Step 10 INTERNATIONALIZATION & ACCESSIBILITY Step 10 Overview • International Considerations – – – – – Localization Cultural Considerations Writing Text Using Images and Symbols Requirements Determination and Testing • Accessibility – – – – – – Visual Disabilities Hearing Disabilities Physical Movement Disabilities Speech or Language Disabilities Cognitive Disabilities Seizure Disorders Step 10 INTERNATIONALIZATION Internationalization • The process of isolating culturally specific elements from a product Localization • The process of infusing a specific cultural context into a previously internationalized product Step 10 INTERNATIONALIZATION Localization • When to do it: – When the market includes few or no English speakers – When translation is required by law or by custom – When the widest possible market is desired • When not to do it: – When the audience already reads English – When the cost of retrofitting or rewriting the software is prohibitive Step 10 INTERNATIONALIZATION Cultural Dimensions • • • • • Power distance Individualism (versus collectivism) Masculinity (versus feminity) Uncertainty avoidance Long-term orientation (versus short term) Step 10 INTERNATIONALIZATION Words and Text • Use simple English – Develop a restricted vocabulary – Restrict the sentence structure using: noun-verb-object • Avoid: – – – – – – – – Acronyms and abbreviations Slang or obscure phrasing Stringing three nouns together Local or computer jargon A telegraphic writing style An over-friendly writing style Culturally specific examples References to national, racial, religious, and sexist stereotypes • Adhere to local user language idioms and cultural contexts Step 10 INTERNATIONALIZATION Words and Text (Continued) • Keep the original term for words that cannot be translated • Allow additional screen space for the translation – Horizontally, using Table 10.1 – Vertically • When translating to other languages, first do: – European: German – Middle East: Arabic – Far East: Japanese • Position icon captions outside of the graphic • Modify mnemonics for keyboard access • Adhere to local formats for date, time, money, measurements, addresses, and telephone numbers Step 10 INTERNATIONALIZATION Besturingselement Olvadaci prvek Ohjausobjekti Steuerelement (Dutch) (Czech) (Finnish) (German) Step 10 INTERNATIONALIZATION Images and Symbols • Adhere to local cultural and social norms • Use internationally accepted symbols • Develop generic images • Be particularly careful with: – – – – – – Religious symbols (crosses and stars) The human body Women Hand gestures Flags The cross and check for check boxes • Review proposed graphical images early in the design cycle Step 10 INTERNATIONALIZATION Color, Sequence, and Functionality • • • • Adhere to local color connotations and conventions Provide the proper information sequence Provide the proper functionality Remove all references to features not supported Requirements Determination and Testing • Establish international requirements at the beginning of product development • Establish a relationship within the target culture • Test the product as if it were new Step 10 ACCESSIBILITY Definition • Providing easy access to a system for people with disabilities Objective • Minimize all barriers that make a system difficult, or impossible, to use Step 10 ACCESSIBILITY Accessibility Design • Consider accessibility issues during system planning, design, and testing • Provide compatibility with installed accessibility utilities • Provide a customizable interface • Follow standard Windows conventions • Use standard Windows controls • Assure online forms can be easily completed Step 10 ACCESSIBILITY Visual Disabilities Guidelines • Utilities – Ensure compatibility with screen-review utilities – Ensure compatibility with screen-enlargement utilities • Screen Components – Include meaningful screen and window titles – Provide associated captions or labels for all controls, objects, icons, and graphics, including graphical menu choices – Provide a textual summary for each statistical graphic – Allow for screen element scalability – Support system settings for high contrast for all user interface controls and client area content • When “high contrast” setting is established, hide any images drawn behind text to maintain screen information legibility Step 10 ACCESSIBILITY Visual Disabilities Guidelines (Continued) • Screen Components (Continued) – Avoid displaying or hiding information based on the movement of the pointer • Exception: Unless part of the standard interface (ToolTips, for example) • Keyboard – Provide a complete keyboard interface – Provide a logical order of screen navigation Step 10 ACCESSIBILITY Visual Disabilities Guidelines (Continued) • Color – Use color as an enhancing design characteristic – If used: • Select color combinations that can be discriminated • Ensure the lightness contrast between foreground and background color is high • Increase the lightness contrast between colors at each end of the color spectrum (blues and reds) • Avoid combining dark colors from the middle of the spectrum with light colors at either end • Create the color combinations based on the system colors for window components • Do not define specific colors • Use tools to verify what colors will look like when seen by color-deficient people Step 10 ACCESSIBILITY Hearing Disabilities • • • • • Provide captions or transcripts of important audio content Provide an option to display a visual cue for all audio alerts Provide an option to adjust the volume Use audio as an enhancing design characteristic Provide a spell-check or grammar-check utility Physical Movement Disabilities • • • • • Provide voice-input systems Provide a complete and simple keyboard interface Provide a simple mouse interface Provide on-screen keyboards Provide keyboard filters Step 10 ACCESSIBILITY Speech or Language Disabilities • Provide a spell-check or grammar-check utility • Limit the use of time-based interfaces – Never briefly display critical feedback or messages and then automatically remove them – Provide an option to permit the user to adjust the length of the time-out Cognitive Disabilities • Permit modification and simplification of the interface • Limit the use of time-based interfaces – Do not briefly display critical feedback or messages and then automatically remove them – Provide an option to permit the user to adjust the length of the time-out Step 10 ACCESSIBILITY Seizure Disorders • Use elements that do not blink or flicker at rates between frequency ranges of 2 Hz and 55 Hz • Minimize the area of the screen that is flashing • Avoid flashing that has a high level of contrast between states • Provide an option to enable users to slow down or disable screen Step 10 ACCESSIBILITY Web Page Accessibility Design • Pages – Provide a simple and consistent layout – Place important information at page top – Provide simple backgrounds contrasting well with text – Provide a “Skip to Main Content” link at the top of each page – Structure articles with two or three levels of headings – End sentences, headings, and list items with punctuation – Provide frame titles – Provide user adjustable font sizes and styles, colors, graphical attributes, and volume – Avoid blinking or constantly changing elements Step 10 ACCESSIBILITY Web Page Accessibility Design (Continued) • Controls – Provide large buttons • Links – Provide fully descriptive headings – Separate consecutive links with a dividing character • Tables, Frames, and Columns – Use sparingly – Provide alternate ways to access items contained within tables Step 10 ACCESSIBILITY Web Page Accessibility Design (Continued) • Images – Provide associated text • Audio – Include one or more of the following: • Caption or pop-up text window • Textual transcript • Textual description – For lengthy descriptions or transcripts, provide a link to a separate page Step 10 ACCESSIBILITY Web Page Accessibility Design (Continued) • Video – Include one or more of the following in both a textual and audio format: • Transcript • Description • For lengthy descriptions or transcripts, provide a link to a separate page • Image Maps – Provide equivalent text menus Step 10 ACCESSIBILITY Web Page Accessibility Design (Continued) • Animation – Provide an option to display in a nonanimated presentation mode • Plug-ins and applets – Use sparingly Step 10 ACCESSIBILITY Web Page Accessibility Design (Continued) • General – Synchronize multimedia elements – Test for accessibility – For online forms that cannot be read by utilities • Provide alternate method of communication – If accessability cannot be accomplished any other way: • Provide equivalent text-only page • Follow WWW and Section 508 guidelines Step 10 ACCESSIBILITY Usability for Lower-Literacy To aid lower-literacy Web users: – – – – – Prioritize information Avoid moving or changing text Streamline page design Simplify navigation Optimize search Step 