tianli用户接口1-10

Lesson 1

Outline

•   Introduction

•  What is design

•   User Interface / User eXperience

•   User-centered design

•  Thinking design

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

•  Conclusion

Introduction

•    We are interested in conceiving great User Interfaces (UI)

•    One question arise: What is great UI?

•     Let us analyze past works to have an insight about great UI

•     Let first see some UI examples

•      How did the Windows Interface evolve over years?

•      Let us point out some bad designs

Windows Interface over years

We will see some screenshots

•      throughout this process, please pay attention to details

•      be an observer

•     Take two or three minutes on each slide to analyze the details

Possible observations from 3.0 to 98

●  Use of colors to differentiate, shades of gray

●  More organized environment that includes

■    Desktop

■    Start Bar

■    Windows etc.

Possible observations

●   Good set of colors

●   Pleasant and elegant UI

Possible observations

●   Introduction of large icons

●   Compatibility to touch interfaces

Start Bar of Windows 7

versus Windows  10

Possible observations

●   The Start Menu is a staple of Windows that people    have strongly defended after it was replaced with a Start Screen back in Windows 8.

●   Microsoft realised the error of its ways and brought the Start Menu back for Windows 10.

●   It’s a lot more interactive than what we had on Windows 7.

Introduction

•   What is design? It’s where you stand with a foot in   two worlds – the world of technology and the world of people and human purposes – and you try to      bring the two together. ’ Mitch Kapor (1996),

•   Design is rarely a simple process, it involves many iterations and requirements analysis (what the     system is supposed to do and what features it     should offer) and possible solutions.

•  There are many definitions of "design". Most             definitions recognize that the problem and solution must evolve during the design process;

o it is rare to be able to adequately specify "something" before a design job has been done.

Outline

•   Introduction

•   User Interface / User eXperience

•   User-centered design

•  Thinking design

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

•  Conclusion

What is UI

•   Human-Computer Interaction (HCI) research is         focused on the interactions between people (users) and computers.

•  We name Interface : The point of interaction or        communication between a computer and another entity

o such as a printer or human operator

o Information flows in one direction or two.

•   UI stands for User Interface.

•   UI is the graphical layout of an application, a product.

•   UI  is  the  graphical  layout  of  an  application,    a product.

•   It consists of the buttons users click on, the text they read, the images, sliders, text entry fields, and all the rest of the items the user interacts with.

•   UI   includes   screen   layout,   transitions,   interface animations and every single micro-interaction.

•  Any sort of visual element, interaction, or animation must all be designed.

UI designer

•   UI designers are graphic designers.

•   UI designers create the look and feel of an application’s user interface.

•   They decide what the application is going to look like.

•   They have to choose

o color schemes and button shapes

o the width of lines and the fonts used for text.

•   They ensure that the application’s interface is attractive, visually-stimulating and themed appropriately to match the purpose and/or personality of the app.

•   They make sure every single visual element feels united, both aesthetically, and in purpose.

UX

•   UX” stands for “User eXperience. ”

•   User experience is everything that affects the user’s interaction with a product getting form A to B as     easy as possible.

•  A product can be anything from a physical product to a website, a web application, a mobile app or a day-to-day object.

What is UX Design?

•   A  user’s  experience  of the  app is  determined  by  how users interact with it.

•   Is  the  experience   smooth  and  intuitive   or  clunky  and confusing?

o Does navigating the app feel  logical or does it feel arbitrary?

o Does interacting with the app give people the sense that they’re  efficiently  accomplishing the tasks they want to achieve or does it feel like a struggle?

o User experience is determined by how easy or difficult it is to interact with the user interface elements that the UI designers have created.

UX designer

•   UX designers are also concerned with an application’s user interface

o this is why people get confused about the difference between the two.

•   UI designers are tasked with deciding how the user interface will look

•   UX designers are in charge of determining how the user interface is operated.

UX designer

•  They determine the structure of the interface and the functionality.

o How it’s organized and how all the parts relate to one another.

•   In short, they design how the interface works.

o If it works well and feels seamless, the user will have a good experience.

o But if navigation is complicated or unintuitive, then a lousy user experience is likely.

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Research in UI Designs

•   UI designers need to make sure the visual language they choose fits the class of application they’re       writing.

•  They’re trying to predict user expectations.

•   If your team is designing a travel app,

o it’s important to research how other travel apps have been developed in the past.

o Which ones worked? Which ones didn’t?

o  There are design lessons to be learned from the work others have done before.

Research in UI Designs

•  The exact aesthetic they choose is up to them,

•   but the basic “rules,” or the need to conform to user expectations, should be considered

Research for UX Design

•   UX design is particularly interested in user expectations.

•   All of the experiences and interactions that users have had with every application they’ve used in their lives   have helped set their expectations for how interfaces are supposed to work.

•   If a UX designer isn’t intimately familiar with these     expectations, they could inadvertently design an    interface interaction that seems logical to them but breaks commonly accepted conventions.

•   Users don’t like when an interface behaves very       differently than they were expecting, and this could negatively impact their experience.

What is a good design

•  A solution that serves the users and satisfies the client

1.  Does what the users need and want

2.  Natural to use

3.  Helps them avoid trouble

Easy to say, very hard to do well

Outline

•   Introduction

•   User Interface / User eXperience

•   User-centered design

•  Thinking design

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

•  Conclusion

User centered design

•   User-centered design (UCD) is an iterative design process in which designers focus on the users and their needs in each phase of the design process.

•   In UCD, design teams involve users throughout the  design process via a variety of research and design techniques, to create highly usable and accessible products for them.

•   Puts the end user at the center of the universe and defines the system from that perspective

UCD is an Iterative

Process

•  So, who or what is a user?

•   In user-centered design, designers use a mixture of  investigative methods and tools (e.g., surveys and   interviews) and generative ones (e.g.,                        brainstorming) to develop an understanding of user needs.

•  Three Steps

1.  Identify who the users are

2.  Identify what they want to accomplish

3.  Constantly assess (1) and (2)

Two main points to

consider

•   Human Capabilities

•  Values and sensibilities of human

HUMAN CAPABILITIES

•  Memory

•  Attention

•  Visual and Audio Perception

•   Learning

•   Language and Communication

•  Touch

•   Ergonomics (sense of fit)

Values and sensibilities of human

•   Level of experience

•   Physical or mental capabilities and limitations

•  Cultural expectations

•   Language differences

•  Senses of style

•   Have different needs or values

1.   Ethnographics

o   Age, gender, ethnicity

2.   Skill level

o   Novice, Knowledgeable, intermittent user

o   Knowledgeable,  frequent user

3.   Mental or Physical abilities

4.   Knowledge

o   Domain experience

o   Application experience

5.   Environment

o   Noisy, quiet

o   Inside, outside…

6.   Communication patterns

•   Who are the users: novices or experts?

•   What are users trying to accomplish?

•   How often will the user be using the system?

o Should the design emphasize ease of use and learning or efficiency?

•   What information do they need to accomplish their task?

•   How easily can they identify the information they need and the steps needed to accomplish their tasks?

•   Is the information and task structures (aka the system) accessible to everyone?

To know users

•   Best way: interviewing and observing people

•  Semi-structured interviews

o https://en.wikipedia.org/wiki/Semi-structured_interview

•  lots of tips for creating an interview guide and how to conduct the interview.

•  Structured interviews

o   It may be hard to recruit subjects and some users are expensive to talk to.

Being user-centered

•   Being user-centered means putting people first, so you have to create systems that can help people and people can benefit from them.

1.  Think about what people want to do rather than what technology can do

2.  Design new ways to connect people

3.  Involve users in the design process

4.  Design for the diversity of people

Outline

•   Introduction

•   User Interface / User eXperience

•   User-centered design

•   Design Thinking

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

•  Conclusion

Design thinking

•   Design thinking is an iterative process in which we  seek to understand the user, challenge                     assumptions, and redefine problems in an attempt to identify alternative strategies and solutions that  might not be instantly apparent with our initial level of understanding.

•  At the same time, design thinking provides a  solution-based approach to solving problems.

•    It is a way of thinking and working as well as a collection of hands-on methods.

Design thinking

•    Design thinking revolves around a deep interest in developing an understanding of the people for whom we’re designing the products or services.

•    It helps us observe and develop empathy with the target user.

•    It helps us in the process of questioning:

o questioning the problem, assumptions, and implications.

•    Design thinking is extremely useful in tackling problems that  are ill defined or unknown, by re-framing the problem in        human-centric ways, creating many ideas in brainstorming  sessions, and adopting a hands-on approach in prototyping and testing.

•    Design thinking also involves ongoing experimentation:

o sketching, prototyping, testing, and trying out concepts and ideas.

Design Thinking’s Phases

•  There are many variants of the design thinking       process in use today, and they have from three to seven phases, stages, or modes.

•    However, all variants of design thinking are very similar—they all embody the same principles,

1.  Empathize – with your users

2.  Define – your users’ needs, their problem, and your insights

3.  Ideate – by challenging assumptions and creating ideas for innovative solutions

4.  Prototype – to start creating solutions

5.  Test – solutions

•   It is important to note that the five phases, stages, or modes are not always sequential.

•  They do not have to follow any specific order.

•  What’s more, they can often occur in parallel and repeat iteratively.

•  As such, you should not envision the phases as a hierarchal or step-by-step process.

•   Instead, you should understand it as an overview of the modes or phases that contribute to an               innovative project, rather than sequential steps.

Outline

•   Introduction

•   User Interface / User eXperience

•   User-centered design

•  Thinking design

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

•  Conclusion

Fundamentals of UI Design

•   Know your users

•  Color and contrast

•  White spaces

•   Images

•  Visual Hierarchy

•   Keep it simple

•  Create consistency

•   Provide feedback

•   Be resilient

•   Rewards users

Know your users

o You have to integrate the goal of users into your UI

o Find out what interfaces they likes and sit down and watch how they use them

o Discuss about the product with everyone:

• Families,  friends, strangers, everyone

Know your users

•  There is no need te reinvent the wheel

o If it works well

•  You should stay to those patterns that users are most familiar with

•  Stick to most common UI elements of the community.

•   Users will be rapidly familliar with the interface

Color and contrast

•   Use colors and contrasts to

o attract the attention of the user

o Facilitate reading

o Have a pleasant view

White (empty) spaces

•  White space is a vital part of an aesthetic visual.

•  Allow to not overwhelm the user

o Be succinct and clear

o People will not read all the detail information

o People will be focus for around height seconds on your content

Images

•  With visuals being a considerable element of application or web page design, they should always be high quality.

o Make sure you have the appropriate copyright

Visual Hierarchy

•   Help to attract the attention of the user

•   Here

o All information are on the same level

o It is hard to catch what is the most important info

Visual Hierarchy

•   Help to attract the attention of the user

o Here

•   On the first look, you get what is important

Use typography to create hierarchy

•  Make design clean and readable

•   Keep thing conversational not sensational

•   Provide clear and concise label for actions and keep your messaging simple

•   Do not make overloading shadows, bright colors or inconsistence typography

•   Best interfaces are invisible

o Here,

•  There is so many special effect that it is hard for the user to focus

o Here,

•  There is a more simple and more effective design

Create consistency

•   Users need consistency as the are comfortable with.

•  Once they learn something they are willing to do it again.

•   Regarding UI, users will perform some actions in a mechanic way (Subconsciently)

o Same color for the same action

Provide feedback

•  The interface should at all time speak to the user

•   For whatever actions of the user: provide a feedbacks

•   By offering a feedback in the UI, the user will be able if necessary to identify if the action is good, bad or misunderstood

Be resilient : users will make mistakes

•   No matter how clear your UI is, people will make mistakes

•  The UI should tolerate user errors

•  Guide the user in order to correct errors

Reward users

•  One a user became experienced with the interface, reward him for

•  Gamification is the best way of rewarding users in applications

o Think about rewards, animations

Keep moving forward

•  When creating a UI, you will make mistakes

•  Just keep moving forward

•   Rework the UI multiple times

Outline

•   Introduction

•   User Interface / User eXperience

•   User-centered design

•  Thinking design

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

•  Conclusion

Fundamentals of User eXperience

•   User Experience (UX) is critical to the success or     failure of a product in the market, but what do we mean by UX?

•  All too often, UX is confused with usability, which describes how easy a product is to use.

•  While it is true that UX as a discipline began with    usability, UX has grown to accommodate much    more than usability, and paying attention to all     facets of UX in order to deliver successful products to market is vital.

Fundamentals of UX

•  Visual design: how to setup the look and feel of the product

•   Information Architecture: how to organize the information.

o Let the use find information with the product

•  Market research: help to understand needs and experiences of users.

o This way, you know how the product can be used to achive goal

•   Interaction design: how to engage the user, anticipate interactions

•   Usability : see previous definition

Outline

•   Introduction

•   User Interface / User eXperience

•   User-centered design

•  Thinking design

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

•  Conclusion

7 factors that influence UX:

1.  Useful

2.  Usable

3.  Findable

4.  Credible

5.  Desirable

6.  Accessible

7.  Valuable

Useful

•   Usefulness : the quality of having utility and

especially practical worth or applicability

Usable

•  can be defined as the measure (or likely estimate) of user performance in the context and for the      intended use.

•   Usability can be measured by various indicators such as ease of learning, ease of memorization, error-free use, and so on.

•   It is always relative to a given task, a context of realization and a targeted population of users.

o A computer game which requires three sets of control      pads is unlikely to be usable as people, for the time being at least, only tend to have two hands.

Findable

•   Findable refers to the idea that the product must be easy to find, and in the instance of digital and          information products, the content within them must be easy to find, too.

o The reason is quite simple: if you cannot find the content you want in a website, you’re going to stop browsing it.

Credible

•  Credibility relates to the ability of the user to trust in the product that you’ve provided— not just that it   does the job it is supposed to do, but also that it will last for a reasonable amount of time and that the  information provided with it is accurate and fit-for-  purpose.

o Users aren’t going to give you a second chance to fool     them—there are plenty of alternatives in nearly every field for them to choose a credible product provider. They can and will leave in a matter of seconds and clicks unless you give them reason to stay.

Desirable

•   Desirability is conveyed in design through branding, image, identity, aesthetics, and emotional design.

•  The more desirable a product is, the more likely it is that the user who has it will brag about it and         create desire in other users.

Accessible

•   Accessibility is about providing an experience which can be accessed by users with a full range of abilities—this includes   those who are disabled in some respect, such as the hearing, vision, motion, or learning impaired.

•    Designing for accessibility is often seen by companies as a  waste of money—the reason being the enduring                   misconception that people with disabilities make up a small segment of the population.

o In fact, according to the census data in the United States,  at least 19% of people had a disability in 2010, and it is likely that this number is higher in less developed nations.

•   It’s also worth remembering that when you design for             accessibility, you will often find that you create products that are easier for everyone to use, not just those with disabilities.

Valuable

•   Finally, the product must deliver value. It must           deliver value to the business which creates it and to the user who buys or uses it. Without value, it is likely

that any initial success of a product will eventually    corrode as the realities of natural economics start to undermine it.

Outline

•   User Interface / User eXperience

•   User-centered design

•  Thinking design

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

•  Conclusion

We learned about

•   UI/UX

•  Thinking design

•   Fundamentals of UI

•   Fundamentals of UX

•   Factors that influences UX

Lesson 2

Design of interactive systems

Outline

o User Interface

o Ergonomics

o User centric desing

o Product development process

o Discover an idea

o Root cause analysis

o Conclusion

Interactive System

o Components, devices, products and software systems that process information.

o Interactive systems are things that perform the transmission, display, storage or transformation of information that           people can perceive.

o Devices that respond dynamically to people's actions.

•  Phone, website, game controller

Interfaces of Interactive

•   Ways to ask and to get feedbacks are required

User Interface

•   User Interface is the link between humans and a product

•  Above all, any system must respond to a need

•  The interface is the part of the system that is user- friendly

System

User Interface

•  The interface is essential because it is the one that will allow the user to achieve the task to be            accomplished

•  The role of the designer is to arrive with an interface that is appropriate to the objective of the system

Designer

System

User Interface

•  All parts of the system with which people come into physical, perceptual and conceptual contact:

o Physics: we handle a controller that offers more or less resistance

o Perceptual: the device renders sensory information (visual or sound) that are able to interpret

o Conceptual: from what we perceive from the device, we get an idea of the system

•  The result is three ergonomical needs:

o Physiological, cognitive, emotional

o

Outline

o User Interface

o Ergonomics

o User centric desing

o Product development process

o Discover an idea

o Root cause analysis

o PACT

o Conclusion

Ergonomics

•   Ergonomics (commonly referred to as human factors) is the application of psychological and physiological principles to the engineering and design of products, processes, and      systems.

