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Usability Tips and Tricks for Beginners  An Experience Dynamics training  WEB SEMINAR With Frank Spillers, MS
About Your Speaker ,[object Object],[object Object],[object Object],[object Object]
Agenda  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
1. What is usability and why is it so important?   ,[object Object],[object Object],[object Object],[object Object],[object Object]
Cognitive Science ,[object Object],[object Object],pay attention recognize remember understand concentrate make mistakes solve problems make sense make decisions process information-events-emotions
Humans vs. Technology  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Don’t Make Me Think* User’s lane = tasks, goals, cognitive limitations (“lazy, stupid, not savvy”), emotional, social, environmental constraints. Development lane = dev culture, business limitations, technical constraints. If users have to understand they cross into the Developer lane (confusion or an accident might happen!) Aka Minimize User Cognition *I would add: Don’t Make Me Think, Like You Had to When You Created This Product AVOID UNDERSTANDING!
Easy to Use ,[object Object],[object Object],[object Object],[object Object],[object Object]
Easy to Learn ,[object Object],[object Object],[object Object],[object Object]
Satisfying ,[object Object],[object Object],[object Object],[object Object],[object Object]
2. What happens when you design websites, software and products that people love?; What happens when you don’t?   ,[object Object],[object Object],[object Object],[object Object],[object Object]
Avoid Interface Friction Every cognitive interruption to “Flow” to “rhythm” and establishing a bond with the user (keep them feeling good) adds friction. Cooper: Cognitive friction is "the resistance encountered by human intellect when it engages with a complex system of rules that change as the problem permutes." We call this “Synch”
Source: Pfeiffer Consulting independent study Speed bumps= bad experience
When people love your product: ,[object Object],[object Object],[object Object],[object Object],[object Object]
Improved ROI  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Companies focused on customer-experience design outperformed the S&P 500 by a 10-to-1 margin. (Peer Insight, 2007)
When people hate your product: ,[object Object],[object Object],[object Object],[object Object],[object Object]
Weakened ROI ,[object Object],[object Object],Users spend almost 40% of their computer facing trying to get things to work or work better. (Ceaparu, Lazar, Bessiere, and Shneiderman, 2004)
3. 5 proven design tricks from Cognitive Science    ,[object Object],[object Object],[object Object],[object Object],[object Object]
Proven Trick #1:  Task-Oriented Design Design based on the sequence, steps or chunks of a user’s workflow. Streamline the screen toward the task the user is trying to complete. Make the most common tasks apparent.
Proven Trick #2:  Pre-set Defaults Use the most familiar elements. Set the most common filters or settings. Avoid configuration behavior!
Proven Trick #3:  Group Like Items Use containership of actions (keep global and local objects separate or together).  Exploit Proximity (keep controls near objects that are related).
Proven Trick #4:  Sequence Complexity Use a “progressive disclosure” of features and content.  Give users what they need, only when they need it.
Proven Trick #5:  Deliver Aesthetics with Utility Visual or graphic design is important to capture the initial pre-cognitive processes. Remember users are information processors- they need it to work (if it doesn’t they may hate you). Never create eye candy without delivering ease of use.
4. 5 tested tips for making products easy to use   ,[object Object],[object Object],[object Object],[object Object],[object Object]
Tested Tip #1:  Understand User Roles Users wear different hats to get things done. Roles help users solve problems. Role-switching can reveal different usage scenarios. A user or person is not their role. * Think of roles as behaviors!
Tested Tip #2:  Provide visual clues & cues Provide built-in cues for users.  Provide cues about how something works- what the user should do.  Affordances provide strong clues to the operations of things. Plates are for pushing. Knobs are for turning.
Tested Tip #3:  Exploit user Context Understand users priorities, values, needs. Experience a user as they remember, share their story, reveal their requirements. Get an “on the ground” usage perspective. Context gives you the best empathy.
Tested Tip #4:  Make Rules Transparent Never make knowledge of how something works necessary. Don’t make users figure things out. Remove the need to explore and learn. The logic of how something works stays in your head!
Tested Tip #5:  Don’t Ask Users-- Watch Users  Never ask users if they like something. Focus groups are inappropriate- stop using them for usability requirements immediately. Go out to users homes, workspaces…interview them inside their “activity space”. Ask users to “complete a task” and watch them as they problem-solve, interpret, make sense and decide what to do (with design elements).
5. Q & A   ,[object Object],[object Object],[object Object],[object Object],[object Object]
thank  you ! 1-800-978-9183 www.experiencedynamics.com Frank Spillers, MS [email_address]
Design for Users Who are they What are their needs, expectations, goals, desires What does your software have to have for them to fall in love with it… Desirability- does it have what they need?
Design for Tasks Design for user Tasks Tasks: areas, questions, features, problems users want to solve Successful task completion- #1 usability metric (can they do it?)