10 ACCESSIBILITY Usability for Senior Citizens • Provide large targets • Reduce the number of clicks – Do not require double-clicks – Do not use pull-down menus – Do not have a deep page hierarchy • Concentrate important information at page top • Avoid the need to scroll • Place most links in bulleted, not tightly clustered list • Clearly differentiated visited/non-visited links Step 10 ACCESSIBILITY Usability for Senior Citizens (Continued) • Use few colors, avoiding blue and green tones • For text to be read or scanned, use: – – – – – – 12- to 14-point sans serif font (Helvetica, Arial) Black text on white background Left alignment Increased spacing (leading) between lines Sentence style mixed-case letters Appropriate large headings in a 14- to 16-point sans serif font Step 10 ACCESSIBILITY Documentation • Provide documentation on all accessible features • Provide documentation in alternate formats • Provide online documentation for people who have difficulty reading or handling printed material Testing • Test all aspects of accessibility as part of the normal system testing process Step 11 CREATE MEANINGFUL GRAPHICS, ICONS & IMAGES Step 11 Overview • Icons – – – – Kinds of Icons Characteristics of Icons Influences on Icon Usability Choosing Icons – – – – Creating Images Drawing Images Icon Animation and Audition The Design Process • Multimedia – – – – Images Photographs/Pictures Diagrams Drawings – Video – Animation – Audition Step 11 ICONS Kinds of Icon • Icon—Something that looks like what it means • Index—A sign that was caused by the thing to which it refers • Symbol—A sign that may be completely arbitrary in appearance — Marcus (1984) • Resemblance—An image that looks like what it means • Symbolic—An abstract image representing something • Exemplar—An image illustrating an example or characteristic of something • Arbitrary—An image completely arbitrary in appearance whose meaning must be learned • Analogy—An image physically or semantically associated with something — Rogers (1989) Step 11 ICONS Characteristics of Icons • Syntactics is an icon’s physical structure – Square, round, red, green, big, small? • Semantics is the icon’s meaning – To what does it refer? • Pragmatics is how the icon is physically produced – Can it be illustrated clearly? Step 11 ICONS Influences on Icon Usability • Provide icons that are: – – – – – – – Familiar Clear and legible Simple Consistent Direct Efficient Discriminable • Also consider the: – Context in which the icon is used – Expectancies of users – Complexity of task Step 11 CHOOSING ICONS A Successful Icon • Looks different from all other icons • Is obvious what it does or represents • Is recognizable when no larger than 16 pixels square • Looks as good in black and white as in color Step 11 CHOOSING ICONS Size • Supply in all standard sizes. – 16 x 16 pixels • 16- and 256-color versions – 32 x 32 pixels • 16- and 256-color versions • Effective: 24 x 24 or 26 x 26 in 32 x 32 icon – 48 x 48 pixels • 16- and 256-color versions • Use colors from the system palette • Use an odd number of pixels along each side – Provides center pixel around which to focus design • Minimum sizes for easy selection: – With stylus or pen: 15 pixels square – With mouse: 20 pixels square – With finger: 40 pixels square • Provide as large a hot zone as possible Step 11 ICONS Choosing Images • • • • Use existing icons when available Use images for nouns, not verbs Use traditional images Consider user cultural and social norms Creating Images • Create familiar and concrete shapes • Create visually and conceptually distinct shapes – Incorporate unique features of an object – Do not display within a border • Clearly reflect objects represented • Simply reflect objects represented, avoiding detail • Create as a set, communicating relationships to one another through common shapes • Provide consistency in icon type • Create shapes of the proper emotional tone Step 11 ICONS Drawing Images • Provide consistency in shape over varying sizes • Do not use triangular arrows in design to avoid confusion with other system symbols • When icons are used to reflect varying attributes, express those attributes as meaningfully as possible • Provide proper scale and orientation • Use perspective and dimension whenever possible • Accompany icons with labels to ensure intended meaning Step 11 ICONS Icon Animation and Audition • Animation – Use: • To provide feedback • For visual interest – Make it interruptible or independent of user’s primary interaction – Do not use it for decoration – Permit it to be turned off by the user – For fluid animation, present images at 16 or more frames per second • Audition – Consider auditory icons Step 11 ICONS The Design Process • • • • • Define the icon’s purpose and use Collect, evaluate, and sketch ideas Draw in black and white Draw using an icon-editing utility or drawing package Test for user: – Expectations – Recognition – Learning • Test for legibility • Register new icons in the system’s registry Step 11 ICONS Screen Presentation • Follow all relevant general guidelines for screen design • Limit the number of symbols to 12, if possible, and at most 20 • Arrange icons – In a meaningful way, reflecting the organization of the real world – To facilitate visual scanning – Consistently • • • • • Place object and action icons in different groups Present an interactive icon as a raised screen element Ensure that a selected icon is differentiable from unselected icons Permit arrangement of icons by the user Permit the user to choose between iconic and text display of objects and actions Step 11 MULTIMEDIA Purpose of Graphics • Navigational – To identify links that may be followed • Representational – To illustrate items mentioned in text • Organizational – To depict relationships among items mentioned in text • Explanative – To show how things or processes work • Decorative – To provide visual appeal and emphasis Step 11 MULTIMEDIA Graphics • Use graphics to – Supplement the textual content, not as a substitute for it – Convey information that can’t be effectively expressed using text – Enhance navigation through • Presenting a site overview • Identifying site pages • Identifying content areas • Limit the use of graphics that take a long time to load • Coordinate the graphics with all other page elements • Graphics should not look like gratuitous decorations or banner ads Step 11 MULTIMEDIA Images • Insure images convey their intended message • General: – – – – – – Use standard images Use images consistently Produce legible images Provide descriptive text or labels with all images Distinguish navigational from decorative images Minimize: • The number of presented images • The size of presented images – Restrict single images to 5K – Restrict page images to 20K – Provide thumbnail size images • Image animation – Avoid extraneous or gratuitous images Step 11 MULTIMEDIA Images (Continued) • Color – Minimize the number of colors in an image • Format – Produce images in the most appropriate format • GIF or JPEG • Internationalization: – Provide for image internationalization • Screen design: – Limit large images above the page fold – Use simple background images – Reuse images on multiple pages Step 11 MULTIMEDIA Image Maps • Use – Provide navigation links to other content • Advantages – Can be arrayed in a meaningful and obvious structure – Faster to load than separate images • Disadvantages – Consume a significant amount of screen space – “Hot spots” not always obvious – One’s location within map is not always obvious • Guidelines – Use with caution – Provide effective visual cues and emphasis to make it easy to identify link boundaries – Ensure image maps are accessible to the vision impaired Step 11 MULTIMEDIA Photographs/Pictures • Use when every aspect of the image is relevant • Guidelines: – Use JPEG format – On the initial page: • Display a small version – A thumbnail-size image – Zoom-in on most relevant detail • Link to larger photos showing as much detail as needed – Include fewer people and objects in less complicated settings than in photos for print – Emphasize close-up shots with clean backgrounds Step 11 MULTIMEDIA Video • Uses: – – – – – – Show things that move or change over time Show the proper way to perform a task Show events that cannot be seen directly Convey human behavior and emotions Provide a personal message Grab attention • Disadvantages: – Expensive to produce – Slow to download – Small and difficult to discern detail • Guidelines: – – – – Never automatically download a video into a page Create short segments Provide controls: playing, pausing, and stopping Consider using: • Existing video • Audio only • A slide show with audio Step 11 MULTIMEDIA Diagrams • Uses: – – – – Show the structure of objects Show the relationship of objects Show the flow of a process or task Reveal a temporal or spatial order • Kinds: – – – – – – Flow charts Cause and