This document discusses usability engineering and goal-oriented design. It notes that good design focuses on understanding user goals, needs and contexts. Products should be designed such that users can achieve their goals effectively. However, many digital products today fail at usability because developers lack understanding of users and a proper design process. This can result in products that are rude, require users to think like computers, have poor behavior, and make users do unnecessary work. The document advocates applying goal-directed design to understand users and ensure products help users achieve their goals with minimal unnecessary effort.
This document discusses usability engineering and goal-oriented design. It notes that good design focuses on understanding user goals, needs and contexts. Products should be designed such that users can achieve their goals effectively. However, many digital products today fail at usability because developers lack understanding of users and a proper design process. This can result in products that are rude, require users to think like computers, have poor behavior, and make users do unnecessary work. The document advocates applying goal-directed design to understand users and ensure products help users achieve their goals with minimal unnecessary effort.
This document discusses usability engineering and goal-oriented design. It notes that good design focuses on understanding user goals, needs and contexts. Products should be designed such that users can achieve their goals effectively. However, many digital products today fail at usability because developers lack understanding of users and a proper design process. This can result in products that are rude, require users to think like computers, have poor behavior, and make users do unnecessary work. The document advocates applying goal-directed design to understand users and ensure products help users achieve their goals with minimal unnecessary effort.
This document discusses usability engineering and goal-oriented design. It notes that good design focuses on understanding user goals, needs and contexts. Products should be designed such that users can achieve their goals effectively. However, many digital products today fail at usability because developers lack understanding of users and a proper design process. This can result in products that are rude, require users to think like computers, have poor behavior, and make users do unnecessary work. The document advocates applying goal-directed design to understand users and ensure products help users achieve their goals with minimal unnecessary effort.
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Usability Engineering
Mr. Nayan Khare
BITS Pilani Pilani | Dubai | Goa | Hyderabad Assistant Professor Goal Oriented Desi gn • Design is the conscious and intuitive effort to impose meaningful order – Victor Papanek • Human-oriented design activities: • Understanding users’ desires, needs, motivations, and contexts • Understanding business, technical, and domain opportunities, requirements, and constraints • Using this knowledge as a foundation for plans to create products whose form, content, and behaviour is useful, usable, and desirable, as well as economically viable and technically feasible
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If goals of users are met, i t’s a success! • If we design and construct products in such a way that the people who use them achieve their goals, these people will be satisfied, effective, and happy and will gladly pay for the products and recommend that others do the same. Assuming that this can be achieved in a cost-effective manner, it will translate into business success.
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Di gital Products Today – Mark eters Marketers • Marketers – marketplace opportunity, positioning product in the market, inputs to design process are limited to lists of requirements (shortage of inputs): competition, IT resources, guesses, market surveys. • Users tend to focus on low level tasks/workaround, product flaws
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Di gital Products Today – D evel opers
Developers • Developers – no shortage of inputs
into products final form and behavior, build the product, but doesn’t match with what the user wants • Why?
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Symptoms of di gi tal products – 1 • Digitals products are rude • Why didn’t the program notify the library? What did it want to notify the library about? Why is it telling us? And what are we OKing, anyway? It is not OK that the program failed! • Software-enabled products also. E.g., the feature-rich smartphone doesn’t anticipate that a user might want to add the phone number of someone who has just called to an existing contact. Does this take a lot of research?
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Symptoms of di gi tal products – 2 • Digital products require people to think like computers • Assume that people are technology literate • E.g. Microsoft Word – Action: rename a document, either should close the document, may have to save first… • Forces person to think how a computer is programmed to do the task
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Symptoms of di gi tal products – 2 • Digital products exhibit poor behaviour • Programs crashes, stops responding, don’t do the work they should do • Dangerous commands – if accidentally triggered can have a catastrophic effect E.g. Ejector seat
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Symptoms of di gi tal products – 3 • Digital products require humans to do the heavy lifting • Remember commands, difficulty in navigation, unable to find the locations of the actions, forced doing the work in a specific sequence
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Reasons for the bad products • Ignorance about users – don’t understand how the users will actually use the product e.g. Washing Machine • Conflicting interests – Programmers design products • Lack of a process • Software has never undergone a rigorous design process from a user-centered perspective • Programmers today embrace the notion that integrating customers directly into the development process on a frequent basis can solve human interface design problems. Is that the solution?
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Software Li fecycl e w ith Desi gners • Creation of our digital products rarely take into account the users’ goals, needs, or motivations, and at the same time tend to be highly reactive to market trends and technical constraints.
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When things can go w rong? • If any one of these three foundations is significantly weak in a product, it is unlikely to sustain in a long run.