•   The goal of human factors is to reduce human error, increase productivity, and enhance safety and comfort with a specific focus on the interaction between the human and the thing of interest.

•   Ergonomics is the scientific discipline concerned with the      understanding of interactions among humans and other       elements of a system, and the profession that applies theory, principles, data and methods to design to optimize human   well-being and overall system performance.

Ergonomics factor

•   Usefulness is a significant advantage or amenity for the user in a specific activity (efficiency, cost, speed, accuracy).

o Why this product, what needs does it meet?

•   Usability can be defined as the measure (or probable estimate) of user performance, in the context and for intended use.

o Usability is measured by various indicators such as ease of learning, ease of memorization, error-free use, etc.

o It is always related to a given task, a realisation context and a targeted population of users.

Usefulness versus Usability

•   Usefulness

•   Utility

•  Safety

•   Flexibility

•  Stablity

•   Usability

•  Simplicity

•  Memorability

•   Predictability

•  Visibility

Usefulness

•   Efficiency describes the usefulness of the system.

•   The interface must meet the needs of the user by offering the required functionality

•    Utility refers to what the user can do with the system

•    Safe: If a system has a high degree of security, it will be more useful than a system with a high degree of risk.

•    Flexibility - A flexible tool can be used in multiple environments and can meet a variety of needs

•    Personalization - Opportunity for people to customize the interface based on their personal preferences

•    Stability - A stable system is a robust system. A system that always

works well will be more useful than a system that often crashes

           

Usability

•   usabillity states that the design must allow a user to complete tasks in the easiest and fastest way possible without having to do too              complex or foreign procedures.

Simplicity - If things are simple, they will be easy to understand and therefore easy to learn and memorize

•   Limiting choices

•  The selection of dates

•   Add constraints

•  formatting email addresses

Usability

•   Memorability - Easily memorable interfaces will be easier to learn and use

•   Many different parameters affect memorability:

•  Location, Logical grouping, conventions, redundancy

•    Consistency-Correctness

•   Consistency strengthens our associations and as a result, increases our ability to retain and predict outcomes and processes.

Usability

•  Predictability - Predictability implies a person's expectations and ability to determine the results of their actions in advance.

•    Generalization: can help us reuse knowledge from past experiences and apply it to similar situations

•    Conventions: allow us to use our intuitions

•    Knowledge: Familiar menu names and options help users locate objects and features more easily

Usability

•  Visibility - The visibility principle is to make the user aware of system components and processes, including all possible features and           comments from user actions.

o Gradual presentation of information

o Provide feedback on equities

o Remember that it is easier to differentiate than to identify

o Make options visible only in the right context

o

Ergonomic factors

•   Accessibility relates to the development of access to information systems for people with disabilities.

•   Health and Safety groups together all the possible negative     consequences associated with the use of a system, especially for the user, his health (health, accident) and his environment.

•   Satisfaction or pleasure (enjoyment) refers to the overall         positive experience that makes a lasting mark on users of the designed product or tool.

•   Acceptability refers to the positive or negative value of an individual's (or group) image of the tool or system

Ergonomic factors

•    Cognitive ergonomics is the study of human interactions with a

system that requires the use of the great mental functions of the latter

(perception, memory, treatment).

o It also investigates the potential mental load problems that result from this interaction.

Ergonomic factors

•    Physiological ergonomics: Can the person's body meet the requirements of the application

•    Imagine a switch that would be located on the side of the rotation axis of a door.

o What do you think abput these so bad designs?

Emotional ergonomics

•     It analyzes whether the product has unsuspected emotional elements

•     We study how to bring emotion into the product

•     Emotional design mainly allows:

o Maintaining personalized relationships with target users

o To increase the conversion rate

o To promote brand recognition

o Strengthening user loyalty

o Making an original interaction

Outline

o User Interface

o Ergonomics

o User centric desing

o Product development process

o Discover an idea

o Root cause analysis

o PACT

o Conclusion

Design process

•   is rarely a simple process, it involves many iterations and analysis of requirements

o what the system is supposed to do and the features it should offer

o possible solutions.

•   There are many definitions of design.

o Most definitions recognize that the problem and the solution must evolve during the design process;

o it is rare to be able to properly specify "something" before a design work has been done.

o

•   Study and understand user activities and aspirations and the contexts in which technology may be useful

•   Know possibilities of the technology

•   Seek and design technology solutions that are          aligned with users, the activities they want to             undertake and the contexts in which these activities occur

•   Evaluate alternative designs and iterate (do more  research and more design) until an optimal solution

Machines versus people

The alphanumeric password

•   Is a perfect example of machine-centered system

•   Several recent studies have pointed out that the increasing

•   number of accounts that people have to manage makes difficult password memorization

•   Without the memorization problem, the maximally secured password would have the maximum number of characters allowed by the system, randomly arranged.

•   Instead of that, people do prefer repeated sequences of  characters, familiar words or expression and sometimes do write down their password.

•   Because of the difficulty of memorizing multiple passwords       and remembering which password is associated with what       account, people usually do reuse a same password for several accounts

User-centric design

•    Designing interactive systems is like creating interactive experiences for people.

•    Being user-centered means putting people first, so we need to      create systems that can help people and that people can benefit from.

o Thinking about what people want to do rather than what technology can do

o Designing new ways to connect people

o Involve users in the design process

o Design for people's diversity

Exercices

•   Do you think that these devices are user-centered?

o Computer keyboard

o Smarthphones

o Virtual reality headsets

o Email clients

•  Justify your answer.

Outline

o User Interface

o Ergonomics

o User centric desing

o Product development process

o Discover an idea

o Root cause analysis

o Conclusion

•   Discover

o Learn everything you can

• The market

• The competitors

• Who you are selling to

• Access to resources

o Tools to work on the idea

•  Root Cause Analysis

• PACT framework

Define

•  Plan the idea

•  Think through a Functional Spec and put it on paper

•  Plan your timing

•  Plan for hiccups

Design

•  Get a rough-sketch concept

•  Test it with friends, family, others

•  Create the primary screens

Develop

•  Use the creative and have the code built to plan

•  Have other screens created

•  Integrate these into the build

•  Test

Deploy

•   Release a tested version

•   Monitor what people are saying, doing

•   See what works, what breaks

Build the next version

Outline

o User Interface

o Ergonomics

o User centric desing

o Product development process

o Discover an idea

o Root cause analysis

o Conclusion

•   Discover

o A good idea

o What ressources you need to work on

o Tools to work on the ideas

•   What makes a good idea?

•  Ideas can come from anywhere

•  Good ideas have to fill a need or create a desire

-   Where did digital social media come from?

-   Did we need it or did we learn to desire it?

•   Envision the final product

•  What does it do?

•  How do you interact with it?

•  Is it for a single purpose or will I expand it?

•  Then work backward through the steps to get there.

What is already in the market?

•  Know your competition

•  Find a way to be better, faster, smarter

•  Build a better mousetrap

What resources do you need?

•  Time

•  People

•  Money

•  What resources do you need?

o Time

• Are you full-time on the project?

• Are you part-time?

• Be realistic. Everything takes more time than expected.

•  What resources do you need?

o People

•  The number-one most difficult resource to find is the

•   Creative

•   Development

•   Marketing

•  What resources do you need?

o Money

• Always available for the right idea

• Know how much you’ll need

• New funding sources like Kickstarter.com

- Crowdsourcing an investment in the ideas

Outline

o User Interface

o Ergonomics

o User centric desing

o Product development process

o Discover an idea

o Root cause analysis

o Conclusion

the root causes of faults or problem

•   RCA can be decomposed into four steps:

o Identify and describe the problem clearly.

o Establish a timeline from the normal situation up to the time the problem occurred.

o Distinguish between the root cause and other causal factors (e.g., using event correlation).

o Establish a causal graph between the root cause and the problem.

Definitions

Root Cause – Deepest underlying cause(s) of positive or negative   symptoms within any process that, if resolved, would eliminate or

substantially reduce the symptom .

Root Cause Analysis (RCA) – a tool used both reactively, to        investigate an adverse event that already has occurred, and          proactively, to analyze and improve processes and systems before they break down (Preuss, 2003) .

Data Analysis – the process of gathering, reviewing, and

evaluating data .

Symptoms – the noticeable gap between expectations and reality; the   “red flag” that draws attention to the issue.

•  Helps resolve the Problem

•  Eliminates Patching

•  Conserves Resources

•  Facilitates Discussion (leading to solutions)

•  Provides Rationale for Strategy Selection

The RCA process

•  The process of determining root cause was used most notably in the business sector

o Toyota, in particular, used the system for their production .

o The process is being used in other sectors as well .

•  We will see two ways to implement this approach .

Example

•     Imagine an investigation into a machine that stopped because it overloaded and the fuse blew.

•     Investigation shows that the machine overloaded because it had a bearing that wasn't being sufficiently lubricated.

•     The investigation proceeds further and finds that the automatic lubrication    mechanism had a pump which was not pumping sufficiently, hence the lack of lubrication.

•     Investigation of the pump shows that it has a worn shaft.

•     Investigation of why the shaft was worn discovers that there isn't an adequate mechanism to prevent metal scrap getting into the pump.

•     This enabled scrap to get into the pump, and damage it.

•     The apparent root cause of the problem is therefore that metal scrap can contaminate the lubrication system.

•     Fixing this problem ought to prevent the whole sequence of events recurring.

•     The real root cause could be a design issue if there is no filter to prevent the metal scrap getting into the system.

•     Or if it has a filter that was blocked due to lack of routine inspection, then the real root cause is a maintenance issue.

•     Compare this with an investigation that does not find the root cause:           replacing the fuse, the bearing, or the lubrication pump will probably allow the machine to go back into operation for a while.

•   But there is a risk that the problem will simply recur, until the root cause is dealt  49 with.

Conditions that may limits the RCA

1.  Important information is often missing because it is generally not possible, in practice, to monitor everything and store all monitoring data for a long time.

2.  Gathering data and evidence, and classifying them along a timeline of events to the final problem, can be nontrivial.

o In telecommunications, for instance, distributed monitoring systems typically manage between a million and a billion   events per day. Finding a few relevant events in such a      mass of irrelevant events is akin to finding the proverbial

needle in a haystack.

3. There may be more than one root cause for a given problem, and this multiplicity can make the causal graph very difficult  to establish.

4.  Causal graphs often have many levels, and root-cause       analysis terminates at a level that is "root" to the eyes of the

   investigator.                                                                                              50

Determining the Root Cause

What is the underlying cause(s) of symptoms, that if resolved, would eliminate or reduce the symptom?

Two ways are possible :

•  The Five Whys. A process to seek root cause by asking   “why”five times in succession.

•   System Planning Process. Problem solving approach asks 4 questions:

Where are we now? Where are we going?  How will we get there? What is holding us back?

Asking the question   ‘Why’ 5 times, will lead you to the root cause of the problem .

Steps:

1. Write down the specific problem . Writing the problem helps team focus on the same problem .

2. Ask why the problem happens and write down the answer.  Repeat 5 times – 5    ‘Whys’ , until team is in agreement that problem is      identified .

See web resource:

http://www.isixsigma.com/index.php?option=com_k2&view=item&id=1308:&Itemid=49

• Why did the user failed to log in?

• She typed the wrong password.

• Why she typed the wrong password?

• She forgot it.

• Why she forgot it?

• We have a constraint

• Why she didn’t used the reset process?

• She tried but did not get the email before 30s.

• Why such a delay in the process?

• Because, we are using a third party plugin

System Planning Process

— System Planning Process.  Problem solving approach asks 4 questions:

vWhere are we now?

vWhere are we going?

vHow will we get there?

vWhat is holding us back?

Indicators that you have found Root Cause

—Agreement on a root cause.

—Cause is logical, makes sense, and provides clarity to the problem.

—Cause is something you can influence and control

—If cause is resolved, there is realistic         hope that the problem can be reduced or prevented in the future.

Conclusion

o User Interface

o Ergonomics

o User centric desing

o Product development process

o Discover an idea

o Root cause analysis

o Conclusion

Lesson3

PACT

Outline

o Introduction

o People

o Activity

o Context

o Technology

o Examples of technologies

o Conclusion

The PACT framework

•   PACT (People, Activities, Contexts, Technologies) is a useful framework for thinking about a design situation.

•   Designers need to understand the people who will use their systems and products.

•   They need to understand the activities that people want to undertake and the contexts in which those activities take   place.

•   Designers also need to know about the features of interactive technologies and how to approach designing interactive       systems.

Aims of the PACT framework

•   Understand the relationship between activities and Technologies

•   Understand the main characteristics of people that are relevant to designing interactive systems

•   Understand the main issues of activities and the contexts in which they occur.

•   Understand the key features of interactive technologies

PACT: Four entities to master

•   People

o Who will be the users of the system?

•   Activity

o What characterizes the targeted activity?

•   Context

o The activity takes place in what context

•   Technologie

o What technology can meet the targeted need

Users

•   It is important to understand the users

o Sociology: the impact of the social dimension on human   representations (ways of thinking) and behaviours (ways of acting).

o Cognitive Psychology studies the great psychological  functions of human beings such as memory, language, intelligence, reasoning, problem solving, perception or attention.

o Ergonomics brings together knowledge about the             functioning of the working man in order to apply it to the design of tasks, machines, tools, buildings and production systems.

o

Users

•  Who will be the users of the system?

o Economical and social groups .  20-25, 30-40 years, 60

o Professionals, young parents, retirees, grandparents

o Where targeted people live

o Interest of the target population

o Level of education

o Level of familiarity with targeted need

o Taking into account the differences between people

o Hadicaps

o

Mental models

•   The understanding and knowledge that we possess of something is often referred to as a ‘mental model’

•   People develop mental models through interacting with systems

o observing the relationship between their actions and the behaviours of the system and reading informations about the system.

•   It is important that designers provide sufficient information in the interface (and any accompanying documentation) for people to form an accurate mental model.

•   People will assume similar objects work the same way

o Increase the temperature of the iron to iron faster

Mental models

•   Users develop an understanding of a system through learning and using it

•   Knowledge is often described as a mental model

o How to use the system (what to do next)

o What to do with unfamiliar systems or unexpected situations (how the system works)

•   People make inferences using mental models of how to carry out tasks

Mental models

•  Craik (1943) described mental models as internal constructions of some aspect of   the external world enabling predictions to be made

•  Involves unconscious and conscious       processes, where images and analogies are activated

(a) You arrive home on a cold winter ’s night to a cold house. How do you get the house to warm up as    quickly as possible? Set the thermostat to be at its   highest or to the desired temperature?

(b) You arrive home starving hungry. You look in the        fridge and find all that is left is an uncooked pizza.     You have an electric oven. Do you warm it up to 375 degrees first and then put it in  (as specified by the    instructions) or turn the oven up higher to try to warm it up quicker?

Heating up a room or oven that is thermostat-controlled

•  Many people have erroneous mental models (Kempton, 1996)

•  Why?

o General valve theory, where ‘more is more’      principle is generalised to different settings (e.g. gas pedal, gas cooker, tap, radio volume)

o Thermostats based on model of on-off switch model

Heating up a room or oven that is thermostat-controlled

•  Same is often true for understanding how interactive devices and computers work:

o Poor, often incomplete, easily confusable, based on inappropriate analogies and superstition         (Norman, 1983)

o e.g. frozen cursor/screen - most people will bash all manner of keys

Exercise: ATMs

•   Write down how an ATM works

o How much money are you allowed to take out?

o What denominations?

o If you went to another machine and tried the same what

o What information is on the strip on your card? How is this used?

o What happens if you enter the wrong number?

o Why are there pauses between the steps of a transaction?

What happens if you try to type during them?

o Why does the card stay inside the machine?

o Do you count the money? Why?

How did you fare?

•  Your mental model

o How accurate?

o How similar?

o How shallow?

•  Payne (1991) did a similar study and   found that people frequently resort to analogies to explain how they work

•  People’s accounts greatly varied and were often ad hoc

Conceptual model

•  A conceptual model is a representation of a system, made of the composition of concepts which are      used to help people know, understand, or simulate  a subject the model represents.

•   Hopefully, using a product, the user should be able to discover a conceptual model without any          documentation

The question

•   Do the user mental model fits the conceptual model of the product?

•   In fact, major clues of how things work come from their perceived structure

o Affordance, signifiers, mapping etc.