effect charts Gantt charts Entity relationship charts Organization charts Network diagrams Step 11 MULTIMEDIA Diagrams (Continued) • Parts: – Shapes – Labels – Lines • Guidelines: – Provide simple diagrams – Provide cutaway diagrams or exploded views to illustrate key points Step 11 MULTIMEDIA Drawings • Use when some parts need emphasize or representation • Guidelines: – Provide simple drawings showing minimal detail – Provide a link to a complete drawing Step 11 MULTIMEDIA Animation • Uses: – – – – – – – Explain ideas involving a change in time or position Illustrate the location or state of a process Provide feedback Show continuity in transitions Enrich graphical representations Aid visualization of 3-D structures Attract attention • Disadvantages: – Very distracting – Can potentially create problems for people with some disabilities – Slow loading • Guidelines: – – – – – Use only when an integral part of the content Introduce animation Create short segments Provide a freeze frame and stop mode Avoid distracting animation Step 11 MULTIMEDIA Audition • Uses: – – – – – – Supplement to text and graphics Establish atmosphere Create a sense of place Teach Sample For users: • With disabilities • In eye-busy and hands-busy situations • Without access to keyboard and/or monitor • Advantages: – Does not obscure information on the screen – Shorter downloading time than video Step 11 MULTIMEDIA Audition (Continued) • Disadvantages: – Annoying to many people in the vicinity – Easily overused and ignored – Not reliable because: • Some people are hard of hearing • Leaves no permenant record • The user can turn it off • Audio capability may not exist • Guidelines: – When words are spoken: • Content should be simple • Narration speed should be about 160 WPM – When used to introduce new ideas or concepts the narration should be slowed – Off-screen narration should be used rather than on-screen • Unless narrator is recognized authority – Create short segments – Provide high-quality segments – Provide audio controls – Play background audio softly Step 11 MULTIMEDIA Interactive Voice Response (IVR) • Limit to three or four levels • Limit to four or fewer choices per level Step 11 MULTIMEDIA Combining Mediums • Combinations – Use sensory combinations that work best together: • Auditory text with visual graphics • Screen text with visual graphics • Integration – Closely integrate screen text with graphics • Relevance – Both the visual and auditory information should be totally relevant to the task being performed Step 11 MULTIMEDIA Combining Mediums (Continued) • Presentation: – Visual and auditory textual narrative should be presented simultaneously, or the visuals should precede the narrative by no more than 7 seconds – To control attention, reveal systematically • Limit elements revealed to one item at a time • For related elements reveal sequentially – Show action initiation as well as result – Avoid animation that distracts from other more important information • Consider download times when choosing media • Testing – Thoroughly test all graphics for: • Legibility • Comprehensibility • Acceptance Step 12 CHOOSE THE PROPER COLORS Step 12 Overview • Color’s characteristics – – – – – – What color is Uses of color Possible problems and cautions Color connotations Results of color research Color and human vision • How to use color • How to choose the proper colors for: – Textual graphic screens – Statistical graphics screens – Web screen text and images Step 12 COLOR Color—What Is It? • Results from the stimulation of the proper receptor in the eye by a received light wave • A color name is a learned phenomenon based on previous experiences and associations • The visual spectrum of wavelengths to which the eye is sensitive ranges from about 400 to 700 millimicrons • Three properties: – Hue—Spectral wavelength composition of a color such as green or red – Chroma or saturation—Purity of a color in a scale from gray to the most vivid version of the color – Value or intensity—Relative lightness or darkness of a color in a range from black to white • Primary colors: red, green, and blue – Their wavelengths additively combine in pairs to produce magenta, cyan, and yellow, and all the other visible colors in the spectrum Step 12 COLOR USES • Use color to assist in formatting a screen: – – – – Relating or tying elements into groupings Breaking apart separate groupings of information Associating information that is widely separated Highlighting or calling attention to important information by setting off from other information • Use color as a visual code to identify – – – – Screen components Logical structure of ideas, processes, sequences Sources of information Status of information • Use color to – Realistically portray natural objects – Increase screen appeal Step 12 POSSIBLE COLOR PROBLEMS • High attention-getting capacity • Interference with use of other screens • Varying sensitivity of the eye to different colors – More sensitive to those in the middle of the visual spectrum: Yellow and green – Combinations of screen colors can strain the eye’s accommodation mechanism: Blue and red • Color-viewing deficiencies – 8 percent of males – 0.4 percent of females • Cross-disciplinary and cross-cultural differences – Colors can have different meanings in different situations to different people Step 12 COLOR RESEARCH Conclusions • For simple displays, color may have no dramatic impact • As display complexity increases so does the value of color • People like using color and think it has a positive influence on their productivity, even though it may not Step 12 COLOR AND HUMAN VISION Lens • Muscles that focus wavelengths of light on the retina • Different wavelengths are focused at different distances behind the lens – Longer wavelengths (red) are focused farther back than the shorter wavelengths (blue) – Colors of a different wavelength from the color actually being focused will appear out of focus – To create a sharp image of the out-of-focus colors requires a refocusing of the eye – Excessive refocusing (such as between red and blue) can lead to eye fatigue Step 12 COLOR AND HUMAN VISION Retina • Light-sensitive surface of the eye • Rods – Sensitive to lower light levels and function primarily at night • Cones – Stimulated by higher light levels and react to color – Different cones possess maximum sensitivity to different wavelengths of light – Two-thirds (64 percent) maximally sensitive to longer light wavelengths • Referred to as “red” sensitive cones • However, peak sensitivity is in the yellow portion of the visual spectrum – One-third (32 percent) maximally sensitive to medium wavelengths • Referred to as “green” sensitive cones – 2 percent primarily react to short light wavelengths • Referred to as “blue” sensitive cones Step 12 CHOOSING COLORS Choosing Colors for Categories of Information • Requires a clear understanding of how the information will be used • Some examples: – If different parts of the screen are attended to separately, color-code the different parts to focus selective attention on each in turn – If decisions are made based on the status of certain types of information on the screen, color-code the types of status – If screen searching is performed to locate information of a particular kind or quality, color-code these kinds for contrast – If the sequence of information use is ordered, use color to identify the sequence – If the information displayed on a screen is packed or crowded, use color to provide visual groupings • Use color as a redundant code Step 12 COLORS IN CONTEXT Usage • Design for monochrome first – Useful: • For people with a color-viewing deficiency • On monochrome displays • In conditions where ambient lighting distorts the perceived color • If the color ever fails • Use colors conservatively – Do not use color where other identification techniques, such as location, are available Step 12 COLORS IN CONTEXT Discrimination and Harmony • For best absolute discrimination, select no more than four or five colors widely spaced on the color spectrum. – Good colors: red, yellow, green, blue, and brown • For best comparative discrimination, select no more than six or seven colors widely spaced on the color spectrum. – Other acceptable colors: orange, yellow-green, cyan, violet, and magenta • Choose harmonious colors – One color plus two colors either side it's complement – Three colors equidistant points around color circle • For extended viewing or for older viewers, use brighter colors. Step 12 COLORS IN CONTEXT Emphasis • To draw attention or to emphasize elements, use bright or highlighted colors. • To de-emphasize elements: • Use less bright colors • The perceived brightness of colors from most to least is white, yellow, green, blue, red • To emphasize separation, use contrasting colors • • • • • Red and green Blue and yellow To convey similarity, use similar colors Orange and yellow Blue and