CS305, HCI in Software
Development
Usability Goals, Principles,
Guidelines
(Introduction, Part 2)
Fall 2008
Usability Goals
• Effective to use (effectiveness)
– A general goal: how well does a system do what it
should do?
• Efficient to use (efficiency)
– Do things quickly, easily.
– Especially common tasks.
• Safe to use (safety)
– Protect people from hazards (usually not a SW issue)
– Help prevent user from making errors and recover
from errors
– Give users confidence
Usability Goals (2)
• Have good utility
– Has the right kind of functionality
– Supports users in accomplishing tasks
• Easy to learn (learnability)
– Includes how easy it is to learn advanced
features. (If hard, who bothers?)
• Easy to remember how to use
(memorability)
– Many systems used infrequently
How to Measure Usability?
• We want to achieve these goals, but how
do we know?
• Develop measurable criteria based on
previous goals. Examples:
– Time to learn
– Speed of performance
– Rate of errors over by users
– Retention over time
– Subjective satisfaction
User experience goals
– Satisfying - rewarding
– Fun - support creativity
– Enjoyable - emotionally fulfilling
– Entertaining …and more
– Helpful
– Motivating
– Aesthetically pleasing
Usability and user experience
goals
• How do usability goals differ from user
experience goals?
– How easy is it to measure usability versus
user experience goals?
• Are there trade-offs between the two kinds
of goals?
– e.g. can a product be both fun and safe?
Design principles
• Generalizable abstractions for thinking about
different aspects of design
• The do’s and don’ts of interaction design
– But at a high level. (Compare to guidelines later.)
• What to provide and what not to provide at
the interface
• Derived from a mix of theory-based
knowledge, experience and common-sense
Higher-level Principles
• Now, we’ll talk about the following:
– Visibility
– Feedback
– Constraints
– Mapping
– Consistency
– Affordances
• Ideas well-known (e.g. from Norman’s
Design of Everyday Things)
Visibility
• This is a control panel for an
elevator.
• How does it work?
• Push a button for the floor you want?
• Nothing happens. Push any other
button? Still nothing. What do you
need to do?
It is not visible as to what to do!
From: www.baddesigns.com
Visibility
…you need to insert your room
card in the slot by the buttons to
get the elevator to work!
How would you make this action more visible?
• make the card reader more obvious
• provide an auditory message, that says what to
do (which language?)
• provide a big label next to the card reader that
flashes when someone enters
• make relevant parts visible
• make what has to be done obvious
Feedback
• Sending information back to the user about
what has been done
• Includes sound, highlighting, animation and
combinations of these
– e.g. when screen button clicked on provides sound
or red highlight feedback:
“ccclichhk”
Constraints
• Restricting the possible actions that can be
performed
• Helps prevent user from selecting incorrect
options
• Three main types (Norman, 1999)
– physical
– cultural
– logical
Physical constraints
• Refer to the way physical objects restrict the
movement of things
– E.g. only one way you can insert a key into a lock
• How many ways can you insert a CD or DVD
disk into a computer?
• How physically constraining is this action?
• How does it differ from the insertion of a floppy
disk into a computer?
Logical constraints
• Exploits people’s everyday common sense
reasoning about the way the world works
• An example is the logical relationship between
physical layout of a device and the way it works
– See next slide for an illustration
Logical or ambiguous design?
• Where do you plug the
mouse?
• Where do you plug the
keyboard?
• top or bottom
connector?
• Do the color coded
icons help?
From: www.baddesigns.com
More Logically Constrained
Provides direct adjacent
mapping between
icon and connector
Provides color coding to
associate the
connectors with the
labels
From: www.baddesigns.com
Cultural constraints
• Learned arbitrary conventions
like red triangles for warning
• Can be universal or culturally specific
– For SW we’ve accepted certain conventions,
e.g. we know what to do with an icon
• Be concerned of cross-cultural conventions
and other ambiguities!
– Does an “X” mean “selected” or “not selected”
– Is a check-mark better?
Which are universal and which
are culturally-specific?
Mapping
• Relationship between controls and their
movements and the results in the world
• Why is this a poor mapping of control
buttons?
Mapping
• Why is this a better mapping?
• The control buttons are mapped better onto the
sequence of actions of fast rewind, rewind, play
and fast forward
– Is this a logical mapping (in most people’s minds)?
– Is there a mapping that makes more sense?
Mappings in the Kitchen
– Which controls go with which rings
(burners)?
A B C D
Why is this a better design?
Consistency
• Design interfaces to have similar operations and
use similar elements for similar tasks
• For example:
– always use ctrl key plus first initial of the command for an
operation – ctrl+C, ctrl+S, ctrl+O
• Main benefit is consistent interfaces are easier to
learn and use
• But… didn’t a wise man say this?
Consistency is the hobgoblin of little minds.
– A foolish consistency is the hobgoblin of little minds
(adored by little statesmen and philosophers and divines)
When consistency breaks down
• What happens if there is more than one
command starting with the same letter?
– e.g. save, spelling, select, style
• Have to find other initials or combinations of
keys, thereby breaking the consistency rule
– E.g. ctrl+S, ctrl+Sp, ctrl+shift+L
• Is this desirable? Does it defeat the purpose?
– It may increase learning burden on user
– It may make them more prone to errors
– But it may still benefit frequent or experienced users
Internal and external
consistency
• Internal consistency refers to designing
operations to behave the same within an
application
– Difficult to achieve with complex interfaces
• External consistency refers to designing
operations, interfaces, etc., to be the same
across applications and devices
– Very rarely the case, based on different designer’s
preference
– Most successful in product families (e.g MS Office)
– Op. Sys. vendors may define style guidelines
Keypad numbers layout
• A case of external inconsistency
(a) phones, remote controls (b) calculators, computer keypads
1 2 3 7 8 9
4 5 6 4 5 6
7 8 9 1 2 3
0 0
Affordances: to give a clue
• Refers to an attribute of an object that allows
people to know how to use it
– E.g. a mouse button invites pushing, a door handle
affords pulling
• Norman (1988) used the term to discuss the
design of everyday objects
• Since then has been popularized in interaction
design to discuss how to design interface
objects
– E.g. scrollbars to afford moving up and down, icons to
afford clicking on
What does ‘affordance’ have to
offer interaction design?
• Notion of affordance is often over-used!
http://www.jnd.org/dn.mss/affordances-and.html
• Interfaces are virtual and do not have affordances
like physical objects
• Norman argues it does not make sense to talk
about interfaces in terms of ‘real’ affordances
• Instead interfaces are better conceptualised as
‘perceived’ affordances
– Learned conventions of arbitrary mappings between
action and effect at the interface
– Some mappings are better than others
Activity 1.3
– Physical affordances:
How do the following physical objects afford? Are
they obvious?
Activity 1.4
– Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?
Activity 1.5: Physical and Perceived
Affordances
• Take a cell phone, digital camera, or PDA
– Have laptop? Open a fancy SW app: Outlook,
Eclipse, etc?
• In a small group
– Identify any physical affordances the device has
– Identify any perceived or visual affordances the
software user interface has
• Write these down, be prepared to share or turn
in
A Good Example
• Kodak DC-290 digital camera
Adjusting Tabs in MS Word
• What’s the idea here? Problems?
• What principle(s)?
– Affordance
– Metaphor (more on this later)
Web Links
• What are the conventions that help you
recognize a link?
• Would you are argue this is an affordance?
– A perceived affordance – convention of a mapping
between action and effect
– Does it “afford” clicking on it?
• Examples of problems with this?
– Let’s look at: http://www.cs.virginia.edu