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usability_specification
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User

Interface

Design



Southern Methodist University

CSE 8316

Spring 2003

Temporal Relations and

Usability Specifications

Introduction

• Previous chapter discussed low level

primitives

• Now focus on abstraction and

relative timing of events

• Such issues as interruptibility and

interleavability should be part of

interaction design and not driven by

constructional design.

Introduction

• UAN can be used to specify:

– Sequence

– Iteration

– Optionality

– Repeating choice

– Order independence

– Interruptibility

– Interleavability

– Concurrency

– Waiting

Sequencing and Grouping

• Sequence

– Sequence: One task is performed in its entirety

before the next task is begun

– Represent in the UAN by grouping

(horizontally or vertically) without any

intervening operators

• Grouping

– Tasks can be grouped together using various

operators to form new tasks

– Definition is similar to that for regular

expressions

Abstraction

• Have only seen UAN describing

articulatory actions -- primitive tasks

performed by the user.

• In this form, describing an entire

interaction design would be overly

complex and difficult

• Introduce abstraction by allowing groups

of tasks to be named.

• As with procedures, a reference to the

name is equivalent to performing all the

tasks described by that name

Abstraction

• To aid in reusability, allow tasks

references to be parameterized

• Reusing tasks promotes logical

decomposition, providing for consistent

system model

• Abstraction hides details, but also hides

user feedback. This information can be

listed at one or both levels.

• With task naming, can now perform top-

down design.

Task Operators

• Choice

– Simple choice is represented in UAN

with the vertical bar, `|'.

– Repeating choice is formed by adding

the iterators `*' and `+'.

Task Operators

• Order Independence

– Set of tasks that must be completed

before continuing, but order of

completion of the subtasks is not

important.

– Represented by the `&'.

Task Operators

• Interruption

– Interruption occurs when one task is

suspended while another task is started

– Since UAN describes what can happen,

you cannot specify an interruption, but

rather what can be interrupted

(interruptibility)

– To specify that A can interrupt B use A -

-> B.

Task Operators

• Uninterruptible Tasks

– Assume all primitive actions are

uninterruptible (e.g. pressing a mouse

button).

– Specify the uninterruptibilty of higher-

level tasks (e.g. modality) by enclosing

in brackets, `'.

Task Operators

• Interleavability

– If two tasks can interrupt each other,

they are considered interleavable.

– Assume that operator is transitive.

– Represented with double arrow, A

B.

Task Operators

• Concurrency

– If two tasks can be performed in parallel

(e.g. two different users), then tasks are

concurrent Represented with `||'.

Task Operators

• Intervals and Waiting

– Can add explicit time intervals between

two events.

– Two forms:

• If task B must be completed within n

seconds of task A: `A (tn) B'

Other Representations

• Screen Pictures and Scenarios

– UAN describes user actions, but does not

describe the format/display of screens

– Should supplement UAN with screen layouts

and scenarios.

• State Transition Diagrams

– Typical interface contains various states

– To provided global view of how states are

related, add state transition diagram to UAN

Design Rationale

• Basic role of UAN is communication

• Important to provide reasons behind

various decisions

• Gives motivation and goals and

helps prevent later duplication of

mistakes

Usability Specifications

Usability Specifications

• Quantitative, measurable goals for

knowing when the interface is good

enough

• Often overlooked, but provide

insurance that multiple iterations are

converging

• For this reason, should be

established early

Usability Specification Table

• Convenient method for indicating

parameters

• Contains following information

– Usability Attribute

– Measuring Instrument

– Value to be Measured

– Current Level

– Worst Acceptable Level

– Planned Target Level

– Best Possible Level

– Observed Results

Usability Attribute

• Represents the usability

characteristic being measured

• Must determine classes of intended

users

• For each class determine realistic set

of tasks

• Goal is to determine what user

performance will be acceptable

Usability Attributes

• Typical attributes include:

– Initial Performance: User's performance during

the first few uses.