violet Step 12 COLORS IN CONTEXT Common Meanings • To indicate that actions are necessary, use warm colors: – Red – Orange – Yellow • To provide status or background information, use cool colors: – – – – Green Blue Violet Purple • Conform to human expectations – In the job – In the world at large Step 12 COLORS IN CONTEXT Location • In the center of the visual field, use, red and green • For peripheral viewing, use blue, yellow, black, and white • Use adjacent colors that differ by hue and value or lightness Ordering • Order colors by their spectral position: – – – – – – – Red Orange Yellow Green Blue Indigo Violet Step 12 COLORS IN CONTEXT Foregrounds • Use colors that highly contrast with background color • For text or data, use: – Black – Desaturated or spectrum center colors: white, yellow, or green – Warmer more active colors • Use colors that possess the same saturation and lightness • To emphasize an element, highlight it in a light value of the foreground color, pure white, or yellow • To de-emphasize an element, lowlight it in a dark value of the foreground color Step 12 COLORS IN CONTEXT Backgrounds • Use a background color to organize a group of elements into a unified whole • Use colors that do not compete with the foreground • Use: – Light-colored backgrounds of low intensity: off-white or light gray – Desaturated colors – Cool, dark colors such as blue or black – Colors on the spectral extremes Step 12 COLORS IN CONTEXT Three-Dimensional Look • Use at least five colors or color values to create a 3-D look on a screen. – Background: • Control itself and window on which it appears – Foreground: • Captions and lines for buttons, icons, and other objects (usually black or white) • Selected mode: – Color used when the item is selected • Top shadow: – Bezel on the top and left of the control • Bottom shadow: – Bezel on the bottom and right of the control Step 12 COLORS IN CONTEXT Color Palette, Defaults, and Customization • Permit users to customize their colors • Provide a default set of colors for all screen components • Provide a palette of six or seven foreground colors – Provide 2 to 5 values or lightness shades for each foreground color • Provide a palette of six or seven background colors • Never refer to a screen element by its color Step 12 COLORS IN CONTEXT Gray Scale • For fine discriminations use a black-gray-white scale – Recommended values are white, light gray, medium gray, dark gray, black Text in Color • When switching text from black to color: • Double the width of lines • Use bold or larger type: – If originally 8 to 12 points, increase by 1 to 2 points – If originally 14 to 24 points, increase by 2 to 4 points • Check legibility by squinting at text – Too-light type will recede or even disappear Step 12 COLORS IN CONTEXT Monochromatic Screens • At the standard viewing distance, white, orange, or green are acceptable colors • At a far viewing distance, white is the best choice • Over all viewing distances, from near to far, white is the best choice Step 12 COLORS IN CONTEXT Consistency • Be consistent in color use Considerations for People with Color-Viewing Deficiencies • Use color combinations that can be easily discriminated • Ensure lightness contrast between foreground and background is high • Increase lightness contrast between colors on either end of visual spectrum (blues and reds) • Avoid combining light colors from either end of spectrum with dark colors from middle • Use tools to see what screen/pages will look like to color deficient viewers Step 12 COLORS IN CONTEXT Cultural, Disciplinary, and Accessibility Considerations • Consider the impact of specific colors on – Users of various cultures – Users of various disciplines – Users relying on accessibility utilities Step 12 TEXTUAL GRAPHIC SCREENS Choosing Colors for Textual Graphic Screens • Overview – – – – – – Use effective foreground/background combinations Use effective foreground combinations Choose the background color first Display no more than four colors at one time Use colors in toolbars sparingly Test the chosen colors Step 12 TEXTUAL GRAPHIC SCREENS Effective Foreground/Background Combinations • The majority of good combinations possess a bright or high-intensity color as the foreground color • The majority of poor combinations are those with low contrast • The best overall color is black • The poorest overall color is brown • Maximum flexibility and variety in choosing a foreground color exists with black or blue backgrounds • Brown and green are the poorest background choices — Lalomia and Happ (1987) Step 12 TEXTUAL GRAPHIC SCREENS For dark on light polarity • Any foreground color is acceptable if the background color is chosen properly • Increased saturation of the foreground only marginally affected ratings, implying that any dark, saturated, foreground color is satisfactory • Saturated backgrounds yield unsatisfactory ratings • Less saturated backgrounds generally receive high ratings with any foreground color For light on dark polarity • Combinations involving saturated colors tend to be unsatisfactory • As foreground color saturation increases, the number of background colors yielding high ratings diminishes • Generally, desaturated foreground/background color combinations yielded the best ratings • Short wavelength, cool colors were preferred for backgrounds (blue, bluish cyan, cyan) — Pastoor (1990) Step 12 TEXTUAL GRAPHIC SCREENS • Choose the Background First – Then, choose acceptable foreground colors • Maximum of Four Colors – Displaying more than four colors at one time on a textual screen gives rise to a feeling of “too much” • Use Colors in Toolbars Sparingly – Use color in toolbar icons simply and conservatively, and only if the color: • Aids icon identification • Makes it easier to distinguish icons • Adds meaning • Test the Colors – Always test all chosen colors Step 12 STATISTICAL GRAPHIC SCREENS Choosing Colors • Emphasize the graphic’s data • Number of Colors – Use no more than six colors at one time – Use one color of five values or lightness • Backgrounds – Surround images • In a neutral color • In a color complementary to the main image Step 12 STATISTICAL GRAPHICS Choosing Colors • Size – Provide images of an adequate size for the task – If the image changes in size, use colors that exhibit a minimum shift in hue or lightness • White, yellow, and red on dark backgrounds • Status – To indicate a status, use the following colors: • Proper, normal, or OK: Green, white, or blue • Caution: Yellow or gold • Emergency or abnormal: Red Step 12 STATISTICAL GRAPHICS Choosing Colors • Measurements and Area-Fill Patterns – Display measurements in the following colors: • • • • • Grids: Data points: Variance or error bars: Out of specified range data: Captions / labels: Gray Yellow Blue Red Lavender Lime green Cyan – Display area-fill patterns in the following colors: • • • • • • Widely spaced dots: Closely spaced dots: Wide dashed lines: Narrow dashed lines: Wide crosshatch: Narrow Crosshatch: Red Green Magenta Cyan Blue Yellow Step 12 STATISTICAL GRAPHICS Choosing Colors • Physical Impressions – Size • To convey an impression of: – Larger: Use bright or saturated colors – Smaller: Use dark or desaturated colors – Similar: Use colors of equal lightness – Weight • To convey an impression of: – Heavy: Use dark, saturated colors – Light: Use light, desaturated colors – Distance • To convey an impression of: – Close: Use saturated, bright, long-wavelength (red) colors – Far: Use saturated, dark, short-wavelength (blue) colors Step 12 STATISTICAL GRAPHICS Choosing Colors • Physical Impressions (Continued) – Height • To convey an impression of height, use desaturated, light colors – Depth • To convey an impression of depth, use saturated, dark colors – Concentration level • To convey an impression of concentration level: – High: Saturated colors – Low: Desaturated colors – Magnitude of change: • To convey an impression of magnitude of change: – Lowest: Short-wavelength (blue) colors – Highest: Long-wavelength (red) colors Step 12 STATISTICAL GRAPHICS Choosing Colors • Physical Impressions (Continued) – Actions: • To convey an impression of action: – Required: Long-wavelength (red) colors – Not required: Short-wavelength (blue) colors – Order: • To convey an impression of order with color: – Low end of continuum: Short-wavelength (blue) – High end of continuum: Long-wavelength (red) • When displaying an array of ordered colors, position: – Short-wavelength colors at left side or bottom – Long-wavelength colors at right side or top • To convey impression of order with value or lightness, use the lightness order of a color (darkest to lightest or vice versa) – Neutrality: • To convey impression of neutrality, use black, gray, and white Step 12 WEB PAGES Choosing Colors • Purpose – Color must always have a meaningful purpose • Palette – Use the browser 216-color palette • Presentation – Minimize the