Multiple mental models

•  A user may have different mental model

•   Expert users may have different mental models than novice users

Activities

•   Many characteristics of activities need to be considered

•   Here, an activity may refer a very simple task as well as highly complex, lengthy activities

•    10 Characteristics to consider:

•    1) Temporal aspects cover how regular or infrequent activities are.

o Something that is undertaken every day can have a very  different design from something that happens only once a year.

•  People will soon learn how to make calls using a mobile phone, but may have great difficulties when it comes to changing the battery.

•  Designers should ensure that frequent tasks are easy to do, but they also need to ensure that infrequent tasks

                are easy to learn (or remember) how to do.                      19

Activities

•    2) Time pressures, peaks and troughs of working.

o A design that works well when things are quiet can be awful when things are busy.

•    3) Interuptions

o Some activities will take place as a single, continuous set of           actions whereas others are more likely to be interrupted. If people are interrupted when undertaking some activity,

•  the design needs to ensure that they can ‘find their place’ again and pick up.

•  It is important then to ensure that people do not make mistakes or leave important steps out of some activity.

•    4) response time of the system

o What is the expectation pf the user?

Activities

•    5) Cooperation

o Is cooperation needed?

o If so, Issues of awareness of others and communication and coordination then become important.

•    6) Complexity

o If a task or activity is well defined it can be accomplished with a simple step-by-step design. A vague activity means that people have to be able to browse around, see different types of            information, move from one thing to another and so on.

•    7 ) Safety-critical

o Study the impact of users ’ mistakes.

•  Are mistakes critical?

•  designers must pay every attention to ensuring that mistakes do not have a serious effect.

Activities

•    8) How to handle mistakes

•    9) Data entry requierement

o If large amounts of alphabetic data have to be input (recording names and addresses or word processing documents) then a     keyboard is needed.

o In other activities there may be a need to display video or high- quality colour graphic displays.

o Some activities, however, require very modest amounts of data, or data that does not change frequently

•  A library, for example, just needs to scan in a bar code or two, so the technology can be designed to exploit this feature of

the activity.

•    10) Display the information

o What information should be presented to the user?

Exercice

•   List the main characteristics of the activity of sending an e-mail.

•   Use the 10 points above to guide you.

Technology

•   Use hardware and software to design the interactive system

o Next class, we disuss about Mobile and Virtual Reality technologies

•   Input

o Input devices are concerned with how people enter data and instructions into a system securely and safely.

.  Text, voice, etc.

•  Output

o Technologies for displaying content to people rely primarily on the three perceptual abilities of vision, hearing and touch. The most fundamental output device is the screen or monitor.

Exercice

•  Which input, output devices would you use for a    tourist information ‘kiosk’ application to be sited in the arrivals area of an airport? The system allows    people to book hotel rooms, etc., as well as to find information about the area.

•   Explain your choices.

Exercice

•   Write down a quick analysis (User, Activity, Context,            Technology) for the introduction of a ‘point of sale’ system

o point of sale is where goods are priced and paid for for a café at a motorway service station.

o Discuss your ideas with a colleague.

Outline

o Introduction

o People

o Activity

o Context

o Technology

o Examples of technologies

•  Virtual reality

• Augmented reality

• A day made of glass 1

• A day made of glass 2

Augmented reality

•   A combination of

o a real scene viewed by a user and

o a virtual scene generated by a computer that

o People

o Activity

o Context

o Technology

o Examples of technologies

•  Virtual reality

• Augmented reality

• A day made of glass 1

• A day made of glass 2

第四章

Types of UI

Outline

•   Introduction

•   UI design principles

•   Interaction styles

•  Graphical UI

•  Conclusion

User Interface

•   Interface is essential because it is the one that will allow the user to achieve the task he wants to      accomplish

•  The role of the designer is to arrive with an interface that is appropriate to the objective of the system

Designer

System

Outline

•   Introduction

•   UI design principles

•   Interaction styles

•  Graphical UI

•  Conclusion

UI design principles

•   UI design must take account of the needs,        experience and capabilities of the system users

•   Designers should be aware of people’s physical    and mental limitations (e.g. limited short-term        memory) and should recognize that people make mistakes

•   UI design principles underlie interface designs  although not all principles are applicable to all designs

Principles of UI

•   Familiarity The interface should use terms and         concepts which are drawn from the experience of the people who will make most use of the system.

•  Consistency : The interface should be consistent in that, wherever possible, comparable operations   should be activated in the same way.

•  Minimal surprise Users should never be surprised by the behavior of a system.

Principles of UI

•   Recoverability The interface should include          mechanisms to allow users to recover from errors.

•   User guidance The interface should provide  meaningful feedback when errors occur and provide context-sensitive user help facilities.

•   User diversity : The interface should provide            appropriate interaction facilities for different types of system user

Familiarity

•   Familiarity The interface should use terms and         concepts which are drawn from the experience of the people who will make most use of the system

•   For example, an office system should use concepts such as letters, documents, folders etc., rather than directories, file identifiers, etc.

Consistency

•  The system should display an appropriate level of consistency.

•   For example : Commands and menus should have  the same format, command punctuation should be similar, etc.

•  You should have a precise set of colors for the system

o A color conserves it meaning in the all system

Minimal surprise

•  A a result of the consistency of the system, users should be able to predict the result of its actions

Recoverability

•  The system should provide some resilience to user errors and allow the user to recover from errors.

•   This might include an UNDO facility, confirmation of destructive actions, 'soft' deletes, etc.

User guidance

•  Some user guidance should be supplied

o help systems

o on-line manuals

User diversity

•   Interaction facilities for different types of user should be supported.

•   For example, some users have seeing difficulties and so larger text should be available

Outline

•   Introduction

•   UI design principles

•   Interaction styles

•   Information presentation

•  Conclusion

User-system interactions

•  Two problems must be addressed in interactive systems design

o How should information from the user be provided to the computer system?

• Interaction style

o How should information from the computer system be presented to the user?

• Information presentation

•   User interaction and information presentation should be integrated through a coherent       framework

Interaction styles

•   Direct manipulation

o Video games, CAD system, Touch screens

•   Menu-based (Menu selection)

o Most general-purpose systems

•   Form fill-in

o Stock control

•   Command language

o Operating systems, Library information retrieval systems

•   Natural language

o Speech recognition enabled systems

Direct manipulation advantages

•   Examples: Video games (displacement, camera), Touch screens (Zoom, Rotate, Scale)

•   Users feel in control of the computer and are less likely to be intimidated by it

•   User learning time is relatively short

•   Users get immediate feedback on their actions so mistakes can be quickly detected and corrected

•   Became easy to use with touch screens

Direct manipulation problems

•  The derivation of an appropriate information space model can be very difficult

•  Given that users have a large information space, what facilities for navigating around that space  should be provided?

•   Direct manipulation interfaces can be complex to program and make heavy demands on the           computer system

Menu systems

•   Users make a selection from a list of possibilities presented to them by the system

o Is the most common system

•   Microsoft Office, Menu on Touch screens

•  The selection may be made by pointing and            clicking with a mouse, using cursor keys or by typing the name of the selection

•  May make use of simple-to-use terminals such as touch-enabled screens

Graphical user interfaces

•  Most users of business systems interact with these systems through graphical user interfaces (GUIs)

o although, in some cases, legacy text-based interfaces are still used

o Nowadays news technologies are also exploited:

•  speech recognition, fingerprint

GUI advantages

•  They are easy to learn and use

o Users without experience can learn to use the system quickly

•  The user may switch quickly from one task to    another and can interact with several different applications

o Information remains visible in its own window when attention is switched

•   Fast, full-screen interaction is possible with        immediate access to anywhere on the screen

Advantages of menu systems

•   Users need not remember command names as they are always presented with a list of valid     commands

•  Typing effort is minimal

•   User errors are trapped by the interface

•  Context-dependent help can be provided. The user’s context is indicated by the current menu selection

Problems with menu systems

•  Actions that involve logical conjunction (and) or disjunction (or) are awkward to represent

•  Menu systems are best suited to presenting a small   number of choices. If there are many choices, some menu structuring facility must be used

•   Experienced users find menus slower than command language

Command interfaces

•   User types commands to give instructions to the system e.g. UNIX

•  May be implemented using cheap terminals.

•   Easy to process using compiler techniques

•  Commands of arbitrary complexity can be created by command combination

•  Concise interfaces requiring minimal typing can be created

Command interfaces problems

•   Users have to learn and remember a command language. Command interfaces are therefore   unsuitable for occasional users

•   Users make errors in commands. An error detection and recovery system is required

•  System interaction is through a keyboard so typing ability is required

Command languages

•  Often preferred by experienced users because they allow for faster interaction with the system

•   Not suitable for casual or inexperienced users

•  May be provided as an alternative to menu            commands (keyboard shortcuts). In some cases, a command language interface and a menu-based interface are supported at the same time

Natural language

interfaces

•  The user types a command in a natural language.

•  Generally, the vocabulary is limited and these systems are confined to specific application   domains (e.g. timetable enquiries)

•   NL processing technology is now good enough to make these interfaces effective for casual users

o but experienced users find that they require too much typing

Outline

•   Introduction

•   UI design principles

•   Interaction styles

•   Graphical UI

•  Conclusion

GUI

•  Windows

•   UI Elements

Windows

•   The screen that defines how elements are organized on the rendered screen

o The layout of the page

Responsive design is needed

•  Mobile browsing is more popular than desktop browsing.

•  Websites are viewed on a variety of devices             beyond traditional desktops--from smartphones to  tablets to game consoles to large-screen televisions to vehicles.

•   Responsive Web Design: A design that changes the layout of the page based upon the device viewing the site

UI elements

•  Can be divided into:

o Text

o Buttons

o Widgets

o Container

o View

o Navigational Components

Text elements

•  On the Android plateform:

•  Main advantage of all       these types of textEdit is     that the virtual keyboard is adapted to the type of     text

Button elements

•  On the Android plateform:

Widget elements

•  On the Android plateform:

Container elements

•  On the Android plateform:

Container elements

•   On the the web :

o Accordion

•  An accordion is a vertically stacked list of items that utilizes show/ hide functionality.  When a label is clicked, it expands the section showing  the content within. There can have one or more items showing at a     time and may have default states that reveal one or more sections      without the user clicking

View elements

•  On the Android plateform:

Navigational components

•   On the web:

o Breadcrumb

•  Breadcrumbs allow users to identify their current location       within the system by providing a clickable trail of proceeding pages to navigate by.

o Slider

•  SickBar , track bar, allows users to set or adjust a value.

o search field

•  A search box allows users to enter a keyword or phrase           (query) and submit it to search the index with the intention of getting back the most relevant results.

o Typically search fields are single-line text boxes and are often accompanied by a search button.

Navigational components

•   On the web:

o Pagination

•  Pagination divides content up between pages, and allows users to skip between pages or go in order through the       content.

o Tags

•  Tags allow users to find content in the same category.

•  Some tagging systems also allow users to apply their own tags to content by entering them into the system.

o Icons

•  An icon is a simplified image serving as an intuitive symbol that is used to help users to navigate the system.

•  sTypically, icons are hyperlinked.

Help and documentation

•   Help should be

o Searchable

o Context-sensitive

o Task sensitive

o Concrete

o Short

o NOT NEEDED

User always in control

•  As UX designers we have let users be in control of the system

•   Users must feel that they are in-charge

Example of controls

•  Today you can change screen brightness, audio levels, dark and light themes of apps, connect or disconnect Bluetooth or Wi-Fi.

o gives users a feeling of feeling of satisfaction.

Group and chunking

•  We humans can not handle large amount of information

o When grouping information, it becomes easier for users

•   Interaction styles

•  GUI

第五章

User centered

Outline

•   Introduction

•   Understanding

•   Design

•   Envision

•   Personas

•  Scenarios

•   User journey maps

•  Conclusion

An approach with 3 phases

•  The first phase is inspiration.

o Understand the problem- needs

•  The second phase is ideation

o Imagine multiple solutions - expectations

•  The third phase is implementation.

o Prototype --viability

Design process in terms of the four activities

Evaluation is central to            designing interactive systems.

o Everything gets evaluated at every step of the           process.

The process can start at any

point

The activities can happen in

any order,

Outline

•   Introduction

•   Understanding

•   Design

•   Envision

•   Personas

•  Scenarios

•   User journey maps

•  Conclusion

Understanding

•   Understanding is concerned with :

o what the system has to do

o what it has to be like

o how it has to fit in with other things

o What are the requirements of the product, system or service.

•   Designers need to research the range of people, activities      and contexts relevant to the domain they are investigating so that they can understand the requirements of the system they are developing.

•   They need to understand the opportunities and constraints    provided by technologies.

functional and non-    functional requirements

•    Functional requirements are concerned with

o what the system should be able to do

•  the functional constraints of a system.

•    It is important for the designer to think about the whole interaction experience in an abstract way.

•    Deciding who does what, when something should be displayed or  the sequence in which actions are undertaken should come later in

the design process.

•    A good analysis of an activity will strive to be as independent of current practice as possible.

o Of course, there are always functional constraints – the realities of what is technically possible – which render certain ordering,

sequencing and allocation of functions inevitable.

o There are also logical and organizational constraints that may make particular designs infeasible.

Requirements

•    are generated through discussions and interactions with

people who will use or be affected by the proposed system:

the stakeholders.

•   are also generated through observations of existing systems, research into similar systems, what people do now and what they would like to do.

•   can be generated through working with people in focus          groups, design workshops and so on, where different scenarios can be considered.

o The aim is to collect and analyse the stories people have to tell.

•   are essentially about understanding.

Outline

•   Introduction

•   Understanding

•   Design

•   Envision

•   Personas

•  Scenarios

•   User journey maps

•  Conclusion

Design

•   Design activities concern both conceptual design and physical design.

•  Conceptual design is about designing a system in the abstract

•   Physical design is concerned with making things concrete.

Conceptual design

•   Conceptual design is about considering what                 information and functions are needed for the system to achieve its purpose.

•   It is about deciding what users will have to know to use the system.

•   It is about finding a clear conceptualization of a design solution and how that conceptualization will be              communicated to people

o so that people will quickly develop a clear mental model.

Conceptual design

•    There are a number of techniques to help with conceptual

A ‘rich picture’

•   A rich picture captures the main conceptual relationships     between the main conceptual entities in a system – a model of the structure of a situation

•   This is the conceptual model of processing.

•   The principal stakeholders – customers, actors, system owners – should be identified.

•   The designer should also consider the perspective from which an activity is being viewed as a system

•   The rich picture identifies the issues or concerns of the           stakeholders, thus helping to focus attention on problems or potential design solutions.

Design associated with a

Physical design

•    Physical design is concerned with how things are going to

work and with detailing the look and feel of the product.

•   Physical design is about structuring interactions into logical

Physical design

•  There are three components to physical design:

o operational design

o representational design

o design of interactions

Operational design

•  is concerned with specifying how everything works and how content is structured and stored.

•   Taking a functional view of an activity means focusing on      processes and on the movement, or flow, of things through a system.

•   Events are occurrences that cause, or trigger, some other functions to be undertaken.

•   Sometimes these arise from outside the system under           consideration and sometimes they arise as a result of doing something else.

o an activity might be triggered on a particular day or at a particular time

o another might be triggered by the arrival of a person or document.

and information layout.

•   It is concerned with style and aesthetics and is          particularly important for issues such as the attitudes and feelings of people, but also for the efficient       retrieval of information.

Style

•   Style concerns the overall ‘look and feel ’ of the system.

o Does it appear old and ‘clunky ’ or is it slick, smooth and modern?

•   What mood and feelings does the design engender?

o Most Microsoft products engender an ‘office’ and ‘work ’ mood, serious rather than playful.

o Many other systems aim to make the interaction engaging, some aim to make it challenging and others entertaining.

•   In multimedia and games applications this is particularly important.

Interaction design

•   Interaction design, in this context, is concerned with the      allocation of functions to human user or to technology and with the structuring and sequencing of the interactions.

•   Allocation of functions has a significant impact on how easy and enjoyable a system is to use.

•   Designers create tasks for people by the way they allocate functions.

For example, consider the activity

of making a phone call.

•    Conceptually speaking, certain functions are necessary: indicate a desire

Outline

•   Introduction

•   Understanding

•   Design

•   Envision

•   Personas

•  Scenarios

•   User journey maps

•  Conclusion

Envisionment

•   Designs need to be visualized both to help designers clarify their own ideas and to enable people to evaluate them.

•   Envisionment is concerned with finding appropriate

•   media in which to render design ideas.

•   The medium needs to be appropriate for the stage of the process, the audience, the resources available and the   questions that the designer is trying to answer.

