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www.UsabilityOne.com
Background
From Usability to User Experience
2011
Copyright & Confidentiality
The concepts, ideas, strategies, information, materials, plans and copy contained in this document are presented in absolute confidence and are the property
of UsabilityOne and must not be reproduced, adapted or communicated to third parties in anyway without express permission of UsabilityOne.
www.UsabilityOne.com
Melbourne Trams – a short story
www.UsabilityOne.com
Melbourne Trams – a short story
www.UsabilityOne.com
INTRODUCTIONS
• Organisation
• Role
• Current Project
www.UsabilityOne.com
SCOPE
Introductions
Definitions
Historical Context
Heuristics
Background Key Principles
Information Architecture
Forms/transactions
Search
Multimedia
Social Media
Mobile and other Platforms
Writing for the web Techniques and Tools
Why writing for the web is so important
Top 12 writing tips with examples
Website style guides
Contextual analysis
Concept Testing
Card Sorting
Usability Testing (Moderated/Online)
Website Analytics
www.UsabilityOne.com
Background
www.UsabilityOne.com
WHAT IS USABILITY?
• ...A term used to denote the ease with which people can employ
a particular tool or other human-made object in order to achieve
a particular goal [Wikipedia.org]
• ...How well users can learn and use a product to achieve their
goals and how satisfied they are with that process [Usability.gov]
• The effectiveness, efficiency and satisfaction with which
specified users achieve specified goals in particular
environments. [ISO]
www.UsabilityOne.com
WHAT IS USER EXPERIENCE?
User experience (UX) is about how a person feels about using a
product, system or service. User experience highlights the
experiential, affective, meaningful and valuable aspects of
human-computer interaction and product ownership, but it also
includes a person’s perceptions of the practical aspects such as
utility, ease of use and efficiency of the system. User experience is
subjective in nature, because it is about an individual’s feelings and
thoughts about the system. User experience is dynamic, because it
changes over time as the circumstances change. [Wikipedia.org]
www.UsabilityOne.com
MATCHING THE SYSTEM WITH THE USER’S NEEDS
• Developers usually build a system to meet a certain workflow
View
products
Select
product
Checkout Credit card
Purchase
complete
• Users often take a different workflow to reach their goal
View
products
Make
comparisons
Select
product
Check
shipping
costs
Checkout
Look for
discounts
coupons
Credit card
Purchase
complete
• Users needs are often different to business and designer’s needs
www.UsabilityOne.com
MATCHING USER NEEDS WITH BUSINESS OBJECTIVES
Find form easily
Complete form quickly
Sense of security
Easy to find information
User
needs
Business
objectives
Collect customer information
Secure transaction process
Easily updatable site
Work with existing stock
management system
www.UsabilityOne.com
www.UsabilityOne.com
WHY SHOULD I CARE ABOUT USABILITY AND USER EXPERIENCE?
• Ensures users can complete their goals as quickly and simply as
possible
• Encourages users to undertake new activities using the product
• Ensures greater efficiency
• Less calls to help desks
• Faster task completion for staff
• Greater spend per sale
• Improves user’s perception of the brand
• Increases repeat use of the product
• Competitive advantage
www.UsabilityOne.com
CASE STUDY
Metlink wanted to increase awareness and usage of their late night
bus service
www.UsabilityOne.com
CASE STUDY
Users did not associate the Nightrider links with late night bus
services
www.UsabilityOne.com
CASE STUDY
• We suggested a more descriptive label
• This small change increased visitation to this
area of the site by 128%
www.UsabilityOne.com
www.UsabilityOne.com
http://whichtestwon.com/
www.UsabilityOne.com
How far we’ve come
www.UsabilityOne.com
COMPUTERS FOR PEOPLE
Xerox Star Apple Lisa
Circa 1981 Circa 1982
Microsoft Windows
Circa 1985
NOTE: Internet comes to Australia June 1989
56 kb/s connecting the University of Melbourne
and the University of Hawaii
www.UsabilityOne.com
ACCESSING THE INTERNET
1990s
• Desktop software
• Growth of the internet
• Email for communication
• World Wide Web for information
• Online shopping
www.UsabilityOne.com
ON THE MOVE
2000s
• Online software
• Mobile computing
• Social networking
• Touchscreen interfaces
• Online collaboration
www.UsabilityOne.com
TODAY
2010s
• Ubiquitous and Pervasive technologies
• Mobile computing
• Location based Technologies
• Voice Recognition software
• Tablets, eReaders
• Social Networks platforms for Mass
Movements
www.UsabilityOne.com
MORE OPPORTUNITIES
• As technology advances, so too do the opportunities
• However, with each new opportunity comes potential
difficulties for users
“How do I move or
delete my apps?”
“What does the RSS
button do?”
