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from Use

to User Collaboratively designing and testing user

Interface interface that help your users succeed

Copyright is held by the author/owner(s).


Jeff Patton
OOPSLA 2007, October 21–25, 2007,
Montréal, Québec, Canada.
jpatton@acm.org
ACM 07/0010. www.AgileProductDesign.com

Please join a work group of 4-6 people – thanks.


PEOPLE Learn Skills in a 3-stage Progression:
Follow / Break Away / Achieve Fluency

Level 1:
following (shu)
Learn “a technique that works”
(Success = following the technique)

Level 2:breakingaway( ha )
Learn limits of the technique
Learn to shift between techniques

Level 3:fluent ( ri )
Shift techniques at any moment
Possibly unable to describe the shifts

©
Alistair Cockburn
2005-6
We’ll be using a process miniature to explore and practice
product design techniques

We’ll practice each technique in an abbreviated manner

You’ll get just enough time to feel what the technique is like to practice –
but not enough to practice it well

Practicing it well, takes… practice

Pay attention to what’s working and what’s troublesome for you


about the technique

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 3


Section 1: Starting With Use

13:30 – 15:00

User Experience Distilled Using Garrett’s Elements


Model

Exploring Use
 Elements of Use: User, Goal, Context
 Use Cases, Task Models, User Scenarios

The User Story

Identifying User Needs as Canonical Components

The Interaction Context & Component Placement

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 4


User Experience is Built From Dependent
Layers

Jesse James Garrett’s Elements of User Experience


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 5
The Surface Layer Describes Finished Visual
Design Aspects

Surface

Skeleton

Structure

Scope

Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 6


The Skeleton Describes Screen Layout and
Functional Compartments in the Screen

Surface

Skeleton

Structure

Scope

Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 7


Structure Defines Navigation from Place to
Place in the User Interface

Surface

task panes
Skeleton

Structure modal dialogs

Scope
modal wizards

Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 8


The Places in the User Interface are Built to
Support User Tasks
user tasks:
Surface • enter numbers
• enter text
• enter formulas
• format cells
Skeleton • sort information
• filter information
• aggregate information
Structure • graph data
• save data
• import data
Scope • export data
• print
• …..
Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 9


Business Goals Drive User Constituencies and
Contexts Supported To Form Strategy

business goals:
Surface • displace competitive products
• motivate sale of other
integrated products
• establish file format as default
Skeleton information sharing format
• …
user constituencies:
Structure • accountant
• business planner
• housewife
Scope • …
usage contexts:
• office desktop
Strategy • laptop on airplane
• pda in car
• …

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 10


Garret’s Elements of Ux Stack Applies to the User Experience
of Other Complex Products

These layers of concerns apply


not only to software but a
variety of products.

In particular, products that


support a wide variety of user
tasks benefit from this kind of
thinking.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 11


Let’s Look At a Product We All Use:
The Place We Live

goals:
Surface • live comfortably
• eat well
• stay clean
• be healthy
Skeleton • keep up with Jones’s
• …
user constituencies:
Structure • me
• spouse
• child
Scope • …
usage contexts:
• suburban neighborhood
Strategy • near good schools
• near shopping
• …

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 12


What might I do to reach my goals?
user tasks:
Surface • store food
• prepare food
• eat food
• sleep
Skeleton • bathe
• store changes of clothing
• stay out of rain
Structure • entertain guests
• entertain self
• …
Scope

Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 13


Arranging tasks by affinity allows me to think about contexts
that best support tasks. Contexts in a home have common
names we all know.

Surface

Skeleton

Structure

Scope

Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 14


When designing a particular interaction context –
a kitchen for instance – I optimize layout and tool choices to
support tasks I’ll do there.

Surface

Skeleton

Structure

Scope

Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 15


I’m going to spend a lot of time here, I want my experience to
be as pleasant as possible…

Surface

Skeleton

Structure

Scope

Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 16


Understanding the relationship
between goals, tasks, & tools is critical

Surface
Software Product

Features
Tools
Skeleton

Structure
one or more users engaged
Tasks in many tasks in support of a
Scope common high level goal is
often referred to as
workpractice
Strategy
Goals

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 17


Garrett’s model provides
helpful guidance for tool builders

Surface

Skeleton Tools
• Navigation Map
• Page Wireframes
• UI Design Guidelines
Structure

Scope Tasks
• User Tasks & Activities, or Use Cases
• Technology Independent

Strategy Goals
• Business Goals • Architectural Goals Based
• User Model with On Context of Use
User Goals

