UID Module 2 Notes
UID Module 2 Notes
Pitfalls in the design process are due to flawed design process with failure to address critical design
issues, improper focus of attention and development team organization failures. Common pitfalls are
● No prior understanding and analysis of user’s needs and expectations.
● No usability testing.
Usability
This term was used by Bennet (1979) to describe the effectiveness of human performance. In 1981
Shackel proposed new definition, which was modified by bennet in 1984. Finally in 1991 Shackel
defined usability as the capability to be used by humans easily and effectively, where easily is linked
to subjective assessment and effectively is linked to human performance.
● Take advantages of the pinning actions of the sides, top, bottom and corners
of the screen.
Big buttons provide a larger target to the user to access with the screen pointer.
Create toolbar icons which covers edges of a display. Screen edge will stop/pin the
pointer’s movement at a position over a toolbar for faster movement.
● Learning.
It is the process of encoding in long term memory information contained in short term
memory. User learnability is needed differentiating people from machines. With
sufficient time people can perform task in better way, but this still acts as drawback
with respect to designers. Design development which minimizes human learning
accelerate performance and people prefer with their existing knowledge avoiding
unproductive learning. People are active and like to explore new things by trial and
error methods. People are sensitive to minor changes in the UI leading to transfer
from one system to another. Perception to learn huge amounts of data is driving
persons to use system. Learning can be enhanced if same skills can be applied on
1/more cases, provides complete feedback and staged wise learning.
● Skill.
Humans have to perform skillfully by linking inputs and responses into a sequence of
action. Essence is in performing actions in the correct time sequence with precision
by consistency and economy of effort. Economy of effort is obtained by suitable
work pace accomplished using progressive learning of shortcuts, increasing speed and
easier access to information/data. Skills are hierarchical in nature and many basic
skills lead to form complex ones. System and screen design challenge skills of
developer.
● Individual Differences.
Every individual will be having different capabilities, abilities, thinking and learning
speed. When we compare typists with different speeds the typist with better speed
will be making less errors. We have to choose people for development who are good
in the features which we want for the product development and differences within
employees must be minimal. Employees must able to complete the task in given
duration. Design must provide the needs for all potential users.
Direct Methods
Here opportunity is provided to hear user’s comments in person and firsthand. Person to person
allows multiple channel of communication and provide way to complete data. Some direct methods
for getting input from users.
● Ask questions in neutral manner, be a good listener and should know how to get information.
● Video recording provides detailed task analysis with insights to the user tasks by the design
team.
Disadvantages
● It can be time consuming and expensive.
Requirements Prototyping
Demonstration model/very early prototype is presented to the users for their comments concerning
functionality.
User-Interface Prototyping
Demonstration model/very early prototype is presented to the users to uncover UI issues and
problems.
● Arrange for a facility with large enough table for spreading out cards.
● Select participant representing a range of users, using one/two people at a time and 5 to12 in
total.
● Explain the process of participants with useful categories of information and groupings name
and grouping sense.
● Ask the participants to sort the cards with voice hearable to all. Advise the participants that
additional content cards may be named and added as they think necessary during the sorting
process.
● Observe and take notes as the participants talk about what they are doing. Pay particular
attention to the sorting rationale.
● Upon finishing the sorting, if a participant has too many groupings ask them to arrange
hierarchically.
● Ask participants to provide a name for each grouping on the back on the colored blank cards,
using words that the user would expect to see that would lead them to that particular
groupings.
● Make a record of the groupings using the numbers on the back of each card.
● When finished, analyze the results looking for commonalities among the different sorting
sessions.
Sorting can also be accomplished on the web. NIST has developed a card sorting tool, where
designers setup the cards and names the categories. User sorts by dragging and dropping.
Indirect Methods
An indirect method of requirements determination places intermediary between the developer and
user, which maybe electronic/another person. It provides useful information.
Disadvantages are
● Eliminates the multichannel communication advantages of face to face user-developer
contact.
● Filtering/distortion of message intentionally/unintentionally.
● Paper Survey/Questionnaire
It is used to a sample of users to get their needs. Questionnaire covers huge target of people
and cheaper than customer visit. Questionnaire have a low return rate with extreme answers
and it takes more time to get the final result. It is better to have closed questions which
require less analysis compared to open questions. It should be short and designed by
experience person.