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P lanning and designing behavi or using goal directed design • Recognizing User Goals – What is your individual goal? – Business goal/Personal Goal? • List of some reasons why user interfaces fail to meet user goals – Make users feel stupid – Cause users to make big mistakes – Require too much effort to operate effectively – Don’t provide an engaging or enjoyable experience
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Goals v ersus tasks and a ctivities • Goals are not the same as tasks or activities. – A goal is an expectation of an end condition – Both activities and tasks are intermediate that help someone to reach a goal or set of goals. • Donald Norman advocates “Activity-Centered Design” (ACD) – Describes hierarchy in which activities are composed of tasks, which are in turn composed of actions, which are then themselves composed of operations. – Goals are driven by human motivations, they change very slowly (over time) – Activities and tasks are much more transient, since they are based almost entirely on whatever technology is at hand
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Desi gning to meet the goals in Context • Designers assumption – Making interfaces easier to learn should always be a design target – Ease of learning – E.g. Adobe Photoshop versus ATM Kiosk • Design target depends on the context – who the users are – what they are doing – and what goals they have • Good design is not possible following rules disconnected from the goals and needs of the users of your product. • Good design makes users more effective
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Important ques ti ons for Goal-directed desi gn • Goal-Directed Design is a powerful tool for answering the most important questions that crop up during the definition and design of a digital product: – Who are my users? – What are my users trying to accomplish? – How do my users think about what they’re trying to accomplish? – What kind of experiences do my users find appealing and rewarding? – How should my product behave? – What form should my product take? – How will users interact with my product? – How can my product’s functions be most effectively organized? – How will my product introduce itself to first-time users? – How can my product put an understandable, appealing, and controllable face on technology? – How can my product deal with problems that users encounter? – How will my product help infrequent and inexperienced users understand how to accomplish their goals? – How can my product provide sufficient depth and power for expert users?
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Goal s v ersus Exci se tasks • Don’t confuse between goals, activity and tasks. Recollect tasks are intermediate that help someone to reach a goal or set of goals. • Excise requires extra work from users • Excise tasks : don’t contribute directly to reaching the goal, but are necessary to accomplishing it • Example : (Goal: to reach office, tool: car); opening/closing garage, putting oil and gas in the car and performing periodic maintenance • Excise is the extra work that satisfies the needs of our tools to achieve our objectives
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Goal s and excise tasks from S oftw are perspective • Software, too, has goal-directed tasks and excise tasks • The effort we expend in doing excise tasks doesn’t go directly towards accomplishing our goals • By eliminating the need for excise tasks, we make people more effective and productive and improve the usability of a product, ultimately creating a better user experience • The existence of excise in user interfaces is a primary cause of user dissatisfaction
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GU I Excise • Users expend extra effort manipulating windows and menus to accomplish something • With a command line, users can just type in a command and the computer executes it immediately • With windowing systems, they must open various folders to find the desired file or application before they can launch it • They don’t move a user towards his goal; they are overhead that the applications demand • But everybody knows that GUIs are easier to use than command-line systems. Who is right? • The command-line interface forces an even more expensive excise budget on users: They must first memorize the commands • The excise of the command-line interface becomes smaller only after a user has invested significant time and effort in learning it US ABI LI TY ENG I NEER I NG 19 BITS-Pilani E xcis e – F rom Users perspec ti ve • Excise and expert users: We must be careful when we eliminate excise, we must not remove it just to suit power users. Similarly, we must not force power users to pay the full price for our providing help to new users • Visual excise: Visual excise is the work that a user has to do to decode visual information, such as figuring out where to begin reading on a screen, or determining which elements on it are clickable and which are merely decoration
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Goal di rected design process
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Goal-Directed design research process • Initial meeting • Literature review • Product/Prototype and competitive audits • Stakeholder Interviews • SME Interviews • User and Customer Interviews/Observation • User observation/ethnographic field studies
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Initial meeting • What are we designing (the product)? • Who are the users (who will use it) • What do users need most (understand priority) • Who is the Target user (from business point of view) • Are there any known challenges ahead for the design and business team? • Who are the competition (if any) and why? • Existing documents that are available to understand the product and/or business and technical domain?
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Li terature review • Internal documents – product marketing plans, brand strategy, market research studies, user surveys, technology specifications and white papers, competitive research, usability studies and metrics, customer support data etc. • Industry reports such as business and technical journal articles. • Web searches for related competing products, news items, independent user forums, blog posts, and social media discussion topics.
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P roduct/prototype and competitive audi ts • Examine existing version or prototype • competitor products • (can be done in parallel to with stakeholder and SME interviews, this helps to understand the current standard and new ideas/questions come) • Expert review (heuristic review) for the current design and competitor product • (have a comparison made keeping in mind the interactive and visual design principles, helps to understand the strengths and limitations of current design/competitor design and the functional scope of the product)
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Stakeholder interview s • A stakeholder is anyone with authority and/or responsibility for the product being designed. More specifically, stakeholders are key members of the organization commissioning the design work, and typically include executives, managers, and representative contributors from development, sales, product management, marketing, customer support, design, and usability. They may also include similar people from other organizations in business partnership with the commissioning organization.
