Lecture4 DesignConsiderations
Lecture4 DesignConsiderations
• The users
• Tasks / goals
• Devices/Ways of inputting and
outputting and interactions
(e.g., Size of screen)
• Focuses on:
– Understanding users of a computer system under
development
– Understanding the tasks that users will perform and
the environment (e.g., organizational, social,
physical) in which they use the system
– Focuses on user experience
User Experience
• Usability
– Systems should be easy to
learn, effective to learn and
enjoyable
– Systems should enable
people to do their activities
at work, school and everyday
life to achieve their goals
– Is made up of several goals
Usability Goals
• For each type of user and task you can use
measurable goals to help guide the design and
development
Understanding Users
Users:
Who are
they?
What do we
need to
consider This Photo by Unknown Author is licensed under CC BY-NC-ND
about them
when
designing?
This Photo by Unknown Author is licensed under CC BY-SA-NC
This Photo by Unknown Author is licensed under CC BY-SA-NC This Photo by Unknown Author is licensed under CC BY
What are user 'needs'?
• Users rarely know what is possible
• Users can’t always tell you what they ‘need’ to
help them achieve their goals
• Instead, look at existing tasks:
• their context
• what information do they require?
• who collaborates to achieve the task?
• why is the task achieved the way it is?
• Envisioned tasks:
• can be rooted in existing behaviour
• can be described as future scenarios
Universal
Usability
• Diversity of human abilities,
backgrounds, motivations,
personalities, cultures, work
types and styles
• Need to understand the
differences between people in
order to successfully design
• Approach Universal Usability as
the process of “dumbing down”
– designing for the lowest
denominator – not very
successful
• E.g., do you want the same UI
as your grand-parents?
Universal Usability
This Photo by Unknown Author is licensed under CC BY-NC This Photo by Unknown Author is licensed under CC BY-SA-NC
Older Adult Users
This Photo by Unknown Author is licensed under CC BY-SA-NC
This Photo by Unknown Author is licensed under CC BY-SA-NC • Also, don't always assume that older adults fear
using technology – they are often open to new ways
of doing things and want to learn.
https://www.youtube.com/watch?v=iC3kCIRFPbA
https://www.youtube.com/watch?v=Sk53cBpZ_Ik
http://www.youtube.com/watch?v=RRvX2z601gU&fe
ature=related
With user centered design we
help promote a positive user
experience for older adults.
For example, for interfaces:
Older • We can provide control over:
Users
• Contrast levels
• Audio levels
• The design should provide:
• Easy to use pointing devices
• Clear navigation paths
• Consistent layouts
Children
https://www.youtube.com/watch?
v=fsEAqT9OC2s
This Photo by Unknown Author is licensed under CC BY-SA-NC This Photo by Unknown Author is licensed under CC BY-SA-NC This Photo by Unknown Author is licensed under CC BY-SA-NC
Children
This Photo by Unknown Author is licensed under CC BY-SA-NC This Photo by Unknown Author is licensed under CC BY
Children
With user centered design we can
promote a positive user
experience for children, consider:
• Interactive
• Engaging
• Support social interaction
with peers
• Reduce frustration (e.g.,
start over without penalty,
undo, etc.)