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 18


Today we’ll place our focus on tool-building: the
structure, skeleton, & surface

Surface User Interface


Prototyping Activities
Skeleton

Structure

Scope

Strategy

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 19


Getting started with a UI design problem

Read the Barney’s Information Kiosk problem on Barney’s

pages 35-36

Begin thinking about:


 Business goals
 Users and their goals
 The types of user tasks users would likely choose to reach their goals
 A kiosk tool that might support those tasks
(5 minutes)

As a workgroup discuss the users, goals, and


most likely tasks performed on the kiosk
 Try to talk about tasks without talking about the kiosk (tool) – this
can be difficult
(5 minutes)

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 20


To design a tool, we first need to understand use –
the preceding layer

Elements of Use:

A Type of User
 Actor
 User Role
 User Profile
 User Persona

User Goal
 If I as a user accomplish this goal, I’ll consider myself successful.
 Look for goals that motivate the use of software

Context of Use
 Where and when will I be when I’m trying to accomplish this goal?
 What other activities might I be engaged in when I attempt this goal?

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 21


Modeling Use

Various types of models are used to capture what


we understand about users engaged in tasks in
pursuit of a goal.
 Workflow Model
 Use Case
 User Task Model
 User Scenario
 User Story

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 22


User Interface Designers Often Use “User Tasks” to
Describe What People Do

Tasks require intentional action on behalf of a tool’s user

Tasks have an objective that can be completed

Tasks decompose into smaller tasks

Activities are used to describe a broader goal, one that might use many
tasks, any may or may not ever be completed.

“Read an email message” is a task, “Managing email” is an activity.

task activity

task task task task

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 23


Use Cockburn’s goal level to understand the
abstraction level of a user task
Start to think about
user interface
design at sea level
or above.

* from Cockburn’s Writing Effective Use Cases


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 24
A Agile User Story Might Model Use... It’s Easier to
Design User Interface if it Does
Originally eXtreme Programming described a user story as a
small amount of text written on an index card to function as a
reminder for a conversation between developer and customer.

From Wikipedia:
“A user story is a software system requirement formulated as one or two sentences in the everyday
language of the user.”

The user story form credited to Rachel Davies in Cohn’s User


Stories Applied combines user, task, and goal:
As a[type of user]
I want to[perform some task]
so that I can[achieve some goal]

As aharried shopper
I want tolocate a specific CD in the store
so that I canpurchase it quickly, leave, and
continue with my day.
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 25
User stories may describe user tasks
or the tool that supports them
More tool-centric:
Software Product As aharried shopper
I want toenter a CD title

User Story
Tools into the search
box and initiate
a search

More task-centric:
Tasks As aharried shopper
I want tolocate a specific
CD in the store

Goals

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 26


Favor user task-centric stories to base UI
design on

Especially during early scoping and release planning project stages

Especially before prototyping and testing proposed user interfaces

Be prepared to split task-centric user stories as necessary to:


 defer expensive-to-implement user interactions for future release.
 to break up large user interface construction into more manageable pieces.

Stories may become more tool-centric over time, and closer to


development time

Defer tool-centricity to the latest responsible moment

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 27


Constantine & Lockwood’s Essential Use Case or “Task
Case” is an easy way to begin to describe tool use

A use case focusing on the interaction between user and system

Avoid describing what the user specifically does by focusing on the user’s intention

Determine the system responsibilities based on user goals and expectations

User Intention System Responsibility

Step one
System response
Step two
System response

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 28


Activity: Write an Essential Use Case

Review the business problem from your handouts (4-5 minutes)

As a team, using supplies on the table, write an essential use case for:
User: Casual Browser
Task: Find most current release for a particular artist

As a casual browser
I want to find the most current release for a particular artist
so that I can get more information to make a buying decision.

(10 minutes)

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 29


Begin to envision a solution by writing a user
scenario

A user scenario tells a story about a main character with a


problem or goal

The scenario describes how our character reaches their goal


using the proposed product

The scenario includes important facts, external context


important to use, and goals and concerns of our character

The scenario should include interesting plot points that help


us envision the more important aspects of the system

The scenario can gloss over uninteresting details

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 30


User scenario:
Field Manager enters daily shift performance reports
5. The date is defaulted to today, and the shift is defaulted to
Steven ‘morning’ since he hasn’t yet entered info for today. Steve
begins to enter the reps name, but after a few characters the
• Credit Card Marketing Field system auto-completes his name.
Manager 6. The rep’s ID is already filled in, along with the code for the
credit card promotion they’re working on today.
• Steven is a field manager 7. Steve fills in the shift information for his rep. He then enters the
working at the local shopping total number of applications taken.
center. He’s in the middle of a 8. It looks like from the notes on this sheet that this rep left sick
long workday supervising 13 two hours early. Steve adds a note about this in the system.

