Introduction & Course Overview CS490jl

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Prof. James A. Landay University of Washington Autumn 2004 Introduction & Course Overview Introduction & Course Overview CS490jl CS490jl September 30, 2004

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Introduction & Course Overview CS490jl. September 30, 2004. UI Hall of Fame or Hall of Shame?. Hall of Shame!. Does not help the user accomplish their task why did they come to the site? Takes too long most visitors will just leave & never come back - PowerPoint PPT Presentation

Transcript of Introduction & Course Overview CS490jl

Prof. James A. LandayUniversity of Washington

Autumn 2004

Introduction & Course Overview CS490jlIntroduction & Course Overview CS490jl

September 30, 2004

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User Interface Design, Prototyping, and Evaluation 2

UI Hall of Fame or Hall of Shame?

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User Interface Design, Prototyping, and Evaluation 3

Hall of Shame!

• Does not help the user accomplish their task– why did they come to the site?

• Takes too long–most visitors will just leave & never

come back

• May be valid for entertainment, art, or branding sites

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Hall of Fame or Shame?

• Page setup for printing in IE5

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Hall of Shame!

• Page setup for printing in IE5

• Problems– codes for header &

footer information• requires recall!• want recognition• no equivalent GUI

– help is the way to find out, but not obvious

Prof. James A. LandayUniversity of Washington

Autumn 2004

Introduction & Course Overview CS490jlIntroduction & Course Overview CS490jl

September 30, 2004

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Outline

• Who are we?

• HCI introduction

• Course overview & schedule

• Introductions

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Who are we?• James Landay

– Associate Professor in Computer Science at the University of Washington (formerly professor in EECS at UC Berkeley)

– Ph.D. in CS from Carnegie Mellon ‘96– HCI w/ focus on informal input (pens, speech, etc.),

Web design (tools, patterns, etc.), & Ubiquitous Computing– founded NetRaker, leader in Web experience management

• Now subsidiary of KeyNote Systems– Co-authored The Design of Sites with D. van Duyne & J. Hong– Director of Intel Research Seattle (ubicomp lab)

• Kate Everitt– Ph.D. student in CSE– BSc in Computing & Info Science from Queen’s University– MS in CS from UC Berkeley– HCI w/ focus on computer support cooperative work

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Who are we?

• Richard Davis– Ph.D. student in CS at UC Berkeley– BS & MS in EECS from MIT– lots of industry experience (Virtual Ink, Boris F/X, Mathworks, Intel)– HCI w/ focus on pen-based user interfaces (animation)

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• Computer– the machine the program runs on– often split between clients & servers

Human-Computer Interaction (HCI)

• Human– the end-user of a program– the others in the organization

• Interaction– the user tells the computer what they want– the computer communicates results

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HCI Approach to UI Design

Design

Organizational & Social Issues

Technology Humans

Tasks

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Factors Influence Each Other

Design

Organizational & Social Issues

Technology Humans

Tasks

“People change their knowledge as they perform, i.e., they learn”

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User Interfaces (UIs)• Part of application that allows people

– to interact with computer– to carry out their task

• User vs. Customer vs. Client– user is a term only used by 2 industries -> bad!– customer –person who will use the product you build– client – the person/company who is paying you to build it

HCI = design, prototyping, evaluation, & implementation of UIs

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Why is HCI Important?• Major part of work for “real” programs– approximately 50%

• Bad user interfaces cost– money

• 5% satisfaction -> up to 85%profits• finding problems early makes them easier to fix

– reputation of organization (e.g., brand loyalty)– lives (Therac-25)

• User interfaces hard to get right– people are unpredictable– intuition of designers often wrong

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Who Builds UIs?

• A team of specialists (ideally)– graphic designers– interaction / interface designers– information architects– technical writers– marketers– test engineers– usability engineers– software engineers– users

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How to Design and Build UIs

• UI Development process

• Usability goals

• User-centered design

• Task analysis & contextual inquiry

• Rapid prototyping

• Evaluation

• Programming

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User Interface Development Process

DesignExploration

Evaluate Execute

Proposal:Demos/Lo Fi Prototypes(How)

Work together torealize the designin detail.

