Post on 26-Dec-2015
transcript
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PDA Usability
A Workshop on
“Designing for Handheld Usability”Scott Weiss
(Usable Products Co.)
at the 46th Annual Meeting of the Human Factors and Ergonomics Society,Baltimore,MD
~ Presented to IE 445/545 by ~Anand Moulik
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Presentation Outline
• Handheld vs. Desktop
• Prototyping
• Usability Testing
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Handheld vs. Desktop
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Desktop Definition
Essential Components: CPU (Central Processing Unit), the
“brain” Display Keyboard Pointing device, typically a mouse Cables to connect the components to
each other, to power, and to a network
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Handheld DefinitionHandheld devices are extremely portable, self-contained information management and communication devices.
They must be able to:1. Operate without cables, except temporarily
(recharging, synchronizing with a desktop).2. Be easily used while in one’s hands (no
furniture necessary!).3. Support the addition of additional applications
or support Internet connectivity (WAP, i-mode, or email).
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WAP
Wireless Application Protocol: not a language, operating system, etc.
Term is used generically, however. Available on most available mobile telephone
handsets. Latest Openwave browser supports color
graphics, graphical user interface controls, and limited filing capabilities.
Not SMS. SMS is a messaging standard that appears on all WAP devices.
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i-mode
Extremely popular service in Japan that is coming to Europe and North America.
Uses C-HTML (Compact HTML), which is similar to HTML.
Supports Internet POP3 email from the handset. The NTT DoCoMo network already supports
packet switched data.
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Pocket PC Miniature version of desktop Windows. Supports a file system. Has a multitasking operating system. Increasing market share in the PDA arena.
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OS
Currently the most popular PDA operating system. Available also on Kyocera 6035, Samsung i300,
Handspring VisorPhone and Treo.
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OS Found in a wide variety of devices, including the
Ericsson R380 and Nokia 9210 communicators. Also found in Psion palmtop computers. Symbian UI is hidden behind proprietary
operating environments. Some devices even hide the API (application-
programmer interface), such as the Ericsson R380—its API is WAP.
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RIM OS Found on RIM Wireless Handheld™ pagers, such
as the RIM 857 and RIM 957. Simple graphical design, mostly text and icons. Input restricted to keyboard and roller wheel. User interfaces mostly vertically-oriented forms.
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Wisdom™ OS Found on the Accompli™ 009 communicator and
Timeport™ P935 pager. Rich, graphical user interface that requires a
keyboard.
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Hardware: Desktop vs PDA
Form Factor: device centric vs. task centric Mobility: usually tethered vs. usually wireless Connectivity:
continuous & stable vs. punctuated & volatile Input: standardized vs. varied & evolving Display: large vs. small Memory: powerful vs. limited Storage: vast vs. limited Interaction: metaphors, boot times, file
systems vary
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Handheld Usability?Is designing for handheld any different?
Yes & No
Methods and context of information access differ; Wide variation in user interfaces; and… Goals and needs of users are shifted.
Attention to detail and better understanding of users is required.
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Conclusion: Handheld vs. Desktop
Each platform and each device has own set of user interface controls and interaction methods.
Design needs to be rethought for each implementation.
Guides for specific devices and platforms are available.
More important to think from the user’s perspective than to attempt to port directly from the desktop.
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Conclusion: Handheld vs. Desktop
Different design strategy is required. Mobility, limited memory & processing power,
small display sizes: challenges & opportunities.
Handhelds are heavily reliant on desktops. Future: less reliant, but more interaction
between devices and device types.
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Prototyping
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Paper Prototypes
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Paper Prototypes
Primary value is for usability testing. Identify scenarios first. Model the hardware and the software. Paper prototypes are:
– Team oriented– Quicker to correct & change
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Supplies• Large format folders (to store prototypes)
• Black pens
• Transparency markers—permanent
• Transparency markers—wet erase
• Restickable glue stick
• Permanent glue stick
• Transparent tape
• Post-it® correction tape in three sizes
• White card (60# or greater weight)
• Write-on transparencies Colored markers (for color user interfaces)
• Manila folders (to organize user interfaces)
• Q-Tips (to erase wet-erase markers)
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Building Your Model
Model the hardware first. Make it larger than actual, since hands cannot
write as small as LCDs render text. Cut out where the display is located.
Pages go behind. The cutout must match the size of the pages.
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Blinders & Pages
display cutout
softkey labels
softkeys
directional control
WAP Phone Binder WAP Page
Bookmarked Cities1 Add Bookmark2 Montreal 30 Sunny3 Miami, FL 84 Partly Cloudy4 Denver, CO 24 Snow5 New York NY 82 Rain6 Honolulu HI 74 Sunny7 Paris 64 Rain8 London 72 Partly Cloudy9 Delete Bookmark
6.0”6.0”
4.5”4.0”
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Application Pages
display
scroll region
soft keys
horizantaloverflow
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Example Draw the page outline on a sheet of card. Use clear plastic for entry fields.
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Components
Label the back of each UI element with:– Date– Description
Create individual elements for popup menus.
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Specific UI Elements
Buttons Hyperlinks Text entry fields Lists Softkeys Hardware buttons & indicator lights
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Interface Storage
Store sections of the interface on “palettes.” Organize user elements and palettes by use
case. Store palettes in manila folders.
Organization is essential to page generation during testing.
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During Interviews Two respondents One moderator One or two “computers”
observers
moderator respondents “computer”
prototype
“palettes”
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Text Entry
Allow for simplified data entry.– Voice– Explicitly state what they intend to enter.– Input methods vary
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Cursor Movements
Allow respondents to use tabbed extenders on the pages to emulate the scrolling affordances on the device.