– Long-term Performance: User's performance

after extended use of the product

– Learnability: How quickly the user learns the

system

– Retainability: How quickly does the knowledge

of how to use the system dissipate

Usability Attributes

– Advanced Feature Usage: Usability of

sophisticated features

– First Impression: Subjective user

feelings at first glance

– Long-term User Satisfaction: User's

opinion after extended use

Measuring Instrument

• Method to find a value for a usability

attribute

• Quantitative, but may be objective or

subjective

• Objective: based on user task

performance

• Subjective: deal with user opinion

(questionnaires)

• Both types are needed to effectively

evaluate

Benchmark Tasks

• User is asked to perform a task using

the interface

• Most common objective measure

• Task should be a specific, single

interface feature

• Description should be clearly worded

without describing how to do it

Questionnaire

• Quantitative measure for subjective

feelings

• Creating survey that provides useful

data is not trivial

• Recommend use of scientifically

created question (e.g. QUIS)

Values To Be Measured

• The data value metric

• Typically metrics are:

– Time for task completion

– Number of errors

– Average scores/ratings on questionnaire

– Percentage of task completed in a given time

– Ratio of successes to failures

– Time spent in errors and recovery

Values To Be Measured

– Number of commands/actions used to

perform task

– Frequency of help/documentation use

– Number of repetitions of failed

commands

– Number of available commands not

invoked

– Number of times user expresses

frustration or satisfaction

Setting Levels

• Having determined what and how to

measured, need to set acceptable levels

• These levels will be used to determine

when the interface has reached the

appropriate level of usability

• Important to be specific enough so that

levels can be reasonably set

Current Level

• Present level of the value to be measured

• Values can be determined from manual

system, current automated system or

prototypes

• Proof that usability attribute can be

measured

• Baseline against which new system will be

judged

Worst Acceptable Level



• Lowest acceptable level of user

performance

• This level must be attained for the

product to be considered complete

• Not a prediction of how the user will

perform, but rather the worst

performance that is considered

acceptable

Worst Acceptable Level

• Tendency/pressure is to set the

values too low

• Good rule of thumb is to set them at

or near the current levels

Planned Target Level

• The level of unquestioned usability,

the ideal situation

• Serve to focus attention on those

aspects needing the most work (now

or later)

• May be based on competitive

systems

Best Possible Level

• State-of-the-art upper limit

• Provides goals for next versions

• Gives indication of improvement that

is possible

• Frequently determined by having

measuring expert user

Observed Results

• Actual values obtained from user

testing

• Provides quick comparison with

projected levels

Setting Levels



• There are various methods for estimating

the levels:

– Existing systems or previous versions of new

system

– Competitive systems

– Performing task manually

– Developer performing with prototype

– Marketing input based on observations of user

performance on existing systems

Setting Levels

• The context of the task is important

in determining these levels

Example usability table

Usability Measuring Value to be Current Worst Planned Best Observed

attribute instrument measured level accepta target possible results

ble level level level









Advanced “Add Length of 13 minutes 2 1 minute 30

feature repeating time to add a (manually) minutes seconds

usage appointment weekly

” task per appointment

benchmark 3 every week

for one year

after one

hour of use

Example usability table

Usability Measuring Value to be Current Worst Planned Best Observed

attribute instrument measured level accepta target possible results

ble level level level









First User Number of ?? 10 5 2

impression reaction negative/posi negative negative/ negative

tive remarks /2 5 /10

during the positive positive positive

session

Example usability table

Usability Measuring Value to be Current Worst Planned Best Observed

attribute instrument measured level accepta target possible results

ble level level level









Learnability “Add Length of 15 15 12 8

appointme time to seconds seconds seconds seconds

nt” task successfully (manually)

per add

benchmark appointment

5 after one

hour of use

Cautions

• Each usability attribute should be

(realistically) measurable

• User classes need to be clearly specified

• The number of attributes to be measured

should be reasonable. Start small and add

as experience grows

• All project members should agree on the

values

Cautions

• The values should be reasonable

– If found to be too low, then increase

them on next iteration

– If they appear too high, it may be they

were not realistically set or that the

interface needs a lot of work!

Judgement call

Expert Reviews, Usability

Testing, Surveys, and

Continuing Assessment

Introduction

• Designers can become so entranced

with their creations that they may fail

to evaluate them adequately

• Experienced designers have attained

the wisdom and humility to know that

extensive testing is a necessity

Introduction

• The determinants of the evaluation

plan include:

– stage of design (early, middle, late)

– novelty of project (well defined vs.

exploratory)

– number of expected users

– criticality of the interface (life-critical

medical system vs. museum exhibit

support)

Introduction

– costs of product and finances allocated

for testing

– time available

– experience of the design and evaluation

team

Introduction

• The range of evaluation plans might

be from an ambitious two-year test to

a few days test.

