User Needs HCI 510 Human-Computer Interaction – Methods I (Design and Evaluation) Work Contact Details : Dr. Damian Schofield Director of Human Computer Interaction Computer Science Department State University of New York (SUNY) at Oswego 7060 Route 104, Oswego, New York, 13126-3599 Tel: +1 (410) 504-3178 Email : schofield@cs.oswego.edu Web : http://www.cs.oswego.edu/hci HCI 510 – Human-Computer Interaction Methods I Dr. Damian Schofield User Needs What is Usability ? Usability is the degree to which something is easy to use and a good fit for the people who use it. It is a quality or characteristic of a product. It is whether a product is efficient, effective and satisfying for those who use it. It is the name for the techniques developed by usability professionals to help create usable products. It is a shorthand term for a process or approach to creating those products, also called user-centered design. Definitions of Usability : Usability means that the people who use the product can do so quickly and easily to accomplish their own tasks. This definition rests on four points: (1) Usability means focusing on users; (2) people use products to be productive; (3) users are busy people trying to accomplish tasks; and (4) users decide when a product is easy to use. 1 After all, usability really just means that making sure that something works well: that a person of average (or even below average) ability and experience can use the thing - whether it's a Web site, a fighter jet, or a revolving door - for its intended purpose without getting hopelessly frustrated.2 It is important to realize that usability is not a single, one-dimensional property of a user interface. Usability has multiple components and is traditionally associated with these five usability attributes: learnability, efficiency, memorability, errors, satisfaction.3 Usability has an ISO standard (ISO 9241-11), where usability is defined as: effectiveness, efficiency and user satisfaction. 4 Quotes about Usability (my order) : 1. “Once the product's task is known, design the interface first; then implement based on the interface design. As far as the customer is concerned, the interface is the product.”5 2. “More time is wasted in front of computers than on highways.”6 3. “The trouble with software is... it sucks. That's not a nice thing to say... but it is a fundamental truth. Software customers -- you, me, CIOs of multibillion-dollar companies...have learned to live with mediocre software. We do not count on software to be intuitively easy to understand or to work consistently. Instead, we make do.”7 4. “One reason so many large, important systems are not being used, or that users have to work around the system to get the work done, is that the programmers didn't understand what the users were doing. They develop the application according to their own interpretation.”8 5. “Usability is about human behavior. It recognizes that humans are lazy, get emotional, are not interested in putting a lot of effort into, say, getting a credit card and generally prefer things that are easy to do vs. those that are hard to do.”9 6. “People want less information, they don't want more information. They want it to be easier for them to use. Easier for them to get what they want. Easier for them to do what they want to do. The next big breakthrough, in my mind, is going to come from the usability standpoint... A lot of the technology is there right now. The pieces are there... [Technology] is ahead of the software curve... ahead of people's and companies' ability to integrate the technology and to support the technology.”10 Janice Redish and Joseph Dumas, A Practical Guide to Usability Testing, 1999, p. 4 Steve Krug, Don't Make Me Think, 2000, p. 5 Jakob Nielsen, Usability Engineering, 1993, p. 26 4 International Organisation for Standards, 1997. 5 Jef Raskin, Digital Ground, 2004 6 Ben Shneiderman, Universal Usability, 2000 7 Stewart Alsop, The Problem with Software, Fortune, 6/16/96. 8 Finn Kensing, Roskilde University, Denmark, CIO, 10/15/96. 9 David McQuillen, "Taking Usability Offline" Darwin Magazine, June 2003 10 Ted Waitt, chairman, CEO and founder, Gateway, Inc. ("Charlie Rose", PBS, 5/27/98) 1 2 3 Page : 1 3/14/2016 HCI 510 – Human-Computer Interaction Methods I Dr. Damian Schofield User Centered Design – Process Understanding who users are and what they are doing can and should be a critical component of any HCI investigation. The techniques and methods used to obtain user and task information come from usability engineering, which is a group of development methodologies that combine engineering, psychology, computer science and usability methodologies. In broad terms, User Centered Design (UCD) is a design philosophy and a process in which the needs, wants, and limitations of end users of a product, interface or document are given extensive attention at each stage of the design process. User centered design can be characterized as a multi-stage problem solving process that not only requires designers to analyze and foresee how users are likely to use an interface, but also to test the validity of their assumptions with regards to user behaviour in real world tests with actual users. Such testing is necessary as it is often very difficult