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Usability Tips And Tricks For Beginners Experience Dynamics Web Seminar

  • 1. Usability Tips and Tricks for Beginners An Experience Dynamics training WEB SEMINAR With Frank Spillers, MS
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  • 7. Don’t Make Me Think* User’s lane = tasks, goals, cognitive limitations (“lazy, stupid, not savvy”), emotional, social, environmental constraints. Development lane = dev culture, business limitations, technical constraints. If users have to understand they cross into the Developer lane (confusion or an accident might happen!) Aka Minimize User Cognition *I would add: Don’t Make Me Think, Like You Had to When You Created This Product AVOID UNDERSTANDING!
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  • 12. Avoid Interface Friction Every cognitive interruption to “Flow” to “rhythm” and establishing a bond with the user (keep them feeling good) adds friction. Cooper: Cognitive friction is "the resistance encountered by human intellect when it engages with a complex system of rules that change as the problem permutes." We call this “Synch”
  • 13. Source: Pfeiffer Consulting independent study Speed bumps= bad experience
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  • 19. Proven Trick #1: Task-Oriented Design Design based on the sequence, steps or chunks of a user’s workflow. Streamline the screen toward the task the user is trying to complete. Make the most common tasks apparent.
  • 20. Proven Trick #2: Pre-set Defaults Use the most familiar elements. Set the most common filters or settings. Avoid configuration behavior!
  • 21. Proven Trick #3: Group Like Items Use containership of actions (keep global and local objects separate or together). Exploit Proximity (keep controls near objects that are related).
  • 22. Proven Trick #4: Sequence Complexity Use a “progressive disclosure” of features and content. Give users what they need, only when they need it.
  • 23. Proven Trick #5: Deliver Aesthetics with Utility Visual or graphic design is important to capture the initial pre-cognitive processes. Remember users are information processors- they need it to work (if it doesn’t they may hate you). Never create eye candy without delivering ease of use.
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  • 25. Tested Tip #1: Understand User Roles Users wear different hats to get things done. Roles help users solve problems. Role-switching can reveal different usage scenarios. A user or person is not their role. * Think of roles as behaviors!
  • 26. Tested Tip #2: Provide visual clues & cues Provide built-in cues for users. Provide cues about how something works- what the user should do. Affordances provide strong clues to the operations of things. Plates are for pushing. Knobs are for turning.
  • 27. Tested Tip #3: Exploit user Context Understand users priorities, values, needs. Experience a user as they remember, share their story, reveal their requirements. Get an “on the ground” usage perspective. Context gives you the best empathy.
  • 28. Tested Tip #4: Make Rules Transparent Never make knowledge of how something works necessary. Don’t make users figure things out. Remove the need to explore and learn. The logic of how something works stays in your head!
  • 29. Tested Tip #5: Don’t Ask Users-- Watch Users Never ask users if they like something. Focus groups are inappropriate- stop using them for usability requirements immediately. Go out to users homes, workspaces…interview them inside their “activity space”. Ask users to “complete a task” and watch them as they problem-solve, interpret, make sense and decide what to do (with design elements).
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  • 31. thank you ! 1-800-978-9183 www.experiencedynamics.com Frank Spillers, MS [email_address]
  • 32. Design for Users Who are they What are their needs, expectations, goals, desires What does your software have to have for them to fall in love with it… Desirability- does it have what they need?
  • 33. Design for Tasks Design for user Tasks Tasks: areas, questions, features, problems users want to solve Successful task completion- #1 usability metric (can they do it?)

Notas del editor

  1. Manipulate artifacts (icons, menus, handles) to make it happen. Interact with features and functionality (interaction).
  2. How people who use software think! How to make it easier for people to use! How to make software people literate!