number of presented colors – Always consider color in context – Use similar or the same color schemes throughout • For foregrounds: Use black or strong colors for text and headings • For backgrounds: Use weaker contrasting colors such as off-white or light gray – Use a uniform color in large areas – The smaller the element, the more contrast is required between it and its background Step 12 WEB PAGES Choosing Colors • Presentation (Continued) – Larger images should use • Flat, Web-safe colors • Fewer colors than small images – Select colors easily reproduced in black and white – Links • Use default colors for links – Make unselected/unvisited links blue – Make selected/visited links purple • Do not display non-link text in link colors – Test all colors Step 12 USES OF COLOR TO AVOID • Relying exclusively on color • Too many colors at one time • Highly saturated, spectrally extreme colors together: – Red and blue – Yellow and purple • Low-brightness colors for extended viewing or older viewers • Colors of equal brightness • Colors lacking contrast: – Yellow and white – Black and brown – Reds, blues, and browns against light background Step 12 USES OF COLOR TO AVOID (Continued) • Fully saturated colors for text or other frequently read screen components • Pure blue for text, thin lines, and small shapes • Colors in small areas • Color for fine details • Non-opponent colors • Red and green in the periphery of large-scale displays • Adjacent colors that only differ in the amount of blue they possess • Single-color distinctions for color-deficient users • Using colors in unexpected ways • Using color to improve legibility of densely packed text Step 13 ORGANIZE AND LAYOUT WINDOWS AND PAGES Step 13 Overview • Organizing and laying out graphical and Web screens to encourage accurate: – Information comprehension – Control execution • Organizing for meaningfulness and efficiency • Creating groupings • Providing alignment and balance Step 13 ORGANIZATION AND LAYOUT General Guidelines • Amount of information – Present the proper amount of information on each screen • Too little is inefficient • Too much is confusing – Present all information necessary for performing an action or making a decision on one screen, whenever possible • Organization and flow – Divide information into units that are logical, meaningful, and sensible – Provide an ordering that: • • • • • Is prioritized according to the user's expectations and needs Is logical and sequential Is rhythmic, guiding a person’s eye Encourages natural movement sequences Minimizes pointer and eye movement distances Step 13 ORGANIZATION AND LAYOUT General Guidelines (Continued) • Control placement – Position the most important and frequently used controls at the top left – Maintain a top-to-bottom, left-to-right flow – If one control enables or affects another, the enabling control should be above or to the left – Place the command buttons that affect the entire window horizontally, and centered, at bottom • Navigation – The flow of interaction should: • Require minimal cursor and pointer travel • Minimize the number of times a person’s hand has to travel between keyboard and mouse – Assist users in navigating through a screen by: • Aligning elements • Grouping elements • Including line borders Step 13 ORGANIZATION AND LAYOUT General Guidelines (Continued) • Aesthetics: Provide a visually pleasing composition through – – – – Adequate use of white space Balance Groupings Alignment of elements • Avoid visual clutter by maintaining – Low screen density levels – Distinctiveness of elements Step 13 ORGANIZATION AND LAYOUT General Guidelines (Continued) • Focus and emphasis – Provide visual emphasis to the most important screen elements, its data, or information – Sequentially, direct attention to items that are: 1. 2. 3. 4. • Critical Important Secondary Peripheral Consistency – Provide consistency • • • • With a person’s experiences and cultural conventions Internally within a system Externally across systems Visual identity or theme Step 13 ORGANIZATION AND LAYOUT Creating Groupings • General – Provide groupings of associated elements • • Elements of a radio button or check box Two or more related fields or controls – Create groupings of 5 degrees of visual angle • White space – Provide adequate separation of groupings through the liberal use of white space – Leave adequate space: • • Around groups of related controls Between groupings and window borders – The space between groupings should be greater than the space between fields within a grouping • Headings – Provide grouping headings that meaningfully and concisely describe the nature of the group Step 13 ORGANIZATION AND LAYOUT Creating Groupings (Continued) • Borders – Enhance groupings through incorporation of borders around • • Elements of a single control Groups of related controls or fields – Individual control borders should be visually differentiable from borders delineating groupings • • Provide a border consisting of a thin line around single controls Provide a border consisting of slightly thicker line around groups of fields or controls – Do not place individual borders around single • • • • • Entry fields List boxes Combination boxes Spin boxes Sliders – Do not place borders around command buttons Step 13 ORGANIZATION AND LAYOUT Control Borders • Incorporate a thin single-line border around the elements of a selection control Section Borders • Incorporate a thicker single-line border around groups of related entry or selection controls Step 13 ORGANIZATION AND LAYOUT Dependent Controls • Position a conditional control or controls – To the right of the control to which it relates – Alternatively, position it below the control to which it relates • Either: – Display these conditional controls in a subdued or grayed out manner • When a control is relevant, return it to normal intensity – Do not display a conditional control until the information to which it relates is set • Inscribe a filled-in arrow between the selected control and its dependent controls to visually relate them to each other Step 13 ORGANIZATION AND LAYOUT Aligning Screen Elements • Minimize alignment points on a window – Vertically – Horizontally Balancing Screen Elements • Create balance by – Equally distributing controls,spatially, within a window – Aligning borders whenever possible Step 13 ORGANIZATION AND LAYOUT Control Navigation • Tab/arrow keys – Use the Tab key to move between operable window controls, in the logical order of the controls • Do not tab to field captions/labels • Radio buttons – Use arrow keys to move through radio buttons within a single control • Check boxes – Use the Tab key to move between check boxes, when they are independent controls – Within a border or group box, use arrow keys to move between the check boxes since they appear as a logical group • List boxes – Use arrow keys to navigate within list box choices Step 13 ORGANIZATION AND LAYOUT Control Navigation (Continued) • Command buttons – For exiting or expanding/feature dialog command buttons, tab to it at the end of the screen control tabbing sequence – For a command button with a contingent relationship to a control in the window body, tab to it at the logical point in the tabbing sequence within the window • Keyboard equivalents – Use keyboard equivalents (mnemonics) for direct access to each control, whenever possible • Mnemonic designations must be unique within a window Step 13 ORGANIZATION AND LAYOUT Window Guidelines • Organization – Organize windows to support user tasks – Present related information in a single window – Support the most common tasks in the most efficient sequence of steps – Use: • Primary windows to: – Begin an interaction and provide top- level context for dependent windows – Perform a major interaction • Secondary windows to: – Extend the interaction – Obtain or display supplemental information for primary window • Dialog boxes for: – Infrequently needed information – “Nice-to-know” information Step 13 ORGANIZATION AND LAYOUT Window Guidelines (Continued) • • Minimize the number of windows needed to accomplish an objective Size – Provide large enough windows to: • • • • • Present all relevant and expected information for the task Not hide important information Not cause crowding or visual confusion Minimize the need for scrolling Less than the full size of the entire screen – If a window is too large, determine: • • Is all the information needed? Is all the information related? Step 13 WEB PAGE GUIDELINES Page Layout • General – Provide a layout that is: • Efficient • Logical • Consistent • Self-explanatory • Scannable – Strike a proper balance between: • • • Textual information Graphics Links – Create and use a layout grid Step 13 WEB PAGE GUIDELINES Layout Grid • Gather representative samples of the contents of site pages – • Experiment with various arrangements for all kinds of pages – • • • • Navigation pages, content