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UI Design and Usability for Everybody June, 2008 Slide 1 of 206
The Process of User Interface Development Section One 1. The Process Overview 2. Mapping on RUP 3. Best Practices 4 . Analysis and Design  5 . Deliverables
Common Terms in Design World Commerce Business design New product development Packaging design Product design Service design Applications Experience design Game design Interaction desig n Software engineering Software design System design User experience design User interface design  Web accessibility Web design Communications Color design Communication design Content design Graphic design  Information design Instructional design Motion graphic design News design Packaging design Production design Sound design Theatrical design Typography Visual communication Scientific and math Combinatorial desig n Design of experiments Physical Architectural design Architectural engineering Automotive design Cellular manufacturing Design engineer Environmental design Fashion design Floral design Furniture design Garden design Industrial design Interior design Landscape architecture Mechanical engineering Urban design
The Process: Two Ways to Design User Interface User-Oriented  Design System-Oriented  Design
The Process: Simplified Interface Design Process
The Process: ISO  Human-centred  D esign  P rocesses  Meet  Requirements ISO13407 PLAN the Process SPECIFY the Context of Use PRODUCE Design Solutions SPECIFY User Requirements EVALUATE against Requirements
The Process: Mapping on RUP (1/2)
The Process: Mapping on RUP  (2 /2) UI Modeling
The Process: Levels of User Interface Design Concrete Abstract Completion Conception
The Process: Three Angles of User Experience Design _______________ http://www.raremedium.net/
The Process: Features of Successful System Design _______________ Slide by Peter Morville, 2004
The Process: Disciplines and Factors of Successful User Experience _______________ Slide by  Magnus Revang, 2007
The Process: Five Typical Iterations (Pathfinder Associates) _______________ Slide by Hala Heymassi, Elyse Sanchez, Robert Moll, Charles Field. Pathfinder Associates Five Typical Phases, Activities, Deliverables
Analysis: User Analysis User Analysis User Profiles Task Profiles Environment Profiles How to document gathered information? Persona Decks (user profiles + task profiles + env profiles) Swim Lane and Activity Diagrams Primary Nouns Method
Analysis: Tasks Analysis 1. Defining Tasks Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
Analysis: Tasks Analysis 2. Defining Relationship Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
Analysis: Tasks Analysis 3. Building Hierarchy Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
Analysis: Swim Lane and Activity Diagram Roles/Actors Tasks for each role/actor Relationship between them Type of interaction Conditions Data flows
Analysis: Difficulties in Task Analysis Level of detalization If-else branching Defining of task ranges Insufficiency of input information Variance of gathered information
Analysis: Primary Nouns (1/2) Method of defining system objects Usually could be taken from task profiles, user profiles Objects (user work with) 1-3 objects per task Primary Noun could take a couple of declarations Examples : Customer Name, New Customer, New Order, Order number, Orders, Checkout, Products, Account, Account Numbers, Order History, Inventory, …
Analysis: Primary Nouns (2/2) The Matrix of Primary Nouns Primary Noun Qty Representation Action Property 1/  Calendar one Day Week Month Year Open Create an Appointment Grant Access Title Format 2/  Appointment a hundred In a calendar In a form On a page Create Accept Invite Postpone Delete Theme Date Message Attendees Protocol
Design: User Scenarios (1/2) User   Scenario —is an overall description of how the user/persona/actor interacts with the system Scenarios focus on user’s requirements not on business and technical requirements (like Use Case does). User scenario usually has one-to-many relationship with use cases. User scenario is global, use case is technically detailed.
Design: User Scenarios (2/2) Persona Scenario Scenario Use Case Use Case Test Case Test Case Test Case
Design: Wireframes (1/3) Wireframe  allows to design: Modular structure Layout Navigation Design patterns Key screens’ flows Ideas and concepts Data domain
Design: Wireframes (2/3) How to develop wireframe: 1/ Take all information gathered on Analysis phase Tasks, Users and Env. Profiles All set of requirements (user scenarios, use cases, tech specs, etc.) Personas Diagrams Matrix of Primary Nouns Tasks Standards
Design: Wireframes ( 3 / 3 ) How to develop wireframe: 2/ Design wireframe using UI Specification Conceptual model Navigational model Defining Patterns Previous Experience Data domain exploitation Rules of Perception Vertical and/or Horizontal wireframing Epicentric or environmental wireframing
Design: Prototyping (1/4) Prototyping allows: To estimate development effort To see on the screen like on a final product To establish a good communication within the project team To involve users and even customers into the project team To perform early usability testing
Design: Prototyping (2/4) Why should we use prototyping? Helps to increase profitability, reduces cost! They are concrete Stimulate iterative process Involving users on first iterations Important stage of the project life cycle
Design: Prototyping (3/4) Types of prototype: Paper Screen Forms Vertical Prototype Scenario Prototype Full-scale Prototype Levels of prototyping: High Fidelity Low Fidelity
Design: Prototyping (4/4) How to develop prototype? Choose type of the prototype and its goals Define minimal prototyping scope Vertical or horizontal prototyping Use prototyping patterns Keep in mind rules of perception
Prototypes: Overview Types of prototypes: ▫  HTML prototypes as replacement of storyboards ▫  HTML prototypes for demo purposes ▫  HTML prototypes used as UI layers ▫  DHTML applications with client-based components (IE and Mozilla) ▫  Macromedia Flash interactive demos
Prototypes: Approaches Implementation of prototypes: ▫  Plain and Straight Approach ▫  Based on XML/XSL-Transformers (XML Spy Project) ▫  Based on template engines (Dreamweaver) ▫  Using Cookies (session emulation, role-based pages) ▫  Using Components (reusable code) ▫  Combined Approach
Usability, Information Architecture, User Interface Design Section Two 1. Usability and Information Architecture 2. UI Standards, Accessibility 3. Visual Design and UI Design Principles 4. Web 1.0, Web 2.0
Usability Definition “ Usability a degree of how a product can be used to achieve specified  goals .”