• The range of costs might be from

10% of a project down to 1%.

Expert Reviews

• While informal demos to colleagues or

customers can provide some useful

feedback, more formal expert reviews

have proven to be effective.

• Expert reviews entail one-half day to one

week effort, although a lengthy training

period may sometimes be required to

explain the task domain or operational

procedures.

Expert Reviews

• There are a variety of expert review

methods to chose from:

– Heuristic evaluation

– Guidelines review

– Consistency inspection

– Cognitive walkthrough

– Formal usability inspection

Expert Reviews

• Expert reviews can be scheduled at

several points in the development process

when experts are available and when the

design team is ready for feedback.

• Different experts tend to find different

problems in an interface, so 3-5 expert

reviewers can be highly productive, as can

complementary usability testing.

Expert Reviews

• The dangers with expert reviews are

that the experts may not have an

adequate understanding of the task

domain or user communities.

Expert Reviews

• To strengthen the possibility of successful

expert reviews it helps to chose

knowledgeable experts who are familiar

with the project situation and who have a

longer term relationship with the

organization.

• Moreover, even experienced expert

reviewers have great difficulty knowing

how typical users, especially first-time

users will really behave.

Usability Testing and

Laboratories

• The emergence of usability testing

and laboratories since the early

1980s is an indicator of the profound

shift in attention to user needs.

• The remarkable surprise was that

usability testing not only sped up

many projects but that it produced

dramatic cost savings.

Usability Testing and

Laboratories

• The movement towards usability

testing stimulated the construction

of usability laboratories.

Usability Testing and

Laboratories

• A typical modest usability lab would

have two 10 by 10 foot areas, one for

the participants to do their work and

another, separated by a half-silvered

mirror, for the testers and observers

(designers, managers, and

customers).

Usability Lab (Interface

Analysis Associates)

Usability Lab (Interface

Analysis Associates)

Usability Testing and

Laboratories

• Participants should be chosen to

represent the intended user

communities, with attention to

background in computing,

experience with the task, motivation,

education, and ability with the

natural language used in the

interface.

Usability Testing and

Laboratories

• Participation should always be voluntary,

and informed consent should be obtained.

Professional practice is to ask all subjects

to read and sign a statement like this one:

– I have freely volunteered to participate in this

experiment.

– I have been informed in advance what my

task(s) will be and what procedures will be

followed.

Usability Testing and

Laboratories

– I have been given the opportunity to ask

questions, and have had my questions

answered to my satisfaction.

– I am aware that I have the right to withdraw

consent and to discontinue participation at any

time, without prejudice to my future treatment.

– My signature below may be taken as

affirmation of all the above statements; it was

given prior to my participation in this study.

Usability Testing and

Laboratories

• Videotaping participants performing

tasks is often valuable for later

review and for showing designers or

managers the problems that users

encounter.

• Field tests attempt to put new

interfaces to work in realistic

environments for a fixed trial period

Nomos Lab









An observer's view of a test being carried out

in the purposely designed Nomos lab.

Nomos Lab









Two sides of the one-way glass -

actions and problems are logged

while the user carrys out real tasks

with the product.

Usability Testing and

Laboratories

• Field tests can be made more fruitful

if logging software is used to capture

error, command, and help

frequencies plus productivity

measures

Usability Testing and

Laboratories

• Game designers pioneered the can-you-

break-this approach to usability testing

– providing energetic teenagers with the

challenge of trying to beat new games

• This is a destructive testing approach

– users try to find fatal flaws in the system, or

otherwise to destroy it

– has been used in other projects and should be

considered seriously

Usability Testing and

Laboratories

• Usability testing does have at least two

serious limitations

– it emphasizes first-time usage

– has limited coverage of the interface features.

• These and other concerns have led design

teams to supplement usability testing with

the varied forms of expert reviews.

Siemens Usability Lab









A control deck (shown above) allows the team to witness

users reacting to software as they navigate the interface and

attempt to perform normal tasks. Separate cameras record

facial expressions and comments, use of manuals, and

activity on the screen itself. As a rule, every session is

recorded and held for later review and analysis.