reps who are busy talking to 9. Time passes as more reps bring in their sheets and Steve
completes entering them in between conversations.
people trying to convince them
10. After all the sheets are done, Steve looks at a summary screen
to apply for a credit card. for the day. It looks like he’s close to his goal. If the next shift
continues at this rate he’ll beat the plan by 5% or so. That’s
good.
Field Manager’s Scenario
11. Steve validates that the base pay is correct at $5 per app, and
The shift has just ended and his reps are coming up with their totals. They that he’s set an individual bonus giving reps $50 each if they
have printed sheets with totals written on them. Steve quickly looks reach 20 apps. Next to each rep he sees the calculated pay,
them over and signs them off. His assistant manager brings him other base, bonus, and total pay for the day.
sheets with totals he’s signed off. 12. The annual sale at Macy’s has brought a lot of people in today.
In between visits by reps, Steve opens his Field Manager Workbench on his Steve chooses a “sale increases mall foot traffic” code to add to
his shift data sheet. Frank, his boss, has pestered him to make
laptop. After logging in he sees today’s date and the planned number of
sure he includes this type of information in his daily summaries.
applications his reps should be gathering – 180 for today.
He also sees yesterday’s numbers, and last week’s numbers, and the last
30 days in graph that shows applications relative to approval rate. Last
week’s numbers were bad, and it’s the last week of the month, so Steve
knows he’s got to do well today.
Steve clicks “enter rep performance data.” He shuffles his reps
performance sheets and grabs the first one.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 31


Leveraging your task workflow model, write
a user scenario for your focal user

Begin to think of a kiosk that will make the life of


your focal user better

Tell a story of typical use

Include interesting plot points

Include goals and pains of your user

Describe how the system helps the user overcome


problems or achieve goals

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 32


Identifying UI tools that allow the system to meet its
responsibilities to its user as abstract UI components

For each system responsibility, what sort of tool will the system
need to offer to meet that responsibility to the user?

Preliminarily decide on tools as abstract components.


 An abstract component (describe by Larry Constantine) refers to a general type of
component with a certain responsibility

Container: contains and presents information.

Action: allows execution of an action.

Actionable Container: contains and presents information and allows the information to be acted on through selection or manipulation.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 33


Exercise: Identify the abstract components in your
essential use case
Using post-it notes, identify abstract components to support your essential use case, and the
essential use case in your handouts.

Give each component a descriptive name that suggests its responsibility.

(10 minutes)

Selectable List
© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 34
Interaction Contexts Gather
Tools to Support Tasks
An Interaction Context is an abstract “place” in your software that supports a number of tasks.

When the goal of a user changes, it’s grounds for an interaction context change.

For our design problem possible contexts might be:

Starting Point: give the user a clear starting point for


starting a search for titles in the store.

Search Return: Evaluation: help the user decide if the


searched for items were the items she was looking for or an
easy way to reinitiate the search if not. Also aid in the quick
decision to buy any successfully found item.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 35


Exercise: Build Up Interaction Contexts

As a group decide on and name your interaction contexts.

Use a name that suggests the type of tasks the context


supports.

For each interaction context set aside a sheet of paper or


card stock.

Relocate your post-it note abstract components to each


context. If components belong in more than one context,
write more post-it notes.

(10 minutes)

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 36


From Use
to User
Interface

Jeff Patton
jpatton@acm.org
www.AgileProductDesig
Section 2: Designing &
Validating For Use

15:30 – 17:00

Building a Paper UI Prototype

Testing the Paper Prototype

Usability vs. Visual Design

Williams’ Simple Visual Design Heuristics

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 38


Paper Prototyping Basics
Tools
 Card Stock (use for screen backgrounds and cut up for components)
 Index Cards (lined cards make great lists)
 Scissors or Xacto knife
 Cello tape
 Repositionable tape
 Pencils
 Sharp felt tip pens
 Transparency film (great to write on)

Team approach
 Someone direct traffic
 Various people build components
 Someone assemble the user interface from the components
 Someone continuously review what’s being assembled against your use
case – will it work?