Usability Definition  “ Usability a degree of how a product can be used by specified  users  to achieve specified  goals   in a specified  context of use .”
Usability Definition  “ Usability a degree of how a product can be used by specified  users  to achieve specified  goals   with  effectiveness, efficiency and satisfaction  in a specified  context of use .” ISO 9241-11 (1998) Guidance on Usability
Effectiveness “ Effectiveness is the amount of resources needed to achieve the goals” System Effectiveness User Effectiveness How fast the system work? How much the system cost? How much resources does the system need?  Is it easy to maintain and modify the system? Can fast can users their achieve goals using the system? How much training does the users need to start working with the system?
Efficiency “ Efficiency is the accuracy and completeness of achieving the goals” User Efficiency Can system achieve user goals?  Is system stable? Are there lots of system mistakes? Is system secure? Can users their achieve goals using the system?  How many mistakes users usually do? How critical are these mistakes? System Efficiency
User Satisfaction “ Satisfaction is the comfort and acceptability of the work system to its users.” There is the user’s satisfaction of the system’s Efficiency and Effectiveness and also aesthetical satisfaction of the visual design.  Why is this girl so happy? Think twice before answer. Because this is just a photo from US photo stock!
Information Architecture (1/2) “ Information architecture is the science of  expressing a model or concept for information.” Most definitions have common qualities: a structural design of shared environments, methods of organizing and labeling web sites, intranets, and online communities, and ways of bringing the principles of design and architecture to the digital landscape.
Information Architecture (2/2) _________ Slide by Brandon Schauer
Usability Helps In Development:  reduces dev  costs , increases dev  speed and quality of the  code,  profitability In Sales:  increases  revenue Users:  increases the  effectiveness ,  efficiency  and  satisfaction Transition:  decreases  transition  costs
Levels of Usability Problems Micro Usability Problems Macro Usability Problems
Usability Principles Ease of learning  how fast can a user who has never seen the user interface before learn it sufficiently well to accomplish basic tasks Efficiency of use once an experienced user has learned to use the system, how fast can he or she accomplish tasks Memorability if a user has used the system before, can he or she remember enough to use it effectively the next time or does the user have to start over again learning everything Error frequency and severity how often do users make errors while using the system, how serious are these errors, and how do users recover from these errors Subjective satisfaction how much does the user like using the system?
Usability Concepts Composition focus and scan order one should feel where to start and where to go. Stereotypes and standards  (do not invent bicycle) one should feel familiar with the items used to fill comfortable. Main success scenario each part should has one clear goal and guide one to the success. Critical information don’t hide critical information. Navigation path guide your user through controls Goal should be clear one should know what the hell he is doing here.
Usable Systems/Products Features of an Usable System: Consistency: UI Appearance Consistency Visual Appearance Consistency Behavior Consistency Organization Consistency Consistency with standards Ease of Navigation Ease of Use Ease of Learn Hard to Forget
Usability: Levels of Maturity Levels of Maturity: No usability in the company Usability on a development level Isolated usability group Supported and budgeted usability dept Manageable usability Systematic usability processes Integrated UCD User oriented company
User Interface Standards Pyramid
User Interface Standards ISO Standards: ISO 9241-11 (1998) Guidance on Usability ,   ISO 9241-10 (1996) Dialogue principles, ISO 9241-14 (1997) Menu dialogues, ISO 9241-17 (1998) Form-filling dialogues…   Accessibility Standards: Section 508 of U.S. Federal Rehabilitation Act   § 1194.21 Software applications and operating systems ,  § 1194.22 Web-based intranet and internet information and applications ; Web Content Accessibility Guidelines 1.0 (WCAG) Platform standards: The Microsoft Windows User Experience Apple Human Interface Guidelines Java Look and Feel Design Guidelines GNOME Human Interface Guidelines KDE User Interface Guidelines SAP R/3 Style Guide
Look and Feel “ The appearance and behavior of a system facility as  perceived by the end user. ”   “ Look”–Visual Appearance: colours shapes layout typefaces etc. “ Feel”–B ehaviour of  D ynamic s buttons ; boxes ; me nus; navigation patterns; etc.
How do We Look on Screen? (1/3) ?