•   All forms of techniques that may help to bring abstract ideas to life

o Sketches, scenarios, storyboard

o Adobe XD

Evaluation

•   Evaluation is tightly coupled with envisionment because the nature of the representation used will affect what    can be evaluated

•   The evaluation criteria will also depend on who is able to use the representation.

•   Any of the other design activities will be followed by an evaluation.

•   It could be

o simply the designer checking through to make sure something is complete and correct.

o a list of requirements or a high-level design brief that is sent to a client

o an abstract conceptual model that is discussed with a colleague

o a formal evaluation of a functional prototype by the future system users.

Outline

•   Introduction

•   Understanding

•   Design

•   Envision

•   Personas

•  Scenarios

•   User journey maps

•  Conclusion

Personas and scenarios

•    PACT system discussed about people who will use the system in some specific contexts

•    The people who will use the system are represented by personas :

o Profil of different archetypes of people the designer is designing for

•    Activities and the contexts in which they will occur are envisioned through scenarios of use.

•    Different concrete scenarios can be used to envision how different            technologies could function to achieve the overall purpose of the system.

•    Personas and scenarios are developed through the understanding process, using any of the wide range of methods.

•     Almost inevitably, personas and scenarios evolve together as thinking      about people involves thinking about what they want to do, and thinking about activities involves thinking about who will be undertaking them!

Understand the market to create a better product

•   Understand who will use the product and how?

o If you target some groups of users you may

• provide them with the product that really fits their needs

• have slogans that speak to them

•   For this, you have to identify :

o what problem are they looking to solve when they come to your app?

o Different user segments will probably have     different reasons to use your app, so you can start by developing hypotheses about what  drives each user to download.

Persona

•  A representation of the goals, attitudes, and    behaviors of a specific group of users that may engage and relate to a product

•  They help you understand who you're building for,

o This may help understand the whys and the whats

• why users take certain actions within your product, and what they're hoping to

accomplish when they use it.

Personas

•     Personas are concrete representations of the different types of people that the system or service is being designed for.

•     Personas should have a name, some background and, importantly, some goals and aspirations.

•     Personas want to be able to do things using your system.

•     They want to achieve their aims, they want to undertake meaningful activities using the system that the designer will produce.

•     Designers need to recognize that they are not designing for themselves.

•     Designers create personas so that they can envisage whom they are designing for.

•     They create personas so that they can put themselves in other people’s shoes.

Example

•   As any new system is likely to be used by different types of    people, it is important to develop several different personas.

•   For example, in designing a website for people interested in the author Robert Louis Stevenson,

o we developed personas for a school teacher in Germany, a university lecturer from the UK, a child in Africa and a Robert Louis Stevenson enthusiast from the USA.

•   Such a diverse group of people have very different goals and aspirations, and differ in all the ways

o physically, psychologically and in terms of the usage they would make of the site.

How to create personas

•   Begin by creating hypotheses about the different types of users.

•  Then, through a combination of product analytics,   user surveys, and market research, you can validate these hypotheses (or disprove them, which can be  equally illuminating).

•   For example, a weather app might have the following user personas:

o The commuter

o The picnic host

o The forgetful gardener

Location Where does he/she live & work?

Professional What is their job?  If B2B, add detail on role in decision making, influence,         responsibilities

Education Level and kind of schooling completed

Usage & loyalty Type of usage, online stats, how they engage with us, behavior, usage rate, how loyal

Attitude & Beliefs What does he/she think of us?  The category?

Lifestyle Social group, status, openness to        innovation, media habits, proficiency

Interests &

Hobbies What does he/she do in their free       time, how important is that to them?

Usage Goals What is she/he looking to accomplish? How important is it to them?

Emotional Goals /

Quote What is at stake emotionally?  What would a quote in their words say?

Motivations &

Triggers What motivates him/her, what makes them tick?

Location Los Angeles, CA

Professional College Sophomore, studying psychology, planning to attain her masters degree

Education In 2nd year of college

Usage & loyalty Mobile first for all her banking, ATM second, rarely uses a PC/Mac to access her account, only went into a branch to open her account.  Deposits check(s) via mobile app once per week.

Attitude & Beliefs She views us as local and involved in the community; she is ambivalent toward most banks

Lifestyle

Socially active but not obsessed, prefers action to talk,      expects ease of use as baseline, watches 2 hours of TV via web & iPad apps, proficient across many digital devices

Interests & Hobbies Spends time with friends, going to restaurants, hiking, working out at the gym

Usage Goals She doesn’t want to have to worry about her finances.  She expects us to help her make it simple.

Emotional Goals /

Quote “I want to be able to pay all my bills without having to worry, and not obsess over financial goals.”

Motivations & Triggers She cares about her friends, family, and wants to give back

•  Research-driven

•  Used to design experiences

•  Representative of an individual customer

•   Relatable & real

•  May belong to one of your segments

•  Can be described in detail

Humanize & Connect

•  Clearly identified groupings that can be measured

•   Emphasis on analytics / BI

•   Used to execute & measure

•   Marketing accessibility

(you can reach them)

•  Aggregated, impersonal

description of a group

Analyze & Size an opportunity

Outline

•   Introduction

•   Understanding

•   Design

•   Envision

•   Personas

•  Scenarios

•   User journey maps

•  Conclusion

Scenarios

•   Scenarios are stories about people undertaking activities in contexts of using technologies.

•   They appear in a variety of forms throughout interactive systems design and are a key component of many         approaches to design.

•   Scenarios have been used in software engineering, interactive systems design and human–computer interaction work for        many years.

Scenarios

•    More recently, scenario based design has emerged as an important approach to the design of interactive systems.

•    Scenarios are effective at dealing with five key problems of design

o The external factors

o Design moves

o How scientific knowledge and generic solutions lag behind specific situations.

o The importance of reflection and action in design.

o The slippery nature of design problems.

USING SCENARIOS

THROUGHOUT DESIGN

•    Scenarios (and personas) are a core technique for interactive

•    We distinguish four different types of scenario:

o stories, conceptual scenarios, concrete scenarios and use cases.

•    Stories are the real-world experiences of people.

•    Conceptual scenarios are more abstract descriptions in which

Stories

•   Stories are the real-world experiences, ideas, anecdotes

Example of story

•    Here is a story from someone describing what happened last

time he made an appointment to see his local doctor.

‘I needed to make an appointment for Kirsty, my little one. It

she’s so good with the children. And of course ideally it had to

asked when the next one was. The receptionist said Thursday

still free. ’

Requirements and problems

•   In the gathering of people’s stories and during the  analysis and abstraction process, various issues and difficulties will come to light.

•  These help the analyst/designer to establish a list of requirements – qualities or functions that any new  product or system should have.

Conceptual scenarios

•  Conceptual scenarios are more abstract than         stories. Much of the context is stripped away during the process of abstraction and similar stories are      combined.

•  Conceptual scenarios are particularly useful for      generating design ideas and for understanding the requirements of the system.

Example

•   Booking an appointment

•   People with any degree of basic computer skills will be able to contact the doctors ’ clinic at any time   via the Internet and see the times which are free for each doctor. They can book a time and receive     confirmation of the appointment.

Concrete scenarios

•    Each conceptual scenario may generate lots of concrete scenarios.

•    When designers are working on a particular problem or issue they will often identify some feature that applies only under certain                  circumstances.

o At this point they may develop a more specific elaboration of the scenario and link it to the original.

o Thus one reasonably abstract scenario may spawn several more        concrete elaborations which are useful for exploring particular issues.

•    Notes that draws attention to possible design features and problems can be added to scenarios.

•    Concrete scenarios also begin to dictate a particular interface design and a particular allocation of functions between people and devices.

•    Concrete scenarios are particularly useful for prototyping and envisioning design ideas and for evaluation because they are more prescriptive         about some aspects of the technology.

•    However, there is not a clean break between conceptual and concrete scenarios.

o The more specific the scenario is about some aspects, the more

           concrete it is

young daughter Kirsty in the next week or so.

•   The appointment needs to be outside school-time and Andy’s core working hours, and ideally with Dr Fox, who is the children’s specialist.

•   Andy uses a PC and the Internet at work, so has no          difficulty in running up the appointments booking system.

•   He logs in [1] and from a series of drop-down boxes,   chooses to have free times for Dr Fox [2] displayed for the next two weeks [the scenario would continue to  describe how Andy books the appointment and         receives confirmation].

Notes to booking an appointment/01

•   1. Is logging in necessary? Probably, to discourage bogus access to the system, but check with the     clinic.

•  2 Free times can be organized by doctor, by time of day, or by next available time.

Drop-down boxes will save screen space but may present problems for less experienced users or those with poor eyesight.

Use cases

•   A use case describes the interaction between people (or other ‘actors’) and devices.

•   It is a case of how the system is used and hence needs to describe what people do and what the system does.

•   Each use case covers many slight variations in circumstances – many concrete scenarios.

•   Before use cases can be specified, tasks and functions have to be allocated to humans or to the device.

•   The specification of use cases both informs and is informed by the task/function allocation process.

o This is the interaction design part of physical design.

•  At different stages of the design process, scenarios are helpful in understanding current practice and any problems or difficulties that people may be     having, in generating and testing ideas, in               documenting and communicating ideas to others and in evaluating designs.

A SCENARIO-BASED DESIGN METHOD

Outline

•   Introduction

•   Understanding

•   Design

•   Envision

•   Personas

•  Scenarios

•   User journey maps

•  Conclusion

User journey map

•   Now we can map the UX for each persona

•  A user journey is a timeline of user actions that         describes the relationship between your brand and its customers. It's a visualization all of a user's             interactions with your product, from their point of    view.

•   User journey mapping creates a timeline of all          touch points between a customer and your              organization, including all channels they happen in.

•   These user journey maps help analyze how users

experience your product, based on their unique

motivations and goals.

•    For example, you might find that you need to remove a

step from your onboarding UX flow, change the copy in

Helps to understand

•   several important factors that shape the overall impression users will walk away with.

•   Some questions you might ask about your users' journey could include:

•   Why did they downloaded and opened the app in the first place?

•   How easy is the app to understand and use immediately?

•   How long it does it take them to accomplish what they came there to do?

•   How well does their experience extend across multiple channels, and where do they experience gaps?

o The answers to these questions can help you better understand what               motivates your users and what they're most likely to find helpful. You can then use this information to create an experience that really hooks them on your    product.

a user journey map may include

•  the entirety of a user's interaction with your product

o from the moment they learn about it, throughout the process of becoming a customer, all the way to the point at which they stop using it.

•  Or it can focus on a specific part of this process, like the onboarding flow.

How to create a user journey

1.  Have your user personas drawn out

2.  start creating user journey maps for each of them to understand

1.   how each type of customer interacts with your product

2.   what they need to do in order to accomplish what's meaningful to them

3.  You should have at least one map per persona.

•  Research-driven

•  Used to design experiences

•  Representative of an individual customer

•   Relatable & real

•  May belong to one of your segments

•  Can be described in detail

Humanize & Connect

•  Clearly identified groupings that can be measured

•   Emphasis on analytics / BI

•   Used to execute & measure

•   Marketing accessibility

(you can reach them)

•  Aggregated, impersonal

description of a group

Analyze & Size an opportunity

of the user experience:

1.  Context: What is going on in your user’s day when they engage with your product?

o Are they in a rush? Worried? Planning an adventure?

2.  Motivation: What drives your user to interact with your product?

o What are they hoping to get out of it? Why are they using your product instead of a

competitor’s—or nothing at all?

the problem space that your product addresses?

o What concepts and connections come naturally to them, and what do they need to be taught?

4.  Pain points: What are the challenges users are facing?

o Is your product helping them solve these or          aggravating them? Are there any obstacles they have to using your product?

Example : The commuter

•  Context: It looks like rain right now.

•  Motivation: I don’t want to get wet on my way to and from work.

•   Pain points: I need reliable information about the weather by the hour.

•  Mental models: I have time windows where I expect to be biking to and from work. I want to make sure   that if rain intersects with any of those windows, I      know to walk instead so I can bring my umbrella. If   it’s rain AND high winds, that will tear apart my          umbrella, so I’ll take the bus or a taxi.

Example : The picnic host

•   Context: I’m making weekend plans and want to have a picnic.

•   Motivation: I want to know which day this weekend has the best weather for outdoor activities.

•   Pain points: I want to know with certainty what the weather is going to be a few days in advance so I can plan accordingly.

•  Mental models: Picnics are best when the weather is between 70 and 80 degrees and sunny— but       temperature is more important than sun; I’ll try to   find a day with both, but prioritize temperature if    both aren’t available.

Example: The forgetful gardener

•  Context: I can’t remember if it rained this week.

•  Motivation: I need to know recent precipitation totals so I don’t overwater my plants.

•   Pain points: Finding historical weather data is complicated and time consuming.

•  Mental models: Usually I just care about the last 3   days, but a really major rainstorm would soak them for a week. Total precipitation is all that matters.

•  With this mapping you have all you need to create a product that fits the user’s needs

•  Your product has to target these aspects:

o Utility

o Usability

o Emotion

Examples:

•  Features

•  Price

•  Selection

Examples:

•  Convenient

•  Easy

•  Intuitive

Examples

•  Stylish

•  Reputable

•  Trusted

What your product/service offers customers functionally

How easy is it to engage

your organization and

offerings

How meaningful

experiences

are at an emotional level

User Journey

Conclusion

•   Introduction

•   Understanding

•   Design

•   Envision

•   Personas

•  Scenarios

•   User journey maps

•   Conclusion

第六章

Psychophysics

Outline

•   Introduction

•   Design principles

•  Visual perception of stimuli and implications in UI

•  Gestalt and Implications in UI

•  Vision and implication in UI

•   Implication of User psychology in UI

•  Conclusion

User psychology

•   In the context of UI and UX design, we can say that people are goal oriented

o They need a goal

•   Each may screen should have a clear goal

o Account, feeds, etcs.

o They need to know broadly the steps to will reach that goal

•   Between four to five steps is acceptable

•   While performing, some want to know where they are in the process

o People, would like to perform little effort to reach their goal

•  They will not read lot of texts

•  They will just glance at the screen and expect too grasp all important information

•  They may not be concentrated on the task

o People do not like to read

How do they do

•  When we use a product, a website or an app in our mind each action we take has different stages.

•   Before taking any action, we perceive things which will depend on our behavior and goals.

•  Our actions are based on our perception, on our mental model and goals

Therefore

•  How do we create elegant solutions to complex interaction problems?

•  How do interaction designers succeed at creating great designs that are powerful and aesthetically appealing?

Outline

•   Introduction

•   Design principles

•  Visual perception of stimuli and implications in UI

•  Gestalt and Implications in UI

•  Vision and implication in UI

•   Implication of User psychology in UI

Principles of Interaction Design

Design principles can be used to guide design

decisions

• Design principles do not prescribe specific

• Design principles guide interaction designers

Framework for Design Principles

Functionality - The system must have adequate functionality for a

particular task.

Presentation Filter - The functionality must be made accessible through the presentation filter (interface).

Framework for Design Principles

Comprehensibility Barrier - If the presentation is comprehensible, the   comprehensibility barrier will be superseded. This depends on the degree of efficiency/usability in the interface design.

Learnability Barrier – If the interface is comprehensible it will be

learnable, there is a direct relationship.

Effectiveness/Usefulness - If the user can learn the interface he can take advantage of the functionality and the interface will, therefore, be useful.

•   An interface design that is easy to comprehend will be efficient and effective

• If a user does not understand the interface it will be useless

• A design’s comprehensibility is highly dependent on the way in which the interface communicates its      functionality to the user

An interface with high usability will be easier to learn

• The learnability of a design is based on comprehensibility: if you can’t understand it, you can’t learn it

• Learnability and comprehensibility are recursive: we start with comprehensibility which affects learnability, which will in turn increase comprehensibility.

