CH2HCI
CH2HCI
Designing effective interfaces
for software systems
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 5
Benefits of Good Design
Small improvements can be worth big $$$
• Book e.g. if users work 1 sec slower on each of 4.8 million screens per year, need almost
an extra person
• Book e.g.s Redesigns have improved productivity 20%, 25%, 40%, 50% …
• IBM - $1 invested in usability returns $10-$100
Interface problems are treated as bugs
• Pressman - $1 fix during design, $10 fix during development, $100 fix after release
Big Improvements can establish new products, companies, markets …
• the browser was a UI idea – before it, search using gopher etc was tedious.
• AOL was successful because it was more user friendly than early leader CompuServe.
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 6
Graphical user interfaces
Most users of business systems interact with these
systems through graphical interfaces although, in
some cases, legacy text-based interfaces are still
used
Produce
Design Evaluate design
dynamic design
prototype with end-users
prototype
Executable Implement
prototype final user
interface
Method JSD
OUIT
Type Network Units cm
Title ISBN
Author Price
Publication
Publisher date
Number of
Edition copies
Classification Loan
status
Date of
Order
purchase
status
Command
GUI
language
manager
interpreter
Operating system
Information to Presentation
be displayed software
Display
4000
3000
2000
1000
0
Jan Feb Mar April May June
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 43
Analogue vs. digital presentation
Digital presentation
• Compact - takes up little screen space
• Precise values can be communicated
Analogue presentation
• Easier to get an 'at a glance' impression of a value
• Possible to show relative values
• Easier to see exceptional data values
1
0 10 20
4 2
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Click on Patients or
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Click on Retry to re-input a patient name
Click on Help for more inf ormation
Entry from
application
Help history
1. Mail
2. Send mail
3. Read mail
4. Redirection
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 71
Objective Measures of Usability
Effectiveness
• Speed of performance, # errors (against some standard)
• Tasks completeable by required pct of target users
Learnable
• Time to learn, amount of training and tech support needed (against some
standard)
• Relearning time for intermittent users
Flexible
Subjective satisfaction
• Tiredness, discomfort, frustration, effort required, willingness/eagerness to use
system
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 72
Simple evaluation techniques
Questionnaires for user feedback
Video recording of system use and subsequent
tape evaluation.
Observation of users at work with system and “thinking
aloud” about how they are trying to use system
Instrumentation of code to collect information
about facility use and user errors.
The provision of a gripe button for on-line user
feedback.
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 74
Elements of Discount Usability
Engineering
Scenarios
Simplified Thinking Aloud
Heuristic Evaluation
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 75
Scenarios
Take prototyping to extreme – reduce functionality AND number
of features
Small, can afford to change frequently
Get quick and frequent feedback from users
Compatible with interface design methods
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 76
Simplified Thinking Aloud
Bring in some users, give them tasks, have them
think out loud
Fewer users in user testing
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 77
Heuristic Evaluation
Context – part of iterative design
Goal – find usability problems
Who – small set of evaluators
How – study interface in detail, compare to small set of
principles
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 78
How to Conduct a Heuristic
Evaluation
More than one evaluator to be effective.
Each evaluator inspects the interface by themselves
General heuristics may be supplemented
Results can be oral or written
Evaluator spends 1-2 hours with interface
Evaluator goes through interface > 1 time
Evaluators may follow typical usage scenarios
Interface can be paper
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 79
Norman’s Four Principles of
Good Design
State and the action alternatives should be visible
Should be a good conceptual model with a
consistent system image
Interface should include good mappings that
reveal the relationships between stages
User should receive continuous feedback
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 100
Trade-offs
Final Design will always represent a series of
trade-offs
People’s requirements always take precedence
over technical requirements
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 101