/
Usability Engineering and its role in Software Industry Usability Engineering and its role in Software Industry

Usability Engineering and its role in Software Industry - PowerPoint Presentation

karlyn-bohler
karlyn-bohler . @karlyn-bohler
Follow
377 views
Uploaded On 2016-08-07

Usability Engineering and its role in Software Industry - PPT Presentation

Qaiser S Durrani FASTNU Lahore Workshop on Usability Engineering Feb 2123 2011 at SEECS NUST Agenda Usability Engineering Why we need it What are its measures Where UE fits in the SDLC ID: 436447

measures usability design studies usability measures studies design user time satisfaction engineering software activities interface measure task requirements users

Share:

Link:

Embed:

Download Presentation from below link

Download Presentation The PPT/PDF document "Usability Engineering and its role in So..." is the property of its rightful owner. Permission is granted to download and print the materials on this web site for personal, non-commercial use only, and to display it on your personal computer provided you do not modify the materials and that you retain all copyright notices contained in the materials. By downloading content from our website, you accept the terms of this agreement.


Presentation Transcript

Slide1

Usability Engineering and its role in Software Industry

Qaiser S. Durrani

FAST-NU, Lahore

Workshop on Usability Engineering

Feb 21-23,

2011 at SEECS NUSTSlide2

Agenda

Usability Engineering?

Why we need it?

What are its measures?

Where UE fits in the SDLC

Can we integrate or map UELC with SDLC?

Experience and Emotional Measures – Role?

Case Study

Current practices in Software Industry with respect to UESlide3

W

hy Usability Engineering?

Functional perspective

User perspectiveSlide4

Usability

‘‘the capability to be used by humans easily and effectively’’

‘‘quality in use’’

‘‘the effectiveness, efficiency, and satisfaction with which specified users can achieve goals in particular environments’’

Context dependent

(shaped by the interaction between tools, problems, peoples)

A process through which usability characteristics are specified and measured throughout the software development lifecycle.Slide5

Key Research Questions in HCI

How to work with and improve the usability of interactive systems?

Guidelines for improving the usability of systems?

Methods for predicting usability problems?

Techniques to test the usability of systems?

Discussions on

how to measure usabilitySlide6

Neglecting Usability EngineeringSlide7

Usability into Software Development

When integrating usability into the system design process,

early focus on users and tasks

,

empirical measurement

, and

iterative design principles

are suggested

This integration, however, is not a trivial task, as numerous obstacles have been reported

First of all, introducing a new method into a software development organization is typically a delicate problem

User-centered design

techniques have been reported to remain the speciality of visionaries, isolated usability departments, enlightened software practitioners, and large organizations, rather than the everyday practice of software developersSlide8

Usability Engineering and Experience DesignSlide9

Models for Usability Engineering Lifecycle

Star Lifecycle Model

ISO 13407 Model

Usability engineering lifecycle

by Deborah J. Mayhew Slide10

Usability Engineering LifecycleSlide11

Requirements Analysis Phase

User Profiling – Cognitive & Non-Cognitive measures

Task Analysis

SW/HW/Environment Constraints

General Design

Principals

Usability GoalsSlide12

Design, Development & Evaluation

Conceptual Level Design

Detail Level Design

Screen Standards

Iterative EvaluationSlide13

Usability ActivitiesSlide14

Adaptation of Usability Activities into Software Engineering Development ProcessSlide15

Allocation of Usability Techniques to

Development ActivitiesSlide16

Shneiderman’s Golden Rules

R1:Strive for consistency

R2:Offer shortcut

R3:Give effective feedback

R4:Reduce Short term memory load

R5:Provide reversal of actions

R6:Design Dialogues to yield closure

R7:Provide locus of controlSlide17

Practices - MEASURING USABILITY

(Case study of 180 projects)

Measures of effectiveness

Measures of Efficiency

Measures of SatisfactionSlide18

Measures of Effectiveness

Binary task completion

Accuracy

Recall

Completeness

Quality of outcome

Experts assessmentSlide19
Slide20

Comments

1- 22% of the studies reviewed do not report any

measure of effectiveness

nor do these studies control effectiveness.