How do We Look on Screen? (2/3)
How do We Look on Screen? (3/3) 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3
Visual Design vs. User Interface Design Visual Design “ T he field of developing  v isual   materials to create  an experience .” UI Design “ T he process of designing the interaction between  a human and a machine. ”
Principles of Design Visual Design Principles Proximity Repetition Layout Contrast UI Design Principles Organizing and Grouping Consistency Alignment Whitespace
Visual Design: Proximity What For? -  Organize! How to? -  Count the number of visual elements. If you have more than 3-5 than search for similarity to organize related elements to a singular visual unit. I
Visual Design: Repetition What For? The purpose of repetition is to unify and to add visual Interest. Don't underestimate the power of the visual interest of a page - if a piece looks interesting, it is more likely to be read. How To? First, think of repetition as being consistent. Then push the existing consistencies a little further - can you turn some of those consistent elements into part of the conscious graphic design, as with the headline? And finally, make the repetitive element stronger and more dramatic II
Visual Design: Layout What For? Unify and Organize! It is usually the specific layout creates a sophisticated look. How To? Be conscious of where you place elements. Always find something else on the page to align with, even if the two objects are physically far away from each other. Grids! III
Visual Design: Contrast What For? One purpose is to create an interest on the page–if a page is interesting to look at, it is more likely to be read. The other is to aid in the organization of the information. A reader should be able to instantly understand the way the information is organized, the logical flow from one item to another. Contrast should focus reader’s attention on the most important content and help him navigate through the document. How To? Add contrast through your typeface choice, line thicknesses, colors, shapes, sizes, space, etc. It is easy to find ways to add contrast, and it's probably the most fun and satisfying way to add visual interest. The important thing is to be strong. IV
Visual Design: Composition and Layout Left-right top-bottom reading order place the main content in this position (Z order) Focus reader sees the most brightest point on the screen first Balance symmetrical, asymmetrical and radial Terminator the should be something that says that the page is over Gestalt Theory “ The whole is more than the sum of its parts” Rule of Thirds divide into thirds both vertically and horizontally; the centers of the reader's attention are located near the intersections of these lines
Visual Design: Using Spaces Pause psychologically it gives a time to rest and to adapt information Separator it perfectly says where the item starts and ends Rest it is the place where your eye can take a rest
Visual Design: Proximity
Visual Design: Repetition My Details Page Layout Identified Savings Page Layout Submenu Breadcrumbs (path) Page Title Explanatory Text Search Pane Form or Grid
Visual Design: Alignment (Bad)
Visual Design: Alignment (Good)
Visual Design: Contrast EPAM Presentation Standard PowerPoint Template
UI Design Principles: Organizing and Grouping Organizing and Grouping Items relating to each other should be grouped close together. When several items are in close proximity to each other, they become one visual unit rather than several separate units. This helps organize information, reduces clutter, and gives the reader a clear structure. I
UI Design Principles: Consistency Consistency Repeat UI elements of the design throughout the piece. You can repeat everything—behaviors, controls, grids, approaches, paradigms, UI concepts and patterns, etc. This develops the organization and strengthens the unity. II
UI Design Principles: Alignment Alignment Nothing should be placed on the page arbitrarily. Every element should have some visual connection with another element on the page. This creates a clean, sophisticated, fresh look. III
UI Design Principles: Whitespace Whitespace There are three main properties of whitespaces: a) pause—psychologically it gives a time to rest and to adapt information; b) separator—it perfectly says where the item starts and ends; c) rest—it is the place where your eye can take a rest. IV
UI Design No principles applied
UI Design: Organizing and Grouping (1/2)  Controls organized
UI Design: Organizing and Grouping (2/2) Controls grouped
UI Design: Alignment (1/2) Controls aligned
UI Design: Alignment (2/2) Further alignment
UI Design: Consistency Labels are consistent now
UI Design: Whitespace White space added
The Rule of Doubles Any interface can be made twice as simple as the original one Any interface can be made twice as complicated as the original one.
Information Coding Color metro map, Ahmad tea packs, density charts, road signs Shape clocks, chess Symbol remote controller, car panel, road signs Location 4 meters from the wall and  6 meters to the right Sound Etc
English vs. Russian Pay attention at: абзацный отступ  vs.   paragraph spacing Моя история  vs. My Story «   »  vs. “ ” №  vs. # 3 500,00 vs. 3,500.00 31  р.  vs. $ 31
Web 1.0 – A Basis for Web 2.0 Publishing Transacting Communicating Collaborating Documents Forms Frames Thin Client _______________ Slide by  David Heller, www.synapticburn.com
Web 2.0 _______________ Slide by  David Heller, www.synapticburn.com
Web 2.0
Spaces for collaboration Rates Reviews Comments Tags Blogs Feeds Re-mixing & Mashing Combining different content sources Letting people use your content source Enabling content and services to be mixed Web 2.0 _______________ Slide by  David Heller, www.synapticburn.com
AJAX Impacts on Design: Inline editing Data set manipulation In line/in context validation(s) “ instant” query results (version of progressive display) Contextual intelligent navigation and information display Data display from multiple interacting sources _______________ Slide by  David Heller, www.synapticburn.com
Not Pages but Pathways A  page  is a metaphor of a moment  of uninterrupted context “ There is no [page], Neo” “ There is no page, only pathways” – Emily Chang & Max Kiesler _______________ Slide by  David Heller, www.synapticburn.com
Business requirements User needs Structure Test Launch Design Build _________ Slide by Brandon Schauer Web 2.0: Something you should know Rules of ^ Build & ^ Re- ^ Story Group & user needs Interact Beta
1/ Don’t Make Users Think 2/  Don’t squander users’ patience  3/  Manage to focus users’ attention  4/  Strive for feature exposure  5/  Make use of effective writing  6/  Strive for simplicity  7/  Don’t be afraid of the white space  8/  Communicate effectively with a “visible language”  9/  Conventions are our friends 10/  Test early, test often Summary: Techniques of Effective Design
Introduction to Usability Testing Techniques Section Three 1. What is Usability Testing 2. Methods 3. Software and Hardware 4. Examples
What is usability Testing? Usability testing is a technique used to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system.  This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users. Usability Testing
Test it! Usually it is enough to test the following four aspects of design: Navigation Contents Representation Interaction  Usability Testing: What should we test?
