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Introduction to Users Experience Principles and Processes (Week 5) -…
Introduction to Users Experience Principles and Processes (Week 5)
Design Heuristics
how can system design use this knowledge to improve UX?
need to choose the right guideline
do they apply to your platform/situation?
are they easy to use?
cover all the important best practice?
well-supported and focus on user-experience?
From knowledge about people to system guidelines
how people perceive
how people remember
important to know:
how people act to pursue goals
JAKOB NIELSEN'S 10 HEURISTICS
Intented to be a small, complete, and usable set
Able to be taught in a few hours
"Heuristic" means "rule of thumb", slightly more general than "guideline"
Derived from a systematic review of usability problems
Well-supported by theories of perception and cognition
Guidelines 1 - 5
User control and freedom
Emergency Exits
e.g. stop installing
Undo and redo
undo a results to previous state
redo to revert a wrong undo
In general
impt to support undo and redo
need to support seven stages of action (execution and evalution)
clearly marked emergency exit or something similar
users employ trail and error to learn the system
Conclusion
allow users to have control and give them the freedom to make mistakes and recover from those mistakes. hence, we need emergency exits and undo and redo functionality
Consistency and standards
Consistency of language, layout and behaviour
"search" vs "submit query"
"save" vs "commit"
"create" vs "new"
Consistency across products
e.g. microsoft words and microsoft google
why?
Leverage on user's schema
Present a consistent conceptual model
Follow plaform standard
being consistence and follow convention is very impt
In general
Users should not have to wonder whether different words, situations or actions mean the same thing. Follow platform convention.
Match between system and the real world
In general
System should speak the user's language with words, phrases, concepts familiar to the user, rather than system-oriented terms.
Follow real-world convention, making information appear in a natural and logical order
Why?
leverage perceived affordances and signifiers that suggest actions that are familiar to users
reduce difficulty of forming effective conceptual models
take advantage of the user's exisiting schema
Language
Avoid computer or coding langauge e.g. path mode: R
Order of operations
Metaphor
allow user to infer other abilities e.g. shopping cart, can add more items, remove items, abandon carts
documents icon metaphor might suggest users that they not only can create and save files can also delete and copy files
Conclusion
impt that the system we design match the real world expectation of users, so that they can take advantage of what they know from the real world and use it to effectively use the systems that we design
Error prevention
In general
Even better than good error message is a careful design which prevents a problem from ocurring in the first place
Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
Why?
People don't see or read everything on the screen.
People make mistakes when typing or clicking etc. even when they understand what they are trying to do.
People will make mistake. Mistake are common.
Solutions
Confirmation of risky actions eg. emptying recycle bin
Prevent actions that are likely to fail eg. battery too low to start installing updates etc.
Provide constraints eg, dd/mm/yyyy selection
Visibility of system status
In general
System should keep users informed about what is going on, through appropriate feedback within a reasonable time
General availability
e.g. the chorme circle turning
e.g. installing bar showing the time left
How users react to delay
Less than 100 milliseconds : "instaneous"
Up to 1 second: tolerable, but delay noticeable
Up to 10 seconds: annoying but willing to wait
More than 10 seconds: focus lost, went on to something else
General guideline
Up to 1 second, no indicator needed
From 1 to 10 seconds, use wait cursor
Strive for less than 100 msec response time
Over 10 seconds, complete in background, use progress indicators and estimates (so that users can plan accordingly)
Available actions
Knowing what i can do at a particular time
Konwing what actions available bridges the gulf of execution
Feedback
Kowning how the system responded bridges the gulf of evaluation
Guideline 6 - 10
Aesthetic and minimalist design
Why?
Visual clutter makes it harder to find and focused on desired actions
Good use of color, shape, motion and Gestalt principles as guideline
the more there is to see, the less of it users will actually see
Solutions
Reduce clutter
Use Gestalt princeples for non-linear reading
In General
Dialouges should not contain information which is irrelevant or rarely needed
Every extra unit of information in a dialogue competes attentions with the relevant units of information and diminishes their relative visibility
Error recovery
In general
Help users recognise, diagnose and recover from errors
Error message should be explained in plain message (no coding language)
Precisely indicating the problem and constructively suggest a solution
Why?
9 is a speacial case of 1,2,3 5
Solution
Error message must be helpful
Provide understanding of why it go wrong
suggest how to rectify it or show what is the next step to allow user to be unstuck
7.
Flexibility and Efficiency of Use
Why?
Recall is bad for new/infrequent users, but can be fast for experts
Different users have different goasls, allow them to customise (But don't force them)
Solutions
Shortcut and bookmarks
Personalisation eg. automatically create shortcut based on user's past behaviour
Accelerators eg. new - list of options, expert - have commands short-cut
In General
Accelerators - unseeen by novice users, may often speed up the interaction for the expert user such that the system can cater to both the ineperienced and experience users.
Allow users to tailor frequent actions.
Recognition over recall
In General
In general, minimise the user's memory load by making objects, actions and options visible.
User should not have to remember information from one part of the dialogue to another
Instruction for use of the system should be visible or easily retrievable whenere appropriate
Why?
recall forces users to
recreate chain of association themselves
forcefully learnt through "elaborative rehearsal"
a familiar stimulus triggers retrival from long-term memory
recall will fail unless remembered actions are
recent
strongly associated
frequent
Solution
Direct manipulation interface eg. display all the stuffs that we need to use or do
Recall cases includes
Textual commands: coding
Passwords
Speech recognition interface: need to remember what commands work
Help and documentation
In general
Even though it's better if system can be used without documentation
It may be necessary to provide help and documentation
Such information should be easy to search, focused on the user's talk and list concerte steps to be carried out and not too large.
Why?
Sometime UI not as self-explanatory as you thought
Structure to support the Gult of execution
Easy to search
Contain list of actions
Focus on user's tasks eg. organise it by how to complete each task (a step-by-step guide)
Solution
Contextual help eg. Dynamic help (based on what i'm currently doing)