Professional Documents
Culture Documents
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Models (Chapter 2)
Implementation Model
1. Representation of the way a machine actually works.
2. Describes the details of the way a program is implemented in code.
3. Example, a motion picture projector uses a complicated sequence of
intricate moving parts to create an illusion. It shines a very bight light
through a translucent, miniature image for a fraction of a second. It then
blocks the light for a split second while it moves another miniature image
into place. It unblocks the light for a moment. It does this 24 times a
second.
4. Example: Automobile engine has both mechanical and theoretical
complexity.
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User Mental Models (aka Conceptual Model)
• Movie goer sees the projector as something that throws the picture up on
the screen, not thinking about 24 frames/second or the sprockets and gears
that make it all happen.
• Better example: Driving a car. The gas pedal makes it go and the brake
makes it stop. There is no reason to understand the inner workings of the
engine or the theory (Carnot cycle).
• The complex underlying workings of even a word processor are, and should
be, invisible to the user. The user thinks in terms of a document that can
easily be cut, pasted, formatted, etc.
• Mental models are usually simpler than reality.
• Users will make a mental model of the software they use.
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Represented Models
•The behavioral face the software shows the world.
•A clever designer can hide the inner workings of the software and present a
neat, fairly simple and consistent model.
•The represented model should be close to the user's mental model. Or, stated
in a better way, the represented model should encourage a good, consistent
mental model.
•A represented model that follows the implementation model too closely
significantly reduces the user's ability to learn and use the program. (e.g.
Writing programs in assembly or machine language after writing in Java.)
•Adobe Photoshop feature, Variations., displays a picture being worked on in
several ways, each with a different color balance. The user can pick the
preferred one. No dealing with numerical values, scroll bars, etc.
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User interfaces designed by engineers often follow the implementation model
Example, a home theater system (or even a less formal grouping of various video
components). The user must keep track of video sources, even changing remote
controls to deal with some goals.
I have a DVD player, a VCR (nearly never used but occasionally useful), a DVR
(TimeWarner) and auxiliary speakers. Usually I can just use the DVR remote (after
having set it up correctly). Occasionally I must use the remote for a specific component.
Dragging a file from one directory to another within the same drive ostensibly moves the
file, erasing the source file and putting the file in the target directory. Moving a file from
one disk to another copies the file, leaving the source intact. Same user action, different
computer action.
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Boolean logic vs English
Boss says: Give me the names of all employees who work in Maine and
Vermont. (Really means, "Give me the names of all employees who live in
Maine and the names of all employees that live in Vermont.)
Boss, speaking in query form: Give me the names of all employees who live in
Maine or Vermont.
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User Categories: beginners, experts and intermediates
(Chapter 3)
Perpetual Intermediates
•The bulk of users are intermediates.
•Bulk of users remain intermediates
•A few have come up from beginners and are heading towards experts.
•Others are ex-experts who have used the product extensively for a while but
use it rarely now.
Example: Ski slopes - Must have runs that cater to each of the 3 levels.
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Designing for different experience levels.
Marketers and sales people often see only beginners.
The person buying the product is not the real user.
Programmers naturally program for experts and, often, make a hash
of designing for beginners.
The product must be designed for all levels, but beginners and
experts are the two most designed for groups even though there may
be far more intermediates than beginners and experts combined.
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What beginners need
• Beginners do not want to stay beginners.
• Good software shortens the beginner phase and leads directly to some
intermediate stage.
• Imagine a beginner as intelligent but busy. They need to learn this
software in addition to the rest of the work they do.
• Give the beginner an implementation model of the system that
encourages the user to make an accurate mental model.
• Consistency is key to this.
Beginners need to know the scope and purpose of the software. [Welty:
I have always thought that the Help/About menu items should have an
overview of what the software does and who it is aimed at. Help does
have links to tutorials, etc., but I never see an overview of the software.]
Any aspects of the program built for beginners must not be required of
them or others after the beginner stage. Intermediate and advanced
users do not want to deal with the "training wheels" implemented for
beginners.
Beginners need well thought out menus, shortcut keys readily visible and
understandable dialog boxes (with good choices for Cancel and other
buttons). 9
What experts need
•Shortcuts
•Not to have the software stand between them and what they want to do.
•If experts recommend the purchase of software, get some input from
intermediates and beginners to see if it meets their need, too.
•Experts are outliers. They must be designed for but not to the exclusion of
others.
Summary: All users are equal but perpetual intermediate users are more
equal than others.
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Understanding Users: Qualitative Research (Chapter 4)
Helps us understand:
•Behaviors, attitudes and aptitudes of potential product users.
•Technical, business and environmental contexts (the domain) of the
product.
•Vocabulary and social aspects of the domain in question
•How existing products are used
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Also help in the progress of the project by:
•Providing credibility and authority to the team because design decisions
can be traced to research results
•What goals motivate people to use the product and what basic tasks help
people accomplish those goals?
•What problems do people encounter with their present way of doing
things?
With quantitative methods you often find what but not why.
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Cooper example:
Company wanted to sell entry-level consumer video-editing
software.
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The persona hypothesis: We can consolidate user
behaviors and goals into a few identifiable groups and give a
single person’s name to this group. Designing for these
composite individuals works very well in practice.