1/ Respondent (participant) Real and possible user of the system Should not be developer of the product and even developer at all 2/ Facilitator (moderator) Organizes all the process: from scratch (planning) till the end (reports) 3/ Observer (assistant) Records all the events Don’t communicate with respondent! Helps facilitator Participates in analysis and reports’ preparation Usability Testing: Participants
Usability Testing: Regular UT Laboratory Users Room Observation Room
Usability Testing: The Future of UT Laboratory
Design—Test—Design— … Testing with 5 users discovers 85% of problems Solving usability issues Testing with 5 users discovers 85% of problems Solving usability issues Testing with 5 users discovers 85% of problems Enjoying! N = (1-0.85) * 0.85 * 0.85 ~  0.1 084  ~  90%   of problems resolved! Usability Testing: Methodology
Methods of Testing Heuristic Evaluation Remote Testing Co-discovery Learning Coaching Method Performance Measurement Question-asking Protocol Retrospective Testing Shadowing Method Teaching Method Thinking Aloud Protocol Usability Testing: Methods of Testing
Usability Testing: Software 1/ 2 /
Eye-Tracking Camera Results Usability Testing: Eye Tracking Camera
Samples and  Q&A Session Section Five 3 .  UI Redesign in Action 2.  The profession 4 .  Questions and Answers 1.  Controversial Points
Controversial Points (1/3)
Controversial Points (2/3)
Controversial Points (3/3)
Processing without IA and UI Designer Major Problems Not visible enough selection in top menu Tab control used for wizard Inconsistent design of “Next” button No Page Header Different length of controls Bold label text Strange alignment and grouping Etc.
Processing with IA and UI Designer Solutions Graphical design improved Proper wizard design  Consistent button design Page header added Controls length Plain label text Grouping and alignment
Processing without IA and UI Designer Major Problems Strange organisation and design of submenu Inconsistent design and position of “Save” button  Controls are not grouped Not obvious design of “Propose login” functionality Bold label text Labels are inconsistent aligned Etc.
Processing without IA and UI Designer Solutions Graphical design improved Consistent button design and position Controls are grouped “ Propose login” improved  Labels are consistently aligned Plain label text
Processing without IA and UI Designer Major Problems Search form doesn’t look like a form Inconsistent use of icons Unusable navigation “ New” button is not on the right place Number of found records is not properly located No hints on the icons Etc.
Processing without IA and UI Designer Solutions Graphical design improved Division on group and action buttons Search form has unique background and “search” button Decreasing amount of icons Reorganazed data sheet Improvements in navigation “ Found N items” is in place Etc.
Question One Vlad Rybaltovsky asks: “ What is Web 3.0?”
Answer (1/5)
Answer (2/5)
Answer (3/5) This picture appears as  a search response for  “ Web 3.0” keyword in  Google.com
Answer (4/5) Problems of Web 2.0 Information vs. Knowledge Search Results Tagging problems User generated content Uncontrollable content stream Too open, too unsecured
Answer (5/5) Web 3.0 Technologies Semantic Web Inference Engines and Info Agents Specialized Media Search Enhanced Search Engines Knowledge vs. Information Ontology as Meta Information Auto tagging, Auto Abstracting One-button Interfaces Simplification of everything RDF, OWL, SPARQL, SWRL, etc.
Answer (5/5) RDF (Resource Description Framework) RDF #1 @prefix : <http: www.example.org> . :john a :Person . :john :hasMother :helga . :john :hasFather :henrich . :richard :hasSister :jane .   (John has father Henrich) ____________________________________________________________________ RDF #2: @prefix : :henrich :hasBrother :han {? a :hasFather ?b . ?b :hasBrother ?c . }  => { ?a :hasUncle ?c }   (Henrich has brother Han) ____________________________________________________________________ Summary from RDF#1 and RDF#2: =>(John has uncle Han)
Question Two As you remember 6 – 8 years ago web applications were named ‘thin client’ because client was only web browser and all application logic was on server. And one of advantages of web application was that user can has slow computer.  Now we can see a tendency of moving some part of server application to browser (AJAX, Flash, and etc.) So browsers have to increase their API and become more complex and run more hard (slowly) web application. And there is the question: Is it right way to future or it is just temporary bells and whistles? Victor  Yarmolovich  asks:
Answer Thin/Thick Clients: Mainframes PCs Web 1.0 Web 2.0 ??? Thin Clients Thick Clients
Question Three Evgeniy Mironov asks: What is Jacob Nielsen  silent about?
Answer Jacob Nielsen keeps silence about: He is a well-known  theorist  not a practical  man Good design  doesn’t mean following  JN’s rules In Fact he  loves   Flash
Question Four Eugene Kirdzei asks: Are there any design  criterion/rules/approaches which could be  used during designing of site and its  components?