• Use the familiar (like familiar
characters, environments,
repetition)
• Consider safety and security
This Photo by Unknown Author is licensed under CC BY-SA-NC This Photo by Unknown Author is licensed under CC BY
Children
• For real young children:
• Recognize their limitations
– Limited dexterity – avoid
mouse dragging, double
clicking or small targets
– Emerging literacy – avoid
textual instructions, error
messages try audio sounds
instead
– Low capacity for abstraction –
avoid long complex
sequences and problem
solving
Children
http://www.youtube.com/watch?v=Gx3pDG-NVWM
2. Culture
• Diversity in many areas –
here are a few
• Characters, numerals,
special characters
– E.g., currency, even
“exit”
3. Physical Abilities
• Flexibility of desktop, web, robotics,
input/output modes, and mobile
apps makes it possible for designers
to provide special services to users
with disabilities
• Many governments have laws to
ensure access to technology and
different agencies have different
guidelines (e.g., CNIB)
– For example, in the US it requires
Assistive Technology Links access to vision impaired,
Accessible Procurement hearing impaired and mobility
Toolkit (APT) impaired
Physical Abilities
• Ways to assist all people can design for alternatives
for interacting with the interface depending on the
persons abilities:
– For example:
• Use alternatives to keyboards and mice
(e.g., touch screen, joy sticks, or software to
help select targets)
• Use screen magnification or display to audio
output and vice versa
• Have ATM or interactive displays at different
heights
• Use or come up with new interaction and
input modes depending on the user group
• E.g., BrailleTouch for Georgia Tech (keyboard
for visually impaired)
http://www.youtube.com/watch?v=k5snVu5q2b8
https://www.youtube.com/watch?v=l-Rqr00vz8g
(be my eyes - App designed by Hans Jørgen Wiberg)
This Photo by Unknown Author is licensed under CC BY-SA-NC
4. Education
Differing levels of Education can differ –
education - affect different terminology,
reading abilities and experiences, needs,
levels of understanding tasks
• Pre-school • Medical
• Elementary • Engineering
• High school • Computer Science
• University • Journalism
• Post-graduate • Accounting
• Mathematics
• Sciences
• Trades
• Political Science,
• etc.
1. Task variance
This has to do with the extent that the
tasks vary from one occasion to another
(e.g., small vs high variance):
• Small Variance example: a café that
serves 5 or 6 drinks has small
variance so can design a system with
just a few buttons.
• High Variance - web tasks [few tasks
but they have a high variance]: Design
a browser that has support tools for
different task types (e.g., to help with
Info Gathering - allow users to name
task and save related pages, for
comparison may offer notepad, for
monitoring websites use task bar
bookmarks)
Task Characteristics
2. Task Frequency
• How often will the task be carried out
regularly, infrequently or only once?
• May offer the help user ways to
remember or recall how to do a
task (e.g., grouping of
commands, use familiar menu
item names, etc.)
3. Skill and knowledge needed
• Identify if any special skills or
knowledge are needed to perform
the tasks
Task Characteristics
4. Environment
• How much of the task is affected by
the environment or changes in the
environment
• E.g., a warehouse worker with
gloves can affect their interaction
with keyboards [does it make
sense for them to take them off
all the time or to look at form
factors to work within their
environment?]
• Oceanographers may need to
use equipment on the water and
in the water (different for both
environments)
• Airplane mechanic may need to
in tight spaces while viewing
instructions on their tablet
Task Characteristics
Environment
This Photo by Unknown Author is licensed under CC BY-NC-ND This Photo by Unknown Author is licensed under CC BY-SA This Photo by Unknown Author is licensed under CC BY-NC
Outputs
Outputs (communicating with the user)
This includes different ways that the
system communicates with us (the
users), for example:
• Screens / visual
• Printers / physical
• Speakers
• Haptic feedback (e.g., phone
vibrates when on mute)
• A/R and V/R
This Photo by Unknown Author is licensed under CC BY-SA This Photo by Unknown Author is licensed under CC BY-SA-NC This Photo by Unknown Author is licensed under CC BY-NC-ND
Diverse Devices
https://www.youtube.com/watch?v=Sfc_Peev660 https://www.youtube.com/watch?v=9J7GpVQCfms
www.cicret.com
Paul Strohmeier et al. 2016. ReFlex: A Flexible Smartphone with
Active Haptic Feedback for Bend Input
Wearable Devices
https://en.wikipedia.org/wiki/Lifelog#cite_note-1
http://wearcam.org/steve5.htm
Steve Mann
• Has been using these devices for 35+ years
http://wearcam.org/ieeecomputer/r2025.htm
Issues and Challenges with
wearable
• Comfort
• needs to be light, small, not get in the way, fashionable, and preferably
hidden in the clothing
• Hygiene
• is it possible to wash or clean the clothing once worn?
• Ease of wear
• how easy is it to remove the electronic gadgetry and replace it?
• Usability
• how does the user control the devices that are embedded in the
clothing?
• Where to put camera, how to interact with the device, where do you
project information?
Augmented Reality
• Virtual representations are super-imposed on physical devices and objects
• Views of real world are combined with virtual environment
This Photo by Unknown Author is licensed under CC BY This Photo by Unknown Author is licensed under CC BY-SA
Example: Apple Vision
• Is this the new norm?