pages, simple pages, and complex pages Paint or sketch patterns of organization on sample pages Follow all layout guidelines and evolving page organizational standards in the sketching process Maintain as much consistency between pages types as possible Establish a design grid (or grids) for the identified page types Plug in content (navigational components, text, and graphics) for each page Step 13 WEB PAGE GUIDELINES Page Layout (Continued) • Size – Restrict the number of elements per page – Minimize page length • Generally, use shorter pages for: – Home and navigation pages – Pages needing to be quickly browses or read online and information quickly found – Situations where the pages will be loading over slow modems and all pages are not needed • Generally, use longer pages for: – Content pages: » Where uninterrupted reading is desirable » In which an entire concept must be understood without interruption. – To match the structure of a paper counterpart – To make pages more convenient to download and print – To simplify page maintenance Step 13 WEB PAGE GUIDELINES Page Layout (Continued) • Organization – Place critical or important information at the very top so it is always viewable at page opening • Within top 4 inches of page – Limit large images above the fold – Position remaining elements according to importance – Reduce graphic complexity and textual density toward the page bottom Step 13 WEB PAGE GUIDELINES Page Layout (Continued) • Formatting – Provide sufficient but moderate amount of white space • Minimum of 30 percent – Keep length of textual lines short • Fast reading – 75-100 characters • User preference important – 50-60 characters • Avoid very narrow columns – Keep text and related graphics close together – Provide adequate horizontal spacing – Use horizontal rules sparingly Step 13 WEB PAGE GUIDELINES Page Layout (Continued) • • If multiple audiences exist, provide information formatted for each audience Platforms – Design for different platforms and screens – Specify an image-safe area • Frames – Use frames with caution – Consider for global elements • • Use fluid layout (not fixed) Change organization and structure only when significant benefits exist Step 13 WEB PAGE GUIDELINES Navigation Elements • • • Differentiate and group navigation elements Provide global at page top Provide local or topical on left side – For long lists, consider placing in frame • • Optionally, provide secondary on right side Provide explicit or embedded links in content area – Consider duplicating embedded links in left navigation bar • For long pages provide: – “List of Contents” links – Important global and local links repeated at page bottom • • Create common, consistent theme Never create pages without navigational options Step 13 WEB PAGE GUIDELINES Homepage • Limit to one screen • • Clearly identify the Web site’s content and purpose Elements to include: – – – – – – – – Masthead, name, logo of owner and tagline Web site name Brief Web site description Summary of key information content Site overview or map Navigation links to most (if not all) of the site or major sections Summary of latest news or promotions Search facility Step 13 WEB PAGE GUIDELINES Possible Page Components (Table 13.1) • • • • • • • • • Page title Navigation bar Table of contents Site identifier Search facility Page’s author or contact person Contact e-mail address Comment facility Other contact details • • • Copyright Date of creation Links to: – Skip to main content – Other major sections of site – Home Page – Index Page – Site Map or Directory – Next Page – Previous Page Step 14 TEST, TEST, AND RETEST Step 14 Overview • • • • • • • • • • • • Identifying the purpose and scope of testing Understanding the importance of testing Developing a prototype Developing the right kind of test plan Designing a test to yield relevant data Soliciting, selecting, and scheduling participants Providing the proper test facility Conducting tests and collecting data Analyzing the data and generating recommendations Modifying the prototype as necessary Testing the system again Evaluating the working system Step 14 USABILITY Dimensions • • • • • Effective Efficient Engaging Error tolerant Easy to learn Step 14 PURPOSE OF USABILITY TESTING 1. Establish communication bridge between developers and users • • 2. Developer learns about user’s goals, perceptions, questions, and problems User exposed to capabilities of system early on, before design is solidified Evaluate a product • • • • • Validate design decisions Identify potential problems early in design Enable comparison of alternate versions of a design element Assess how well user needs and expectations are met Prevent embarrassment resulting from things “slipping through the cracks” Step 14 IMPORTANCE OF USABILITY TESTING • • • • • • • • • • Developers and users possess different models Developer’s intuitions are not always correct There is no average user It’s impossible to predict usability from appearance Design standards and guidelines are not sufficient Informal feedback is inadequate Products’ built-in pieces almost always have system-level inconsistencies Problems found late more difficult and expensive to fix Problems fixed during development mean reduced support costs later Advantages over a competitive product can be achieved Step 14 SCOPE OF TESTING Types of Tests • Exploratory Evaluations – Explore prototype interface design features – Gather feedback on preliminary designs – Verify assumptions derived during requirements determination • Assessment Evaluations – Establish how well user tasks are supported – Determine what usability problems may exist • Comparative Evaluations – Compare two or more design alternatives • Validation Evaluations – Ascertain whether a usability objective is achieved Step 14 PROTOTYPES • Vehicles for – Exploration – Communication – Evaluation • Purpose – Obtain user input in design – Provide feedback to designers • Roles – – – – Communication not accuracy or thoroughness Enables design to be better visualized Provides insights into how the software will look and work Aids in defining tasks, their flow, the interface itself, and its screens Step 14 PROTOTYPES Kinds • Hand sketches and scenarios – Screen sketches created by hand • Interactive paper prototypes – Interface components constructed of common paper technologies • Programmed facades – Examples of finished dialogs and screens for some important aspects of the system • Prototype-oriented languages – An example of finished dialogs and screens for some important aspects of the system Step 14 PROTOTYPES Hand Sketches and Scenarios • Description – – – • Screen sketches created by hand Focus is on design, not interface mechanics A low-fidelity prototype Advantages – – – – – – – – – Can be used very early in the development process Suited for use by entire design team No large investment of time and cost No programming skill needed Easily portable Fast to modify and iterate A rough approximation often yields more substantive critical comments Easier to comprehend than functional specifications Can be used to define requirements Step 14 PROTOTYPES Hand Sketches and Scenarios (Continued) • Disadvantages – – – – – – – Only a rough approximation Limited in providing an understanding of navigation and flow A demonstration, not an exercise Driven by a facilitator, not the user Limited usefulness for a usability test A poor detailed specification for writing the code Usually restricted to most common tasks Step 14 PROTOTYPES Hand Sketch Creation Process • Sketch (storyboard) the screens while determining: – – – • • • • Use an erasable medium Sketch the screens needed to complete each task Try selected metaphors and change as necessary Storyboard common/critical/frequent scenarios first – – • • • The source of the screen’s information The content and structure of individual screens The overall order of screens and windows Follow from beginning to end Then, go back and build in exceptions Don’t get too detailed; exact control positioning is not important, just overall order and flow Sketch storyboard as a team, including at least one user Develop online prototypes only when everyone agrees that a complete set has been satisfactorily sketched Step 14 PROTOTYPES Interactive Paper Prototypes • Description – – – • Advantages: – – – • Interface components (menus, windows, and screens) constructed of common paper technologies (Post-It notes, transparencies) Components are manually manipulated to reflect the dynamics of the software A low-fidelity prototype More illustrative of program dynamics than sketches Can be used to demonstrate the interaction Otherwise, generally the same as for hand-drawn sketches and scenarios Disadvantages: – – – – Only a rough approximation A demonstration, not an exercise Driven by a facilitator, not the user Limited usefulness for usability testing Step 14 PROTOTYPES Programmed Facades • Description – – – • Advantages – – • Examples of finished dialogs and screens for some important aspects of the system Created by prototyping tools Medium-fidelity to high-fidelity prototypes Provide detailed specification for writing code A vehicle for data collection Disadvantages – – – – – – – May solidify the design too soon May create the false expectation that the “real thing” is only a short time away More expensive to develop More time-consuming to create Not effective for requirements gathering Not all of the functions demonstrated may be used Not practical for investigating more than two or three approaches Step 14 PROTOTYPES Prototype-Oriented Languages • Description – An example of finished dialogs and screens for some important aspects of the system – Created through programming languages that support the actual programming process – A high-fidelity prototype • Advantages – May include the final code – Otherwise, generally the same as those of programmed facades • Disadvantages – Generally the same as for programmed facades Step 14 PROTOTYPES Fidelity • Prototype fidelity seems to have no impact on the identification of usability problems • Combinations of these prototypes should be used throughout the entire system development cycle Step 14 TESTS A tool to measure something, including: • • • • • • • • • Conformance with a requirement Conformance with guidelines for good design Identification of design problems Ease of system learning Retention of learning over time Speed of task completion Speed of need fulfillment Error rates Subjective user satisfaction Step 14 KINDS OF TESTS • • Guidelines and standards review – Heuristic evaluation – • • • • • A review of the interface in terms of an organization’s standards and design guidelines A detailed evaluation of a system by interface design specialists to identify problems Cognitive walkthroughs – Reviews of the interface in the context of tasks users perform Think-aloud evaluations – Users perform specific tasks while thinking aloud Usability test – An interface evaluation under real-world conditions Classic experiments – An objective comparison of two or more prototypes identical in all aspects except for one design issue Focus groups – A discussion with users about interface design prototypes or tasks Step 14 KINDS OF TESTS Guidelines and Standards Review • Description: – A review of the interface in terms of an organization’s standards and design guidelines • Advantages: – – – – • Can be performed by developers Low cost Can identify general and recurring problems Particularly useful for identifying screen design and layout problems Disadvantages: – May miss severe conceptual, navigation, and operational problems Step 14 KINDS OF TESTS Heuristic Evaluation • • • Description: – A detailed evaluation of a system by interface design specialists to identify problems Advantages: – – – – Easy to do Relatively low cost Does not waste user’s time Can identify many problems Disadvantages: – – – Evaluators must possess interface design expertise Evaluators may not possess an adequate understanding of the tasks and user communities Difficult to: – Does not provide systematic way to generate solutions to problems • Identify systemwide structural problems • Uncover missing exits and interface elements • Identify most important of all identified problems Step 14 KINDS OF TESTS Heuristic Evaluation Process • Guidelines: – Use 3 to 5 expert evaluators – Choose knowledgeable people • • • • Familiar with the project situation Possessing a long-term relationship with the organization Experienced Preparing the session: – Select evaluators – Prepare or assemble: • • Project overview Checklist of heuristics – Provide briefing to evaluators to: • • • • • Review the purpose of the evaluation session Preview the evaluation process Present the project overview and heuristics Answer any evaluator questions Provide any special evaluator training that may be necessary Step 14 KINDS OF TESTS Heuristic Evaluation Process (Continued) • Conducting the session: – Have each evaluator review the system alone – The evaluator should: • • • • Establish own process or method of review – Provide usage scenarios, if necessary Compare findings with usability principles list Identify any other relevant problems / issues Make at least two passes through the system – Detected problems should be related to the specific heuristics they violate – Comments are recorded either: • • By evaluator By observer – The observer may answer questions and provide hints – Restrict the length of the session to 2 hours Step 14 KINDS OF TESTS Heuristic Evaluation Process (Continued) • After the session: – Hold a debriefing session including observers and design team members where: • • • Each evaluator presents problems detected and the heuristic it violated A composite problem listing is assembled Design suggestions for improving the problematic aspects of system are discussed – After the debriefing session: • • • Generate a composite list of violations as a ratings form Request evaluators to assign severity ratings to each violation Analyze results and establish a program to correct violations and deficiencies Step 14 KINDS OF TESTS Research-Based Set of Heuristics (Table 14.3) 1. Automate unwanted workload • • 2. Reduce uncertainty • 3. Reduce cognitive load by bringing together lower-level data into a higher-level summation Present new information with meaningful aids to interpretation • • 5. Display data in a manner that is clear and obvious Fuse data • 4. Free cognitive resources for high-level tasks Eliminate mental calculations, estimations, comparisons, and unnecessary thinking Use a familiar framework, making easier to absorb Use everyday terms, metaphors, and so on Use names that are conceptually related to functions • • Context-dependent Attempt to improve recall and recognition Step 14 KINDS OF TESTS Research-Based Set of Heuristics (Table 14.3) (Continued) 6. 7. Group data in consistently meaningful ways to decrease search time Limit data-driven tasks • • 8. Include in the displays only that information needed by a user at a given time • • 9. 10. Reduce the time needed to assimilate raw data Make appropriate use of color and graphics Allow users to remain focused on critical data Exclude extraneous information that is not relevant to current tasks Provide multiple coding of data where appropriate Practice judicious redundancy • To resolve the conflict between heuristics 6 and 8 From Gerhardt-Powals (1996) Step 14 KINDS OF TESTS Possible Web Page Heuristics (Table 14.4) 1. Speak the user’s language • • 2. Be consistent • • 3. Use familiar words, phrases, and concepts Present information in a logical and natural order Indicate similar concepts through identical terminology and graphics Adhere to uniform conventions for layout, formatting, typefaces, labeling, and so on Minimize the user’s memory load • • Take advantage of recognition rather than recall Do not force users to remember key information across documents Step 14 KINDS OF TESTS Possible Web Page Heuristics (Table 14.4) (Continued) 4. Build flexible and efficient systems • • • 5. Design aesthetic and minimalist systems • • 6. Accommodate a range of user sophistication and diverse user goals Provide instructions where useful Lay out screens so that frequently accessed information is easily found Create visually pleasing displays Eliminate irrelevant or distracting information Use chunking • • Write materials so that documents are short and contain only one topic Do not force the user to access multiple documents to complete a single thought Step 14 KINDS OF TESTS Possible Web Page Heuristics (Table 14.4) (Continued) 7. Provide progressive levels of detail • • 8. Give navigational feedback • • • 9. Organize information hierarchically, with more general information appearing before more specific Encourage the user to delve as deeply as needed, but to stop whenever sufficient information has been obtained Facilitate jumping between related topics Allow the user to determine current position in document structure Make it easy to return to an initial state Don’t lie to the user • • Eliminate erroneous or misleading links Do not refer to missing information From Levi and Conrad (1996) Step 14 KINDS OF TESTS Cognitive Walkthroughs • Description: • Advantages: • Disadvantages: – Reviews of the interface in the context of tasks users perform – Allow a clear evaluation of the task flow early in the design process – Do not require a functioning prototype – Low cost – Can be used to evaluate alternate solutions – Can be performed by developers – More structured than a heuristic evaluation – Useful for assessing “exploratory learning” – Tedious to perform – May miss inconsistencies and general and recurring problems Step 14 KINDS OF TESTS Cognitive Walkthroughs (Continued) • Guidelines: – Needed to conduct the walkthrough are: • • • General