Usability & User Experience
F27ID Introduction to Interactive Design
2021-2022
## Previous Lesson * What is Task Analysis? * Task Analysis Models * Examples
## Today * Talk about **Usability** in Interaction Design * Review some examples of **good and bad designs** * Think about how evaluation could prevent this * Talk about **usability vs user experience** * Discussion
## Revision Question Task analysis focuses on all of the following except. Select one: * a) The skills of the developers * b) Things people know * c) Peoples' goals and the actions they carry out * d) The things they act on
## Answer Answer: a) The skills of the developers
### **Why** does usability/interaction design matter? What **happens** when the design **fails**?
#### **Why** does interaction design matter?
### How do you **prevent** designs failing? How can you ensure **good usability**?
### **User** Centered Design Process
### User Centered Design
### Interaction Design is **everywhere**! * Smart phones/tablets, Amazon Echo and Google Home, ... * TVs, radio, VR, .. * **Self-checkout**, cash machine, ticket machine, .. * Doors, cars, elevators, **toothbrush**, … * Washing machines, ovens, microwave, … * …
## **Bad** Design is everywhere! * Design is everywhere… and so is bad design - Travelling - "Norman Doors" * Bad design leads to **frustrating** and **inconvenient experiences** * Can be the difference between single time use, continual use or the rubbish bin
### **Example** of Bad Design
### **Example** of TV Remote Turn down the volume (Good or bad?)
### **Example** of Japanese Toilet
### **Example** Train Journey - Open the door.
### Bad Designs that **kill**!
* “If preventable error in **hospitals** was a disease, it would be our sixth biggest killer, ahead of diabetes and ahead of road accidents” - Professor Harold Thimbleby, Computer Science, Swansea University * Gresham College Lecture “Designing IT to Make HealthCare Safer”: http://www.gresham.ac.uk/lectures-and-events/designing-it-to-make-healthcare-safer
### Example: Perfusion pump **keypads** * Perfusion pumps give IV drugs and nurses set how much how fast
### These are all from **ONE hospital**
### Perfusion pump keypads layout **Do you think this is good or bad? (why)**
### Interaction Design Helps **reduce** the **chances** of poor designs
## So **what** is interaction design? ### **Can you explain what IxD is?**
### So **what** is interaction design? “Designing interactive products to support the way **people communicate** and **interact** in their everyday and working lives” —Sharp, Rogers, and Preece (2007)
## **How** to design? * Depends on the **Problem Space** - **Who** are the people interacting with the device? - **What** activities are they carrying out? - **Where** is the interaction taking place? * Need to optimise the **interactions** that **people** have with the device - So the interactions match the users' needs and activities
## Voicemail – **case study example** * How do you collect **voicemail** messages? * One Example – office voicemail
### What is **wrong** with the office voicemail? * **Infuriating and Confusing** * **Inefficient** – lots of steps for one task * Lets me make **mistakes** and makes it hard to recover from them * **Low visibility** - Can't see how many messages you have * Is your mobile phone voicemail better?
### The **marble** answering machine
### Video
Durrell Bishop Marble Answer Machine
from
Luckybite
on
Vimeo
.
Direct link
https://vimeo.com/19930744
## The marble answering machine * Has **advantages** over the traditional answering machine * Also has **disadvantages** * Designers need to be aware of both **Pros and Cons** - Design is **seldom perfect** - There are **trade-offs** and factors that can make a **great design** (in some situations) unworkable in others
### What are the **Goals** of Interaction Design?
### **Goals** of Interaction Design * Develop **usable** products - Does the product do what it was **intended to do**? - Can we **easily interact** with it to do the things we want to do? * The product should provide a good **user experience** - We **feel** positive about interacting with the product
## Is **User Experience** (UX) the same as **Usability**?
### UX vs Usability * **Usability** - Effectiveness - Efficiency - Learnability - Error Prevention - Memorability * **User Experience (UX)** - Satisfaction - Enjoyment - Pleasure - Fun - Value
### **Usability** is narrow and focused, while **UX** is broad and holistic
### Usability
### What are the **goals** of **Usability**?
## Usability **Goals** * **Effective** to use * **Efficient** to use * **Safe** to use * Have good utility (convenience) * Easy to **learn** * Easy to remember how **to use**
### **How** to **achieve** Usability goals?
### How to achieve Usability goals? Some **widely agreed** design principles for usability * **Affordance** - objects should have attributes that allow people to know how to use them * **Feedback** - people should know what they did * **Visibility** - the more visible the controls are, the easier to use * **Constraints** - only offer those functions that are useful in context * **Consistency** - does the same thing in the same way, same images mean the same thing * **Non-Destructive Operations** - importance of undo * **Scalability** - operations should work on all screen sizes, small and large * **Reliability** - operations should work, always -Don Norman
##### How to achieve usability ### **Affordances**: to give a clue * Refers to an attribute of an object that allows people to know how to use it - e.g. a mouse button invites pushing, a door handle affords pulling * Norman (1988) used the term to discuss the design of everyday objects - e.g. scrollbars to afford moving up and down, icons to afford clicking on
### What does ‘affordance’ have to offer interaction design? * Interfaces are virtual and do not have the same affordances as physical objects * Norman argues it does not make sense to talk about interfaces in terms of **‘real’ affordances** * Instead interfaces are better conceptualized as **‘perceived’ affordances** - Learned conventions of arbitrary mappings between **action and effect** at the interface - Some mappings are better than others
##### How to achieve usability ### **Feedback** * Sending information back to the user about what has been done * Includes **sound**, **highlighting**, animation and **combinations** of these - e.g. when screen button clicked on provides sound or red highlight feedback:
##### How to achieve usability ### **Visibility** * An **example** is a control panel for an **elevator** - How does it work? - Push a button for the floor you want? - Nothing happens. Push any other button? Still nothing. What do you need to do? - Not always visible/explained as to what to do!