• https://www.youtube.com/watch?v=pOALQbl
WCck
Robots
https://spectrum.ieee.org/automaton/robotics/home-robots/sony-advanced-aibo-robot-dog-unleashed
http://www.sony-aibo.com/aibo-models/sony-aibo-ers110/
Speech Interfaces
https://www.youtube.com/watch?v=RLYrSP_Qz38 https://www.youtube.com/watch?v=Lygko4rlnNo
Tangible Devices
• Interacting with digital information using
the physical environment
https://www.youtube.com/
watch?v=Mgy1S8qymx0
https://www.youtube.com/
watch?v=lHtN7Iz0t0A
Mobile:
https://www.youtube.com/
watch?v=jbq7Ji25Ieo
• Daniel Wigdor, Clifton Forlines, Patrick Baudisch, John Barnwell, and Chia Shen. 2007. Lucid touch: a see-
through mobile device. In Proceedings of the 20th annual ACM symposium on User interface software and
technology (UIST '07). Association for Computing Machinery, New York, NY, USA, 269–278.
https://doi.org/10.1145/1294211.1294259
• Paul Strohmeier, Jesse Burstyn, Juan Pablo Carrascal, Vincent Levesque, and Roel Vertegaal. 2016. ReFlex:
A Flexible Smartphone with Active Haptic Feedback for Bend Input. In Proceedings of the TEI '16: Tenth
International Conference on Tangible, Embedded, and Embodied Interaction (TEI '16). Association for
Computing Machinery, New York, NY, USA, 185–192. https://doi.org/10.1145/2839462.2839494
• Schall, G., Mendez, E., Kruijff, E. et al. Handheld Augmented Reality for underground infrastructure
visualization. Pers Ubiquit Comput 13, 281–291 (2009). https://doi-
org.ezproxy.library.dal.ca/10.1007/s00779-008-0204-5
J. Liu, Y. Qin, Q. Yang, C. Yu and Y. Shi, "A Tabletop-Centric Smart Space for Emergency Response" in IEEE
Pervasive Computing, vol. 14, no. 02, pp. 32-40, 2015.
doi: 10.1109/MPRV.2015.24
Florian Perteneder, Eva-Maria Beatrix Grossauer, Joanne Leong, Wolfgang Stuerzlinger, and Michael Haller. 2016.
Glowworms and Fireflies: Ambient Light on Large Interactive Surfaces. In Proceedings of the 2016 CHI Conference on
Human Factors in Computing Systems (CHI '16). Association for Computing Machinery, New York, NY, USA, 5849–5861.
https://doi.org/10.1145/2858036.2858524
Anders Markussen, Sebastian Boring, Mikkel R. Jakobsen, and Kasper Hornbæk. 2016. Off-Limits: Interacting
Beyond the Boundaries of Large Displays. In Proceedings of the 2016 CHI Conference on Human Factors in
Computing Systems (CHI '16). Association for Computing Machinery, New York, NY, USA, 5862–5873.
https://doi.org/10.1145/2858036.2858083
J. Dykes, J. Wood and A. Slingsby, "Rethinking Map Legends with Visualization," in IEEE Transactions on
Visualization and Computer Graphics, vol. 16, no. 6, pp. 890-899, Nov.-Dec. 2010, doi:
10.1109/TVCG.2010.191.
Patrick Baudisch and Ruth Rosenholtz. 2003. Halo: a technique for visualizing off-screen objects. In
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '03). Association for
Computing Machinery, New York, NY, USA, 481–488. https://doi.org/10.1145/642611.642695
Sean Gustafson, Patrick Baudisch, Carl Gutwin, and Pourang Irani. 2008. Wedge: clutter-free visualization of
off-screen locations. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
(CHI '08). Association for Computing Machinery, New York, NY, USA, 787–796.
https://doi.org/10.1145/1357054.1357179
Sean Follmer, Daniel Leithinger, Alex Olwal, Akimitsu Hogge, and Hiroshi Ishii. 2013. InFORM: dynamic
physical affordances and constraints through shape and object actuation. In Proceedings of the 26th annual
ACM symposium on User interface software and technology (UIST '13). Association for Computing Machinery,
New York, NY, USA, 417–426. https://doi.org/10.1145/2501988.2502032