Comprehensibility/Learnability Feedback Loop

Implications

•  Most of the user perception is unconscious

•  The design has to exploit characteristics of human perception

•  Our goal in designing is to promote key elements that may guide the user through what they are   intend to do

o You can perceive the difference between these two buttons…

Continue

Outline

•   Introduction

•   Design principles

•  Visual perception of stimuli and implications in UI

•  Gestalt and Implications in UI

•  Vision and implication in UI

•   Implication of User psychology in UI

Visual perception of a

page

•  We do not see the whole picture

•  We are rather attracted by differences

•  Weak signals are missed

•  Overly strong signals cause fatigue

Too many strong signals

Too many weak/confusing

Size effect

•  The same red button

Surround effect

•  The same red color appears with a different brightness

Frame effect

•  The shade of the red button is affected but the frame

Outline

•   Introduction

•   Design principles

•  Visual perception of stimuli and implications in UI

•   Gestalt and Implications in UI

•  Vision and implication in UI

•   Implication of User psychology in UI

Gestalt Principles of

Perception

• Figure-Ground: Basic premise

o We perceive our environment by differentiating between objects and their backgrounds

The Rubin Face/Vase Illusion

Mac Logo

Gestalt Principles of Perception

• The Gestalt Principles of Perception:

o Emergence

o Proximity

o Common region

o Similarity

o Closure

o Symmetry

o Continuation

o Common fate

Emergence

•   People tend to identify elements first in their general outlined form.

•  Our brain recognises a simple, well-defined object quicker than a detailed one.

Equidistant

Horizontal Proximity

Vertical Proximity

Proximity in UI

•  grouping similar information, organising content and decluttering layouts.

•   Its correct use will have a positive impact on visual communication and user experience.

•  items that are related should stay close to each other

•   unrelated items should stay further apart

•  White space plays a vital role here

o it creates contrast guiding the users ’ eyes in the intended direction.

o can boost visual hierarchy and information flow, contributing in easy to read and scan layouts.

o

Proximity in UI

Common Region

•  elements placed within the same region are perceived as grouped

•   It can help with information grouping and content organisation

•  can also achieve content separation or act as a focal point

•   boosts hierarchy, scanability and assists in promoting information.

•   The Common Region principle can hold together many different elements

o keeping them unified within larger groups.

•   Can be achieve with the use of line, colour, shape and shadow.

•   It can often be used to bring elements into the foreground, indicating interaction or                 importance.

•   A good Common Region example would be   the card UI pattern; a well defined rectangular space with different bits of information               presented as one.

•   Banners and tables are good examples as well.

Rows of Similar Objects

Columns of Similar Objects

Grouped Columns

•   We tend to perceive similar elements as grouped or a pattern.

•   We might think that they serve the same purpose

Similarity in UI

•   To create similarity, one may use

o colour, size, shape, texture, dimension, and orientation;

•  with some of them being more strongly communicative than others

o ex. colour > size > shapes

o Because of similarity, an object can get emphasised by being different from the rest

•  this is called ‘Anomaly’ and can be used to create contrast or visual weight.

•  It can draw the user’s attention to a specific piece of content (focal point) while assisting with scanability,  discoverability and the overall flow.

Use of similarity

We can use the principle of Similarity in navigation,

links, buttons, headings, call to actions and more.

• A group of elements are often perceived to be a single recognisable form or figure

•  also occurs when an object is incomplete, or parts of it are not enclosed.

• when presented with the right amount of information, our brain will jump to conclusions by filling in the gaps and      creating a unified whole

Closure in UI

•   Exploit closure to decrease the number of elements needed to communicate information, reducing      complexity and making designs more engaging.

•  Closure can help us minimise visual noise and         convey a message, reinforcing a concept within a pretty small space.

•  In Iconography, associated simplicity lets to communicate meaning, swiftly and clearly.

Symmetry principle

•  Symmetrical elements tend to perceived as belonging together regardless of their distance, giving us a feeling of solidity and     order.

•  Symmetrical elements are simple, harmonious and visually     pleasing. Our eyes seek those attributes along with order and stability, to make sense of the world.

Symmetry in UI

•   Symmetry is a useful tool for communicating information quickly and efficiently.

•   Symmetry feels comfortable helping us focus on what’s important.

•   Symmetrical compositions are satisfying, but they can also get a bit dull and static.

•   Visual symmetry tends to be more dynamic, and interesting.

•   Adding an asymmetrical element to an otherwise     symmetrical design can help with drawing attention while making an impression; something useful for any point of interest or a Call To Action, for example.

•   Symmetry, along with a healthy amount of asymmetry is

   important in any design.

Symmetry in UI

•   It’s good to use

Symmetry for

portfolios,

galleries, product

displays, listings,

navigation,

banners, and any

content-heavy

page.

Continuation in UI

•   Elements following a continuous line are perceived as

•   Continuity helps us interpret direction and movement

through a composition .

•   It takes place when aligning elements and it can help

•   The Continuity principle strengthens the perception of

grouped information, creating order and guiding users

•   The linear               arrangement of    rows and columns are good

examples of

Continuity.

•   We can use them in menus and sub- menus, lists,            product                 arrangements,      carousels …

Common fate

•  Elements moving towards the same direction are perceived as more related than those moving in different directions, or not   moving at all.

Common Fate in UI

•   Regardless of how far apart are the elements or how

We can use the Common Fate principle in expandable menus, accordions, tool-tips, product   sliders, parallax scrolls and         swiping indicators.

Alignment

•  On the right, we see three groups

•  On the left, we see three locations (similar items), an image, the titles

Outline

•   Introduction

•   Design principles

•  Visual perception of stimuli and implications in UI

•  Gestalt and Implications in UI

•  Vision and implication in UI

•   Implication of User psychology in UI

Peripheral vision is motion sensitive, detail insensitive

•   It’s not just the sight cells that are different in the periphery, but the nerve cells, too.

•   Peripheral vision is dominated by so-called ‘Y’ cells, that are more responsive to rapid changes than sustained    stimuli.

•   The result is that peripheral vision is extremely motion    sensitive – good for early humans when a rapid motion on the flank might be a hungry predator approaching.

•   The tradeoff, however, is that peripheral vision can’t    resolve detail or shape as well as the fovea, whose ‘X’ cells are more sensitive to sustained signals, giving it     more precision.

Humans have poor blue

•   Humans have very few blue-sensitive cones, but compensate by making these blue cells extra-   responsive.

•   The limitation, however, is that whilst blues and cyans   can look extremely bright, they cannot be seen in high detail.

•   Slight blue lines and delicate blue

shapes will appear slightly blurred.

The Consequences for Designers

•   Peripheral animation is distracting

•  Color will not work in the periphery

•   Users should not need to use detail or color  vision to discover things

•  Avoid blue for elements requiring detail, or text

                                                                                                                                                                                     

Peripheral animation is distracting

•  Animation in sidebars and outside of the user’s focus is extremely distracting.

•  This will be doubly the case if the animation is a       particularly magnetic one, like a tracking motion    (where an object moves into and out of vision) or a ‘rush toward’ animation.

•  This means scrolling carousels and pulsing buttons in secondary content areas are a big no-no.

Color won’t work in the periphery

•   Humans can not see color differences well outside the point they focus upon.

•   Therefore, if a user is likely to be looking in a

particular location, then elements far away from

that point should not use color alone as a signifier.

o Elements ‘out of the way’ – in sidebars or persistent upper toolbars

– should not signify updates by changing color.

•   If you have an urgent update in a sidebar that a      user must see, then use animation to draw attention

to.

Users shouldn’t need to use detail or color vision to discover things

•  Whenever a user encounters a page, there will be one element that he or she looks at first, before     proceeding to evaluate other interesting objects  on-screen.

•   But those other objects will be judged as   ‘interesting’ or not by the peripheral vision.

•  That means objects the user will not look at first     should not require detailed or colored vision to be understood.

Avoid blue for elements requiring detail, or text

•   Blue lines and fine objects will always appear more blurry than their red or green counterparts.

•  So blue is a bad choice for important notification text, or small icons.

•  On the web, blue is also already associated with   hyperlinks, so non-linked text in blue is confusing as well as hard-to-see.

Outline

•   Introduction

•   Design principles

•  Visual perception of stimuli and implications in UI

•  Gestalt and Implications in UI

•  Vision and implication in UI

•   Implication of User psychology in UI

The user psychology

•  Studies show that users are lazy

o UI designers have to pay attention about that

•  Guidelines related to that point

•  When it come to an important process, you have to limit available options

o Forms should have 3 to 5 fields

o Checkout should have 3 to 5 steps

o Pay attention to account creation

o Do not hide major features

Forms should have 3 to 5

•   Limited number of distinctive options

Forms should have 3 to 5 options

•   Limited number of distinctive options

o Point out the best value

Conversion

•  A website conversion is the most important factor to the success of your online marketing strategy and    goals.

•   It means getting your visitors to do what you want them to do, whether that is to

o buy your product,

o sign up for your newsletter,

o register for a webinar,

o download a whitepaper, or

o fill out a lead/contact form.

Impact of form fields on

Account creation

•  Appears to be a major cause of frustration therefore

o Users do not feel confortable to create an account during the first use

•  Should be optional

o Some major players do not force an account creation

•   (Expedia for example)

•  No SQL databases support such an option

o By offering some rewards, users will have a reason to create an account

•   May be facilitated by of social login

o Users are accustomed with

o This is an option to collect data

Example

•   Easiest way to start with a new user

Do not hide major features

•   Do not use the menu sandwich icon

•   Exploit onboard login

o Use small videos

o Use tutorials, screenshots

Conclusion

•   Introduction

•   Design principles

•  Visual perception of stimuli and implications in UI

•  Gestalt and Implications in UI

•  Vision and implication in UI

•   Implication of User psychology in UI

User psychology

•   In the context of UI and UX design, we can say that people are goal oriented

o They need a goal

•   Each may screen should have a clear goal

o Account, feeds

o They need to know broadly the steps to will reach that goal

•   Between four to five steps is acceptable

•   While performing, some want to know where they are in the process

o People, would like to perform little effort to reach their goal

•  They will not read lot of texts

•  They will just glance at the screen and expect too grasp all important information

•  They may not be concentrated on the task

o People do not like to read

How do they do

•  When we use a product, a website or an app in our mind each action we take has different stages.

•   Before taking any action, we perceive things which will depend on our behavior and goals.

•  Our actions are based on our perception, on our mental model and goals

Framework for Design Principles

Functionality - The system must have adequate functionality for a

particular task.

Presentation Filter - The functionality must be made accessible through the presentation filter (interface).

Visual perception of a

page

•  We do not see the whole picture

•  We are rather attracted by differences

•  Weak signals are missed

•  Overly strong signals cause fatigue

Gestalt Principles of Perception

• The Gestalt Principles of Perception:

o Emergence

o Proximity

o Common region

o Similarity

o Closure

o Symmetry

o Continuation

o Common fate

Consequences of vision pereption for Designers

•   Peripheral animation is distracting

•  Color will not work in the periphery

•   Users should not need to use detail or color  vision to discover things

•  Avoid blue for elements requiring detail, or text

The user psychology

•  Studies show that users are lazy

o UI designers have to pay attention about that

•  Guidelines related to that point

•  When it come to an important process, you have to limit available options

o Forms should have 3 to 5 fields

o Checkout should have 3 to 5 steps

o Pay attention to account creation

o Do not hide major features

References

•   https://medium.muz.li/gestalt-principles-in-ui-design- 6b75a41e9965

•   https://medium.com/@eleana_gkogka/how-to- design-with-intention-5fee5f39e163

第七章

USE OF COLORS IN USER INTERFACES UQAC

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

INTRODUCTION

•What is the most decisive element on a website? You might think it is content, and right you are.

•Though, there are many circumstances affecting on how this content is perceived by user and if it is eyecatching at all.

•Firstly, you need to get readers' attention and then you can leave everything on the content.

•Colors play the ultimate role in design and in how a visitor feels on a website. You can manipulate design colors and so reach dreamlike success.

FIRST IMPRESSION IS IRREVOCABLE

•Fancy cover draws attention, excites, get users interested in the website.

•First impression is formed within maximum 7 seconds after a user opens a website.

•It is a big achievement to manage this and so ensure yourself more readers and presumably higher conversion rates.

•What helps users to form a quick impression of the site?

•It is the home page appeal.

•It includes all details, like Header design, background color, content arrangement, and colors of course.

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

COLOR PERCEPTION

•The frequencies of the reflected waves determine the color we perceive

•The perceived color of an object can change drastically under

一. I J J

different lighting situations

一 The color of an object depends on the light source and the nature of the light it emits

LIGHT AND SPECTRUM

•Light is an electromagnetic wave.

一 Color is characterized by wavelength (380 nm (violet) and 780 nm (red).

•The light of a laser is composed of a single wavelength

一 for example, a ruby laser produces a bright scarlet red beam

•Most light sources produce emissions of several wavelengths.

•However, humans cannot detect all the lights, just emissions that fall into the "visible spectrum".

•Short wavelengths produce a feeling of blue, while long ones produce red

• Decomposition of white light.

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HUMAN VISION

•The eye works like a camera, with the lens focusing an image on the retina

- (head down and left-right inverted).

•The retina consists of a set of sticks and three types of cones.

•Sticks come into play when light levels are low and produce an image in gray levels.

-120 million

•For higher light levels, the cones each produce a signal.

•Because of their different pigments, the three types of cones are more sensitive to red (R), green (G) and blue (B) light.

-6 million cones

The sensitivity of blue receptors is not represented at scale because it is much smaller than the red or green curves Statistically, blue is the favorite color of the human being, regardless of his nationality - blue appeared a little late in evolution!

Global dotted sensitivity - this curve is called light efficiency function.

it is usually rated V and is formed by the sum of the response curves for Red, Green and Blue.

UI/UX

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•The sensitivity of our receivers is also a wave function.

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Combination of colors, additive colors and subtractive colors.

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

Yellow, Red and Blue, are structure.

•That is because you can think of the three Primaries as the original parents of all the future generations of colors.

•Typically you want to avoid using a pure primary primary color as they can often be too intense on their own

•However a primary color combination can work if you vary the brightness or saturation of the color

• Are made by mixing two primary colors • For example :

一 green is made by combining blue and yellow

一 blue and red combined to make purple.

• A secondary color combination uses all three

secondary color options: Green Oranqe and Purple

Color Theory teaches us that each Tertiary color is the

result of one Primary Color mixed with one of its nearest

•These create the most appealing color combination being not too intense or too dark.

•However rarely would you use all of the tertiary colors and one design.

• More likely you'll choose a small subset of colors on the warm or on the cool side of the spectrum.

TECHNICAL ISSUES CONCERNING COLOR

• Color Space

一 The International Color Consortium (ICC) was created to develop a standard for color information interchange

一 The ICC created a format that provides an across- platform device profile

一 The profile can be used to translate color information between devices that use diverse color spaces

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

COLOR DEFICIENCIES

•Photoreceptors vary greatly from person to person

•People with photoreceptors that do not respond to certain frequencies do not perceive those colors in the same way that other people do

一 8% of male individuals

一 0.4% of female individuals

•The most common form is a reduced sensitivity to green, known as deuteranomaly

一 5% of male individuals

一 95% of color deficiencies in female individuals

COLOR DEFICIENCIES - TYPES OF COLOR

BLINDNESS

•Anomalous trichromatic vision results when all cones are present but some are misaligned:

一 Protanomaly: Diminished sensitivity to red

一 Deuteranomaly: Diminished sensitivity to green

一 Tritanomaly: Diminished sensitivity to blue

•Dichromatic vision anomalies occur when one of the cone types is missing:

一 Protanopia: No ability to perceive red

一 Deuteranopia: No ability to perceive green

一 Tritanopia: No ability to perceive blue

COLOR DEFICIENCIES - TYPES OF COLOR

BLINDNESS

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COLOR DEFICIENCIES - TYPES OF COLOR

BLINDNESS

Deuteranopic color vision

COLOR DEFICIENCIES - TYPES OF COLOR

BLINDNESS

•Color deficiency and human subjectivity must be considered important factors in interaction design

•Factors affecting color perception:

-Culture

-Age

-Fatigue

-Emotions

-Ambient light

-Light sources

- Blood oxygen levels

INDIVIDUAL AND CULTURAL ISSUES

•Ask a person to name a favorite color and what it reminds him of, then ask another person about the same color

•Some colors carry natural associations that are universally consistent.

一 We should stick to these common

associations when we find them

INDIVIDUAL AND CULTURAL ISSUES

• Preference and Expectations

Walk Don't Walk

Inappropriate Colors

• It is important to understand the target user's color associations and expectations

INDIVIDUAL AND CULTURAL ISSUES

• Emotional Response

•Color can evoke emotional responses

•“Light warm red has a certain similarity to medium yellow, alike in texture and appeal, and gives a feeling of strength, vigour, determination, triumph.

•In music, it is a sound of trumpets, strong, harsh, and ringing”

INDIVIDUAL AND CULTURAL ISSUES

• Globalization—Localization

一 Emotions: Associations with yellow range from grace and nobility in Japan, to cowardice and caution in the United States, to happiness and prosperity in Egypt

一 Age: People of different generations have observable and often contrasting preferences in color

一 Gender: In most cultures gender can greatly influence color decisions

一 Physical Appearance: Mail box colors

POWER OF COLOR PSYCHOLOGY

•We would like to give you a brief overview of the meanings that basic colors have.