Evaluate withCustomers

DesignDiscovery

Customers, Products,Business, Marketing

Customers, Products,Business, Marketing

Customers, Products,Business, Marketing

Design Definition:- Design Problem Statement- Targeted User Roles (Who)- Targeted User Tasks (What)- Design Direction Statements

Specification:Hi Fidelity, Refined Design - Based on customer feedback - Foundation in product reality - Refined Design description

Storyboard

Customers: - Roles (Who) - Tasks (What) - Context (Stories)Marketing: - Business Priorities - MessagesTechnology: - Products - ArchitectureDesign: - Leading/competing technologies

Review & Iterate

based on slide by Sara Redpath, IBM & Thyra Trauch, Tivoli

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Iteration

Design

Prototype

Evaluate

At every stage!

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Design

• Design is driven by requirements– what the artifact is for– not how it is to be implemented– e.g., PDA not as important as “mobile” app.

• A design represents the artifact– for UIs these representations include (?)

• screen sketches or storyboards• flow diagrams/outline showing

task structure• executable prototypes

– representations simplify

Write essay start word processor write outline fill out outlineStart word processor find word processor icon double click on iconWrite outline write down high-level ideas

.

.

.

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Web Design RepresentationsSite Maps Storyboards

Schematics Mock-ups

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Usability

According to the ISO:The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments

• This does not mean you have to create a “dry” design or something that is only good for novices – it all depends on your goals

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Usability Goals

– Learnable• faster the 2nd time & so on

– Memorable• from session to session

– Flexible• multiple ways to

accomplish tasks

– Efficient• perform tasks quickly

– Robust• minimal error rates• good feedback so user can recover

– Pleasing• high user satisfaction

– Fun

• Set goals early & later use to measure progress• Goals often have tradeoffs, so prioritize• Example goals

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User-centered Design“Know thy User”

• Cognitive abilities– perception– physical manipulation– memory

• Organizational / job abilities • Keep users involved throughout– developers working with target users– think of the world in users terms– understanding work process– not technology-centered/feature driven

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Task Analysis & Contextual Inquiry

• Observe existing work practices

• Create examples and scenarios of actual use

• “Try-out”new ideas before building software

?

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Rapid Prototyping

• Build a mock-up of design so you can test

• Low fidelity techniques– paper sketches– cut, copy, paste

• Interactive prototyping tools– HTML, Visual Basic,

HyperCard, Director, Flash, DENIM, etc.

• UI builders– Visual Studio .NET,

JBuilder…

Fantasy Basketball

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ESP

Evaluation

• Test with real users (participants)– w/ interactive prototype– low-fi with paper

“computer”

• Build models– GOMS

• Low-cost techniques– expert evaluation– walkthroughs – online testing

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Programming

• Toolkits

• UI Builders

• Event models

• Input / Output models

• etc.

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Goals of the Course

1) Learn to design, prototype, & evaluate UIs– the needs & tasks of prospective users– cognitive/perceptual constraints that affect design– technology & techniques used to prototype UIs– techniques for evaluating a user interface design– importance of iterative design for usability– technology used to prototype & implement UI code– how to work together on a team project– communicate your results to a group

• key to your future success

2) Understand where technology is going & what UIs of the future might be like

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Course Format

• Interactive lectures

• Semester long project & homeworks

• Readings

• All material is online– slides, exercises, readings, schedule– http://www.cs.washington.edu/cs490jl

• Have fun & participate!

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How CSE490jl Fits into CS Curriculum• Most courses for learning technology– compilers, operating systems, databases, etc.

• CSE490jl concerned w/design & evaluation– assume you can program/learn new languages– technology as a tool to evaluate via prototyping– skills will become very important upon graduation

• complex systems, large teams• don’t look for large immediate impact in other CS courses

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Project Description

• Each of you will propose an interface idea– fixing something you don’t like or a new idea

• Groups– 4 students to a group– work with students w/ different skills/interests– groups meet with teaching staff every 2 weeks

• Cumulative– apply several HCI methods to a single interface

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Project Process Overview

• Project proposal (individual) due Tuesday• Break-up into groups next Thursday• Project task analysis & “sketches” – i.e., rough proposals that can & will change

• Low fidelity prototyping & testing• Build 1st interactive prototype• In class presentations & critiques• Heuristic evaluations (individual)

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Project Process Overview (cont.)