Frøkjær

et al. argued that the HCI community might not succeed in trying to make better computing systems without employing measures of effectiveness in all studies

2- Research shows that measures of the

quality of the outcome

of the interaction are used in only 16% of the studies. For example,

experts’ assessment

of work products seems a solid method for judging the outcome of interaction with computers and has been used in a variety of fields as an

indicator of the quality of work products

, for example with respect to creativity. Yet, in this sample only 4% of the studies use such measuresSlide21

Comments

3-

New kinds of

devices

and use

contexts

require new measures of usability. Especially, it has been argued that the notion of task underlying any effectiveness measure will not work in emerging focuses for HCI, such as home technology

4- A number of studies

combine usability measures

into a single measure, report the combined values, and make statistical tests on the combinationsSlide22

Measures of efficiency

Time

Input rate

Mental effort

Usage patterns

Communication effort

LearningSlide23
Slide24

Comments

1- Some of the efficiency measures are obviously related to the quality of interactive computer systems, because they quantify resources (e.g., time or mental effort) that are relevant in many contexts for many users

2- A second comment on the studies reviewed pertains to the measurement of time.

A surprising pattern apparent from Table is that while objective task completion time is measured by 57% of the studies,

little attention is paid to user’s experience of time

However, in this sample of 180 studies, only one study measures directly subjective experience of timeSlide25

Comments

3- The reviewed studies differ in

how task completion times, and efficiency measures in general

, are reasoned about. In the ISO definition of usability and in most of the studies reviewed, time is considered a resource of which successful interfaces minimize consumption

However, in a handful of studies higher task completion times are considered as indicators of motivation, reflection, and engagementSlide26

Comments

4- A striking pattern among the studies reviewed is that

few studies (5) concern learning of the interface.

Only five studies measure changes in efficiency over time

5- In the studies reviewed, the

median time of working with the user interfaces evaluated was 30 minSlide27

Measures of Satisfaction

Standard questionnaires

Preferences

Satisfaction with the interface

User attitudes and perceptionsSlide28
Slide29
Slide30

Comments

1- The measurement of satisfaction seems in a state of disarray. A host of adjectives and adverbs are used, few studies build upon previous work, and many studies report no or insufficient work on the validity and reliability of the instruments used for obtaining satisfaction measures

Another indication of the disarray is in the limited use of standardized questionnairesSlide31

Comments

2- A second comment on the satisfaction measures used is that studies

vary greatly in the phenomena

that are chosen for objective performance measures and those that are investigated by asking subjects about their perceptions and attitudes.

One question arises when users’ perception of phenomena is measured when those phenomena perhaps more fittingly could have been assessed by

objective measures

3- The review shows that in practice subjective satisfaction is taken to mean a questionnaire completed after users used the interface. Only eight studies (4%) measure satisfaction during use without using questionnairesSlide32

CHALLENGES IN MEASURING USABILITYSlide33

Subjective and objective measures of usability

Measures of usability concern

user’s perception

of or

attitudes

towards the interface, called

subjective usability measures

Other measures concern aspects of the interaction not dependent on user’s perception called

objective usability measures

Such a distinction has been argued to

simplify the nature of measuremen

t in science

Suggest using the distinction to reason about

how to choose usability measures and find more complete ways of assessing usability

Measures may lead to different conclusions regarding the usability of an interfaceSlide34

Measures of learnability and retention

Particularly

measures of efficiency

, we find it relevant to compare them to recommendations on how to measure usability

The well-known textbook by Ben Shneiderman (1998, p.15) recommends measuring (1) time to

learn, (2) speed of performance, (3) rate of errors by users, (4) retention over time, and (5)

subjective satisfaction.

Nielsen (1993, p. 26) similarly recommends measuring (a) learnability, (b) efficiency, (c) memorability, (d) errors, and (e) satisfaction

Most of the reviewed studies follow part of the recommendations by measuring

task completion time

(points 2 and b above),

accuracy

(points 3 and d),

and satisfaction with the interface

(points 5 and e):

92%

of the studies measure at least one of these;

13%

of the studies measure all threeSlide35

Measures of learnability and retention

The majority of studies make

no attempt to measure learnability or retention

This challenge is most relevant for studies or research addressing systems that

users should be able to learn quickly

or that will be intensively used

Overall, usability studies could put more

emphasis on measures of learning

, for example by measuring the time needed to reach a certain level of proficiency

In addition,

measures of the retention of objects and actions available in the interface

(i.e., the ability of users to come back and successfully use the interface) are important in gaining a more complete picture of usabilitySlide36

