Module2 Uid
Module2 Uid
Process
Obstacles and Pitfalls in the Development Path
• The complexity of a graphical or Web interface will always magnify any problems that do
occur. Pitfalls can be eliminated if the following design commandments remain foremost in the
designer's mind.
3. Solicit early and ongoing user involvement: Involving the users in designfrom the
beginning provides a direct conduit to the knowledge they possess about jobs, tasks,
and needs. Involvement also allows the developer to confront a person's resistance
to change, a common human trait. People dislike change for a variety of reasons,
among them fear of the unknown and lack of identification with the system.
■Customers. These are the people within the using organization who pay for and usually specify the overall
objectives and goals of the system.
■Other interested parties. These are people within the user organization who also have an interest in the
development of the system.
4. Create the appropriate design. The total user experience must be created, including an appropriate
allocation of function between the user and the system. Con- sider as many user interface issues as
possible during the design process. A design methodology that has been found to be successful is called
parallel design.
Begin utilizing design standards and guidelines at the start of the design process. All interface design
decisions must be made as design proceeds, not after design is complete. This helps ensure that the best
possible design decisions are made and that design consistency is achieved. This also avoids problems
later on in the development process.
6.Modify and iterate the design as much as necessary: While design will proceed through
a series of stages, problems detected in one stage may force the developer to revisit a
previous stage.. Establish user performance and acceptance criteria and continue testing and
modifying until all design goals are met.
7.Integrate the design of all the system components: The software, the documentation, the
help function, and training needs are all important elements of a graphical system or Web
site and all should be developed concurrently. Time will also exist for design trade-offs to be
thought out more carefully.
Usability
• The term usability used to describe the effectiveness of human performance. The
term usability is defined as “the capability to be used by humans easily and
effectively, where,
easily = to a specified level of subjective assessment,
effectively = to a specified level of human
performance.”
Shackel (1991) presents the following more objective criteria for measuring usability.
How effective is the interface? Can the required range of tasks be accomplished:
At better than some required level of performance (for example, in terms of speed and errors)?
By some required percentage of the specified target range of users?
Within some required proportion of the range of usage environments?
How learnable is the interface? Can the interface be learned:
Within some specified time from commissioning and start of usertraining?
• Based on some specified amount of training and user support?
• Within some specified relearning time each time for intermittent users?
• How flexible is the interface? Is it flexible enough to:
• Allow some specified percentage variation in tasks and/or
environmentsbeyond those first specified?
• What are the attitudes of the users? Are they: Within acceptable levels of
human cost in terms of tiredness, discomfort, frustration, and personal
effort?
• Such that satisfaction causes continued and enhanced usage of the system?
• To create a truly usable system, the designer must always do the following:
o Understand how people interact with computers.
o Understand the human characteristics important in design.
o Identify the user's level of knowledge and experience.
o Identify the characteristics of the user's needs, tasks, and jobs.
o Identify the user's psychological characteristics.
o Identify the user's physical characteristics.
o Employ recommended methods for gaining understanding of users.
• What makes a system difficult to use in the eyes of its user? Listed below
areseveral contributing factors that apply to traditional business systems.
• Use of jargon.
• Non-obvious design.
• Disparity in problem-solving strategies.
• Design inconsistency.
• Responses to Poor Design
Physical
Abandonment of thesystem.
Partial use of the system.
Indirect use of thesystem.
Modification of the task.
Compensatory activity.
Misuse of thesystem.
Direct programming.
Important Human Characteristics in Design
Perception
• Perception is our awareness and understanding of the elements and objects of our
environment through the physical sensation of our various senses, including
sight,sound, smell, and so forth. Perception is influenced, in part, by experience.
• Other perceptual characteristics include the following:
o Proximity. Our eyes and mind see objects as belonging together if they
arenear each other in space.
o Similarity. Our eyes and mind see objects as belonging together if they
share a common visual property, such as color, size, shape, brightness, or
orientation.
o Matching patterns. We respond similarly to the same shape in different
sizes. The letters of the alphabet, for example, possess the same meaning,
regardless of physical size.
o Succinctness. We see an object as having some perfect or simple shape
Memory
Sensory Storage
Visual Acuity
• The capacity of the eye to resolve details is called visual acuity. It is the
phenomenon that results in an object becoming more distinct as we turn our
eyes toward it and rapidly losing distinctness as we turn our eyes away—that
is,as the visual angle from the point of fixation increases.
• It has been shown that relative visual acuity is approximately halved at a
distanceof 2.5 degrees from the point of eye fixation
• The eye's sensitivity increases for those characters closest to the fixation point
(the “0”) and decreases for those characters at the extreme edges of the circle (a
50/50 chance exists for getting these characters correctly identified). This may be
presumed to be a visual “chunk” of a screen
Information Processing
• The information that our senses collect that is deemed important enough to do
Mental Models
Movement Control
• Particularly important in screen design is Fitts' Law (1954). This law states that:
• The time to acquire a target is a function of the distance to and size of the target.
• This simply means that the bigger the target is, or the closer the target is,
thefaster it will be reached. The implications in screen design are:
o Provide large objects for important functions.
o Take advantage of the “pinning” actions of the sides, top, bottom,
andcorners of the screen.
Learning
Individual Differences
• In reality, there is no average user. A complicating but very advantageous human
characteristic is that we all differ—in looks, feelings, motor abilities, intellectual
abilities, learning abilities and speed, and so on.
• Individual differences complicate design because the design must permit people
with widely varying characteristics to satisfactorily and comfortably learn the
taskor job, or use the Web site.