•This info is useful if you are going to mix colors for your design.

WHITE

•White is a color of perfection.

•It symbolizes purity, as a for example a bride's wedding dress.

•Besides, this is the color of cleanliness and bright light.

•Blank board or sheet of paper is white, where this color can be a symbol of creativity and innovation.

•White is a neutral color that won't spoil the website design.

BLACK

•Black is a dark color yet it has many good meanings: intelligence, power, stability, professionalism.

•It is the color of luxury and sophistication.

•This is another classic shade together with white, and it can be very useful when used for web design.

GRAY

•Gray is the most neutral color and it is rather calm.

•Color gray means stability and daily routine, it is the symbol of casual things.

•Quantity of gray influences on the website perception: 一 too much gray can look a bit boring and monatomic 一 a slight effect of gray will dilute the color scheme and

make bright elements more visible.

BROWN

•is the color of Earth, and maybe that is the reason why it is the color of mourning in India.

•Nevertheless, this color means stability and friendship in Western Hemisphere.

•Moreover, material wealth is what people associate brown with.

ORANGE

•Orange is one of the most, if not the most, positive colors generally.

•Orange is the color of social stimulation, and so far as it is both physically and mentally stimulating, it gets people to consideration and conversation.

•It is awesome if your design and color scheme allows you to use a bit of orange.

•It puts users in a good mood.

YELLOW

•Yellow is the color of sun, so you don't need to be explained how positive it is.

•Yellow inspires to new thoughts and original ideas.

•If your website aims at teaching users or make them take actions, you will need to make yellow your accent color.

•It usually doesn't perform as the dominant color, because it is so bright that can blind readers.

RED

•Red is hot, passionate, provocative, but it is also catchy, attractive and fashionable.

•Red is the color of ambitions and adventures.

•This color stimulates to get risks and take actions.

•CTA buttons done in red are winning but only when the primary color blends with them well.

-A call to action (CTA) is a marketing term that refers to the next step a marketer wants its audience or reader to take.

GREEN

•Green is the color of nature surrounding people.

•Balance is what this color means in psychology.

•Green is good to be used on business sites, because it means money and prosperity.

BLUE

•Blue is the color we see every day above our heads.

•This color brings a feel of trust, realism, and peace.

•Religious theme can make benefit from using this color both as primary and accent.

PURPLE

•Purple is associated with imagination and dreams.

•It is the one to symbolize wisdom, respect, royalty and wealth.

•Purple is powerful color with the leadership meaning.

INDIVIDUAL AND CULTURAL ISSUES

• Globalization—Localization

一 Industrial or professional communities:

•Academic robes

一 Corporate identity and product recognition:

•Coca-Cola

•American Express

•UPS

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

USE OF COLOR IN USER INTERFACE

•Clarification, Relation, and Differentiation

•Searching

•Comprehension, Retention, and Recall

•Tasks and Performance

•Redundant Coding

USE OF COLOR IN USER INTERFACE

• Clarification, Relation, and Differentiation

一 Differentiations are obvious with colors

USE OF COLOR IN USER INTERFACE

• Clarification, Relation, and Differentiation

一 Color can be used to clarify differences and similarities and communicate relationships

Menelas, Ph. D.

Map of the Boston metropolitan

USE OF COLOR IN USER INTERFACE

• Searching

一 Color can be used to catch the attention of the user

USE OF COLOR IN USER INTERFACE

• Clarification, Relation, and Differentiation

一 The spectrum has been shown to be an intuitive means of presentation.

Color code alert system

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• Comprehension, Retention, and Recal

- Color can enable us to comprehend patterns in complex data structures

I I I I I I I I I I I I I

Color-coded scatter plot

• Comprehension, Retention, and Recall

一 Color can aid in remembering and recalling information

Color-coded dials

•Tasks and Performance

•Color improves performance in the following tasks:

一 Recall task

一 Search-and-locate task

一 Retention task

一 Decision judgment task

• Redundant Coding

-A clear structure and presentation must already be present before color is introduced

• Studies have shown that people are better at search tasks when the targets of the search are coded using more than one parameter:

-for instance, color and shape

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

•Indistinguishable Differences

•Optimal Colors

•Number of Colors

•Incompatible Differences

•Color Backgrounds

•Indistinguishable Differences

•Our ability to perceive subtle changes varies from color to color

•Target objects must use highly diverse colors from those in their surroundings

Similar colors in close proximity

• Optimal Colors

一 It has been found that the colors red, blue, green, and yellow are the most beneficial in learning environments.

Color code using red, blue, green, and yellow

• Number of Colors

-To remember a color and then recognize it later, we should use only a few distinct colors

• 5 to 9 colors

-To be able to tell the difference between two adjacent color- coded objects, we can use more colors

Interface colors should never distract the user or compete with content

•Incompatible Differences

•Some specific color combinations cause unique problems:

-Colors at opposing ends of the spectrum such as red and blue require the eye to use two different focal lengths

•This can cause fatigue

- Positive contrast makes characters appear to glow

•This gives them a more blurry look than characters printed in a page

-This effect is known as Halation

Color concerns in User Interfaces

• Incompatible

Differences

Color Combinations to Avoid:

Problematic Color Combinations

COLOR CONCERNS IN USER INTERFACES

The perceived color of an object is affected by the color of its background

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

TECHNICAL ISSUES CONCERNING COLOR

• Color Displays

一 Computer screens create color by mixing red, green,

and blue (RGB) light

一 This is an additive process

• We must work within the limitations of the human perceptual system and within the limitations of computer screen technology

CIE 1931 Chromaticity Diagram - CIE 1931 2 0 Standard Observer

UI/UX

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・Set of chromatics visible to a person: gamut of human vision

・The horseshoe-shaped curve represents the pure colors of extreme red to extreme purple.

ANIMATION ABOUT THE CHROMATICITY

DIAGRAM

• Produced by the Khan Academy

RIGHTNESS

• Brightness refers to the amount of white or black that is present in a color

Altering brightness makes the color appear lighter or darker

Light Blue Dark Blue

COLOR CODING SSYSTEMS

-a) CMY 一 Cyan (C), Magenta (M) and Yellow (7) color model;

-b) HSL 一 Hue, Saturation and Lightness;

-c) HSV 一 Hue, Saturation and Value;

-d) HSI 一 Hue, Saturation and Intensity;

-e) HCI 一 C=Chroma;

-f) HVC 一 V=Value;

-g) HSD 一 D=Darkness.

7 口 QAC

HUE AND SATURATION

•Hue : Define the color

•Saturation describes the “white-to-hue” ratio of a color

一 Decreasing saturation by adding a greater

Dercentaqe of qrav makes colors muted

COLOR SYSTEMS

一 hue, value, and chroma:

•The difference in our perception of the colors red, green, and blue is determined by changes in hue.

•Shades of color can be defined as the result of changes in value, such as the difference between light blue and dark blue.

•The pureness of a color is determined by chroma. Changes in chroma can make a color change from a vibrant color to a muted or muddy color.

WORKING WITH COLORS

•Hue control the overall tone of the color from red to violet across the spectrum

•Saturation control the intensity of the color from its richest version to a shade of gray

•Brightness control to relative Chroma of the color goes from black to white with the pure color as the middle.

BRIGHTNESS

Colors with the same brightness levels can appear lighter or darker than each other

Light and dark colors一grayscale

HUE

• Hue - If we change the proportions of the colors we mix together, we affect the hue

TINTS, SHADES, AND TONES

•If a color is made lighter by adding white, the result is called a tint.

•If black is added, the darker version is called a shade.

•And if gray is added, the result is a different tone.

■■■■■■ UQAC

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

WARM AND COOL COLORS

• White, black and gray are considered to be neutral.

WARM COLORS

•represent the right side of the color wheel.

•Range from yellow to magenta

•In a design warm colors tend to pop

•they worked well for accent colors

•or calls to action «

COOL COLORS

•are represented on the left side of the color wheel

•These range from green to violet

•tend to be less activating them warm colors

•that makes them a good choice for secondary accent

•like links or icons that don't as they do not require much user attention

•Cool colors also tend to have a calming effect

•which makes them useful for sites that are more focused on content

•making them great for small rooms that you want to appear larger. If you have a tiny bedroom or powder room that you want to enlarge visually,

WARM VS COOL COLORS

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OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

COLOR PROPORTION

•Proportion of colors is a crucial point in design

•The ideal model is 60-30-10, where 60% of all website design go to a dominant color, 30% of web space can be filled with the subdominant color(s), and 10% should be accentuated with an extra color.

•You don't need to stick to this pattern, if you need more colors on your site.

-You can add a few of subdominant, i.e. secondary colors, but keep them all just 30% of the whole space.

-Use tint and shade of the same color.

ACCENT COLORS

•Accent colors are called so because they stress on certain details you them to stress.

•In a web site, elements that you may want to emphasize are:

-CTA

-Navigation button

一 Scroll buttons

-Promotional elements

CTA

•call to action.

•Action is what you want to get from the user, so lead them to the way they need to act 一 make CTA buttons flaring among other content.

NAVIGATION MENU

•Usually navigation menu has a top position on a website to make it jumping on visitors right with a site opening.

•Colors can intensify the menu exposure.

•And you can't use the primary color for this, because it will blend with the biggest part of the page, so accent (secondary) color appears to be very useful here.

CONTACT INFO

•Many users surf the web for a needed website just because they need to get a phone number of the company/person/restaurant.

•That is why, it is reasonable to place contact info in the Header and highlight it with a bright accent color.

•It does not exclude the power of typography, which means that this info should be typed with a bigger font.

SCROLL BUTTONS

•Whether you have a background photo gallery with arrows to flip through, or your website navigation is scrollable, you need to prioritize these scroll buttons.

•So far, as you can't make them half-size of the website page, you need to lay stress on them within color.

•You make it easier for users to experience you webpage by doing so.

PROMOTIONAL ELEMENTS

•Promotional elements are different stuff you use to get your product or content advertised.

•For example, these are social media follow/sharing buttons:

一 find such designs of these to correlate with your color scheme and repeat your accent color.

OUTLINE

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

•Conclusion

COLOR CONTRAST

•Color Contrast

- The highest possible contrast is between black and white (Negative contrast/Positive polarity)

•Positive contrast becomes tedious and annoying after extended periods of use

•Positive contrast is not as user-friendly; there is a tendency to see a halo effect called halation

•Color contrast is affected by the perceived weight of the colors involved

CHOOSING COLORS FOR DESIGN

一 Analogous

一 Complementary

一 Triad

一 Split-Complementary

一 Rectangle (tetradic)

一 Square

ANALOGOUS

Analogous color schemes use colors that are next to each other on the color wheel.

They usually match well and create serene and comfortable designs.

Analogous color schemes are often found in nature and are harmonious and pleasing to the eye.

Make sure you have enough contrast when choosing an analogous color scheme.

Choose one color to dominate, a second to support. The third color is used (along with black, white or gray) as an

ANALOGOUS COLOR SCHEME

COMPLEMENTARY

• Colors that are opposite each other on the color wheel are considered to be complementary colors (example: red and green).

COMPLEMENTARY

•The high contrast of complementary colors creates a vibrant look especially when used at full saturation. This color scheme must be managed well so it is not jarring.

•Complementary colors are tricky to use in large doses, but work well when you want something to stand out.

• Complementary colors are really bad for text.

TRIAD

•A triadic color scheme uses colors that are evenly spaced around the color wheel.

•Triadic color harmonies tend to be quite vibrant, even if you use pale or unsaturated versions of your hues.

•To use a triadic harmony successfully, the colors should be carefully balanced - let one color dominate and use the two others for accent.

SPLIT-COMPLEMENTARY

•The split-complementary color scheme is a variation of the complementary color scheme. In addition to the base color, it uses the two colors adjacent to its complement.

•This color scheme has the same strong visual contrast as the complementary color scheme, but has less tension.

•The split-complimentary color scheme is often a good choice for beginners, because it is difficult to mess up.

SPLIT COMPLEMENTARY COLOR SCHEME

RECTANGLE (TETRADIC)

•The rectangle or tetradic color scheme uses four colors arranged into two complementary pairs.

•This rich color scheme offers plenty of possibilities for variation.

•The tetradic color scheme works best if you let one color be dominant.

• You should also pay attention to the balance between warm and cool colors in your design.

SQUARE

•The square color scheme is similar to the rectangle, but with all four colors spaced evenly around the color circle.

•The square color scheme works best if you let one color be dominant.

• You should also pay attention to the balance between

warm and cool colors in your design.

ACCENT FOR MONOCHROMATIC COLOR

Monochromatic color scheme means a usage of one color, yet different shades of it.

It is impossible to stay with one tint for the whole design, or you make your visitors bored and feel asleep.

Accent color should be the brightest shade you include in your color palette.

For example, you design your site in blue shades: you have

I f J J J

blue-gray, sky blue, medium blue and tiffany blue.

一 An accent tone, would be medium blue, as it is the deepest and brightest one in the row.

一 If you pick orange color combo, then you can make

J I 7 J

brown and apricot tones to be dominant and

EXAMPLES

•Pastel Design and Red CTA

•http://format.com/

•Website with Green Color to Make Accents

•https://www.geckoboard.com/

CONCLUSION

•Introduction

•Perception of colors

•Primary colors

•Individual and cultural differences

•Using color in Interaction Design

•Color Concerns for Interaction Design

•Technical Issues Concerning Color

•Warm/cool colors

•Accent

•Association of colors

第八章

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition rather than recall

•   Feedbacks

•   Errors

•   Loading speed

•  Conclusion

User psychology

•   In the context of UI and UX design, we can say that people are goal oriented

o They need a goal

•   Each may screen should have a clear goal

o Account, feeds, etcs.

o They need to know broadly the steps to will reach that goal

•   Between four to five steps is acceptable

•   While performing, some want to know where they are in the process

o People, would like to perform little effort to reach their goal

•  They will not read lot of texts

•  They will just glance at the screen and expect too grasp all important information

•  They may not be concentrated on the task

o People do not like to read

How do they do

•  When we use a product, a website or an app in our mind each action we take has different stages.

•   Before taking any action, we perceive things which will depend on our behavior and goals.

•  Our actions are based on our perception, on our mental model and goals

Therefore

•  How do we create elegant solutions to complex interaction problems?

•  How do interaction designers succeed at creating great designs that are powerful and aesthetically appealing?

Framework for Design Principles

Functionality - The system must have adequate functionality for a

particular task.

Presentation Filter - The functionality must be made accessible through the presentation filter (interface).

Framework for Design

Comprehensibility Barrier - If the presentation is comprehensible, the   comprehensibility barrier will be superseded. This depends on the degree of efficiency/usability in the interface design.

Learnability Barrier – If the interface is comprehensible it will be

learnable, there is a direct relationship.

Effectiveness/Usefulness - If the user can learn the interface he can take advantage of the functionality and the interface will, therefore, be useful.

Goal

•  To let the user quicly identify what is possible with the proposed UI

Therefore

•   To let the user quicly identify what is possible with the proposed UI

•   When we use a product, a website or an app in our mind each action we take has different stages.

•   Before taking any action, we perceive things which will depend on our behavior and goals.

•   Our actions are based on our perception, on our mental model and goals

7 stages of action

•   1. Forming the goal

o What or Why I want to do this?

•   2. Forming the intention

o What are the alternatives action sequences?

•   3. Specifying an action

o What actions can I do?

•   4. Executing the action

o How do I do it?

•   5. Perceiving the state of the world

o What happened?

•   6. Interpreting the state of the world

o What does it mean?

•   7. Evaluating the outcome

o Is the goal reached?

Practice

•  Apply this process for deleting an email?

Usage as Design Aids

•   The Seven Stages of Action can be broken down into 4 :

•   Visibility - By looking, the user can tell the state of the device and the alternatives for action:

o Affordances Signifiers

•   A Good Conceptual Model - The designer provides a good conceptual model for the user, with consistency in the        presentation of operations and results and a coherent,       consistent system image.

•   Good mappings - It is possible to determine the relationships between actions and results, between the controls and their effects, and between the system state and what is visible.

•   Feedback - The user receives full and continuous feedback about the results of the actions.

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition than recall

•   Feedbacks

•   Errors

•   Loading speed

•  Conclusion

Affordance / Signifiers

•  Affordance is what the environment offers the individual.

•   In design, Affordances determine what actions are possible.

o What can be done with a door?

o A smarthphone?

