Académique Documents
Professionnel Documents
Culture Documents
Organizational
Requirements
Engineering
Prof. Dr. Armin B. Cremers
Sascha Alda
Overview
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Ways to usability
General
Design Guidelines
Forms
Navigation within an application
Interactive Systems
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Web browser
Automated Teller Machines (ATM)
Office tools
Booking terminals
Information desks
Usability...
reliability
maintainability
deployability
Configurability
Usability Guidelines
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Usability
ISO 9241
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Part
Part
Part
Part
Part
13:
14:
15:
16:
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Measuring Usability
Efficiency
Effectiveness
Usability...
...is context-dependent
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the user
task characteristics
context of use
Usability...
...is context-dependent
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Skills
Former Systems (similar systems)
Expectations, Goals (an intended objective)
Tasks
Times of use: Examples, Online Help, Shortcuts
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Usability framework
for measuring usability
User
Intended objectives
Goals
Task
Equipment
Effectiveness
Environment
defines
Efficiency
Context of Use
Outcome of
Interaction
Product
Satisfaction
Usability Measures
Actual Value
Armin B. Cremers, Sascha Alda
relation
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Target Value
Usability framework
Usability measures
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Usability framework
Effectiveness
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Usability framework
Measure values
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Usability
http://www.useit.com/
Armin B. Cremers, Sascha Alda
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Usability
The system should always keep users informed about what is going
on, through appropriate feedback within reasonable time
For example, pay attention to response time
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Usability
The system should speak the users' language, with words, phrases
and concepts familiar to the user, rather than system-oriented terms.
Follow real-world conventions, making information appear in a natural
and logical order
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Usability
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Usability
User Dialogs:
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Usability
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Minimize the user's memory load by making objects, actions, and options
visible.
The user should not have to remember information from one part of the
dialogue to another.
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Usability
principles according to Nielsen 6-9
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Keyboard
accelerators
Customizable
toolbars
and palettes
Context-sensitive
Menues
Armin B. Cremers, Sascha Alda
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Usability
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Usability
principles according to Nielsen 8-9
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Usability
MS Paper clip
Armin B. Cremers, Sascha Alda
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Usability
Empirical measurement
Usage of prototypes and simulations to carry out real work
Performance and reactions should be observed, recorded, and analyzed
learnability
usability
testing of
appropriate tasks or concepts
time to learn the function keys (novices are different form experts!)
Source: http://www.research.ibm.com/compsci/spotlight/hci/p300-gould.pdf
Armin B. Cremers, Sascha Alda
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Usability
Iterative design
incorporate the results from the tests into the next prototype
set goals for the system
evaluation criteria
easy to use
user friendly
easy to operate
simple
responsive
flexible
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For every operator action, there should be some system feedback. For
frequent and minor actions, the response can be modest, while for infrequent
and major actions, the response should be more substantial.
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This feature relieves anxiety, since the user knows that errors can be undone;
it thus encourages exploration of unfamiliar options. The units of reversibility
may be a single action, a data entry, or a complete group of actions.
As much as possible, design the system so the user cannot make a serious
error. If an error is made, the system should be able to detect the error and
offer simple, comprehensible mechanisms for handling the error.
Experienced operators strongly desire the sense that they are in charge of
the system and that the system responds to their actions. Design the system
to make users the initiators of actions rather than the responders.
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Consistency
Visibility of system status
Match between system and the real world
Consistency and standards
Aesthetic and minimalist design
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Labels
(Action) Buttons
Actions
on which data is the action
performed?
Input fields
Selections by
Radio Buttons
Check Buttons
Tables
Trees
Menus
Structuring data
Fast access to different functions
Help functions
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http://java.sun.com/docs/books/tutorial/uiswing/components/components.html
Armin B. Cremers, Sascha Alda
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Designing a form
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HCI Perspective
Leave space
Be clear
Model-based development
Lookn Feel
Use Layout Manager
GridBackLayout
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a = 50%
b = 30%
c = 20%
Model
1
View
a = 50%
b = 30%
c = 20%
Multiple views can exist at the same time
New views can be added without any changes to the model
Armin B. Cremers, Sascha Alda
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Different Layouts
LayoutManager
controls position and lookn feel within a visual container Strategy
What is my optimal size?
How can I place my children?
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Different Layouts:
FlowLayout
Components as words
Properties: preferredSize,
minimumSize
BoxLayout
horizontal:
space is partitioned in an
A B
A
B
line
break
A
C
D
Armin B. Cremers, Sascha Alda
C
D
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Different Layouts:
BorderLayout
Changing Size:
NORTH & SOUTH are
horizontally resized
EAST & WEST are vertically
resized
CENTER in all directions
GridLayout
respecting minimumSize
minimumSize is respected
NORTH
WEST
CENTER
EAST
SOUTH
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Workflow
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Structured
Armin B. Cremers, Sascha Alda
Free
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Structuring an application:
Some remarks
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Workflow Structure
Easy to handle, good for non-experienced users
Supports one special use case (sequential)
Must be known
Cannot be changed easily
Structured
Higher degree of freedom during interaction, structure is helpful
Goal of work process is predefined (c.f. use case output)
Free
Goal is not known
(Every) possible change to data can be done at any time
Highest degree of freedom, user experience is needed
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Conclusions
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