Answer Use Website Patterns: Promo, Ecommerce, Corporate, Business, Entertainment, Portal, Intranet, etc.  Use UI Patterns: Structure, Layout, Navigation, Forms, Interaction, etc. _____________ http://ui-patterns.com/   http://www.time-tripper.com/uipatterns/ http://www.welie.com/patterns/ http://groups.ischool.berkeley.edu/ui_designpatterns/webpatterns2/webpatterns http://www.lukew.com/resources/articles/DesignPatterns_LW.pdf http://www.flickr.com/photos/factoryjoe/collections/72157600001823120/
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Ui Design And Usability For Everybody

  • 1. UI Design and Usability for Everybody June, 2008 Slide 1 of 206
  • 2. The Process of User Interface Development Section One 1. The Process Overview 2. Mapping on RUP 3. Best Practices 4 . Analysis and Design 5 . Deliverables
  • 3. Common Terms in Design World Commerce Business design New product development Packaging design Product design Service design Applications Experience design Game design Interaction desig n Software engineering Software design System design User experience design User interface design Web accessibility Web design Communications Color design Communication design Content design Graphic design Information design Instructional design Motion graphic design News design Packaging design Production design Sound design Theatrical design Typography Visual communication Scientific and math Combinatorial desig n Design of experiments Physical Architectural design Architectural engineering Automotive design Cellular manufacturing Design engineer Environmental design Fashion design Floral design Furniture design Garden design Industrial design Interior design Landscape architecture Mechanical engineering Urban design
  • 4. The Process: Two Ways to Design User Interface User-Oriented Design System-Oriented Design
  • 5. The Process: Simplified Interface Design Process
  • 6. The Process: ISO Human-centred D esign P rocesses Meet Requirements ISO13407 PLAN the Process SPECIFY the Context of Use PRODUCE Design Solutions SPECIFY User Requirements EVALUATE against Requirements
  • 7. The Process: Mapping on RUP (1/2)
  • 8. The Process: Mapping on RUP (2 /2) UI Modeling
  • 9. The Process: Levels of User Interface Design Concrete Abstract Completion Conception
  • 10. The Process: Three Angles of User Experience Design _______________ http://www.raremedium.net/
  • 11. The Process: Features of Successful System Design _______________ Slide by Peter Morville, 2004
  • 12. The Process: Disciplines and Factors of Successful User Experience _______________ Slide by Magnus Revang, 2007
  • 13. The Process: Five Typical Iterations (Pathfinder Associates) _______________ Slide by Hala Heymassi, Elyse Sanchez, Robert Moll, Charles Field. Pathfinder Associates Five Typical Phases, Activities, Deliverables
  • 14. Analysis: User Analysis User Analysis User Profiles Task Profiles Environment Profiles How to document gathered information? Persona Decks (user profiles + task profiles + env profiles) Swim Lane and Activity Diagrams Primary Nouns Method
  • 15. Analysis: Tasks Analysis 1. Defining Tasks Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
  • 16. Analysis: Tasks Analysis 2. Defining Relationship Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
  • 17. Analysis: Tasks Analysis 3. Building Hierarchy Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task
  • 18. Analysis: Swim Lane and Activity Diagram Roles/Actors Tasks for each role/actor Relationship between them Type of interaction Conditions Data flows
  • 19. Analysis: Difficulties in Task Analysis Level of detalization If-else branching Defining of task ranges Insufficiency of input information Variance of gathered information
  • 20. Analysis: Primary Nouns (1/2) Method of defining system objects Usually could be taken from task profiles, user profiles Objects (user work with) 1-3 objects per task Primary Noun could take a couple of declarations Examples : Customer Name, New Customer, New Order, Order number, Orders, Checkout, Products, Account, Account Numbers, Order History, Inventory, …
  • 21. Analysis: Primary Nouns (2/2) The Matrix of Primary Nouns Primary Noun Qty Representation Action Property 1/ Calendar one Day Week Month Year Open Create an Appointment Grant Access Title Format 2/ Appointment a hundred In a calendar In a form On a page Create Accept Invite Postpone Delete Theme Date Message Attendees Protocol
  • 22. Design: User Scenarios (1/2) User Scenario —is an overall description of how the user/persona/actor interacts with the system Scenarios focus on user’s requirements not on business and technical requirements (like Use Case does). User scenario usually has one-to-many relationship with use cases. User scenario is global, use case is technically detailed.
  • 23. Design: User Scenarios (2/2) Persona Scenario Scenario Use Case Use Case Test Case Test Case Test Case
  • 24. Design: Wireframes (1/3) Wireframe allows to design: Modular structure Layout Navigation Design patterns Key screens’ flows Ideas and concepts Data domain
  • 25. Design: Wireframes (2/3) How to develop wireframe: 1/ Take all information gathered on Analysis phase Tasks, Users and Env. Profiles All set of requirements (user scenarios, use cases, tech specs, etc.) Personas Diagrams Matrix of Primary Nouns Tasks Standards
  • 26. Design: Wireframes ( 3 / 3 ) How to develop wireframe: 2/ Design wireframe using UI Specification Conceptual model Navigational model Defining Patterns Previous Experience Data domain exploitation Rules of Perception Vertical and/or Horizontal wireframing Epicentric or environmental wireframing
  • 27. Design: Prototyping (1/4) Prototyping allows: To estimate development effort To see on the screen like on a final product To establish a good communication within the project team To involve users and even customers into the project team To perform early usability testing
  • 28. Design: Prototyping (2/4) Why should we use prototyping? Helps to increase profitability, reduces cost! They are concrete Stimulate iterative process Involving users on first iterations Important stage of the project life cycle
  • 29. Design: Prototyping (3/4) Types of prototype: Paper Screen Forms Vertical Prototype Scenario Prototype Full-scale Prototype Levels of prototyping: High Fidelity Low Fidelity
  • 30. Design: Prototyping (4/4) How to develop prototype? Choose type of the prototype and its goals Define minimal prototyping scope Vertical or horizontal prototyping Use prototyping patterns Keep in mind rules of perception
  • 31. Prototypes: Overview Types of prototypes: ▫ HTML prototypes as replacement of storyboards ▫ HTML prototypes for demo purposes ▫ HTML prototypes used as UI layers ▫ DHTML applications with client-based components (IE and Mozilla) ▫ Macromedia Flash interactive demos
  • 32. Prototypes: Approaches Implementation of prototypes: ▫ Plain and Straight Approach ▫ Based on XML/XSL-Transformers (XML Spy Project) ▫ Based on template engines (Dreamweaver) ▫ Using Cookies (session emulation, role-based pages) ▫ Using Components (reusable code) ▫ Combined Approach
  • 33. Usability, Information Architecture, User Interface Design Section Two 1. Usability and Information Architecture 2. UI Standards, Accessibility 3. Visual Design and UI Design Principles 4. Web 1.0, Web 2.0
  • 34. Usability Definition “ Usability a degree of how a product can be used to achieve specified goals .”