• Multiple versions of a system can easily be created. Design must provide for the
needs of all potential users.
o In file management. The organization of files and folders nested more
than two levels deep is difficult to understand. Structure is not as apparent
as with physical files and folders.
• Experts possess the following traits:
o They possess an integrated conceptual model of a system.
o They possess knowledge that is ordered more abstractly and
moreprocedurally.
o They organize information more meaningfully, orienting it toward
theirtask.
o They structure information into more categories.
o They are better at making inferences and relating new knowledge to
theirobjectives and goals.
o They pay less attention to low-level details.
o They pay less attention to surface features of a system.
• Novices exhibit these characteristics:
o They possess a fragmented conceptual model of a system.
o They organize information less meaningfully, orienting it toward
surfacefeatures of the system.
o They structure information into fewer categories.
o They have difficulty in generating inferences and relating new
knowledgeto their objectives and goals.
Dept. of CSE, NCET
o They pay more attention to low-level details.
o They pay more attention to surface features of the system.-------
Human Interaction Speeds
• The speed at which people can perform using various communication methods
has been studied by a number of researchers. The following, are summarized
astable below
Reading
Prose text: 250–300 words per
minute.Proofreading text on paper: 200 words per minute.
Proofreading text on a monitor: 180 words per minute.
Listening: 150–160 words per minute.
Speaking to a computer: 105 words per
minute.After recognition corrections: 25 words per minute.
Keying
Typewritr
Fast typist: 150 words per minute and higher.
Average typist: 60–70 words per minute.
Computer
Transcription: 33 words per minute.
Composition: 19 words per minute.
Two finger typists
Memorized text: 37 words per minute.
Copying text: 27 words per minute.
Hand printing
Memorized text: 31 words per minute.
Copying text: 22 words per minute.
Methods for Gaining an Understanding of Users
• Gould (1988) suggests using the following kinds of techniques to gain an
understanding of users, their tasks and needs, the organization where they work,
and the environment where the system may be used.
o Visit user locations, particularly if they are unfamiliar to you, to gain an
understanding of the user's work environment.
o Talk with users about their problems, difficulties, wishes, and what
workswell now. Establish direct contact; avoid relying on intermediaries.
o Observe users working or performing a task to see what they do,
theirdifficulties, and their problems.
o Videotape users working or performing a task to illustrate and
studyproblems and difficulties.
o Learn about the work organization where the system may be installed.
o Have users think aloud as they do something to uncover details that
maynot otherwise be solicited.
o Try the job yourself. It may expose difficulties that are not known,
orexpressed, by users.
o Prepare surveys and questionnaires to obtain a larger sample of
useropinions.
DIRECT METHODS
Advantages
• The significant advantage of the direct methods is the opportunity they provide to
hear the user's comments in person and firsthand.
• Person-to-person encounters permit multiple channels of communication
(bodylanguage, voice inflections, and so on) and provide the opportunity to
immediately follow up on vague or incomplete data.
Here are some recommended direct methods for getting input from users.
• Disadvantages
o Disadvantages of interviews are that they can be costly and time-
consuming to conduct, and someone skilled in interviewing
techniquesshould perform them.
Requirements Prototyping
User Group
• Improvements are suggested by customer groups who convene periodically
todiscuss software usage. They require careful planning.
Competitor Analyses
• A review of competitor's products or Web sites is used to gather ideas,
□ New requirements and feedback are obtained from ongoing product testing
Requirements Collection Guidelines
• User activities are precisely described in a task analysis. Task analysis involves
breaking down the user's activities to the individual task level. The goal is to
obtain an understanding of why and how people currently do the things that
willbe automated.
• The output of the task analysis is the creation, by the designer, of a conceptual
model for the user interface. A conceptual model is the general conceptual
framework through which the system's functions are presented. Such a model
describes how the interface will present objects, the relationships between
objects,the properties of objects, and the actions that will be performed.
• The goal of the designer is to facilitate for the user the development of useful
mental model of the system. This is accomplished by presenting to the user a
meaningful conceptual model of the system. When the user then encounters the
system, his or her existing mental model will, hopefully, mesh well with the
system's conceptual model.
• Reflect the user’s mental model not the designer’s: A user will have different
expectations and levels of knowledge than the designer. So, the mental models of
the user and designer will be different. The user is concerned with the task to be
performed, the business objectives that must be fulfilled.
• Make invisible parts and process of a system visible: New users of a system
often make erroneous or incomplete assumptions about what is invisible and
develop a faulty mental model. As more experience is gained, their mental
modelsevolve to become more accurate and complete. Making invisible parts of a
systemvisible will speed up the process of developing correct mental models.
• Provide proper and correct feedback: Be generous in providing feedback.
Keep a person informed of what is happening, and what has happened, at all
times, including:
o Provide visible results of actions.
o Display actions in progress.
o Provide a continuous indication of status.
o Present as much context information as possible.
o Provide clear, constructive, and correct error messages.
• Promote the development of both novice and expert mental models : Novices
and experts are likely to bring to bear different mental models when using a system.
Defining Objects
• Determine all objects that have to be manipulated to get work done. Describe:
— The objects used in tasks.
— Object behavior and characteristics that differentiate each kind of object.
— The relationship of objects to each other and the people using them.
— The actions performed.
— The objects to which actions apply.
— State information or attributes that each object in the task must
preserve,display, or allow to be edited.
• Identify the objects and actions that appear most often in the workflow.
• Make the several most important objects very obvious and easy to manipulate.
Document Design