• Interview should happen before user research begins
• Interview each stakeholder in isolation
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Information from S takeholder • Preliminary product vision — each business department has a slightly different and slightly incomplete perspective on the product to be designed • Budget and schedule — reality check on the scope of the design effort and provide a decision point for management if user research indicates a greater (or lesser) scope is required • Technical constraints and opportunities — what is technically feasible given budget, time, and technology constraints • Business drivers — what the business is trying to accomplish. Identity if a user need is different from the business need (obtained by user research) • Stakeholders’ perceptions of the user — important insights on users that will help you to formulate your user research plan or identify disconnects
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S ME Interviews • Experts know their domains better • Getting information from them is a good idea • Beware of SMEs – SMEs are expert users – may not be suitable for intermediates, may have more management perspective, know overall information well – SMEs are not designers – validate proposals of design before using them – SMEs are necessary in complex or specialized domains – SMEs are required throughout the design process
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C ustomer Interview s • Consumer products – Customers are same as users, mostly, for consumer products • Customers may not be consumers • Corporate/technical domains – above is not true • Understanding customer – – Their goals in purchasing the product – Their frustrations with current solutions – Their decision process for purchasing a product of the type you’re designing – Their role in installation, maintenance, and management of the product – Domain-related issues and vocabulary
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U ser Interview s • Users – main focus of design effort – Users are the people utilizing the product to accomplish the goal • Speak to both current and potential users – This is necessary for any redesign effort • Learn from users – – The context of how the product fits into their lives or workflow: when, why, and how the product is or will be used – Domain knowledge from a user perspective: What do users need to know to do their jobs? – Current tasks and activities: both those the current product is required to accomplish and those it doesn’t support – Goals and motivations for using their product – Mental model: how users think about their jobs and activities, as well as what expectations users have about the product – Problems and frustrations with current products
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User observation • Users are incapable of accurately assessing their own behaviors when removed from context of activities • Results in less-complete and less-accurate data collected • Solution – Interviews + Observation – E.g. could be done using audio/video recorders, notes taking
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Contextual E nqui ry – Ethnographic technique • Context – Interview users in a normal work environment. This is to say bring them closer to real world and not put them in ideal environment. Observe the activities they perform and their associated behaviors • Partnership – This is not a interrogation session but a casual discussion with an observation and capturing the structure and details. • Interpretation – The designer is the key and should be able to assemble the facts and analyze them to understand the design implications for the design made. • Focus – It should be a focused discussion and should be able to direct the interview towards the information that has to be captured.
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Conducting contextual enquiry • Shorten the interview process – Select a diverse group of users and conduct sufficient number of small duration interviews. • Use smaller design teams – Use the same design team to interview the users sequentially (many interviews). This helps to effectively analyze and synthesize the user information. • Identify goals first – Identify user goals first and then the tasks • Look beyond the business contexts – Away from business product and a corporate environment. Ethnographic interviews could be done in consumer domains.
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E thnographic Interview s • Starting point to conduct ethnographic interviews is persona hypothesis. • Persona helps to develop behavioral models of the user and attempts to address the below questions – What different sorts of people might use this product? – How might their needs and behaviors vary? – What ranges of behavior and types of environments need to be explored?
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C onducting Ethnographic intervi ews • Interview teams – Moderator – drives the interview and captures important highlights – Facilitator – takes detailed notes and looks for missed out points to be asked • Phases of ethnographic interviews – Early interview – broad set of questions exploratory in nature and gathers domain knowledge, doesn’t go into details – Middle interview – Questions are focused on domains and start towards narrowing down seeking clarifications wherever required to fill the gaps in the open questions asked earlier and are able to see patterns. – Late interview – Confirm the observed patterns with further clarification and making fine adjustments to assumptions if any about the task and information needs. This round focuses on closed-ended questions to complete the gaps.
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B as is Methods • Interview where the interaction happen • Avoid a fixed set of questions • Assume the role of an apprentice, not expert • Use open-ended and close-ended questions to direct the discussion • Focus on goals first and tasks second • Avoid making the user a designer • Avoid discussion about technology • Encourage storytelling • Ask for a show-and-tell • Avoid leading questions
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Other type s of Research • Focus groups – gather data from representative users chosen to match previously identified segments of the target market • Market demographics and market segments – determine what motivates people to buy from focus groups and conduct surveys with criteria: age, gender, educational level, and home pin code • Usability and user testing – goal of accessing a product – Measuring how well users can complete specific, standardized tasks, as well as what problems they encounter in doing so • Card sorting – technique to understand how users organize information and concepts – Typically performed by asking users to sort a deck of cards, each containing a piece of functionality or information related to the product or Web site – Requires analyses results us is difficult – looking for trends, patterns, correlations
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Other types of R es earch – Task Analysis • Involve using either questionnaires or open-ended interviews to develop a detailed understanding of how people currently perform specific tasks. – Why the user is performing the task (that is, the underlying goal) – Frequency and importance of the task – Cues — what initiates or prompts the execution of the task – Dependencies — what must be in place to perform the task, as well as what is dependent on the completion of the task – People who are involved and their roles and responsibilities – Specific actions that are performed – Decisions that are made – Information that is used to support decisions – What goes wrong — errors and exception cases – How errors and exceptions are corrected