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 39


Paper Prototyping Kit Demonstration

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 40


Finished prototypes are pieced together from
moveable and removable paper components

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 41


Exercise: Build Your Prototype
As a team within the short time-box, build your prototype to
support the two user stories:
As a casual browser
I want to find the most current release for a particular
artist
-and-
As an impatient buyer
I want to find the location of a specific CD quickly

Suggestions:
 One or more people build components
 One or more assemble the prototype using the components
 Someone use the task cases to validate the UI supports these user stories

(15 minutes)

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 42


Preparing to Testing Your Paper Prototype
Identify test subjects
 Should match the characteristics and skills of our your target user constituencies
 Actual end users or stand-ins

Identify tasks to test


Assemble your test team
 facilitator
 computer
 observers

Coach the test team on the testing personalities:


 flight attendant
 sports caster
 scientist

Decide on test approach – single or paired subjects


Setup your testing facility

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 43


Run Your Usability Test
Facilitator introduces the team.
Facilitator introduces tasks to perform and
goals, then invites test participants to “think
out loud” and begin.
Facilitator plays sports-caster; keeps subject
talking, narrating when necessary.
Observers record data – use post-it notes to
make downstream analysis move faster.
When the test is complete observers may
ask test participants questions.
Thank test participants.
Consolidate data.
 How many issues did you detect? Consider issues
as items you’d change.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 44


Testing In Action

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 45


Exercise: Test Your Paper Prototype
(10 minutes)
casual browser, find the most current release for a particular artist
-and-
impatient buyer, find the location of a specific CD quickly

Facilitator introduces the team.

Facilitator introduces tasks to perform and goals, then invites test participants to
“think out loud” and begin.

Facilitator plays sports-caster; keeps subject talking, narrating when necessary.

Observers record data – use post-it notes to make downstream analysis move
faster.

When the test is complete observers may ask test participants questions.

Thank test participants.

Consolidate data.
 How many issues did you detect? Consider issues as items you’d change.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 46


Exercise: Fix Issues

As a team decide on which of the issues you


discovered to fix.

Adjust your prototype to prepare for you next test.

(10 minutes)

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 47


Exercise: Re-test Your Prototype
(10 minutes)
casual browser, find the most current release for a particular artist
-and-
impatient buyer, find the location of a specific CD quickly

Facilitator introduces the team.

Facilitator introduces tasks to perform and goals, then invites test participants to
“think out loud” and begin.

Facilitator plays sports-caster keeps subject talking, narrating when necessary.

Observers record data – use post-it notes to make downstream analysis move
faster.

When the test is complete observers may ask test participants questions.

Thank test participants.

Consolidate data.
 How many issues did you detect? Consider issues as items you’d change.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 48


This isn’t just the right way to test, it’s RITE

Traditional usability testing focuses on:


 Identifying repeatable user misteps errors
 UI concerns that may make the software difficult to learn, or
learned behavior hard to maintain
 Reporting those errors back along with suggestions for
correcting problems

The RITE method: Rapid Iterative Testing and


Evaluation
 First documented by Microsoft (Medlock, Wixon, Terrano,
Romero, and Fulton)
 Rather than focusing on number of errors identified, emphasize
number of errors fixed
 Required the capability to correct errors between iterative tests
 For higher-fidelity prototypes or working code, this requires
developer participation

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 49


Unraveling Usability Concerns From Visual
Design Concerns

Usability is a measured characteristic of your software.

Typical usability tests measure:


 Task completion frequency
 Task completion time
 Errors or mis-steps

Professionals [and novices] can give their subjective evaluation on


usability, but you can’t really be sure until you test [or ship].

Paper Prototype usability testing helps identify usability issues before the
software is built.

Visual design adds look and feel that may affect usability.

Don’t assume those skilled at visual design are also skilled at usability.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 50


Layer in user interface concerns – like a
layer cake

Start with usefulness:


 Utility first
 Usability second
 Follow on with design
esthetics
design esthetics
(is the software fun, pleasant, exciting –
Defer user stories about what is my emotional response?)

design esthetics until


after the software is usability
(can that functionality easily learned, and
useful usefulness
effectively used?)

utility
(does the software offer functionality to
support my goals?)

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 51


Test First – Building Confidence into Software
Development

Agile development’s test-first technique doesn’t just


apply to code.

Use paper prototyping and usability testing to


validate that your user interface requirements are
accurate and the software you intend to build can be
effectively used.

Iteration and testing of user interface using low-


fidelity prototyping is faster than working code.