  • 35. Usability Definition “ Usability a degree of how a product can be used by specified users to achieve specified goals in a specified context of use .”
  • 36. Usability Definition “ Usability a degree of how a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use .” ISO 9241-11 (1998) Guidance on Usability
  • 37. Effectiveness “ Effectiveness is the amount of resources needed to achieve the goals” System Effectiveness User Effectiveness How fast the system work? How much the system cost? How much resources does the system need? Is it easy to maintain and modify the system? Can fast can users their achieve goals using the system? How much training does the users need to start working with the system?
  • 38. Efficiency “ Efficiency is the accuracy and completeness of achieving the goals” User Efficiency Can system achieve user goals? Is system stable? Are there lots of system mistakes? Is system secure? Can users their achieve goals using the system? How many mistakes users usually do? How critical are these mistakes? System Efficiency
  • 39. User Satisfaction “ Satisfaction is the comfort and acceptability of the work system to its users.” There is the user’s satisfaction of the system’s Efficiency and Effectiveness and also aesthetical satisfaction of the visual design. Why is this girl so happy? Think twice before answer. Because this is just a photo from US photo stock!
  • 40. Information Architecture (1/2) “ Information architecture is the science of expressing a model or concept for information.” Most definitions have common qualities: a structural design of shared environments, methods of organizing and labeling web sites, intranets, and online communities, and ways of bringing the principles of design and architecture to the digital landscape.
  • 41. Information Architecture (2/2) _________ Slide by Brandon Schauer
  • 42. Usability Helps In Development: reduces dev costs , increases dev speed and quality of the code, profitability In Sales: increases revenue Users: increases the effectiveness , efficiency and satisfaction Transition: decreases transition costs
  • 43. Levels of Usability Problems Micro Usability Problems Macro Usability Problems
  • 44. Usability Principles Ease of learning how fast can a user who has never seen the user interface before learn it sufficiently well to accomplish basic tasks Efficiency of use once an experienced user has learned to use the system, how fast can he or she accomplish tasks Memorability if a user has used the system before, can he or she remember enough to use it effectively the next time or does the user have to start over again learning everything Error frequency and severity how often do users make errors while using the system, how serious are these errors, and how do users recover from these errors Subjective satisfaction how much does the user like using the system?
  • 45. Usability Concepts Composition focus and scan order one should feel where to start and where to go. Stereotypes and standards (do not invent bicycle) one should feel familiar with the items used to fill comfortable. Main success scenario each part should has one clear goal and guide one to the success. Critical information don’t hide critical information. Navigation path guide your user through controls Goal should be clear one should know what the hell he is doing here.
  • 46. Usable Systems/Products Features of an Usable System: Consistency: UI Appearance Consistency Visual Appearance Consistency Behavior Consistency Organization Consistency Consistency with standards Ease of Navigation Ease of Use Ease of Learn Hard to Forget
  • 47. Usability: Levels of Maturity Levels of Maturity: No usability in the company Usability on a development level Isolated usability group Supported and budgeted usability dept Manageable usability Systematic usability processes Integrated UCD User oriented company
  • 49. User Interface Standards ISO Standards: ISO 9241-11 (1998) Guidance on Usability , ISO 9241-10 (1996) Dialogue principles, ISO 9241-14 (1997) Menu dialogues, ISO 9241-17 (1998) Form-filling dialogues… Accessibility Standards: Section 508 of U.S. Federal Rehabilitation Act § 1194.21 Software applications and operating systems , § 1194.22 Web-based intranet and internet information and applications ; Web Content Accessibility Guidelines 1.0 (WCAG) Platform standards: The Microsoft Windows User Experience Apple Human Interface Guidelines Java Look and Feel Design Guidelines GNOME Human Interface Guidelines KDE User Interface Guidelines SAP R/3 Style Guide
  • 50. Look and Feel “ The appearance and behavior of a system facility as perceived by the end user. ” “ Look”–Visual Appearance: colours shapes layout typefaces etc. “ Feel”–B ehaviour of D ynamic s buttons ; boxes ; me nus; navigation patterns; etc.
  • 51. How do We Look on Screen? (1/3) ?
