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© 2005, Pearson Education retains the copyright to the slides, but allows restricted copying
for teaching purposes only. It is a condition that the source and copyright notice is preserved
on all the material.
Fig 1.1A System interfaces
System
Hotline?
Factory
Manual?
Fig 1.1B Quality factors
Game programs:
a. ??
Fig 1.3 Usability problems
Facilitator
Listens
Logkeeper
Asks as needed Listens
Records problems
User
Performs tasks
Thinks aloud
(Fig 1.4 cont.)
Plan
Test-users:
Test-tasks:
Study system yourself
Carry out
Explain purpose:
- Find problems when using the system
- System’s fault - not yours
Give task - think aloud, please
Observe, listen, note down
Ask cautiously:
- what are you looking for?
- why . . . ?
Help users out when they are surely lost
Reporting
List the usability problems - within 12 hours
Fig 1.5 Heuristic evaluation
Purpose: Find usability problems
Usability specialist looks at system
using common sense
and/or guidelines
The specialist lists problems
(Consults with other experts)
Expert - reviewer
ATM
Users: 20 bank customers, random selection. How to measure
Task 1: Withdraw $100 from ATM. No instructions.
Measure: How many succeed in 2 min?
What to measure
Task 2: Withdraw as much as possible ($174)
Measure: How many succeed in 5 min?
Reqs: Task 1: 18 succeed. Requirement - target
Task 2: 12 succeed.
Why 20?
Cost versus reliability.
Users: 20 bank customers ...
During development:
One, later two, later ...
Measure: In 2 min?
Why 2 mins?
Best practice,
Reqs: Task 1: 18 succeed. ideal way ...
Task 2: 12 succeed. Why 18?
90% of customers
should succeed.
Task 2 harder.
Open target
Specify how, what,
Reqs: 18 out of 20 must and expectations.
succeed within ____ min. Wait and see what is
We expect around 2 min. possible.
Fig 1.6C Measuring usability - Problem counts
Development, early
Ease of remember
Development, late
Understandability
Subjective satisf.
Buying a system
Ease of learning
Task efficiency
Fit for use
Task time
Highly useful
Problem counts
Keystroke counts
Some use
Opinion poll ? ?
Score for underst. Indications
Guidelines only
User interface design
A software engineering perspective
Soren Lauesen
© 2005, Pearson Education retains the copyright to the slides, but allows restricted copying
for teaching purposes only. It is a condition that the source and copyright notice is preserved
on all the material.
Fig 2.1 The development process
Analysis
Traditional systems
Design development
Experts?
Guidelines? Program
Heuristic evaluation:
7 false problems
21 predicted
problems 8 likely, but not observed
6 hits
20 observed
problems 14 missed problems
Fig 2.4 Various prototypes
Hand-drawn Tool-drawn
mockup: mockup:
15-30 min 30-60 min
Which prototype
is the best?
Screen Functional
prototype: prototype:
1-4 hours 2-8 hours
(Fig 2.4 Cont.)