“What is my security
code?”
www.UsabilityOne.com
The basis of usability
www.UsabilityOne.com
NIELSEN’S 10 HEURISTICS
• Visibility of system status
• Match between system and the real world
• User control and freedom
• Consistency and standards
• Error prevention
• Recognition rather than recall
• Flexibility and efficiency of use
• Aesthetic and minimalist design
• Help users recognise, diagnose, and recover from errors
• Help and documentation
www.UsabilityOne.com
1. Visibility of system status
Keep users informed about what is going on, through appropriate feedback within
reasonable time
www.UsabilityOne.com
www.UsabilityOne.com
2. Match between system and the real world
Speaking the users' language, with words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow real-world conventions, making information
appear in a natural and logical order.
Useful techniques to help you match the system with the real world
• Metaphors
• Natural Mappings
• Affordances
• Direct Manipulation
www.UsabilityOne.com
2. Metaphors
Desktop Folders Files
Online book Vcr
www.UsabilityOne.com
2. Providing natural mappings
www.UsabilityOne.com
2. Affordances
Chairs – For sitting Knobs – For
turningTables – For putting things on
Slots – For inserting
Handles – For spinning Buttons – For pressing Switch – For toggling
www.UsabilityOne.com
2. Affordances
Using standard affordances, users know what they can do
Drop down list Type here Button to be
pressed
Clicking here does nothing
Must click here
What to do with this?
www.UsabilityOne.com
2. Direct Manipulation
Drop
Drag
Sorting by column headers
www.UsabilityOne.com
3. User control and freedom
Users often choose system functions by mistake and will need
a clearly marked "emergency exit" to leave the unwanted state
without having to go through an extended dialogue.
Support undo and redo.
www.UsabilityOne.com
4. Consistency and standards
Users should not have to wonder whether different words,
situations, or actions mean the same thing. Follow platform
conventions.
Web conventions
• About Us
• Contact Us
• Home
Desktop conventions
• File
• Edit
• Menu
Yahoo! Design Patterns
www.UsabilityOne.com
5. Error prevention
Even better than good error messages is a careful design
which prevents a problem from occurring 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.
• Prevention is always better than the cure
www.UsabilityOne.com
6. Recognition rather than recall
Minimize the user's memory load by making objects, actions,
and options visible. The user should not have to remember
information from one part of the dialogue to another.
Instructions for use of the system should be visible or easily
retrievable whenever appropriate.
www.UsabilityOne.com
7. Flexibility and efficiency of use
Accelerators -- unseen by the novice user -- may often speed
up the interaction for the expert user such that the system can
cater to both inexperienced and experienced users. Allow
users to tailor frequent actions.
Quick links for frequent tasks
Shortcut keys
www.UsabilityOne.com
8. Aesthetic and minimalist design
Dialogues should not contain information which is irrelevant or
rarely needed. Every extra unit of information in a dialogue
competes with the relevant units of information and diminishes
their relative visibility.
www.UsabilityOne.com
9. Help users recognise, diagnose, and recover from errors
Error messages should be expressed in plain language
(no codes), precisely indicate the problem, and
constructively suggest a solution.
www.UsabilityOne.com
10. Help and documentation
Even though it is better if the system can be used without
documentation, it may be necessary to provide help and
documentation. Any such information should be easy to
search, focused on the user's task, list concrete steps to
be carried out, and not be too large.
www.UsabilityOne.com
Don’t use documentation
unless needed
Poorly written documentation can
make a simple task harder
www.UsabilityOne.com
REFERENCES
• Heuristics (Jakob Nielsen)
http://www.useit.com/papers/heuristic/heuristic_list.html
• Book - Usability Engineering (Jakob Nielsen)
• Affordances - Design of Everyday Things (Donald Norman)
http://www.jnd.org/books.html#DOET
• Direct Manipulation (Ben Shneiderman)
• http://www.interaction-
design.org/references/authors/ben_shneiderman.html

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From Usability to User Experience

  • 1. www.UsabilityOne.com Background From Usability to User Experience 2011 Copyright & Confidentiality The concepts, ideas, strategies, information, materials, plans and copy contained in this document are presented in absolute confidence and are the property of UsabilityOne and must not be reproduced, adapted or communicated to third parties in anyway without express permission of UsabilityOne.