•  Signifiers communicate where the action should take place.

o Door handles tell where to open the door

3 types of affordance

•   Explicit affordance : for an affordance to be perceptible, there should be information that promotes so:

o when you see a button designed as an obviously clickable element

•  visually similar to the buttons in the physical world

o you understand you can click or tap it to interact.

•  If it is supported by a text or icons the affordance becomes even more clear

o it informs you what will be the feedback from the system.

3 types of affordance

•   A hidden affordance indicates that there are possibilities for action, but these are not perceived by the actor.

o when we get tooltips or explanations hovering on a layout element are the ones.

o Other examples are diverse multilayered elements of       navigation such as drop-down menus or expandable      buttons that aren’t seen all the time or from the first          seconds of interaction but are unveiled after a particular operation.

o hamburger menu that hides the access to functionality behind the special icon.

•   A false affordance is an apparent affordance that does not have any real function, meaning that the actor perceives   nonexistent possibilities for action.

o A placebo button

Anti/negative affordance

•   Tell what can not do with a product

•   The goal with negative affordance is to help the users    understand that certain elements on the UI are currently inactive or not interactable at this point in time.

o For example a disabled button on a form, helps users      understand they are unable to proceed until all relevant fields are filled.

Disabled button

Using Signifiers

•   A signifier clarifies an affordance

o it illustrates or describes what an object can do

•   A signifier can be blatantly obvious or very subtle.

•   Labels: Text signifies an object’s purpose but is limited due to character count and may not articulate the entirety of an    object’s potential.

•   Color: Color is used to signify that an object has a purpose — to distinguish an object with an affordance from an object    without.

o Color can signify a pattern of utility through a consistent application.

o But color alone can’t reveal how or what an object affords.

Using Signifiers

•  To create a delightful UX, affordance and anti-      affordance have to be discoverable, perceivable.

•  That is why we have big research bar on ecommerce websites

Examples

•   https://offer.alibaba.com

•   https://www.amazon.com/

•   https://www.walmart.ca/

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition than recall

•   Feedbacks

•   Errors

•  Conclusion

Natural mapping

•  Mapping is the relation between two sets of things

•  The term natural mapping comes from proper and natural arrangements for the relations between      controls and their movements to the outcome from such action into the world.

•  The real function of natural mappings is to reduce  the need for any information from a user’s memory to perform a task.

Natural mapping

•  Mapping and natural mapping are very similar in  that they are both used in relationship between    controls and their movements and the result in the world.

•   The only difference is that natural mapping provides

users with properly organized controls for which       users will immediately understand which control will perform which action.

•  Also called : ecological interactions

Consequences

•  With such interactions, the learning time is    considerably reduced, perhaps nonexistent.

o This is particularly important when it comes to seniors users.

•   In addition, because of these realistic interactions,   the player is more likely to give credit to his task and therefore to engage in it.

o With more commitment, we can expect more fun and motivations that will allow the user to

perform all the necessary exercises.

Labels

•   If a design depends upon labels, it may be faulty.

•   Labels are important and often necessary, but the appropriate use of natural mappings can minimize the need for them.

o Wherever labels seem necessary, consider another design.

Mental models

•  Users develop an understanding of a system through learning and using it

•  Knowledge is often described as a mental model

o How to use the system (what to do next)

o What to do with unfamiliar systems or unexpected situations (how the system works)

•  People make inferences using mental models of how to carry out tasks

Conceptual model

•  A conceptual model is a representation of a system, made of the composition of concepts which are      used to help people know, understand, or simulate  a subject the model represents.

•   Hopefully, using a product, the user should be able to discover a conceptual model without any          documentation

The question

•   Do the user mental model fits the conceptual model of the product?

•   In fact, major clues of how things work come from their perceived structure

o Affordance, signifiers, mapping

What helps in the mental model

•  We must always align the user’s mental model with the product conceptual model.

•  We can use signifiers to tell the user what actions he may take and guide the utilization of the product

o Apps, video games start with some small tutorials

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition rather than recall

•   Feedbacks

•   Errors

•   Loading speed

•  Conclusion

•   Working memory is a cognitive system with a limited capacity that is responsible for temporarily holding  information available for processing.[

•   Working memory is important for reasoning and the guidance of decision-making and behavior.

•   Working memory is often used synonymously with   short-term memory, but some theorists consider the two forms of memory distinct,

o working memory allows for the manipulation of stored information,

o short-term memory only refers to the short-term storage of information

Memory

•   Involves encoding and recalling knowledge and

•   We don’t remember everything - involves filtering and

processing

•  Context is important in affecting our memory

•   We recognize things much better than being able to

recall things

o The rise of the GUI over command-based interfaces

•   Better at remembering images than words

o The use of icons rather than names

•   How much information people can remember

o Arround 7 or arround 4

• From 3 to 5

•   How long a non relevant-information stays in the memory

o Arround 10 to 15s

•  cognitive load refers to the used amount of working memory resources.

working memory highly volatile

•  This volatility applies to goals and details of objects

o Any distraction can lead to forgetfulness

•   If you loose item from the working memory, then you may loose track of what you are doing.

Implications in UI design

Headline length

•  According to multiple sources 5 to 6 words is the ideal length for headlines

o Such a length matches the limit of the working memory

•  When reading, we may unwittingly not consider certain words in the case the headline would be longer

•  Video of examples

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•   Working memory

•   Recognition rather than recall

•   Feedbacks

•   Errors

•   Loading speed

•  Conclusion

Recognition rather than recall

•  Our brain

o recognizes things very rapidly

o Take much more time identify new objects

•  Similar patterns are processed faster than new ones

•  As an implication in the UI

o Similar patterns, icons will be remember more easy

•   Use the similar icons over multiple screens

•  Video on recognition

User expectations

•   User expectations happen in two steps

o Recognizing objects

o How this object behaves and works

•  The goal is to minimize the gap between the user expectations and what he will experience

•   Respect the standards, the patterns

o As designers you have to know these patterns and follow them

•  Video on user expectations

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition rather than recall

•   Feedbacks

•   Errors

•   Loading speed

•  Conclusion

Feedbacks

•   For any interaction, you need to inform the user about what is happening

o Without any feedback, the user would be lost

o Imagine the reaction of the user with a login button with no feedback

• After 5 seconds of inactivity, he will press it multiple time as the result of his frustration

Feedbacks tell

•  What just happened

•  What is the system doing

•   Is there a success or a failed

•  What is the current state of the product

•   How to fix an error

Different forms of

feedbacks

•  Vivid colors as red

•  Movements on the screen

•  Sounds

•  Vibrations

•   Flashing light

•  Of course, all these forms can be combined

Feedbacks and context

•  Most of the times, you need to remain the context of the feedback

•  Mainly, if some selections have been made, you  have to remain these selection way providing the feedback

•   Feedback video

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition rather than recall

•   Feedbacks

•   Errors

•   Loading speed

•  Conclusion

Errors

•  Making errors is an integral part of the way we humans live.

•  As Designers we must have that in mind when designing.

•  Our designs must be aimed at preventing errors happening.

•   Design must minimize the negative impact of errors when they occur and provide a way to reverse      them if possible.

•   Errors can be in the form of:

o Slips, Lapses and Mistakes

Slips

•  Slips happen when you walk on ice.

•   In other words, when people perform an action and the result is not what was intended due to misstep.

•   Examples:

o when texting on my phone and I’ve tapped the wrong letter because my fingers are chubby.

o when I try to handle Instagram with one hand and want to reach the far corner action icon suddenly the base of my thumb presses the    home icon.

Lapses

•   Lapses are a brief failure of concentration, memory or judgement; are frequent since we have limited   attention

•  They are mainly due to :

o distraction in the user interface

o distraction in the environment of the user

o the passage of time

Mistakes

•  Mistakes occur when the user has incorrect knowledge or an incorrect assessment of a situation.

•  This develops a mental model that leads to an error most of the cases.

•   People are goal orientated and if the system/app

does not provide them with correct

information/guidance they do mistakes.

•   Usually that leads to trial and error approach.

•   Unfortunately also to not so good user experience.

Prevention and

forgiveness

•  Our designs must help people avoid errors and      protect them from harm if errors occur. Here are a few strategies to achieve that.

o Forgiveness: Ctrl+Z

o Previews for a glimpse of the future

o Confirmations and warnings

Forgiveness : ctrl +Z

•   The power to undo is tremendous!

•   Whenever possible design the product to forgive        mistakes; allow the user to reverse any of their actions

•   Whenever possible create a safety net.

o Version control, parachute systems and archive of the deleted folders in your cloud storage, all of these can

be lifesavers (literally in some cases)

Previews for a glimpse of the future

•  Alarm on Android

o IOS does not show that

Confirmations and

warnings

•  Sometimes, people don’t realize the red button     they’re about to press means that everything goes to hell. Ask for confirmation in cases where making a choice can lead to a mistake or harmful result.

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition rather than recall

•   Feedbacks

•   Errors

•   Loading speed

•  Conclusion

Speed is important

•   Loading speed is a paramount importance

o 1sec delay may lower conversion by 7%

o BBC has seen that they lose an additional 10% of users for every additional second it take for their site to load

o AliExpress reduced load time by 35%, saw a 10.5% increase  in orders and a 27% increase increase in conversion of new users

o Google does consider loading as a SEO factor

o 795 of customer will not buy again on a slow website

•  83% of users expect a website to load within 3 sec

•  Optimal loading time is in 1 to 3 sec

•  App response time should be within 2 sec

How to deal with loading

•  Show a loading, progress bar

Outline

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition rather than recall

•   Feedbacks

•   Errors

•   Loading speed

•  Conclusion

Conclusion

•   Introduction

•   7 stages of actions

•  Affordance and signifiers

•  Mapping

•  Working memory

•   Recognition rather than recall

•   Feedbacks

•   Errors

•   Loading speed

第九章

•     Introduction

•     Expert evaluation

•     Heuristic evaluation

•     Discount heuristic evaluation

•     Cognitive  walkthrough

•     User based evaluation

•     Real case scenario

Design process in terms of the four activities

Evaluation is central to            designing interactive systems.

o Everything gets evaluated at every step of the           process.

The process can start at any

point

The activities can happen in

any order,

Evaluation

•   Evaluation occurs throughout the interaction design process.

o At different stages, different methods will be more or less effective.

o The form of envisionment of the future systems is also critical to what can be evaluated.

•  Allow to obtaining feedbacks to inform early design concepts

o You may need to evaluate initial concepts, especially if the application is novel.

•   Here, quick paper prototypes can help, or even software if this can be produced rapidly.

•   Evaluations of competitor products or previous versions of technology can also feed into the design process at this stage.

Evaluation

•   Deciding between different design options

o between voice input and touchscreen interaction for a shared electronic household wall-planner

o between different sequences for order processing functions.

o between cursor keys, mouse and joystick for moving around a virtual environment.

•   Unless there is no alternative, you should not evaluate your own designs.

o It is extremely difficult to ignore your knowledge of how the system works,

•   the meaning of icons or menu names and so on, and you are likely to give the design the ‘ benefit of the doubt ’ or to find obscure flaws       which few users will ever happen upon.

What is Usability Testing?

•  A usability test is a structured process used to explore the interaction between an objective participant and a proposed design

•   Paper and pencil (paper prototype)

o Expert evaluation

o Heuristic evaluation

o Discount heuristic evaluation

o Cognitive  walkthrough

•   Usability Lab (functional prototype)

o Formal testing with subjects

•     Heuristic evaluation

•     Discount heuristic evaluation

•     Cognitive  walkthrough

•     User based evaluation

•     Real case scenario

Expert evaluation

•   A simple, relatively quick and effective method of evaluation is to get an interaction design, or usability, expert to look at    the system and try using it.

o this is not a substitute for getting real people to use your design,

o but expert evaluation is effective, particularly early in the design process.

•   Experts will pick up common problems based on this        experience, and will identify factors that might otherwise interfere with an evaluation by non-experts.

•     Heuristic evaluation

•     Discount heuristic evaluation

•     Cognitive  walkthrough

•     User based evaluation

•     Real case scenario

Heuristic evaluation

•   Heuristic evaluation refers to a number of methods

in which a person trained in interaction design          examines a proposed design to see how it                 measures up against a list of principles, guidelines or ‘ heuristics ’ for good design.

•   This review may be a quick discussion over the shoulder of a colleague, or may be a formal,   carefully documented process.

Aspects to consider for heuristic evaluations

Visibility

2.  Consistency

3.  Familiarity

4.  Affordance             One evaluation for each aspect

5.  Navigation

6.  Control

7.  Feedback

8.  Recovery

9.  Constraints

10. Flexibility

11. Style

12. Conviviality

Heuristic evaluation

•  Several people with expertise in interactive systems design should review the interface.

•   Each expert notes the problems and the relevant heuristic, and suggests a solution where possible.

•   It is also helpful if a severity rating, say on a scale of 1–3, is added, according to the likely impact of the problem.

o However, they also note the disappointing level of             correlation amongst experts in rating severity of problems.

Heuristic evaluation

•   Evaluators work independently and then combine results.

•  They may need to work through any training             materials and be briefed by the design team about the functionality.

•   The scenarios used in the design process are valuable here.

•     Heuristic evaluation

•     Discount heuristic evaluation

•     Cognitive  walkthrough

•     User based evaluation

•     Real case scenario

Discount heuristic evaluation

•   All twelve aspects can be combined into

•   Learnability

o Visibility

o Consistency

o Familiarity

o Affordance

•   Effectiveness

o  Navigation

o  Control

o  Feedback

o  Recovery

o  Constraints

•   Accommodation

If time is very short, a quick review of the design against this triad can produce reasonably useful results. This is known as a

discount heuristic evaluation.

o  Flexibility

o  Style

  o  Conviviality

   Heuristic evaluation therefore is valuable as formative               evaluation, to help the designer improve the interaction at an early stage.

•   It should not be used as a summative assessment, to make claims about the usability and other characteristics of a     finished product.

•   If that is what we need to do, then we must carry out properly designed and controlled experiments with a much greater     number of participants.

•    However, the more controlled the testing situation becomes,

the less it is likely to resemble the real world, which leads us to

   the question of ‘ecological validity’ .

•     Heuristic evaluation

•     Discount heuristic evaluation

•     Cognitive  walkthrough

•     User based evaluation

•     Real case scenario

Cognitive walkthrough

•   Cognitive walkthrough is a rigorous paper-based technique   for checking through the detailed design and logic of steps in an interaction.

•   It is derived from the human information processor view of cognition and closely related to task analysis.

•    In essence, the cognitive walkthrough entails a usability  analyst stepping through the cognitive tasks that must be carried out in interacting with technology.

•   Aside from its systematic approach, the great strength of the cognitive walkthrough is that it is based on well-established   theory rather than the trial and error or a heuristically based

   approach.

Inputs to the Cognitive walkthrough

•   An understanding of the people who are expected to use the system

•   A set of concrete scenarios representing both (a) very common and (b) uncommon but critical sequences of activities

•   A complete description of the interface to the system – this    should comprise both a representation of how the interface is presented, e.g. screen designs, and the correct sequence of actions for achieving the scenario tasks, usually as a                hierarchical task analysis (HTA).

Inputs…

•   Having gathered these materials together, the analyst asks the following four questions for each individual step in the                interaction:

•   Will the people using the system try to achieve the right effect?

•   Will they notice that the correct action is available?

•   Will they associate the correct action with the effect that they are trying to achieve?

•   If the correct action is performed, will people see that progress    is being made towards the goal of their activity?                       

•   If any of the questions is answered in the negative, then a usability problem has been identified and is recorded, but redesign suggestions are not made at this point.

•   If the walkthrough is being used as originally devised, this process is carried out as a group exercise by analysts and designers together.

•   The analysts step through usage scenarios and the design team are required to explain how the user would identify, carry out and monitor the correct sequence of actions.

•   Software designers in organizations with structured quality         procedures in place will find some similarities to program code

   walkthroughs.

•    Expert-based evaluation is a reasonable first step

o Experts will not find all problems, particularly those that result from a chain of ‘wrong ’ actions or are linked to fundamental misconceptions.

o Experts even find problems that do not really exist

•   people overcome many minor difficulties using a mixture of common sense and experience.

•    So it is really important to complete the picture with some real people trying out the interaction design.

o The findings will always be interesting, quite often surprising and occasionally disconcerting.

•    It is easier to convince designers of the need for changes if the       evidence is not simply one ‘expert’ view, particularly if the expert is relatively junior.

•    The aim is to trial the design with people who represent the intended    target group in as near realistic conditions as possible.                         