Measures of usability over time

The studies reviewed show that users typically interact only briefly with interfaces under investigation; as mentioned earlier the median duration of users’ interaction was 30 min; only 13 studies examined interaction that lasts longer than five hours

The brief period of interaction in the studies reviewed explains the

lack of focus on measures of learning and retention

The observation also suggests that

we know little about how usability develops

as the user spend more time interacting with the interface and how tradeoffs and relations between usability aspects change over time

From research, we need a more full understanding of how the relation between usability aspects develops over timeSlide37

Extending, validating and standardizing measures of

satisfaction

The disarray of measures of satisfaction presents special challenges

One is to extend the existing practice of measuring satisfaction almost exclusively by post-use questions;

another is to validate and standardize the questions used

Validation may be achieved through studies of correlation between measuresSlide38

Micro and macro measures of usability

Usability at a

micro level

Such measures cover tasks that are usually of short duration (seconds to minutes), has a manageable complexity (most people will get them right), often focus on perceptual or motor aspects (visual scanning, mouse input), and time is usually a critical resource

Usability at a

macro level

Such measures cover tasks that are longer (hours, days, months), are cognitively or socially complex (require problem-solving, learning, critical thinking, or collaboration)Slide39

A working model for usability measures and research

challengesSlide40

Affective Requirement

The need to make something fun, engaging, or enjoyable is usually not considered in requirements elicitation

Software requirements for these and other affective factors are never truly captured in an official manner

Juran is credited with coining the phrase "

fitness for purpose

If a system is intended to be a

leisure product

then the ‘fitness for purpose’ must also extend to

affectSlide41

Rebirth of Affect in Design

The idea of affect is not old but affect has re-emerged as a potentially desirable design characteristic

One of the visionaries of this re-emergence was Robert Glass from Sun Microsystems, who said:

If you’re still talking about ease of use then you’re behind. It is all about the joy of use. Ease of use has become a given – it’s assumed that your product will work

.” (Glass, 1997)Slide42

Summary of research into affective factorsSlide43

Exploring Affect……Theories

Three theories have each been said to contribute to computer game enjoyment

Usability:

In ISO 9241-11 (ISO, 1998), usability is characterized as consisting of three elements:

effectiveness, efficiency, and satisfaction

Grice (2000) attempted to apply these three elements to computer game design

His hypothesis was that computer games that were

enjoyable

will have high levels of

efficiency, effectiveness

, and

satisfaction

Some minor experiments conducted under his supervision seemed to indicate that this hypothesis was trueSlide44

Exploring Affect…Theories

Flow:

Csikszentmihaly describes flow as ‘the holistic sensation that people feel when they act with total involvement

In the state of flow, actions flow without conscious intervention by the actor

The term

flow was used because people in this state often

said that they “were in the flow of [the activity]”.

the

characteristics

of flow-inducing activities are:

must feel capable of completing the task

must have the ability to concentrate on task

clearly recognizes the goals of the task

receives immediate feedback about task performance

has a sense of control over their actions

has the sense of time altered: hours can seem like minutesSlide45

Exploring Affect…Theories

Heuristics for internally motivating interfaces:

Malone (1983), in agreement with Csikszentmihaly, believes that fun and enjoyment only arise from activities that are intrinsically motivated

Computer games are thought to be played because

of intrinsic motivation, with no expectation of a reward other than the activity itself

Malone and

Lepper

(1987) developed seven heuristics for the design of intrinsically motivated interfacesSlide46

Exploring Affect…Theories

The 4 major heuristics are:

Challenge-

multi-layers of challenge so that the user will feel initial success and continue to see improvements

Curiosity-

believe that their knowledge structures (or skills) are incomplete or inconsistent

Control-

interface should make the user feel that the outcomes are determined by the users own actions

Fantasy-

evoke mental images of physical or social situations

Other minor are

Competition

,

Cooperation

,

RecognitionSlide47

Results

The results being referred to are the learnability and ‘losing time’ reasons

Loss of Time

LearnabilitySlide48

Measures of specific attitudes towards the interface (Experience Design) – from 180 projectsSlide49
Slide50

Current Usability Practices in Pakistan Software IndustrySlide51

Basic Software Industry Data

Number of SW industry surveyed: 26

Number of respondents: 35

Project

Type: Multiple type from Web to ISSlide52

Research Questions

Does organization include estimates for usability activities in planning phase?

Does organization involve users during SDLC phases? If yes then what kind of user involvement it has?

