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Entertainment Services
Charlotte Wiberg
Usability- användbarhet Tekniker, metoder och annat vi måste känna till för att kunna använda oss av usability som ett framgångsrecept i design av IT & digitala medier. Charlotte Wiberg [email protected]
Entertainment Services
Charlotte Wiberg
Veckans agenda
• Usability vad är det? • Definitioner på användbarhet. • Utvärdering i stort inom HCI & ID - vad har vi för andra
möjligheter? • Utvärderingsmetoder – två huvudspår
– Empiriska utvärderingsmetoder – Expertmetoder
• Metodologiska avvägningar • Utvärdering i relation till designprocessen
Entertainment Services
Charlotte Wiberg
Människa-Datorinteraktion - ett forskningsfält mellan teori och praktik.
User
Worker Human Beings
UI
Tool Artifact
Understanding Informing
Designing Evaluation
User
Entertainment Services
Vanliga frågor
Charlotte Wiberg
• Hur ser en professionell målgruppsanalys/användartest ut? • Hur gör man en sån test?
-personliga intervjuer? -kvalitets test? -kvantitetstest?
• Vilka fel kan man göra?
• Hur använder man sig av resultatet?
• Hur presenterar man sitt resultat?
• När bör man göra en sån här test?
• När bör man inte göra en sån här test?
Entertainment Services
Usability
Charlotte Wiberg
Entertainment Services
Charlotte Wiberg
System Acceptability
Practical acceptability Social acceptability Cost Reliability Compatibility
Memorability
Etc.
USABILITY Utility
Learnability
Usefulness
Satisfaction
Efficiency
Errors
The context of usability(Nielsen, 1993)
Entertainment Services
Charlotte Wiberg
Usability aspects (Nielsen, 1993)
• Learnability: • The system should be easy to learn so that the user can rapidly • start getting some work done with the system.
• Efficiency: • The system should be efficient to use, so that once the user has • learned the system, a high level of productivity is possible.
• Memorability: • The system should be easy to remember, so that the casual user • is able to return to the system after some period of not having used it, • without having to learn everything all over again.
• Errors: • The system should have a low error rate, so that users make few errors • during the use of the system, and so that if they do make errors they can • easily recover from them. Further, catastrophic errors must not occur.
• Satisfaction: • The system should be pleasant to use so that users are subjectively satisfied • when using it; they like it.
Entertainment Services
Charlotte Wiberg
Vad utvärdera?
• Uppgift - task • Aktivitet - activity • Process - process
• Task analysis kopplas ofta till usability
Entertainment Services
Utvärderingsmetoder för användbarhet
• Dels grovt upp i: – Empiriska utvärderingsmetoder – Expertutvärderingsmetoder- inspektionsmetoder
Charlotte Wiberg
Entertainment Services Empiriska metoder
Charlotte Wiberg
Method Measures Generated data
Think-aloud (or verbal) protocol
Captured events from usage
situations; problems, expectations etc.
Record of cognitive processes of users in system usage
Use data collection
Number of errors, types of
errors, time to complete task
Record of statistics for errors, listings of types of occurring
errors, time statistics
Clinical experiments
Eye gaze, heart rate, skin
color, body heat
Statistics for measured clinical
aspects
Surveys and Questionnaires
Accuracy regarding memory,
learning etc.
Record of answers –
quantitative or qualitative
Interviews
General information from
users. Structured or unstructured.
Record of answers - qualitative
Entertainment Services
Charlotte Wiberg
Usabilitylabb
Entertainment Services
Charlotte Wiberg
Usabilitylabb (forts)
Entertainment Services
Charlotte Wiberg
Method
Characteristics of
evaluators
Number of evaluators
Goals of inspection
Heuristic evaluation
Usability experts
One
Judge whether each element in interface
follows heuristics
Cognitive
Walkthrough
Cognitive
Psychologists
One
Predictions of user behavior regarding
learning
Formal usability
inspections
One or group
Combines Heuristic
Ev. with Cog. Walkthrough
Design (or pluralistic) Walkthroughs
Users, developers and Human Factor
HCI experts
One or group
Walkthrough of each dialogue element by
using scenarios
Expertutvärderingsmetoder (1)
Entertainment Services Expertutvärderingsmetoder (2)
Charlotte Wiberg
Feature inspection
Inspection of sequences of (complicated)
features
Consistency inspection
(External) designers
Group
Comparison of
different designs to check consistency
Standard
inspections
Expert in (specific)
standard(s)
One
Inspection of interface for compliance with
standard(s)
Theory-based
reviews
Experts in each
method
One
Discover problems on
a micro-level.
Method
Characteristics of
evaluators
Number of evaluators
Goals of inspection
Entertainment Services Heuristic Evaluation (Nielsen, J)
Charlotte Wiberg
1. Visability of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
2. Match between system and real world. The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
3. User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
4. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
5. Error prevention Even better than good error messages is a careful design, which prevents a problem from occurring in the first place.
Entertainment Services Heuristic Evaluation (2) 6. Recognition rather than recall Make objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. 7. Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
8. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. 9. Help users recognize, diagnose and recover from errors. Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. 10.Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
Charlotte Wiberg
Entertainment Services
Charlotte Wiberg
Metodologiska avvägningar • Design - implementation, var i process • Laboratorium - fältstudier • Subjektiv - objektiv, grad av tolkning • Kvalitativ - kvantitativ mätning • Tidpunkt för svar • Grad av involvering (intervention) • Resurser för utvärdering (labb,speglar.. )
Entertainment Services
Från usability till user experience (UX)
• 2004 – en klar skillnad på traditionell användbarhet och UX • Idag vill vissa säga att det är samma sak för att vinna mark
– ”allt är usability!” – ”allt är UX”
• Samma problem kvarstår dock – oberoende vad vi kallar aspekten så har vi en flora av metoder och mått som passar mer eller mindre bra.
• Viktigt att ha koll på Jordans trappa (User Needs) • Viktigt att skilja på typer av fel i relation till denna • Viktigt att kunna skilja svåra (severe) fel från mindre svåra fel • Detta avgörs från syftet med artefakten MEN om den är oklar blir
er uppgift att säga något om usability och/eller UX oklar! • Viktigt att informera/lära kunden om detta!
Charlotte Wiberg
Entertainment Services
Övningsuppgift:
• Jobba tillsammans • 2 informationsåtkomstwebbplatser • Skriv ner identifierade usabilityproblem • Hittar ni andra än sådant som inryms inom
heuristikerna? • 45 minuter (max) • Redovisa för lärare samt diskussion (15
min)
Entertainment Services
Charlotte Wiberg
Entertainment Services
Utvärdering i designprocessen
Entertainment Services
Charlotte Wiberg
Hur ser en designprocess ut?
Föranalys Analys Design Progr. Utv/Dok
Var kan eller vill vi utvärdera
användbarheten då?
Entertainment Services
Charlotte Wiberg
Designprocessen
Tid
Prototypens körbarhet
Kostnad för ändring av hittat fel
Föranalys Analys Design Progr. Utv/Dok
Expertmetodens lämplighet
Användar- testets
lämplighet
Entertainment Services
Charlotte Wiberg
Iterativ design
• Cykliskt tänkande där utvärdering återfinns i varje fas.
• Olika typer av utvärderingar används – usability, utility, debugging mm
• Iterationerna kan vara av olika längd • Kan vara kostsamt – i alla fall på kort sikt • Återfinns (tyvärr) mest inom
forskningsvärlden