•     Heuristic evaluation

•     Discount heuristic evaluation

•     Cognitive  walkthrough

•     User based evaluation

•     Real case scenario

User-based Usability

Testing?

•  Attributes common to most usability tests:

o The goal is to improve a product.

o Participants are real users.

o The participants do real tasks.

o Participants are formally observed.

o The data are analyzed.

o Recommendations for improvement are made.

What is Usability Testing?

•  A usability test has three basic components:

o Participants—Actual users who are asked to perform realistic and representative tasks using a proposed design

o Design—May be a fully functioning prototype or a simple paper prototype

o Tester—There might be only one tester or there might be a testing team

What is Usability Testing?

•  Constraints on Usability Testing

o Time

•  Design

•  Prepare

•  Administer (an hour to an hour and a half)

•  Analyze the results

o Finance

•  Equipment and software

•  Laboratory time

•  Recording media

•  Participant compensation

•  Refreshments

What is Usability Testing?

•   Constraints on Usability Testing

o Personnel— Formal usability tests require at least four people.

o Laboratory—To perform a formal usability test, a dedicated laboratory is required.

o You must be fully aware of the regulations imposed by the various              institutions and regulatory bodies that pertain to your experimental design

o The U.S. Department of Health and Human Services Web site •                      .      .http://wwwhhsgov/ohrp/

First step for an

evaluation

•  Get approved by an ethic committee

o Group of people who will evaluate the study you would like to carry to

•   Evaluate if it is safe for participant

o for their well being and their privacy

o They may discuss the scientific aspect of the study as well

What is Usability Testing?

•   Advantages

o Provide an idea about the usability

o Provide benchmarks for future products

•   Limitations

o Artificial context

o Not definitive of product acceptance

o Skewed sample of users

o Not always efficient

What is Usability? –

Phases of a Usability Test

•   Design the Test

•   Prepare for the Test

•   Perform the Test

•   Process the Data

Design the Test

•  Why: Define the Purpose

•  What: Define Your Concerns and Goals

•  What: Define the Tasks

•  What: Create the Scenarios

•  What: Define the Measurements

•   How: Define the Test Method

Design the Test

•  Where: Determine the Location of the Tests

•  Participants should be real users

•  You do not always need to test a great many users

•  The people you recruit should have the following basic characteristics:

o Availability

o Responsiveness

o Objectivity

Design the Test

•  Tester roles include the following:

o Administrator

o Moderator

o Data logger

o Technician

o Prototype expert

•  Potential observers include the following:

o Other design team members not involved in the test

o Clients

o Programmers responsible for the final product

Prepare for the Test

•  When: Create a Test Schedule

o Project level

o Test preparation level

o Test execution level

o Task execution level

Prepare for the Test

•   Writing Scripts

o Greeting the Participant

o Preliminary Interview

o Providing Instructions

o Monitoring the Test

o Debriefing the Participant

•   Running a Pilot Test

o Be organized

o Be presentable

Perform the Test

•  Test Phases

o Pre-Test

•  Greet the participant.

•  Have the participant sign the informed consent form.

•  Have the participant fill out any pre-test questionnaire.

•  Proceed with scripts.

o During the Test

•  Maintain a log or observation check list for each task.

•  Create a problem list to capture anything that is not covered by the check list.

•  Notate problems and jot down any hypotheses that occur to you about the problems.

Perform the Test

•  Test Phases

o Post-Test

•   Debrief the participant.

o post-test questionnaire

o verbal interview

•  Thank the participant and provide compensation.

•   Collect, summarize, and organize test data.

•   Reset the room for the next participant.

Process the Data

•   Activities Performed on the Day of the Test

o Collecting Data

o Summarizing Data

o Organizing the Material

•   Follow-Up Activities

o Categorizing

o Analyzing

•   Quantitative Data

•   Qualitative Data

Process the Data

•  Documenting

o Identify problems

•  Severity

•  Frequency

•  Errors of omission

•  Errors of commission

o Prioritize problems

o Theorize reasons

o Theorize solutions

o Identify successes

o Identify areas of uncertainty

•     Heuristic evaluation

•     Discount heuristic evaluation

•     Cognitive  walkthrough

•     User based evaluation

•     Real case scenario

第十章

Usability Testing Presentation

www. keancoffee . co m

Veronica Hernandez

March 2017

IN4MATX283

Overview

Background

Test Goals

Methodology

Participants

Findings

Recommendations

1 2 3

Background

A heuristic evaluation, cognitive walkthrough, and a competitive analysis have been completed for the Kean Coffee website.

These research activities helped to identify Kean CoffeeJs competitors & target market. This research also uncovered the strengths and weaknesses of their current site as stand-alone & in comparison to their competitor's sites.

2 3

Test Goals

The purpose of the usability test goes further than the research studies already accomplished,

The usability test provides a real-world example of how users currently interact with the Kean Coffee website & what they are thinking during a real-world task (like buying coffee on a website).

Methodology

A usability study was conducted on the Kean Coffee website. A usability study is research activity performed to test product usability. Test participants were recruited & screened to match Kean Coffee's target market.

The testing was conducted using

Loop11 and UserTesting.com. These are online tools which allow for

unmoderated, remote usability testing.

loop11

amazonmechanical turk

Artificial Artificial Intelligence

125 People Participated in Loop11 Testing

3 People Participated in UserTesting.com

2 3 4 5 6

Methodology

The test participants were asked to perform the follow task:

Purchase a bag of ground coffee

IdUJJ.S

Find & select

the Costa

Rica Sonora

coffee blend

zdUJ-LS

Select type of

coffee grind,

quantity,

then add it to

the cart.

Continue to

check out. I

mdUJ-s

In shipping &

billing page,

fill in fields

with any

mock data,

then

continue. I

17dUJ-s

Stop at the

Check Out

page and

complete this

task.

3 4 5 6

Participants

18-65

・ Kean clients are mostly adults of all ages.

Coffee

Drinker

・ Drinks coffee at least a few times a week

Website

User

・ Novice to Advanced internet user

4 5 6

Findings

Site Overview

Review participant feedback for the overall site experience

Issues

Review the top 2 issues identified:

♦ Navigation

♦ Coffee Listing

Site Overview

Findings

Good News!!

71% of the participants were able to successfully complete the task.

Task Success Rate

Success ■ Fail ■ Abandon

Icqp11

4 5 6

Findings

Site Overview

An average of 42%

participants voted that the

site was easy to use,

professional, and

informative.

Icqp11

2 3 4 5 6

Findings

Site Overview

...the product page

was great and the

checkout was really

easy.

..the site's very basic, it's

very easy to use, it's well

organized...

~ Participant 1

Testing

Findings

Site Overview

...adding another product, it's real convenient that they have my information in there and I don't have to start all over.

~ Participant 2

User

Testing

Findings

Findings

Site Overview

An average of 33%

participants voted that the

site was cluttered,

confusing, and

text-heavy.

Icqp11

Findings

Site Overview

Conflicting data??

Lefs take a look at some of the pain points identified by our participants.

Icqp11

User

Testing

Findings

Issues: Navigation

Most participants expressed confusion in trying to find the coffee listing page:

•33% of participants succeeded in selecting the correct link on the first try.

•67% of participants

were confused and failed.

■ Fresh Roasted Beans ■ Our Coffees ■ Ordering ■ Other

Findings

Featured Coffees

Findings

20%

of participants

navigated to the

''Ordering & Shipping”

page because

they were ordering

coffee.

Issues: Navigation

Our Coffees

page

Heatmaps of

££Our Coffees,J page &

££Order & Shipping” page

Link to

Fresh Roasted Beans

coffee listing page

©o

Ordering *

We strive to get your coffee order into your hands a

page

I'm curious if there's a way to go

directly to the coffees to purchase

them or do I have to go to Our

Coffees, then About Our Coffees?

-Participant 2

Finding the coffee type was a

little confusing at first; should

maybe be the first option in the

drop down menu.

-Participant 75

Easy to navigate site but

product search takes time.

-Participant 48

It took me a couple tries

to find their specific

coffees for purchase -1

started on the Ordering

link, which was wrong.

-Participant 122

lOCp11 PR^lTesting

Issues: Coffee Listing

Failed

23%

Abandoned

10%

Many participants stated they found the Tresh Roasted Beans” page (coffee

listing) confusing and often abandoned or failed the task at this page.

Note: The majority got past this page and succeeded at the task but commented that it was too much information at once.

Icqp11

Issues: Coffee Listing

Regular Coffees

Participants would often

shut down at the coffee

listing page.

Ethiopia Sidamo Sliakisso $15.75

The Guji Zone 々 the southern highlands i$ one of the oldest coffee producing regions in the world, with neirloom vanetals datina back tens of centuries. Small holder farmers tend their trees and bring th* rip« cherry to the central washing station for processing.

Sumatra Tai>o Batak $15.25

From the slopes above Lake To2, in the Yano Batak Highlands, small holder farmers take great care to

Kenya Lenana $16.25

Grown in th« Lenana region in the shadow of Mt. Kenya, our Kenya Lenana received a score of 94 by Ken Davids of

harvest and prepare this clean, bright, full-bodied example of high quality Sumatra coffee.

Coffee Review. His taste notes:

User

Testing

Opening aromas of jasmine, orange zest, and bergamot melt Into a luxurious smoothness of black currant semi-sweet chocolate, and blood orange. The honey sweetness perfectly balances the soft black grape acidity. The finish is long and g«ntle with hints of anise and sandalwood.

The aromatics of tarragon, vanilla, and sw««t basil op«n into a full, creamy body and a soft red apple acidity. Lush notes of butterscotch, molasses, hazelnut, and allspice linger into the long, buttery finish. Scored 95 by Ken Davids of Coffee Review.

Full Roast

Sweetly tart, dwply floral, honeysuckle, mango, sarsparilla, butterscotch, pipe tobacco in aroma and cup. Juicy, buoyantly tart acidity; full, syrupy mouthfeel, fbe quietly resonant finish centers around

sarsparilla and butterscotch. Reminiscent in part of a very sophisticated essence of root beer float, this attractive Kenya is deep, sweet, and richly smooth.

Medium to Full Roast

Medium Roast

Costa Rica Sonora 515.75

The chanaing climate and economy in CosU Rica have made finding exceptional coffees more difficult with

each passing year. This is that cut- above coffee that we bold out for, from the slopes of th« Volcano Poas in Alajuela.

A buttery soft body and brown su^r sweetness are the base of this complex cup, with semrsweet chocolate and tangerine notes wafting in. Essence of honeysuckle and lilac complement the Meyer lemon acidity, finishing clean and smooth with a Nnt : 宀-• ’ * * * >f

Colombia, Los Naranjos $14.B5 !n th« Southwest Highlands of Hulia. 97 farmers and their families work together in the San Augustine de Los

Naranios group to produce exceptionally fine quality Colombia

Guatemala Santo Tomas Pachuj $15.45

On the slopes of the mountain volcano Atitlan. *Pachuj* in Mayan means place or mist* where the cool mo^st air slows

■ • •))

03:59

silky body. Aavors of honey, milk chocolatt, and strawberry preserves are complemented by a rounded apple acidity. The finish is gently long with Hg and brown sugar notes.

the ripening of the coffee cherry to ar and flavor to the fifth generation of Mes family to cultivate a nature preserve.

-08:40

This exceptionally smooth coffee op«ns with tea-rose and vanilla aromas blossoms into a silky# butter cream body and brown sugar sweetness .Toasted barley and dutch cocoa notes tMlance the raspberry and

Issues: Coffee Listing

Medium to Full Roast

a bit of a turnoff.

edium Roast

-Participant 1

Medium Roast

g aromas of nd bergamot us smoothw ,$emi*sweel

Kenya Lenana $16.25

nces tl The fl nts of alwood.

GtMitemala Santo Tomas Pachuj $15.45

Costa Rka Sonora!

...but the coffee page with all the

varieties was a bit too text

heavy. That got in the way. I think

that would slow a user down or be

Regular Coffees

Ethiopia sldr^ioS

rietaT?\

J. Small hoi rees and bfinj the central washfl

Ethiopia Sidamo Shakisso $15.75 The Guji Zone 以 the southern highlands is one of the oldest coffee producing regions in the world, with heirloom varietals datinq back tens of lt centuries. Small holder farmers tend their trees and bring the ripe cherry to the central washing station for processing.

Grown in the Lenana re^on In the shadow of Mt. Kenya, our Kenya Lenana received a score of 94 by Ken Davids of

The chan^in economy in C made findin coffees morel

Opening aromas of jasmine, orange er zest, and bergamot melt into a 95 luxurious smoothness of black currant, semi-sweet chocolate, and blood orange. The honey sweetness perfectly balances the soft black grape acidity. The finish is long and gentle with nints of anise and sandalwood. 彳

Coffee Review. His taste notes: Sweetly tart, deeply floral, honeysuckle, mango, sarsparilla^ butterscotch, pipe tobacco in aroma and cup. Juicy, buoyantly tart acidity; full, syrupy mouthfeel. The quietly resonant finish centers around sarsparilla and butterscotch. Reminiscent in part of a very sophisticated essence of root beer float, this attractive Kenya is deep, sweet, and richly smooth.

Testing

each passing year. This

above coff«« that we hold out for, from the slopes of the Volcano Poas in Alajuela.

A buttery soft body and brown sugar sweetness are the base of complex cup, with semi-sweet chocolate and tan^rine notes wafting in. Essence of honeysuckle and lilac complement the Meyer lemon acidity, Hnisning clean and smooth with a hint ,• , — • • 0* •・

radi uuu tu pi vuu\.c

•xceptionally nrw quality Colombia

■, • ■))

03:59

silky body. Havocs of honey, milk chocolate, and strawberiy preserves are complemented by a rounded apple acidity. The finHh is gently long with fig and brown sugar notes.

On the slop«s of the mountain volcano Atitlan. "Pachui* in Mayan means * place ar mlsf where the cool moist air slows

the ripening of the coffe« cherry to ar and flavor to the fifth generation of family to cultivate a nature preserve.

D 6

-08^0

This exceptionally smooth coffee opens with tea*rose and vanilla aromas blossoms into a silky, butter cream body and brown sugar sweetness. i oasted barley and dutch cocoa notes balance the raspberry and

Issues

Findings

So what does all this mean?

What can be done with this data?

User

Testing

Overview

7 ■

Quick overview of recommendations

Next Steps

Next steps to improve usability for:

♦ Navigation

♦ Coffee Listing

Recommendations

• The good news is that overall usability looks good. The site is simple enough to learn & use.

丿

Navigation

•Terminology

•Categorization

•Bigger product images

•Less details & more prominent coffee titles

Next Steps: Navigation

Change menu label to include teas so submenu is more intuitive

Our Coffees

Move “About Our Coffees” down as subcategory (replace ££Order & Shipping)

Re-label “Fresh Roasted Beans” to “Fresh Coffee Beans”

About Our Coffees \

FresIn^el^te^Beans

Loose Leaf Teas

Move ££Order & Shipping" to footer of page; Also, add this link to coffee details page

Order & Shipping

Next Steps: Navigation

Top menu label is more intuitive & user won't be surprised to find tea here

Suggested Navigation

Coffees & Teas

The “About...” section is clearly shown as a subcategory with less priority

Fresh Coffee Beans

Loose Leaf Teas

Changing the label to include ££coffee,, is consistent with rest of site so as not to confuse users

About Our Coffees

Next Steps: Coffee Listing

I would love to see just the name of

the coffee, and the price of the

coffee, and the intensity (roast level).

-Participant 3

This is an excellent idea & can be

implemented quickly & easily

Next Steps: Coffee Listing

Current Listing

Suggested Listing

/ Remove details

/ Add bigger image

/ Display title, roast, size, and price

Rwanda, Kanzu $15.75

Produced by small holder farmers on the soaring misty slopes of Nyamasheke above Lake Kivu, this coffee offers a classic Rwanda flavor profile.

Dried plum, semi-sweet chocolate, almond butter; and Brazil nut flavors rest gently in the syrupy, full body while aromas of clove, lavender; and Dutch cocoa waft enticingly above. The finish is long, smooth, and sweet with sandalwood aromatics.

Medium Roast

Conclusion

With these simple changes, the usability of the Kean

Coffee website can be significantly improved.

By improving usability, users will be more inclined to use

the site to purchase coffee as well as recommend it to

others. Kean Coffee would then be able to further expand

their target market and have a higher potential for

increasing website revenue.

For further questions, feel free to contact me:

Veronica Hernandez

veronica.hernandez@uci.edu

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