageable pieces. Stories may become more tool-centric over time, and closer to development time Defer tool-centricity to the latest responsible moment © Jeff Patton, all rights reserved, AgileProductDesign.com 72 Usage to User Interface Collaboratively designing and testing great UI Jeff Patton jpatton@acm.org www.AgileProductDesign.com