  • 5. www.UsabilityOne.com SCOPE Introductions Definitions Historical Context Heuristics Background Key Principles Information Architecture Forms/transactions Search Multimedia Social Media Mobile and other Platforms Writing for the web Techniques and Tools Why writing for the web is so important Top 12 writing tips with examples Website style guides Contextual analysis Concept Testing Card Sorting Usability Testing (Moderated/Online) Website Analytics
  • 7. www.UsabilityOne.com WHAT IS USABILITY? • ...A term used to denote the ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal [Wikipedia.org] • ...How well users can learn and use a product to achieve their goals and how satisfied they are with that process [Usability.gov] • The effectiveness, efficiency and satisfaction with which specified users achieve specified goals in particular environments. [ISO]
  • 8. www.UsabilityOne.com WHAT IS USER EXPERIENCE? User experience (UX) is about how a person feels about using a product, system or service. User experience highlights the experiential, affective, meaningful and valuable aspects of human-computer interaction and product ownership, but it also includes a person’s perceptions of the practical aspects such as utility, ease of use and efficiency of the system. User experience is subjective in nature, because it is about an individual’s feelings and thoughts about the system. User experience is dynamic, because it changes over time as the circumstances change. [Wikipedia.org]
  • 9. www.UsabilityOne.com MATCHING THE SYSTEM WITH THE USER’S NEEDS • Developers usually build a system to meet a certain workflow View products Select product Checkout Credit card Purchase complete • Users often take a different workflow to reach their goal View products Make comparisons Select product Check shipping costs Checkout Look for discounts coupons Credit card Purchase complete • Users needs are often different to business and designer’s needs
  • 10. www.UsabilityOne.com MATCHING USER NEEDS WITH BUSINESS OBJECTIVES Find form easily Complete form quickly Sense of security Easy to find information User needs Business objectives Collect customer information Secure transaction process Easily updatable site Work with existing stock management system
  • 12. www.UsabilityOne.com WHY SHOULD I CARE ABOUT USABILITY AND USER EXPERIENCE? • Ensures users can complete their goals as quickly and simply as possible • Encourages users to undertake new activities using the product • Ensures greater efficiency • Less calls to help desks • Faster task completion for staff • Greater spend per sale • Improves user’s perception of the brand • Increases repeat use of the product • Competitive advantage
  • 13. www.UsabilityOne.com CASE STUDY Metlink wanted to increase awareness and usage of their late night bus service
  • 14. www.UsabilityOne.com CASE STUDY Users did not associate the Nightrider links with late night bus services
  • 15. www.UsabilityOne.com CASE STUDY • We suggested a more descriptive label • This small change increased visitation to this area of the site by 128%
  • 19. www.UsabilityOne.com COMPUTERS FOR PEOPLE Xerox Star Apple Lisa Circa 1981 Circa 1982 Microsoft Windows Circa 1985 NOTE: Internet comes to Australia June 1989 56 kb/s connecting the University of Melbourne and the University of Hawaii
  • 20. www.UsabilityOne.com ACCESSING THE INTERNET 1990s • Desktop software • Growth of the internet • Email for communication • World Wide Web for information • Online shopping
  • 21. www.UsabilityOne.com ON THE MOVE 2000s • Online software • Mobile computing • Social networking • Touchscreen interfaces • Online collaboration
  • 22. www.UsabilityOne.com TODAY 2010s • Ubiquitous and Pervasive technologies • Mobile computing • Location based Technologies • Voice Recognition software • Tablets, eReaders • Social Networks platforms for Mass Movements
  • 23. www.UsabilityOne.com MORE OPPORTUNITIES • As technology advances, so too do the opportunities • However, with each new opportunity comes potential difficulties for users “How do I move or delete my apps?” “What does the RSS button do?” “What is my security code?”
  • 25. www.UsabilityOne.com NIELSEN’S 10 HEURISTICS • Visibility of system status • Match between system and the real world • User control and freedom • Consistency and standards • Error prevention • Recognition rather than recall • Flexibility and efficiency of use • Aesthetic and minimalist design • Help users recognise, diagnose, and recover from errors • Help and documentation
  • 26. www.UsabilityOne.com 1. Visibility of system status Keep users informed about what is going on, through appropriate feedback within reasonable time
  • 28. www.UsabilityOne.com 2. Match between system and the real world Speaking the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Useful techniques to help you match the system with the real world • Metaphors • Natural Mappings • Affordances • Direct Manipulation
  • 31. www.UsabilityOne.com 2. Affordances Chairs – For sitting Knobs – For turningTables – For putting things on Slots – For inserting Handles – For spinning Buttons – For pressing Switch – For toggling
  • 32. www.UsabilityOne.com 2. Affordances Using standard affordances, users know what they can do Drop down list Type here Button to be pressed Clicking here does nothing Must click here What to do with this?
  • 34. www.UsabilityOne.com 3. User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  • 35. www.UsabilityOne.com 4. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Web conventions • About Us • Contact Us • Home Desktop conventions • File • Edit • Menu Yahoo! Design Patterns
  • 36. www.UsabilityOne.com 5. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring 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. • Prevention is always better than the cure
  • 37. www.UsabilityOne.com 6. Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  • 38. www.UsabilityOne.com 7. Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Quick links for frequent tasks Shortcut keys
  • 39. www.UsabilityOne.com 8. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 40. www.UsabilityOne.com 9. Help users recognise, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  • 41. www.UsabilityOne.com 10. Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
  • 42. www.UsabilityOne.com Don’t use documentation unless needed Poorly written documentation can make a simple task harder
  • 43. www.UsabilityOne.com REFERENCES • Heuristics (Jakob Nielsen) http://www.useit.com/papers/heuristic/heuristic_list.html • Book - Usability Engineering (Jakob Nielsen) • Affordances - Design of Everyday Things (Donald Norman) http://www.jnd.org/books.html#DOET • Direct Manipulation (Ben Shneiderman) • http://www.interaction- design.org/references/authors/ben_shneiderman.html