description of proposed system users and their relevant knowledge Specific description of one or more core or representative tasks to be performed List of correct actions to complete each task – Review: • • Several core or representative tasks across a range of functions Proposed tasks of particular concern – Developers must be assigned roles of: • • Scribe to record results of the action Facilitator to keep the evaluation moving – Start with simple tasks – Don’t get bogged down demanding solutions – Limit session to 60 to 90 minutes Step 14 KINDS OF TESTS Think-Aloud Evaluations • Description: – Users perform specific tasks while thinking aloud – Comments are recorded and analyzed • Advantages: – Utilizes actual representative tasks – Provides insights into the user’s reasoning • Disdvantages: – May be distracting and unnatural for participants – Can slow participants thought processes – Can be exhausting for participant • Guidelines: – Develop: • • Several core or representative tasks Tasks of particular concern – Limit session to 60 to 90 minutes Step 14 KINDS OF TESTS Usability Test • Description: • Advantages: • Disadvantages: – An interface evaluation under real-world or controlled conditions – Measures of performance are derived for specific tasks – Problems are identified – Utilizes an actual work environment – Identifies serious or recurring problems – – – – High cost for establishing facility Requires test conductor with interface expertise Emphasizes first-time system usage Poorly suited for detecting inconsistency problems Step 14 KINDS OF TESTS Performance and Process Measures • Performance Data – Focuses on how well users can do their tasks • Completion rates • Completion times • Error rates • Process Data – Comprised of measures about what users are doing during task completion • Participant's self reports • Observation of participant behavior • Eye movement tracking Step 14 KINDS OF TESTS Classic Experiments • Description: – An objective comparison of two or more prototypes identical in all aspects except for one design issue • Advantages: – Objective measures of performance are obtained – Subjective measures of user satisfaction may be obtained • Disadvantages: – Requires a rigorously controlled experiment to conduct the evaluation – The experiment conductor must have expertise in setting up, running, and analyzing data collected – Requires creation of multiple prototypes Step 14 KINDS OF TESTS Classic Experiments (Continued) • Guidelines: – State a clear and testable hypothesis – Specify a small number of independent variables to be manipulated – Carefully choose the measurements – Judiciously select study participants and carefully or randomly assign them to groups – Control for biasing factors – Collect the data in a controlled environment – Apply statistical methods to data analysis – Resolve the problem that led to conducting the experiment Step 14 KINDS OF TESTS Focus Groups • Description: – A discussion with users about interface design prototypes or tasks • Advantages: – Useful for: • • Obtaining initial user thoughts Trying out ideas – Easy to set up and run – Low cost • Disadvantages: – Requires experienced moderator – Not useful for establishing: • • How people really work What kinds of usability problems people have Step 14 KINDS OF TESTS Focus Groups (Continued) • Guidelines: – Restrict group size to 8 to 12 – Limit to 90 to 120 minutes in length – Record session for later detailed analysis Step 14 CHOOSING A TESTING METHOD Usability Test vs. Heuristic Evaluation • Research concludes that both are effective at different times in the design process and should be utilized – Heuristic reviews should be applied first or early in the design process to identify simpler problems – Usability testing should be applied later in the design process to identify more complex problems Step 14 CHOOSING A TESTING METHOD Concurrent vs. Retrospective User Comments • Concurrent – Participants verbalize their observations and comments during the test • Retrospective – Participants verbalize their observations and comments after test completion • Study Results – There are no differences in the majority of the comments using either method – Concurrent does not appear to slow down the participants or cause more errors – Valid comments can be collected up to 24 hours after the test – Participants tend to comment on successes, not “struggles” – Concurrent are better for certain design problems such as link naming – Retospective are more valuable for helping resolve complex issues Step 14 DEVELOPING & CONDUCTING A TEST TheTest Plan • • Define the scope of the test Define the purpose of the test – Performance goals – What the test is intended to accomplish • • Create a test timetable Define the test methodology – Type of test to be performed – Test limitations – Developer participants • • • • Develop scenarios to satisfy the test’s purpose Select test Participants Identify and schedule the test facility or location Run a pilot test Step 14 DEVELOPING & CONDUCTING A TEST Things to Test in Web Site Design (Table 14.6) • • • • • • • • • • All the browsers, servers, and monitors used Different dial-up speeds Navigation design Visual design style Content legibility and readability Backgrounds and color Graphics and icons Page breaks Page printing Accessibility Step 14 DEVELOPING & CONDUCTING A TEST Test Participants • • • • Assemble the proper people to participate Consider allowing users to work in pairs Select the proper number of participants Consider providing compensation or incentives Step 14 DEVELOPING & CONDUCTING A TEST Test Facility or Location • In a formal environment – Usability laboratory • In an informal environment – Office or conference room • In the field at the actual work location • Unmoderated remote testing Step 14 DEVELOPING & CONDUCTING A TEST Pilot Test • • • • Choose a participant Design and assemble the test environment Run the pilot test Analyze and interpret the data to see whether anything important has been overlooked • Recruit test participants at conclusion of the pilot test Step 14 TEST CONDUCT & DATA COLLECTION Usability Test Guidelines • Before starting the test: – Ensure that all test materials and equipment are available – Explain that the objective is to test the software, not the participants – Explain how test materials and records will be used – If a consent agreement is to be signed, explain all information on it – If verbal protocols will be collected, let participants practice thinking aloud – Ensure that: • • All participants’ questions are answered All participants are comfortable with all procedures Step 14 TEST CONDUCT & DATA COLLECTION UsabilityTest Guidelines (Continued) • During the test: – Minimize the number of people who will interact with the participants – If observers will be in the room, limit them to two or three – Provide a checklist for recording: • • • • • • Times to perform tasks Errors made in performing tasks Unexpected user actions System features used/not used Difficult/easy-to-use features System bugs or failures – Record techniques and search patterns that participants employ when attempting to work through a difficulty – If participants are thinking aloud, record assumptions and inferences being made Step 14 TEST CONDUCT & DATA COLLECTION Usability Test Guidelines (Continued) • During the test (Continued): – Record the session with a tape recorder or video camera – Do not interrupt participants unless absolutely necessary – If participants need help, provide some response • • • Provide encouragement or hints Give general hints before specific hints Record the number of hints given – Watch carefully for signs of stress in participants: • • • Sitting for long times doing nothing Blaming themselves for problems Flipping through documentation without really reading it – Provide short breaks when needed – Maintain a positive attitude, no matter what Step 14 TEST CONDUCT & DATA COLLECTION Usability Test Guidelines (Continued) • After the test: – Hold a post-session interview with participants • Inform what has been learned in the test – Provide a follow-up questionnaire that asks participants to evaluate the product or tasks performed – If videotaping, use tapes only in proper ways • • Respect participants’ privacy Get written permission to use tapes Step 14 ANALYZE, MODIFY, AND RETEST • • • • • • Compile the data from all test participants List the problems the participants had Sort the problems by priority and frequency Develop solutions for the problems Modify the prototype as necessary Test the system again and again Step 14 EVALUATE THE WORKING SYSTEM • Collect information on actual system usage through: – – – – – – – Interviews and focus group discussions Surveys Support line Online suggestion box or trouble reporting Online bulletin board User newsletters and conferences User performance data logging • Respond to users who provide feedback