(a) Are usability activities integrated into requirement phase of SDLC? (b). Are usability activities integrated into design phase of SDLC?

(c)

Are usability activities integrated into implementation phase of SDLC? (d) Is usability testing done in an organization?

Does an organization collect feedback from users for a product?

Does an organization calculate return on investment for the usability activities?

Are organizations intended to introduce or enhance the UELC activities in SDLC? Slide53

Fig1:Usability Activities in Planning Phase

Fig2:User Involvement in SDLC

Fig3:User Involvement

in SDLC PhasesSlide54

Fig4: Usability Requirements

Fig5: User Profile

Fig6: User Contextual InquirySlide55

Fig9: Usability Roles

Fig7: Usability Goals

Fig8: User Interface Development platformSlide56

Fig10: Screen Design Standards

Fig11: Design Flexibility

Fig12: Usability RolesSlide57

Fig13: Detailed Design of User interface

Fig14: Usability TestingSlide58

Fig15: User Feedback

Fig16: User ExperiencesSlide59

Fig17: User Feedback

Fig18: ROI CalculationSlide60

Challenges in Measuring Usability

Subjective and objective measures of usability

Measures of learnability and retention

Measures of usability over time

Extending, validating and standardizing measures of satisfactionSlide61

Recommendations

Developers must consider user interaction from the beginning of the development process.

Practice of Usability Testing

Practice of Cost-Justifying Usability tasks

Don’t try to do a full-scale usability process from the beginning.Slide62

References

Kasper

Hornbæk

,

Int. J. Human-Computer Studies (2006),

Current practice in measuring usability: Challenges to usability studies and research

Xavier

Ferre

, Integration of Usability Techniques into the Software Development Process

Juho Heiskari, Marjo Kauppinen, Mikael Runonen, Tomi Mannisto,

Bridging the Gap Between Usability and Requirements Engineering,

2009 17th IEEE International Requirements Engineering Conference

Todd Bentley, Lorraine Johnston,

Karola

von

Baggo

,

AWRE’2002,

Putting Some Emotion into Requirements Engineering

Samia

Asloob

,

Qaiser

S.

Durrani

, Usability Engineering Practices in SDLC, Technical Report (2010), FAST-NU, Lahore Slide63

Questions?Slide64

Bottom Line benefits

Increased Productivity

Decreased user training

Decreased user errors

Decreased need of on-going technical support

Incorporating business and marketing goals while catering to the user needs (especially for

M

obile, Web and Gaming applications)Slide65

Time Constraints for the Application of Usability Activities and TechniquesSlide66

Subjective and objective measures of usability

Challenges in research are to develop

subjective measures for aspects of quality-in-use

that are currently measured by objective measures, and vice versa, and evaluate their relation

In studies of usability, we suggest paying special attention to

whether subjective or objective measures are appropriate

, and whether a mix of those two better covers the various aspects of quality-in useSlide67

Definition of Process Increments

defined seven deltas in order to get a better match with the general stages of an iterative software development process

D

1: Early Analysis

D

2: Usability Specifications

D

3: Early Usability Evaluation

D

4: Regular Analysis

D

5: Interaction Design

D

6: Regular Usability Evaluation

D

7: Usability Evaluation of Installed SystemsSlide68

Affective Requirement

Same functional requirements, underwent a similar design process by the same designers, yet the

need to convey a different affective response greatly changed the entire product

Given that requirements give the constraints on how a system should behave, then it is important to see that

‘affective requirements’

are considered a valid category of requirement

Accepting that affective factors make valid requirements raises

the following questions:

How does an organization elicit and document affective requirements?

How does an organization design to meet affective requirements?

How does an organization validate that the design elicits the required affective response?Slide69

Motivations

Research focus on how to measure usability has three motivations:

First, what we mean by the term usability is to a large extent determined by how we measure it

Second, usability cannot be directly measured so, find aspects of usability that can be measured

Which measures of usability to select is consequently central in many approaches to the design and development of user interfacesSlide70

Studies of correlations between measures

A weak understanding of the relation between usability measures gives rise to many of the issues

With a better understanding, we could make more informed choices about which usability measures to employ

Studies of correlation between measures may improve this understanding by informing us whether our measures contribute something new and what their relation are to other aspects of usability

There is need for a better understanding of the

relation between usability measures

, for which studies of correlations between measures would be one contribution