Siemens Usability Lab









This section of the Siemens Center has been arranged

so the software design team can view every move the

user makes, interact with him or her when necessary,

and generally see and feel their own design through the

user's experience.

Inventory of Facilities - U of

Indiana

• 2 Sony DXC-107A CCD Color Video Cameras, equipped with Canon R-II electrically controlled zoom

lenses and wall-mounted on Pelco remote-control pan/tilt bases. All camera functions are remotely

controlled from the observation room by Pelco MPTAZ Pan/Tilt and Scanner controls.

• 2 Microphones: 1 Audio-Technical superhypercardioid (super shotgun) type for discrete data

collection and a cardioid microphone for narration and overdubbing.

• 1 Teac TASCAM M-06 six channel professional audio mixer, monitored via 5W self-amplified

speakers or headphones.

• 2 Scan converters: 1 Extron Super Emotia high resolution scan converter for capturing live video

from the subject's computer screen, and 1 Mediator medium-resolution scan converter for titling

and effects generation.

• 2 Macintosh PowerMac 7500/100 workstations with 1710AV 17" monitors: 1 located in the testing

room for use in evaluating Macintosh software, and 1 located in the observation room for data

analysis, effects generation, and web-server functions. Both machines feature video capture and

output (via scan converter) capabilities, and are networked onto both the local LAN (Novell ipx/spx)

and Internet (TCP/IP).

• 1 Dell XPS-90 Workstation with Dell 17" multiscanning monitor, located in the testing room for use

in evaluating PC-compatible software. This machine is also networked onto both the local LAN

(Novell ipx/spx) and Internet (TCP/IP).

• 1 Sony PVM-411 video monitor rack for monitoring all online video sources.

• 3 JVC BRS-800U industrial video cassette recorders, equipped with SA-R50U time code

generator/reader boards and SA-K26U RS-422 interface boards: 2 for capturing camera output and 1

for capturing scan convertor (computer screen) output. Each can function independently or can be

slaved to a single universal RMG-30U serial remote control.

Inventory of Facilities - U of

Indiana

• 3 JVC TM-131SU Color Video Monitors located in the observation room for monitoring online

sources during the evaluation session and providing high-quality output for post-session analysis

and mixdown.

• 1 JVC RMG-800U Editing Control Unit for post-production assemble/insert mixdown of recorded

video source into condensed "highlights" tapes.

• 1 Panasonic WAV7 Digital Effects Generator/Mixer for creating a variety of online and post-

production video effects including wipes, fades, cuts, strobes, keys, mosaics, split-screen and

picture-in-picture effects.

• 1 Optimus SCT-53 "Pro Series" dual audio cassette deck with auto-reverse, dual digital time

counters, and high speed dubbing capabilities.

• Speakerphone equipped with a flashing silent ringer and a digital voicemail box.

• Requisite cabling, stands, tables and other paraphernalia to allow above equipment to function and

be used properly.

Surveys

• Written user surveys are a familiar,

inexpensive and generally

acceptable companion for usability

tests and expert reviews.

• The keys to successful surveys are

clear goals in advance and then

development of focused items that

help attain the goals.

Surveys

• Survey goals can be tied to the

components of the Objects and

Action Interface model of interface

design. Users could be asked for

their subjective impressions about

specific aspects of the interface such

as the representation of:

– task domain objects and actions

– syntax of inputs and design of displays.

Surveys

• Other goals would be to ascertain

– users background (age, gender, origins,

education, income)

– experience with computers (specific

applications or software packages, length of

time, depth of knowledge)

– job responsibilities (decision-making

influence, managerial roles, motivation)

– personality style (introvert vs. extrovert, risk

taking vs. risk aversive, early vs. late adopter,

systematic vs. opportunistic)

Surveys

– reasons for not using an interface

(inadequate services, too complex, too

slow)

– familiarity with features (printing,

macros, shortcuts, tutorials)

– their feeling state after using an

interface (confused vs. clear, frustrated

vs. in-control, bored vs. excited).

Surveys



• Online surveys avoid the cost of printing

and the extra effort needed for distribution

and collection of paper forms.