• Heuristic evaluation summary

• Build 2nd interactive prototype

• In lab demo & critiques

• Customer testing of 2nd prototype

• In class presentation & critiques

• Not enough time for 3rd prototype

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Project Examples

• Research notebook– threads of ideas–multiple views– secure time stamps

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Research Notebook

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Project Examples (cont.)

• SiteSketch– web page design– sketch-based

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SiteSketch

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Project Examples (cont.)

• CD Jukebox

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CD JukeBox

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Project Examples (cont.)

• Clothes Shopper– online shopping– knows your prefs & sizes

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Clothes Shopper

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Project Examples (cont.)

• Electronic book reader– take advantage of all the online texts on

the net

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Electronic Book Reader

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Project Examples (cont.)

• Nutrition tracker

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Nutrition Tracker

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Project Examples (cont.)

• cUIzine– recipe tool for the home

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cUIzine

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Project Examples (cont.)

• Tech support help desk– avoid using the phone for getting help

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Project Examples (cont.)

• Apartment finder– kinda obvious!!! :)

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Apartment Finder

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Project Examples (cont.)

• Read WWW over phone– find structure in pages & build voice

menus– navigation problem– cache common paths & reorder?

• PDA brainstorming tool– small portable computers in a group

meeting (say Palm Pilots)

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PDA Brainstorming

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Project Examples (cont.)

• Runner’s training log– input daily workouts– reports– reminders

• PDA for shopping– scan in UPC & tells you whether a good

price

• Home entertainment control -“no more remotes”

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Total Entertainment Control

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Project Examples (cont.)

• PDA Baseball score keeper– have stats of the players on your PDA– keep track of what happens during the

game– upload stats after the game

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PDA Baseball Scorekeeper

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PalmStock

PalmStock

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InkChat

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Josh

Back-end

Ed

Brian

Cliff

Rendezvous

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Nutrition/Exercise Tracker

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Trippin’

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Ubiquitous Computing Project Themes

• Location-enhanced computing– Devices that are aware of their location – Examples include car navigation, Trippin’, finding

nearby restaurants, etc

• Digital home– focus on how to simplify people’s personal lives

rather than adding technology to get new features– helping care for an elder– helping people stay fit (exercise & nutrition)

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Administrivia• Registration– limited by room and project constraints to 32– fill-out appeal form if not enrolled (due today at 5 PM)– tell us why you should be in the course• background, interests, what you can contribute

– will post list of admits on course web page by Friday at 5 PM

• Roll• James’ office hours– Tue. 2:30-3:30 PM (642 Allen Center)– Wed. 9-10 AM online (send Kate your Yahoo id)– email landay@cs for appointments at other times

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Administrivia (cont.)• Teaching assistants– Katherine Everitt

• last name at cs.washington.edu• O.H.: TBA in 409 Allen Center

– Richard Davis• rcdavis at cs.washington.edu• O.H.: TBA in 606 Allen Center

• Discussion sections– TBD - please fill out course survey linked off

course web page today to help determine this & other things

– new material will be covered in discussion -> attend

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Books

• The Design of Sites by van Duyne, Landay, & Hong– order from Amazon.com– much of the first 4 chapters of book &

appendices based on this course• We will also hand out papers, give you web

links, & refer to lecture slides• Two recommended textbooks– Human-Computer Interaction by Alan Dix, et. al.,

3rd edition, 2003– Developing User Interfaces by Dan Olsen, 1998– order from Amazon.com (link off class web page)

• Other recommended books on web page

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Assignments (tentative)

• Individual– 4 written + one talk each

• Group– 6 written assignments

• 3 presentation/demos with the write-ups

– all group work handed in on Web (group web site)

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Grading

• A combination of– midterm (15%)– final (20%)– individual assignments (20%)– group project (40%)

• demos/presentation (group component)• project write-ups and exercises• ratings given by other team members & class

– in class participation (5%)

• No curve

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Tidbits

• Late Policy– no lates on group assignments– individual assignments lose one letter

grade/day• Cheating policy– will get you an F in the course–more than once can get you dismissed

• More information (syllabus/schedule/slides)– http://www.cs.washington.edu/cs490jl

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Summary

• Check web site for admit list by Friday at 5 PM

• Do on-line survey by Friday• Project proposal due at start of lecture

on Tuesday• Next lecture on design discovery– Read Tools For Thought Ch 11 (Engelbart

Demo)– Chapter 3 of The Design of Sites