Advantages
To determine user’s attitudes, experiences and desires
Disadvantages
Cannot determine actual tasks and behaviors.
● Electronic Survey/Questionnaire
It is administered to a sample of users via e-mail or web. Characteristics, benefits and
drawbacks are similar to surveys and questionnaires. It is less expensive then mailed surveys.
Speed of return is much faster than paper survey. Steps in creating Electronic survey are
1. Determine the survey objectives.
2. Determine where you will find the people to complete the survey.
3. Create a mix of multiple choice and open-ended questions requiring short answers
addressing the survey objectives.
4. Keep it short, about 10 items or less is preferable.
5. Keep it simple, requiring no more than 5-10 minutes to complete.
Consider iterative surveys, by active participation of the people which s must encourages
them to do long surveys. Fallow up survey must be able to rank the task according to their
priorities and gather additional information about important information and task.
● User Group
Periodically suggested improvements about system and software usage by customer are
evaluated. They provide lot of good information with proper organization and planning.
● Competitor Analysis
These are used to gather ideas, uncover design requirements and identify tasks. Designer can
perform this evaluation/even better. Users can be asked to perform the evaluation.
● Trade Show
Customers here can be exposed to a mock-up/prototype and asked for comments, depending
on knowledge level of the customers providing superficial view of important features.
● System Testing
New requirements and feedback stemming from current system testing can be accumulated,
evaluated, and implemented as required.
Defining Objects
All objects which have to be manipulated to get work done must be clearly described. Their
behavioral characteristics must be established along with attributes differentiating kinds of
objects. We also determine interrelationships between objects and people using them along with
actions taken on objects. State information that each object in the task must preserve, display or
allow to be edited must be defined. Most important object must be made obvious and easy to
manipulate. Weinschenk (1995) suggests that if the most important objects. Are not obvious in the
workflow document, go through the workflow document highlighting all nouns and verb
associated with nouns.
Defining Metaphors
Metaphor is a concept where one’s body of knowledge about one thing is used to understand
something else. Metaphors act as building blocks of the system, aiding understanding, of how a
system works and is organized. Select a metaphor/analogy for the defined objects. Choose the
analogy that works best for the objects and their actions. Real world metaphors are best choice.
Replicate what is familiar and well known. Duplicate actions well known. Use faster ways to do
something. Use powerful simple metaphors. Use common metaphors, uniqueness adds
complexity. Multiple metaphors may coexist. Exactly mimicking the real world cases lead to
person to expect behavioral limitations that do not actually exist. Test the selected metaphors for
matching one’s expectations and experiences, understandability and learnability.
A common metaphor in a graphical system is the desktop and its components, items like folders
and trash bin. Web utilizes library metaphor for the activities like browsing and searching.
Browsing occurs when we want something interesting to read. Searching requires plan to find
specific information. We should not constrain our self from developing a more powerful interface
since a current metaphor just happens to exist. In developing a new tractor, metaphor was the
horse and the plow. Reins controlling horses were installed on the tractor.
The User’s New Mental Model
When the system is implemented and a person interacts with the new system and its interface, an
attempt will be made by the person to understand the system based upon the existing mental
model used for interaction. Correct reflection of user’s mental model by designer, user’s mental
model will
be reinforced and interface will be developed. By continuous interaction with the system, mental
model will be modified, aided by well-defined distinctions between objects and being consistent
across all aspects of the interface.
If new system does not reflect the user’s existing mental model then there will be breakdowns in
understanding, confusion, errors, loss of trust and frustration and inability to perform task. Here
designers have tried to bridge the gap between conceptual model and mental model through
documentation and training, but suffers from unproductivity and out of context materials.
Document Design
● Checklists and rationale
Provide checklists for presenting key principles and guidelines. Checklists permits easy
scanning, referring to key points and breaking up of long sequence words. Also provide
guideline usage, in order to check for deviation from previous usage, also to check which
alternative to use when there is confusion.
● Concrete examples
For effectiveness guideline must include many concrete examples of correct design. Learning
by imitation is used.
● Document design
Design the document by fallowing recognized principles for good document design which
enhances readability. Good access mechanisms is provided through index, table of contents,
glossaries and checklists. In other cases it will be unattractive.