  • 52. How do We Look on Screen? (2/3)
  • 53. How do We Look on Screen? (3/3) 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3
  • 54. Visual Design vs. User Interface Design Visual Design “ T he field of developing v isual materials to create an experience .” UI Design “ T he process of designing the interaction between a human and a machine. ”
  • 55. Principles of Design Visual Design Principles Proximity Repetition Layout Contrast UI Design Principles Organizing and Grouping Consistency Alignment Whitespace
  • 56. Visual Design: Proximity What For? - Organize! How to? - Count the number of visual elements. If you have more than 3-5 than search for similarity to organize related elements to a singular visual unit. I
  • 57. Visual Design: Repetition What For? The purpose of repetition is to unify and to add visual Interest. Don't underestimate the power of the visual interest of a page - if a piece looks interesting, it is more likely to be read. How To? First, think of repetition as being consistent. Then push the existing consistencies a little further - can you turn some of those consistent elements into part of the conscious graphic design, as with the headline? And finally, make the repetitive element stronger and more dramatic II
  • 58. Visual Design: Layout What For? Unify and Organize! It is usually the specific layout creates a sophisticated look. How To? Be conscious of where you place elements. Always find something else on the page to align with, even if the two objects are physically far away from each other. Grids! III
  • 59. Visual Design: Contrast What For? One purpose is to create an interest on the page–if a page is interesting to look at, it is more likely to be read. The other is to aid in the organization of the information. A reader should be able to instantly understand the way the information is organized, the logical flow from one item to another. Contrast should focus reader’s attention on the most important content and help him navigate through the document. How To? Add contrast through your typeface choice, line thicknesses, colors, shapes, sizes, space, etc. It is easy to find ways to add contrast, and it's probably the most fun and satisfying way to add visual interest. The important thing is to be strong. IV
  • 60. Visual Design: Composition and Layout Left-right top-bottom reading order place the main content in this position (Z order) Focus reader sees the most brightest point on the screen first Balance symmetrical, asymmetrical and radial Terminator the should be something that says that the page is over Gestalt Theory “ The whole is more than the sum of its parts” Rule of Thirds divide into thirds both vertically and horizontally; the centers of the reader's attention are located near the intersections of these lines
  • 61. Visual Design: Using Spaces Pause psychologically it gives a time to rest and to adapt information Separator it perfectly says where the item starts and ends Rest it is the place where your eye can take a rest
  • 63. Visual Design: Repetition My Details Page Layout Identified Savings Page Layout Submenu Breadcrumbs (path) Page Title Explanatory Text Search Pane Form or Grid
  • 66. Visual Design: Contrast EPAM Presentation Standard PowerPoint Template
  • 67. UI Design Principles: Organizing and Grouping Organizing and Grouping Items relating to each other should be grouped close together. When several items are in close proximity to each other, they become one visual unit rather than several separate units. This helps organize information, reduces clutter, and gives the reader a clear structure. I
  • 68. UI Design Principles: Consistency Consistency Repeat UI elements of the design throughout the piece. You can repeat everything—behaviors, controls, grids, approaches, paradigms, UI concepts and patterns, etc. This develops the organization and strengthens the unity. II
  • 69. UI Design Principles: Alignment Alignment Nothing should be placed on the page arbitrarily. Every element should have some visual connection with another element on the page. This creates a clean, sophisticated, fresh look. III
  • 70. UI Design Principles: Whitespace Whitespace There are three main properties of whitespaces: a) pause—psychologically it gives a time to rest and to adapt information; b) separator—it perfectly says where the item starts and ends; c) rest—it is the place where your eye can take a rest. IV
  • 71. UI Design No principles applied
  • 72. UI Design: Organizing and Grouping (1/2) Controls organized
  • 73. UI Design: Organizing and Grouping (2/2) Controls grouped
  • 74. UI Design: Alignment (1/2) Controls aligned
  • 75. UI Design: Alignment (2/2) Further alignment
  • 76. UI Design: Consistency Labels are consistent now
  • 77. UI Design: Whitespace White space added
  • 78. The Rule of Doubles Any interface can be made twice as simple as the original one Any interface can be made twice as complicated as the original one.
  • 79. Information Coding Color metro map, Ahmad tea packs, density charts, road signs Shape clocks, chess Symbol remote controller, car panel, road signs Location 4 meters from the wall and 6 meters to the right Sound Etc
  • 80. English vs. Russian Pay attention at: абзацный отступ vs. paragraph spacing Моя история vs. My Story « » vs. “ ” № vs. # 3 500,00 vs. 3,500.00 31 р. vs. $ 31
  • 81. Web 1.0 – A Basis for Web 2.0 Publishing Transacting Communicating Collaborating Documents Forms Frames Thin Client _______________ Slide by David Heller, www.synapticburn.com
  • 82. Web 2.0 _______________ Slide by David Heller, www.synapticburn.com
  • 84. Spaces for collaboration Rates Reviews Comments Tags Blogs Feeds Re-mixing & Mashing Combining different content sources Letting people use your content source Enabling content and services to be mixed Web 2.0 _______________ Slide by David Heller, www.synapticburn.com
  • 85. AJAX Impacts on Design: Inline editing Data set manipulation In line/in context validation(s) “ instant” query results (version of progressive display) Contextual intelligent navigation and information display Data display from multiple interacting sources _______________ Slide by David Heller, www.synapticburn.com
  • 86. Not Pages but Pathways A page is a metaphor of a moment of uninterrupted context “ There is no [page], Neo” “ There is no page, only pathways” – Emily Chang & Max Kiesler _______________ Slide by David Heller, www.synapticburn.com
  • 87. Business requirements User needs Structure Test Launch Design Build _________ Slide by Brandon Schauer Web 2.0: Something you should know Rules of ^ Build & ^ Re- ^ Story Group & user needs Interact Beta
  • 88. 1/ Don’t Make Users Think 2/ Don’t squander users’ patience 3/ Manage to focus users’ attention 4/ Strive for feature exposure 5/ Make use of effective writing 6/ Strive for simplicity 7/ Don’t be afraid of the white space 8/ Communicate effectively with a “visible language” 9/ Conventions are our friends 10/ Test early, test often Summary: Techniques of Effective Design
  • 89. Introduction to Usability Testing Techniques Section Three 1. What is Usability Testing 2. Methods 3. Software and Hardware 4. Examples
  • 90. What is usability Testing? Usability testing is a technique used to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users. Usability Testing
  • 91. Test it! Usually it is enough to test the following four aspects of design: Navigation Contents Representation Interaction Usability Testing: What should we test?