Iterate to learn in the fastest medium available

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 52


William’s 4 Basic Design Principles

Visual Design Basics

Robin Williams’ The Non-Designer’s Design Book


Good Visual Design
Observes 4 Simple Principles

C
Contrast
R
Repetition
A
Alignment
P
Proximity

Learn the principles

Recognize when you are and aren’t using them

Apply them to help users achieve their goals

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 54


Proximity
Proximity communicates affinity – distance communicates lack of affinity.

Group related items together.

“Clumps” of items can feel like one item.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 55


Alignment
Alignment communicates association

Nothing should be placed on the screen arbitrarily. Every item should have
a connection with something else on the screen – after all if it’s on the same
screen it’s associated.

3 Horizontal Alignments: Left Center Right


 Center alignments are visually the weakest

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 56


Repetition
Repeated elements blend in.

Repeat some aspects of the design throughout the entire application.

Repetition can be thought of as consistency. Appropriate repetition makes the


application appear cohesive.

Elements that repeat each page become static – or “visually persistent.” As


users move from place to place in your software, they need only observe what’s
changed.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 57


Contrast
Contrast communicates importance.

Use contrast to focus the users attention, to guide him/her through the
application.

Contrast, or don’t. If two items are not exactly the same, make them
different – really different. Subtle difference isn’t contrast, it’s perceived by
users as tension in the screen and often looks like a mistake.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 58


From Use
to User
Interface
Jeff Patton
jpatton@acm.org
www.AgileProductDesign.com
User Experience Words

User Centered Design


 refers to a class of methodologies where design decisions are
based on some tangible user model. That user model must be
based on the research of the users of the application.

Interaction Design
 refers to the specific choices of user interactions we make to allow
users to meet their goals in the software. Interaction Designers
are generally User Centered Designers.

Visual Design
 refers to the design of the visual appearance of software,
advertising, or other commercial products. Visual Design focuses
a bit more on esthetics. Visual Designers are often NOT User
Centered Designers.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 65


User Experience Words
Usability
 Usability refers to the ability of a specific type of user to be able to
effectively carry out a task using a product.
 Usability is usually measured through testing. Given a number of test
subjects that reflect the type of user that will use the application:
 how many successfully complete a task.
 on average how quickly do they complete that task.
 on average how many user errors are made while attempting to
complete that task.

Usability Engineering
 refers to the practice of usability. Usability Engineers often have much
in common with testers. While they may design the user interface,
often their emphasis is on evaluating the user interface and making
recommendations for improvement. Usability Engineers are generally
User Centered, but they may not be Designers.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 66


User Experience Words

Information Architecture
 refers to the structuring of information so that it best supports the
consumption by its target users. An IA professional is often
considered a counterpart to an Interaction Designer where Interaction
Designers focus on how people use computers to accomplish work,
and Information Architects focus on how people leverage information
to support goals.

HCI or CHI
 Human-Computer, or Computer-Human interaction refers to the study
of how humans and computers interact. An HCI professional may be
a researcher, a designer, a psychologist, or anyone who might focus
on human-computer interaction as part of their work or study.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 67


User Experience Words

User Experience
 refers to the overall experience a user has with a product. This
experience doesn’t stop at the use of the product but starts
with the advertising and presenting of the brand through the
purchase to the use and the day-to-day feeling the user carries
with them about the product.

User Experience Professional


 may refer to any of the roles already discussed. Someone
whose day-to-day practice focuses on improving some or all
aspects of user experience.
 We are all directly or indirectly User Experience Practitioners…
how professional we are at it may be up for discussion.

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 68


Usability Refers To The Ability of a User To
Effectively Execute A Task Using a Tool

While Visual Design certainly can affect usability,


it’s quite possible for a product to have pleasing
visual design, but intolerable usability.

Don Norman’s The Design of Everyday Things

© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 69


Nielsen’s 10 Usability Heuristics
Visibility of system status (keep the user informed)
 Be forthcoming - don’t hide information

Match between system and real world (user language and real world conventions)
 Watch your language

User control and freedom (easy exits, undo and redo)


 padded corners, hand rails, and safety nets

Consistency and standards


 same thing the same way

Error prevention
Recognition rather than recall (reduce remembering with visible options, actions,
and instructions)
Flexibility and efficiency of use (customization and support for advanced users)
Aesthetic and minimalist design (reduce irrelevant or rarely needed information)
Help in recognizing, diagnosing, and recovering from errors
Good help and documentation

Jakob Nielsen’s Usability Engineering


© 2006-2007 Jeff Patton, All rights reserved, www.agileproductdesign.com 70
From Use
to User
Interface
Jeff Patton
jpatton@acm.org
www.AgileProductDesign.com

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