• Many people prefer to answer a brief

survey displayed on a screen, instead of

filling in and returning a printed form,

although there is a potential bias in the

sample.

Summary

• Extensive testing is a necessity

• Formal expert reviews have proven to be

effective

• Must have an adequate understanding of

the task domain and user communities

• Usability testing speeds up project TTM

and produces dramatic cost savings

Product Evaluations

Evaluation During Active

Use

• A carefully designed and thoroughly

tested system is a wonderful asset, but

successful active use requires constant

attention from dedicated managers, user-

services personnel, and maintenance

staff.

• Perfection is not attainable, but

percentage improvements are possible

and are worth pursuing.

Evaluation During Active

Use

Evaluation During Active

Use

• Interviews and focus group

discussions

– Interviews with individual users can be

productive because the interviewer can

pursue specific issues of concern.

– After a series of individual discussions,

group discussions are valuable to

ascertain the universality of comments.

Evaluation During Active

Use

• Continuous user-performance data

logging

– The software architecture should make it easy

for system managers to collect data about the

patterns of system usage, speed of user

performance, rate of errors, or frequency of

request for online assistance.

– A major benefit of usage-frequency data is the

guidance they provide to system maintainers

in optimizing performance and reducing costs

for all participants.

Evaluation During Active

Use

• Online or telephone consultants

– Online or telephone consultants are an

extremely effective and personal way to

provide assistance to users who are

experiencing difficulties.

– Many users feel reassured if they know

there is a human being to whom they

can turn when problems arise.

Evaluation During Active

Use

– On some network systems, the

consultants can monitor the user's

computer and see the same displays

that the user sees while maintaining

telephone voice contact.

– This service can be extremely

reassuring; the users know that

someone can walk them through the

correct sequence of screens to

complete their tasks.

Evaluation During Active

Use

• Online suggestion box or trouble

reporting

– Electronic mail can be employed to allow users

to send messages to the maintainers or

designers.

– Such an online suggestion box encourages

some users to make productive comments,

since writing a letter may be seen as requiring

too much effort.

Evaluation During Active Use

• Online bulletin board or newsgroup

– Many interface designers offer users an

electronic bulletin board or newsgroups to

permit posting of open messages and

questions.

– Bulletin-board software systems usually offer

a list of item headlines, allowing users the

opportunity to select items for display.

– New items can be added by anyone, but

usually someone monitors the bulletin board

to ensure that offensive, useless, or repetitious

items are removed.

Evaluation During Active

Use

• User newsletters and conferences

– Newsletters that provide information

about novel interface facilities,

suggestions for improved productivity,

requests for assistance, case studies of

successful applications, or stories

about individual users can promote

user satisfaction and greater

knowledge.

Evaluation During Active

Use

– Printed newsletters are more traditional and

have the advantage that they can be carried

away from the workstation.

– Online newsletters are less expensive and

more rapidly disseminated

– Conferences allow workers to exchange

experiences with colleagues, promote novel

approaches, stimulate greater dedication,

encourage higher productivity, and develop a

deeper relationship of trust.

Controlled Psychologically-

oriented Experiments

• Scientific and engineering progress

is often stimulated by improved

techniques for precise measurement.

• Rapid progress in the designs of

interfaces will be stimulated as

researchers and practitioners evolve

suitable human-performance

measures and techniques.

Controlled Psychologically-

oriented Experiments

• The outline of the scientific method as

applied to human-computer interaction

might comprise these tasks:

– Deal with a practical problem and consider the

theoretical framework

– State a lucid and testable hypothesis

– Identify a small number of independent

variables that are to be manipulated

– Carefully choose the dependent variables that

will be measured

Controlled Psychologically-

oriented Experiments

– Judiciously select subjects and carefully or

randomly assign subjects to groups

– Control for biasing factors (non-representative

sample of subjects or selection of tasks,

inconsistent testing procedures)

– Apply statistical methods to data analysis

– Resolve the practical problem, refine the

theory, and give advice to future researchers

Controlled Psychologically-

oriented Experiments

• Managers of actively used systems are

coming to recognize the power of

controlled experiments in fine tuning the

human-computer interface.

• Limited time, and then performance could

be compared with the control group.

Dependent measures could include

performance times, user-subjective

satisfaction, error rates, and user

retention over time.


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