##### How to achieve usability ### **Visibility** * See the image - you need to **insert your room card** in the slot by the buttons to get the elevator to work! * How would you make this action more visible?
##### How to achieve usability (**Visibility**) * Some solutions to make card reader action more visible? - make the card reader more **obvious** - provide an **auditory** message, that says what to do (which **language**?) - provide a big **label** next to the card reader that **flashes** when someone enters - make relevant parts visible - make what has to be done obvious
#### What if you're wearing Black? * Invisible **automatic controls** can make it more difficult to use
### **Logical** or **ambiguous** design? * Where do you plug the mouse? * Where do you plug the keyboard? * top or bottom connector? * **Do the colour coded icons help?**
#### Example of How to design them more logically * **A** provides direct adjacent mapping between icon and connector * **B** provides color coding to associate the connectors with the labels
##### How to achieve usability ### **Consistency** * Design interfaces to have **similar operations** and use similar elements for similar tasks * For example: - always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O * Main benefit is consistent interfaces are **easier to learn and use** * **Hard** to do internally with **complex interfaces** * External consistencies across interfaces are rare but emerging
### When Consistency Fails **Shortcut Key Example** * What happens if there is **more than one command** starting with the **same letter**? - e.g. save, spelling, select, style * Have to find other initials or combinations of keys, thereby breaking the consistency rule - e.g. ctrl+S, ctrl+Sp, ctrl+shift+L * Increases **learning burden** on user, making them more prone to errors
### **Internal** and **External** Consistency * **Internal consistency** refers to designing operations to behave the same **within an application** - Difficult to achieve with complex interfaces * **External consistency** refers to designing operations, interfaces, etc., to be the **same across applications and devices** - Very rarely the case, based on different designer’s preference
### Keypad numbers layout An example of **external inconsistency**
### How do we know if a product is **Usable**? * Usability goals are often **objective and quantifiable** * We can ask people to try interacting with the product, often with a **set task and measure** e.g. - How fast? - How many mistakes? - How much did they learn or remember?
# USER Experience
### User Experience Threads * **Sensual Thread:** Sensory engagement and level of absorption e.g. games, phones, chat? * **Emotional Thread:** How do you feel about the product? E.g. getting angry at PC * **Compositional Thread:** The narrative of the experience eg. What is this about? Where am I? * **Spatio-temporal Thread:** Space and time of the experience and the influence on it
## Revision Question How do you feel about the product? e.g. getting angry at PC. Select one: * a) Compositional Thread * b) Sensual Thread * c) Spatio-temporal Thread * d) Emotional Thread
## Answer Answer: **d) Emotional Thread:** How do you feel about the product? E.g. getting angry at PC
### User Experience Goals * **Aim** for user experiences - Satisfying, aesthetically pleasing, enjoyable, engaging, pleasurable, exciting, supportive of creativity, entertaining, helpful, motivating, challenging, surprising… * And **avoid** - Boring, frustrating, making one feel guilty, annoying, childish, unpleasant, patronising, making one feel stupid, gimmicky.. * Levels of response to a product (Norman) - **Visceral** – how it feels physically or emotionally - **Behavioural** – functional, what can we do with it - **Reflective** – e.g. does it reflect our personal or cultural values
### **How** do you achieve **good** **User Experience** goals?
### How to achieve good User Experience goals? * **Hard** to state general design principles for a good UX: - “I don’t believe there is a set of [User Experience] principles that are applicable in **all situations**” — Peter Hornsby, UX designer * But there are some attempts and **examples**, e.g. Wimberly: - **Digestibility, clarity and honesty, trustworthiness, familiarity, delight, taking the user's side**
### **How do we know** if a product gives a good User Experience? * Also a hard question! * **User experience goals are subjective** – individual, to do with **feelings and emotions** * We might ask people to try the product and observe how (or even if!) they use it; ask them how they feel about using it, and why. * **Hard to quantify User Experience**
### Which is more important **Usability** or **User Experience?**
### Usability or User Experience? * **They both matter!** * Usability is an important part of User Experience * Good Usability leads to a good User Experience - mostly * Usability and User Experience goals often **support each other**, but sometimes conflict * Importance of each one **depends on the application**: - A game is a leisure pursuit, so people must enjoy playing it and have a positive user experience or they won’t play - A medical device must be safe and avoid user mistakes, so usability is vital
## Summary * **Usability** and **User Experience** * Usability and User Experience Goals * How to achieve Usability and User Experience Goals * Examples
## To do this week ... * Read over the lectures * **Review** the revision questions * Work through labs/tutorial practicals * Read around the subject/concepts