Clicks may be made verbally on prototype touch screens.
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UI Elements
Must be modeled in its before and after states.
Menus may consist of item strips where dynamic or contextual menus are required.
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Page Changes (Links)
Wait cursors should be displayed for page transitions.
Where ever possible, construct as much of the page beforehand to reduce response time.
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After The Interviews
Create a narrated prototype video to document the prototype.
Model action after user scenarios. Stop action for page and UI transitions. Narration provide description of users
interactions.
Creation of video cements design decisions and proposed interaction quickly.
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Online Prototypes
Ideal for hands off-clients:– Make great executive presentations– Ideal for feedback from focus groups
“Comps” (graphic representations of final products) will not provide usability data, just reactions.
Clickable demos & functional online prototypes:– Provide more realistic setting– Take more time to produce and modify– Moderator must provide the illusion of interactivity
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How to Deploy
Desktop emulators are far from user experience of handheld device.
When possible, demo on the handheld device itself
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Emulators
Available for practically every platform.
Suited for testing code, & demonstrating interfaces, but there are always differences in appearance and behavior.
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Emulators
Advantages Readily available Quicker to develop/
deploy Can be easily video
recorded
Disadvantages Looks and feels like a
desktop computer Input methods
unrealistic Appearance different
from actual device
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Clickable Demos
When moderating, always present the demo as a prototype.
Crashes, lag time, & other bugs will crop up.
When moderating, explain beforehand that you’re working with an early prototype.
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Usability Testing
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What is Usability Testing?
Interviewing people—usually one-on-one—as they attempt to use your product.
Participants, called respondents are recruited from a Respondent Screener.
The Respondent Screener is a questionnaire used to recruit interviews.
Tasks are written in a Discussion Guide. The moderator conducts the interviews,
observing respondents as they succeed and fail. 6 interviews is a typical number.
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Qualitative?
User testing is qualitative. Quantitative testing requires dozens of
respondents—not generally practical. Log files are effective for quantitative analysis. Focus groups are opinion-oriented research with
groups of people. Usability tests are one-on-one.
or Quantitative?
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Usability Process
Facility selection Respondent screener Recruit respondents Discussion guide Conduct interviews Debrief Findings documentation Video highlights Prioritize issues
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Timeline
week 1 week 2 week 3 week 4
discussion guide
conduct interviews
top-line notes
define audience &write respondentscreener
recruit respondents
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When to Test
Test early. Test often.
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Justifying Usability
Usability is expensive, in time and money. Strike a balance between cost and efficacy. Limit interviews to reduce costs. Testing when the product is already shipping is
the most expensive method: – Formal testing is required.– Results will drive redesign and redevelopment.
Conduct tests during the design cycle. Cost-Justifying Usability.
Morgan Kaufman, 1994.
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Numbers
6 tests is industry recommend. Trends are observed after the fourth interview. 6 one-hour interviews can be conducted in one
day. More interviews yield diminishing returns. Fewer interviews leave open questions. Be careful when documenting:
– Use “some,” “most,” or “all.”– Do not use percentages, which imply greater numbers.
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Types of Usability Testing
One-on-one Co-discovery (two respondents) Accelerated Comprehensive In the office or in a conference room In a facility Paper prototype testing Formal testing
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Facility Setup
video mixer
analyst
video recorder
observers
TV monitor
door
moderator
respondent
one-way mirror
camcorder
microphone
document camera
wireless device
door
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Testing Prototypes Online prototypes lend themselves to facility
testing.– More observers can be present.– Video recording works well.– Observers will benefit from the video monitors—
peering over the respondent’s shoulder would be intrusive.
Paper prototypes lend themselves to conference room testing.– Team members can ask questions following tasks.– Hands-on nature of paper prototyping offsets the
intrusiveness of the setting.– Co-discovery works best, to give respondents a sense
of “community.”
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Respondent Screener Lists of questions that systematically filter out
inappropriate candidates. Define the audience before writing the
questionnaire.Which of the following annual income categories describes you?
I make less than $25,000 per year Terminate
I make between $25,001 and $35,000
I make between $35,001 and $50,000 Recruit a mix
I make between $50,001 and $75,000
I make more than $75,000 per year Terminate
How do you feel about the following industries?
Intense Dislike Dislike Indifference Like Enthusiastic
1 2 3 4 5
Firearms industry
Petroleum Industry
Tobacco industry Must be 3 or higher
Likert Scale
Range
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Recruiting
Often 100 calls yield 1 respondent. Over-recruiting: e.g., 9 for 6. Incentives: cash is king. 50% more for floaters. Send out letters with directions far in advance. Outsourcing:
– Get and check 3 references.– Convenient: they will prepare incentive checks, too.– Manage the recruit carefully:
require re-recruits when necessary.
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Discussion Guide
Provide background information for observers. Introduce the test experience, including
standard disclaimers. Pre-test questions. Include instructions to the moderator in italics. Tasks
– Keep questions open-ended—no yes/no questions.– Include both goal-seeking and survey tasks.
Follow-up questions.
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Audio/Visual Checklist
Video camera Document camera Omni-directional microphone Video mixer Video recorder Television monitor Cables, cables, cables!
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Audio/Visual Setup
video mixing board
observer area
TV monitorone way mirror
video
moderatorrespondent
handheld device
wireless Internet connection
document camera
Internet
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Document Camera
Handheld device
table toptripod
document video camera
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Video Highlights Best done on a digital video editing system
(called a non-linear editor). CDs are easier to use than VHS tapes.
Use a program like PowerPoint. Extremely effective for management presentations.
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