Transcript
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Efficient, Memorable, SatisfactoryUsability principles beyond usability

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What’s he talking about?

- Terms- Users- Usability- Experiences

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Terms

- system: the thing being built, used, tested, improved, abandoned, replaced- user interface (UI): the part of the system the user interacts with- user: the person, customer, experiencer

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The User

- The user is a person.- People have similar abilities and limitations- People form goals- People use systems to achieve their goals (duh, users)- People use their brains to make decisions and perform actions

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Brain Functions

- Attention: filtering information- Perception: recognizing meaningful information- Cognition: evaluating that information, weighing outcomes, forming memories- Action: doing something

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Brain Functions

Attention

ActionPerception

Cognition

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Usability

- Refers to usefulness of UI- Related to how UI facilitates and accommodates the four brain functions of the user

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A usable UI manages Attention

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Attention

- Simplicity (or complexity) of UI

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Attention

- Signal vs. noise

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Attention

- Signal vs. noise

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Attention

- Channels of attention- High-demand

- Low-demand

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A usable UI accommodates Perception

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Perception

- Legibility

ColorColorColorColorNo Color

Size mattersContrastContrastContrastContrastContrast

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Perception

- Tactility

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Perception

- Audibility- Tone- Volume- Pronunciation

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A usable UI enables Cognition

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Cognition

- Knowledge in the world- Affordances- Sounds- Icons- Prompts- Manuals

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Cognition

- Knowledge in the head- Language- Memory- Mental model- Risk and reward

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A usable UI facilitates Action

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Action

- Expectation- Evaluation

- Feedback from the system- Errors (system vs. user)- Progress indicators

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Assessing Usability

- Efficient- Memorable- Satisfactory

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Efficient

- Ease of perception- Learning- Error recovery- Steps- Time

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Memorable

- Mental model- Redundancy- Vernacular- ‘Chunking’ of information - Redundancy

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Satisfactory

- Provides feedback- Goal achievement- Egress (a way out, an exit, finality)

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Usability and Experiences

- The whole world is a system- Users strive to achieve goals- Ideally, the world would help them do so efficiently, memorably, and satisfactorily- The world sucks

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Usability and Experiences

- We can make the world better: more efficient, more memorable, more satisfactory- Design with principles of usability in mind- Learn about people- Exercise empathy

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Designing with Empathy

- Focus on user goals- Simplify processes- Test, test, test- Ask real users

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Thanks!

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