  • 92. 1/ Respondent (participant) Real and possible user of the system Should not be developer of the product and even developer at all 2/ Facilitator (moderator) Organizes all the process: from scratch (planning) till the end (reports) 3/ Observer (assistant) Records all the events Don’t communicate with respondent! Helps facilitator Participates in analysis and reports’ preparation Usability Testing: Participants
  • 93. Usability Testing: Regular UT Laboratory Users Room Observation Room
  • 94. Usability Testing: The Future of UT Laboratory
  • 95. Design—Test—Design— … Testing with 5 users discovers 85% of problems Solving usability issues Testing with 5 users discovers 85% of problems Solving usability issues Testing with 5 users discovers 85% of problems Enjoying! N = (1-0.85) * 0.85 * 0.85 ~ 0.1 084 ~ 90% of problems resolved! Usability Testing: Methodology
  • 96. Methods of Testing Heuristic Evaluation Remote Testing Co-discovery Learning Coaching Method Performance Measurement Question-asking Protocol Retrospective Testing Shadowing Method Teaching Method Thinking Aloud Protocol Usability Testing: Methods of Testing
  • 98. Eye-Tracking Camera Results Usability Testing: Eye Tracking Camera
  • 99. Samples and Q&A Session Section Five 3 . UI Redesign in Action 2. The profession 4 . Questions and Answers 1. Controversial Points
  • 103. Processing without IA and UI Designer Major Problems Not visible enough selection in top menu Tab control used for wizard Inconsistent design of “Next” button No Page Header Different length of controls Bold label text Strange alignment and grouping Etc.
  • 104. Processing with IA and UI Designer Solutions Graphical design improved Proper wizard design Consistent button design Page header added Controls length Plain label text Grouping and alignment
  • 105. Processing without IA and UI Designer Major Problems Strange organisation and design of submenu Inconsistent design and position of “Save” button Controls are not grouped Not obvious design of “Propose login” functionality Bold label text Labels are inconsistent aligned Etc.
  • 106. Processing without IA and UI Designer Solutions Graphical design improved Consistent button design and position Controls are grouped “ Propose login” improved Labels are consistently aligned Plain label text
  • 107. Processing without IA and UI Designer Major Problems Search form doesn’t look like a form Inconsistent use of icons Unusable navigation “ New” button is not on the right place Number of found records is not properly located No hints on the icons Etc.
  • 108. Processing without IA and UI Designer Solutions Graphical design improved Division on group and action buttons Search form has unique background and “search” button Decreasing amount of icons Reorganazed data sheet Improvements in navigation “ Found N items” is in place Etc.
  • 109. Question One Vlad Rybaltovsky asks: “ What is Web 3.0?”
  • 112. Answer (3/5) This picture appears as a search response for “ Web 3.0” keyword in Google.com
  • 113. Answer (4/5) Problems of Web 2.0 Information vs. Knowledge Search Results Tagging problems User generated content Uncontrollable content stream Too open, too unsecured
  • 114. Answer (5/5) Web 3.0 Technologies Semantic Web Inference Engines and Info Agents Specialized Media Search Enhanced Search Engines Knowledge vs. Information Ontology as Meta Information Auto tagging, Auto Abstracting One-button Interfaces Simplification of everything RDF, OWL, SPARQL, SWRL, etc.
  • 115. Answer (5/5) RDF (Resource Description Framework) RDF #1 @prefix : <http: www.example.org> . :john a :Person . :john :hasMother :helga . :john :hasFather :henrich . :richard :hasSister :jane . (John has father Henrich) ____________________________________________________________________ RDF #2: @prefix : :henrich :hasBrother :han {? a :hasFather ?b . ?b :hasBrother ?c . } => { ?a :hasUncle ?c } (Henrich has brother Han) ____________________________________________________________________ Summary from RDF#1 and RDF#2: =>(John has uncle Han)
  • 116. Question Two As you remember 6 – 8 years ago web applications were named ‘thin client’ because client was only web browser and all application logic was on server. And one of advantages of web application was that user can has slow computer. Now we can see a tendency of moving some part of server application to browser (AJAX, Flash, and etc.) So browsers have to increase their API and become more complex and run more hard (slowly) web application. And there is the question: Is it right way to future or it is just temporary bells and whistles? Victor Yarmolovich asks:
  • 117. Answer Thin/Thick Clients: Mainframes PCs Web 1.0 Web 2.0 ??? Thin Clients Thick Clients
  • 118. Question Three Evgeniy Mironov asks: What is Jacob Nielsen silent about?
  • 119. Answer Jacob Nielsen keeps silence about: He is a well-known theorist not a practical man Good design doesn’t mean following JN’s rules In Fact he loves Flash
  • 120. Question Four Eugene Kirdzei asks: Are there any design criterion/rules/approaches which could be used during designing of site and its components?
  • 121. Answer Use Website Patterns: Promo, Ecommerce, Corporate, Business, Entertainment, Portal, Intranet, etc. Use UI Patterns: Structure, Layout, Navigation, Forms, Interaction, etc. _____________ http://ui-patterns.com/ http://www.time-tripper.com/uipatterns/ http://www.welie.com/patterns/ http://groups.ischool.berkeley.edu/ui_designpatterns/webpatterns2/webpatterns http://www.lukew.com/resources/articles/DesignPatterns_LW.pdf http://www.flickr.com/photos/factoryjoe/collections/72157600001823120/