for the designers of an interface to understand intuitively what a first-time user of their design experiences, and what each user's learning curve may look like. The chief difference from other interface design philosophies is that user-centered design tries to optimize the user interface around how people can, want, or need to work, rather than forcing the users to change how they work to accommodate the developers approach. One of the international standards that is the basis for many UCD methodologies (ISO 13407: Human-centered design process) defines a general process for including human-centered activities throughout a development life-cycle, but does not specify exact methods. In this model, once the need to use a human centered design process has been identified, four activities form the main cycle of work11: 1. Specify the context of use Identify the people who will use the product, what they will use it for, and under what conditions they will use it. 2. Specify requirements Identify any business requirements or user goals that must be met for the product to be successful. 3. Create design solutions This part of the process may be done in stages, building from a rough concept to a complete design. 4. Evaluate designs The most important part of this process is that evaluation - ideally through usability testing with actual users - is as important as quality testing is to good software development. User Centered Design Models Models of a user-centered design process help software designers to fulfill the goal of a product engineered for their users. In these models, user requirements are considered right from the beginning and included into the whole product cycle. Their major characteristics are the active participation of real users, as well as an iteration of design solutions. Cooperative Design: involving designers and users on an equal footing. This is the Scandinavian tradition of design of IT artifacts and it has been evolving since 1970.12 Participatory Design (PD): a North American term for the same concept, inspired by Cooperative Design, focusing on the participation of users. Since 1990, there has been a bi-annual Participatory Design Conference.13 Contextual Design: “customer-centered design” in the actual context, including some ideas from Participatory design14 What is User Centered Design, The Usability Professionals Association, 2009 Greenbaum and Kyng (eds), Design At Work - Cooperative design of Computer Systems, Lawrence Erlbaum, 1991 Schuler and Namioka, Participatory Design, Lawrence Erlbaum 1993 and chapter 11 in Helander’s Handbook of HCI, Elsevier, 1997 14 Beyer and Holzblatt, Contextual Design, Kaufmann, 1998 11 12 13 Page : 2 3/14/2016 HCI 510 – Human-Computer Interaction Methods I Dr. Damian Schofield A Typical User Centered Design Methodology Most user-centered design methodologies are detailed in suggesting specific activities, and the time within a process when they should be completed. The following shows a typical UCD process.15 In this version, the UCD activities are broken down into four phases: 1. 2. 3. 4. Analysis, Design, Implementation and Deployment, The list below proves suggested activities for each phase, these are: 1. Analysis Phase 2. Design Phase 3. Begin to brainstorm design concepts and metaphors Develop screen flow and navigation model Do walkthroughs of design concepts Begin design with paper and pencil Create low-fidelity prototypes Conduct usability testing on low-fidelity prototypes Create high-fidelity detailed design Do usability testing again Document standards and guidelines Create a design specification Implementation Phase 4. Meet with key stakeholders to set vision Include usability tasks in the project plan Assemble a multidisciplinary team to ensure complete expertise Develop usability goals and objectives Conduct field studies Look at competitive products Create user profiles Develop a task analysis Document user scenarios Document user performance requirements Do ongoing heuristic evaluations Work closely with delivery team as design is implemented Conduct usability testing as soon as possible Deployment Phase Use surveys to get user feedback Conduct field studies to get info about actual use Check objectives using usability testing You may notice that “usability testing” appears several times throughout the process, from the first phase to the last. Providing a positive user experience is an ongoing process. 15 What is User Centered Design, The Usability Professionals Association, 2009 Page : 3 3/14/2016 HCI 510 – Human-Computer Interaction Methods I Dr. Damian Schofield User Centered Design – Methods It is necessary to think carefully about who is a user and how to involve users in the design process. Obviously users are the people who will use the final product or artifact to accomplish a task or goal. But there are other users as well. The people who manage the users have needs and expectations too. What about those persons who are affected in some way by the use of the artifact or use the products and/or services of the artifact? Shouldn’t their needs and expectations be taken into consideration in the design process?16 Eason identified three types of users: primary, secondary, and tertiary17. Primary users are those