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Behavioral and demographics variables.
Example, for an online store, there are several ranges of behavior
concerning shopping that we might identify:
•Frequency of shopping (from frequent to infrequent)
•Desire to shop (from loves to shop to hates to shop)
•Motivation to shop (from bargain hunting to searching for just the
right item)
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Now must interview possible candidates for forming the
personas. Cooper's experience: Each behavioral variable
requires about five interviews.
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Goal-oriented questions
• Goals - What makes a good day?
•Opportunity - What activities currently waste your time?
•Priorities - What is most important to you?
•Information - What helps you make decisions?
System-oriented questions:
•Function - What are the most common things you do with the
product?
•Frequency - What parts of the product do you use the most?
•Preference - What are your favorite aspects of the product? What
drives you crazy?
•Failure - How do you work around problems
•Expertise - What shortcuts do you employ?
Focus groups
Usability and User Testing - at this point Cooper goes into a review of user testing. We will not
cover it. He cites our text, Usability Engineering by Jakob Nielsen as "the classic volume on
usability and provides excellent guidance on the subject."
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Modeling Users: Personas and Goals (Chapter 5)
After finding out a lot about potential users' lives, motivations and environs, how is this
information used?
Personas
To create a product that must satisfy a diverse audience, logic might tell you to make it
as broad in its functionality as possible to accommodate the most people. This logic
,however, is flawed. The best way to accommodate a variety of users is to design for
specific individuals with specific needs.
When you broadly and arbitrarily extend a product's functionality to include many
constituencies, you increase the cognitive load and navigational overhead for all users.
Facilities that please some users will likely displease others. 19
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Key to this approach is first to choose the right individuals to design for - those
whose needs represent those of a larger set of key constituents - and then
prioritize those individuals so that the needs of the most important users are
met without compromising our ability to meet the needs of secondary users.
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Strengths of personas as a design tool
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Strengths of personas as a design tool (cont’d)
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Personas can also resolve three design issues that arise during
product development
Self-referential design
Developers designing for themselves. Usually there are no personas
that embody the background of developers.
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Edge cases
Designing for situations that may possibly happen but are extremely rare. The
design personas will not run into these situations very often. Edge cases can
be designed for but should not be the design focus. “Will Julie want to perform
this operation often? Ever?”
Other data that can also support and supplement the creation of personas
include (in rough order of effectiveness):
•Interviews with users outside their use contexts
•Information about users supplied by stakeholders and subject matter experts
(SMEs)
•Market research data such as focus groups and surveys
•Market-segmentation models
•Data gathers from literature reviews and previous studies
The most important data comes form direct interviews and observation of real
users.
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Highlights of persona attributes
•Personas are represented as real people
•They are personifications
•Engage empathy of designers and developers
•Akin to Method Acting where actors "become" the character (sometimes this is
referred to as the Stanislavsky method of interaction design).
•Represent a class of users (composite archetypes)
•These are not stereotypes. Stereotypes are simplistic models based on poor
research and bias.
•Express definitive behavior within a identified range
•Must have motivation (goals)
•May need Customer Personas if product's buyer is different than the user
Provisional personas
These are not based on detailed research but on available data and best
guesses about behaviors, motivations and goals. Based on stakeholder and
subject matter experts. Don Norman calls them "ad hoc" personas.
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Designing for Visceral Responses
•Want immediate appeal.
•The immediately perceived beauty, functionality, etc. of the product are very
important.
•May make a difference in original purchase and, even long-term satisfaction.
Often if people put work into a product, they do not want to think of their
investment as being wasted. [This sometimes is true of people and their cars.
If you paid a lot for a car, you might think it a good car even if experience has
shown it is not. People hate to be wrong or to feel foolish.]
Experience goals
Simple, universal and personal
How someone wants to feel about the product when using it.
Persona motivations at the visceral level:
•Feel smart or in control
•Have fun
•Feel cool or hip.
•Remain focused and alert
End goals
End goals represent the user's motivation for performing the tasks associated
with a specific product.
Examples:
•Be aware of problems before they become critical
•Stay connected with friends and family
•Clear my to-do list by 5:00 pm every day.
•Find music that I'll love.
•Get the best deal.
Life goals
Typically go beyond the product being designed. Why is the user trying to
accomplish the end goals? What are the user's long-term desires,
motivations and self-image attributes? For example:
•Live the good life
•Succeed in my ambitions to ...
•Be a connoisseur of ...
•Be attractive, popular or respected by my peers
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User goals are user motivation
Relationship between Cooper's person goals and Norman's model:
•Experience goals are related to visceral goals: how a user wants to feel
•End goals relate to behavior goals: what a user wants to do.
•Life goals relate to reflection: who a user wants to be.
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Other, subsidiary but still important stakeholder goals
Customer goals - People who buy the product are not necessarily the users.
•For consumer products the customer could be a friend or family member.
Concerned about safety and enjoyment of the product.
•Business customers may be IT managers. Concerns about security, ease of
maintenance and ease of customization.
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Non-profit goals
• Educate the public
• Raise enough money to cover overhead
Specific developers are interested in how much work is involved for the
pay, overtime needed, ease of coding, etc.
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