old users where available to learn difficult programs that would fulfill their needs
present users are experts in their work domain but not technicians
design should address their issues
1991 - the Usability Professionals Association was born
LUCID - (Logical User-Centered Interaction Design) includes the observation of users, the development of real scenarios and of social impacts coming from using new systems
evaluate peformance data on interfaces developed with LUCID
each project has its architect who develops the user interface and coordinates
human factors specialists
reads the technical literature,prepares budgets and deadllines
designs usability tests
Specialization
today’s jobs narrow - we have specialists in:
interface development tools
data visualization strategies
use of sounds (voice synthesis, speech recognition)
technical writing, handbooks...
Development tools
choosing the right tool is one basic step
new instruments speed up the implementation and favour the desig-test-refinement cycle
the writing of the guideline document is only the first step towards the implementation
management strategies, also called 3E (enforcement, exemption, enhancement) are spreading around
Still on usability
it is always difficult to grasp the concept of usability (every change is costly)
it is also difficult to include the user’s requests in the project
Karat (1990, 1994) noted that for every single dollar spent on usability,100 US$ payoffs were obtained spread out along the following items:
reduced program development cost
reduced program maintenance cost
earning increse due to greater user satisfaction
efficiency and produttivity increase
Other data
Landauer (1995) showed productivity increases up to 720% in projects that considered usability from the start
even minimal modifications of a project, after a usability test which pinpointed 20 of the most common errors, increased user efficiency from 19% up to a maximum of 80%
usability engineers become the real project managers, they also take care of resource allocation, costs and deadlines
Design
design is typically creative and unpredictable
Carroll & Rosson (1985) describe design as follows:
design is a process, not being a state it cannot be described statically
design is non hierarchical,neither bottom-up nor top-down
deisgn is radically transformational; it requires the development of partial and temporal soutions which may also be eliminated during the overall design process
formerly called QUE for quality Usability Engineering (Kreitzberg, 1996)
it identifies 6 differents stages
develop product concept
perform research and needs analysis
design concepts and key-screen prototype
do iterative design and refinement
implement software
provide rollout support
Stage
1
create a high concept
establish business objectives
set up the usability design team
identify the user population
identify technical and environmental issues
produce a staffing plan, schedule and budget
Example of concept: The new home banking system will provide customers with unified access to their accounts.
It will support balance inquiry, management of credit acounts and loans, transfer of funds, among acounts, electronic bill payment and investment in the bank’s family of mutual funds. The system will provide the custormer with year-end accounting for tax purposes.
2
partition the user population into homogeneous segments
break job activities into task units
conduct needs analysis through construction of scenarios and participatory design
sketch the process flow for sequences of tasks
identify major objects and structures which will be used in the software interface
research and resolve technical issues and other constraints
3
create specific usability objectives based on user needs
initiate the guidelines and style guide
select a navigational model and a design metaphor
identify the set of key screens: login, home, major processes
develop a prototype of the key screens using a rapid prototyping tool
conduct initial reviews and usability tests
4
expand key-screen prototype into full system
conduct heuristic and expert reviews
conduct full-scale usability tests
deliver prototype and specification
5
develop standard practices
manage late stage change
develop online help, documentation and tutorials
6
provide training and assistance
perform logging, evaluation and maintenance
Key screen prototype
one important feature of LUCID is the key screen prototype which - in participatory design sesions - is looked at with critical views conveying the system concept to the non-technical users
LUCID solicits user i/p, construct workflow scenarios and define the objects central to the design
the key screen prototype incorporates the major naavigational paths onf the system allowing the users to evaluate and refine it
it is also used for usability testing and heuristic review
key screens evoke strong reactions, generate early participation, create momentum for the project
On LUCID
based on rapid prototyping, iterative usability testing
spots interface issues with have implications for the technical architecture of the product
LUCID describes a phased rollout approach built on theories of organizational change
LUCID makes committments to user-centered design and highlights the role of usability engineering in s/w development focusing on:
activities
deliverables
reviews
Areas of activity
For each stage, 9 areas of activity are evaluated in connection with specified deliverables and timely feedback through reviews
product definition
business case
resources
phys. environment
technical environment
users
functionality
prototype
usability
design guidelines
content materials
documentation training and help
LUCID conclusions
each project is different yet a design methodology is mandatory
validation & refinement in multiple projects has proven useful & constructive
LUCID promotes an orderly process and predictable progress