persons who actually use the artifact; secondary users are those who will occasionally use the artifact or those who use it through an intermediary; and tertiary users are persons who will be affected by the use of the artifact or make decisions about its purchase. The successful design of a product must take into account the wide range of stakeholders of the artifact. Not everyone who is a stakeholder needs to be represented on a design team, but the effect of the artifact on them must be considered.18 One can see how difficult it is for designers to know or imagine all the usability criteria that are important to the users. It is only through feedback collected in an interactive iterative process involving users that products can be refined. The following are a few typical top-level characterisations of the most popular user-centered design methods in the approximate order in which they are carried out during the design process: Background Interviews and Questionnaires: Collecting data related to the needs and expectations of users; evaluation of design alternatives, prototypes and the final artifact at the beginning of the design project. Sequence of Work Interviews and Questionnaires: Collecting data related to the sequence of work to be performed with the artifact early in the design cycle. Focus Groups: Include a wide range of stakeholders to discuss issues, share their thoughts, feelings, attitudes, ideas, and describe their requirements early in the design cycle. It's often necessary to have an experienced moderator and analyst for a focus group to be effective. On-Site Observation: Collecting information about the environment and context in which the artifact will be used early in the design cycle. Participatory Design: Participatory design does not just ask users opinions on design issues, but actively involves them in the design and decision-making processes. This often takes the form of a mini-project to generate prototypes that feed into an overall project's design process. Participatory design sessions usually require an experienced moderator. This usually occurs early in the design cycle. Role Playing, Walkthroughs, and Simulations: Evaluation of alternative designs and gaining additional information about user needs and expectations; prototype evaluation. This usually occurs early to mid way through the design cycle Usability Testing: Collecting quantitative data related to measurable usability criteria in the later stages of the design cycle. Final Interviews and Questionnaires: Collecting data related to user satisfaction with the artifact in the final stages of the design cycle. 16 17 18 Abras, C., Maloney-Krichmar, D. and Preece, J, User-Centered Design, in Bainbridge, W., Encyclopedia of HCI, 2004. Eason, K., Information Technology and Organizational Change, London: Taylor and Francis, 1987. Preece, J., Rogers, Y., and Sharp, H., Interaction Design: Beyond Human-Computer Interaction, New York: John Wiley and Sons, Inc., 2002. Page : 4 3/14/2016 HCI 510 – Human-Computer Interaction Methods I Dr. Damian Schofield The following table shows the cost, output type and sample size required for each of these techniques. Method Cost Output Sample Size (High/Low) (Statistical/Non Stat) (Large/Small) Background Interview High Non Statistical Low Background Questionnaires Low Statistical High Sequence of Work Interviews High Non Statistical Low Sequence of Work Questionnaires Low Statistical High Focus Groups Low Non Statistical Low On-Site Observation High Non Statistical Low Participatory Design Low Non Statistical Low Role Playing, Walkthroughs, and Simulations High Non Statistical Low Usability Testing High Both Low Final Interviews High Non Statistical Low Final Questionnaires Low Statistical High Affordance An affordance is a quality of an object, or an environment, that allows an individual to perform an action. The term is used in a variety of fields: perceptual psychology, cognitive psychology, environmental psychology, industrial design, human–computer interaction, interaction design and artificial intelligence. Psychologist James J. Gibson originally introduced the term19 and explored it more fully in his book The Ecological Approach to Visual Perception.20 He defined affordances as: “All ‘action possibilities’ latent in the environment, objectively measurable and independent of the individual's ability to recognize them, but always in relation to the actor and therefore dependent on their capabilities.” For instance, a set of steps which rises four feet high does not afford the act of climbing if the actor is a crawling infant. Gibson's is the prevalent definition in cognitive psychology. Two different affordance definitions have developed. The original definition describes all action possibilities that are physically possible; a refinement to that definition describes action possibilities of which the actor is aware. In a further shift of meaning, the term has come to be also used in the HCI context as indicating the easy discoverability of action possibilities. 19 20 James J. Gibson, The Theory of Affordances. In Perceiving, Acting, and Knowing, Eds. Robert Shaw and John Bransford, 1977. James J. Gibson, The Ecological Approach to Visual Perception, 1979. Page : 5 3/14/2016