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Interaction quality Unit 2 Zeno Menestrina, MSc [email protected] Prof. Antonella De Angeli, PhD [email protected]

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Page 1: Unit 2 Zeno Menestrina, MScdisi.unitn.it/~deangeli/homepage/lib/exe/fetch.php?media=teaching:h… · • Define quality metrics – Usability – User experience • Understand the

Interaction quality

Unit 2

Zeno Menestrina, MSc [email protected]

Prof. Antonella De Angeli, PhD [email protected]

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Short bio

Zeno Menestrina •  MSc in Computer Science, UniTn •  PhD Student in Computer Science, UniTn •  Research on video game design

[email protected]

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Ground rules •  Leave the mobile in your bag

•  Keep talking, whispering and other background

noise to a minimum

•  If there is something you don’t understand, please interrupt

•  If you want to make a general remark, please wait until there is a natural break

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Group work

•  ~4 people each

•  Subscription from 20/09 to 25/09

•  More details in 2 weeks

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Learning outcomes

•  Define quality metrics – Usability – User experience

•  Understand the main types of evaluation

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Interaction Design

“Designing interactive products to support the way people communicate and interact in their everyday and working lives”

– Rogers, Sharp, Preece (2011)

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Interaction Design

Architects

Software Engineering

Civil Engineers

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Interaction Design

Architects •  People and their

interactions •  Family and private

space? •  People live in the

space in the way it was intended to use?

Software Engineering

Civil Engineers

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Interaction Design

Architects •  People and their

interactions •  Family and private

space? •  People live in the

space in the way it was intended to use?

Software Engineering

Civil Engineers •  The project •  Costs and durability •  Structural aspects •  Environment •  Fire regulations

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Usability

“Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.”

–  ISO 9241-11:1998 Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 11: Guidance on usability.

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Usability

•  Usability is a quality attribute that assesses how easy user interfaces are to use.

•  Five quality dimensions

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Learnability How easy is it for users to accomplish basic tasks the first time they encounter the design?

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Efficiency Once users have learned the design, how quickly can they perform tasks?

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Efficiency Once users have learned the design, how quickly can they perform tasks?

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Memorability When users return to the design after a period of not using it, how easily can they reestablish proficiency?

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When users return to the design after a period of not using it, how easily can they reestablish proficiency?

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Memorability

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How many errors do users make, how severe are these errors, and how easily can they recover from the errors?

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Errors

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How many errors do users make, how severe are these errors, and how easily can they recover from the errors?

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Errors

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How pleasant is it to use the design?

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Satisfaction

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Usability •  Usability is a quality attribute that assesses how easy user

interfaces are to use. •  Five quality dimensions:

–  Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design?

–  Efficiency: Once users have learned the design, how quickly can they perform tasks?

–  Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency?

–  Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?

–  Satisfaction: How pleasant is it to use the design? –  http://www.useit.com/

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Usability

•  Quality = absence of problems – Discover usability problems and reduce their

frequency and severity –  It can be measured

•  Objective data (performance is measured by behavioural data, user observations)

•  Subjective data (quality is estimated by the user, self-report, questionnaire or interview)

– Meeting specific usability criteria

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Hierarchy of consumer needs Jordan (2000) •  Functionality = “a product will be useless if it

does not contain appropriate functionality, a product cannot be usable if it does not contain the functions necessary to perform the tasks for which it is needed”

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Hierarchy of consumer needs Jordan (2000) •  Functionality = “a product will be useless if it does not contain

appropriate functionality, a product cannot be usable if it does not contain the functions necessary to perform the tasks for which it is needed”

•  Usability = “once people had become used to having appropriate functionality they then wanted products that were easy to use”

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Hierarchy of consumer needs Jordan (2000) •  Functionality = “a product will be useless if it does not contain

appropriate functionality, a product cannot be usable if it does not contain the functions necessary to perform the tasks for which it is needed”

•  Usability = “once people had become used to having appropriate functionality they then wanted products that were easy to use”

•  Pleasure = “having become used to usable products, it seems inevitable that people will soon want something more: […] products that bring not only functional benefits but also emotional ones”

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User experience

•  The User Experience (UX) is a complex psychological response to the interaction with computing systems.

•  This response is a consequence of –  Individual predispositions of the user

(e.g., attitudes, motivations and needs) –  Characteristics of the interactive system

(e.g., purpose, functionality and usability) –  Contextual dependencies

(e.g., task and environment).

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User experience goals –  Satisfying - Rewarding –  Fun - Support creativity –  Enjoyable - Emotionally fulfilling –  Entertaining …and more –  Helpful –  Motivating –  Aesthetically pleasing –  Motivating –  Enhancing sociability

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Examples - UX

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Examples - UX

mIRC

Skype

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User Experience

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Design metrics - UX •  Usability

–  Easy of use and efficiency •  Aesthetics

–  Sensorial experience generated by the look and feel of the interface and to the extent to which this experience matches individual preferences and goals.

•  Symbolism –  Meanings and associations elicited by a system. –  As opposed to aesthetics which can be ‘visceral’,

symbolism requires cognitive processing (the individual recognizes a symbol and associate a meaning to it).

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User Experience •  Positive

–  Good design is more than absence of problems. –  Add “extra value” to design (emotion, fun, personal

fulfillment)

•  Holistic –  Pragmatic qualities (traditional usability dimensions), –  Hedonic qualities (non-task related, beauty,

challenge, stimulation and self-expression)

•  Subjective –  Usability focuses on performance and tasks: can be

objectively measured –  Hedonic attributes relate to the user’s self which is

subject to deep variations among individuals.

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User-centred design

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identify needs / establish requirements

(re) design

build an interactive version

evaluate

final product

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User-centred design

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identify needs / establish requirements

(re) design

build an interactive version

evaluate

final product

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User-Centred Design 34

When do you evaluate?

•  Formative evaluation –  During design and development process –  Inform design

•  Summative evaluation –  After design is deployed –  Measure effectiveness –  Check standards –  Guide adoption decisions –  Collect requirements for future systems

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User-Centred Design 35

Evaluation •  Exploration – Conceptual design

–  Assess what it would take for a design to fulfills users’ needs and likes – e.g., requirements

–  Based on scenarios, storyboard •  Development – Physical design

–  Evaluate alternatives –  Anticipate breakdowns

•  Deployment –  Upgrade subsequent versions –  Continual improvement –  Collect user requirements for future systems

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User-Centred Design 36

Overview of usability techniques

•  observing users •  asking users’ their opinions •  asking experts’ their opinions •  testing users’ performance • modeling users’ task performance

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3 main types of evaluation

•  Analytical – expert based

•  Usability studies – controlled tests with users

•  Field studies – watch people while they spontaneously use the tools in their everyday life

User-Centred Design 37

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Key points

•  Usability

•  User-experience

•  Different evaluation types

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At home

•  Register your group

•  (optional) How game design is related to interaction design, usability and user experience?

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