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	<title>Steve Bromley&#039;s UX Blog &#187; HCI</title>
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	<link>http://www.stevebromley.com/blog</link>
	<description>Usability, user experience and HCI for games and the web</description>
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		<title>Replacing the Desktop?</title>
		<link>http://www.stevebromley.com/blog/2010/06/08/replacing-the-desktop/</link>
		<comments>http://www.stevebromley.com/blog/2010/06/08/replacing-the-desktop/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 08:20:02 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[HCI]]></category>
		<category><![CDATA[bad UX]]></category>
		<category><![CDATA[Heuristics]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=891</guid>
		<description><![CDATA[Just under 40 years ago, the desktop metaphor was devised as a way to allow computer users to understand graphical interactions with their computer. Standard tasks, like using a calculator, or deleting files, were presented in a manner familiar to workers from a traditional office place, as an effort to build their experience of computing [...]


Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2009/10/27/evaluating-existing-technologies-paper-prototypes-in-action-windows-7-and-the-disappointing-user-experience-of-my-dvd-player/' rel='bookmark' title='Permanent Link: Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!'>Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>Just under 40 years ago, the desktop metaphor was devised as a way to allow computer users to understand graphical interactions with their computer. Standard tasks, like using a calculator, or deleting files, were presented in a manner familiar to workers from a traditional office place, as an effort to build their experience of computing upon pre-existing knowledge. And, as is evident by this metaphor’s continued existence today, it was a massive success.</p>
<p>Just under 16 years ago Microsoft attempted to reinvent the desktop metaphor, and bring it up to date. The product, Microsoft Bob, aimed to shift computing from an office metaphor to a home metaphor. And it was a massive failure. My first home computer came with Bob installed, and so today I’ll be looking at why it failed, and what we can learn from this failure.</p>
<h4>Usability advantages of the desktop metaphor.</h4>
<p>So why has the desktop metaphor proved to be a lasting success? Introduced at a time when graphical methods of interacting with a computer were new, it had several key characteristics that led to its success.</p>
<div align="center">
<div id="attachment_894" class="wp-caption aligncenter" style="width: 481px"> <img src="http://www.stevebromley.com/blog/wp-content/uploads/2010/06/desktop.png" alt="Space Invaders" title="desktop" width="471" height="322" class="size-full wp-image-894" /><p class="wp-caption-text">...such as fun games</p></div>
</div>
<p>First of all, the desktop was familiar. Rather than having to learn context specific methods of interacting with a computer, it built upon the user’s pre-existing knowledge. For example, when deleting a file, a user could use their existing understanding of a trash can, and drag the file into it (rather than running a deltree command, which doesn’t map with any real-world knowledge). Therefore the desktop metaphor was easy to figure out, and consistent with real life experience, reducing the learning curve upon adoption. This meets Nielsen’s heuristic on a ‘match between the system and the real world’.</p>
<p>Building upon this familiarity was the appropriateness of the desktop metaphor for the tasks at hand. Before home computing, the workplace was the most likely place for users to use a computer, and the computer would be performing office-based tasks, such as word processing or calculating. Hence the adoption of a workplace metaphor seemed appropriate for developing a graphical user interface, as it registered with the target market. This meets Nielsen’s heuristic on ‘recognition rather than recall’.</p>
<p>Furthermore, the desktop metaphor was wide enough to expand to meet the growing roles that computers played. By extending the workplace metaphor through terms such as ‘cut’ and ‘paste’, and the development of graphical tools emulating image manipulation tasks, the desktop metaphor proved that it wasn’t static, and could extend to reach an ever growing range of requirements.</p>
<p>The desktop metaphor also met the heuristic requirement, of having a wide degree of flexibility, by allowing ‘experienced’ users to automate or speed up tasks, such as by selecting groups of objects, or utilizing keyboard shortcuts.</p>
<h4>What did Bob try to do?</h4>
<p>In the mid 90’s, Microsoft Bob was devised as the successor to the desktop metaphor. Recognising a growth in home computing, Microsoft aimed to shift the graphical interface model for computing from a business/creative focus, to the ‘home’. It was thought that this would open the computing world to a whole range of ‘novice’ users, who would have found the desktop metaphor inaccessible.</p>
<p>Bob presented the user with ‘their room’, covered with clickable objects, such as bookcases, clocks and a notepad. Clicking these things will launch the relevant program (or help you locate files), and you can add your own programs to the shelves. It’s just like your home! (assuming your home is littered with boxes that say ‘Internet Explorer’ and ‘Corel Draw’).</p>
<div align="center">
<div id="attachment_895" class="wp-caption aligncenter" style="width: 440px"> <img src="http://www.stevebromley.com/blog/wp-content/uploads/2010/06/BOB-in-Action.png" alt="Bob in Action" title="BOB in Action" width="430" height="330" class="size-full wp-image-895" /><p class="wp-caption-text">Bob in action</p></div>
</div>
<h4>Why did Bob fail?</h4>
<p>Microsoft Bob offered an alternative to using the desktop metaphor, aimed at novice users, but its primary failure was that it didn’t offer any significant advantages. For a product that came over twenty years after the ethos of its competitor, this wasn’t a good sign…</p>
<p>Despite being based on the home, Bob still had a learning curve, and so missed it’s key objective of being intuitive. Clicking on a clock to open a calendar, or a pen and paper, still required just as much learning as a calendar or notepad icon in a traditional desktop environment. More complex tasks than just opening programs still require further learning. Also, the enforced ‘home’ layout is just plain inefficient – rifling through a cabinet to find a file offers no advantage to browsing a list of files in a folder.</p>
<p>By attempting to change the way people interacted with computers, Bob alienated itself from existing computer users, and prevented new users from being able to ask for help from power-users. By offering only ‘simple’ ways of interacting with computers, the user was unable to allow users to grow, and learn superior (and more efficient) ways of performing tasks.</p>
<p>It’s also apparent that the ‘cuteness’ of Bob didn’t sit well with users. The two elements of this operating system which outlived the OS itself are among the most hated villains of computing – Virtual assistants like Clippy, and the Comic Sans font. Obviously Microsoft failed to understand the needs of their target market.</p>
<p>The final nail in Bob’s coffin came within a year of its release. Microsoft released Windows 95. It sold… quite well, and offered a fully-powered alternative to Bob based on the traditional desktop metaphor. Bill Gates punished those responsible for the mess that was Bob. He married lead project manager Melinda French. Burn.</p>
<h4>What will replace the desktop?</h4>
<p>It’s obvious through Bob’s failure that the Desktop cannot be beaten by a simple re-skin or appropriation of another metaphor without offering significant advantages.</p>
<p>As I wrote about in my review of <a href="http://www.stevebromley.com/blog/2009/11/24/the-humane-interface-by-jef-raskin/">The Humane Interface</a>, Raskin proposes a ‘Zoomworld’ which offers a non-windows environment with no gaps between the operating system and the files. However development by Archy has stalled and they seem to have fallen off the internet…</p>
<p>Or maybe the future will be more like Google, and involve typing queries or commands into a prompt to find answers and perform tasks? Although this does seem like a regression, and breaks several key usability best practises.</p>
<p>So what other systems are out there that offer a viable alternative? Or will it be desktops forever? As ever, I’d be interested in hearing your thoughts in the comments below!</p>


<p>Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2009/10/27/evaluating-existing-technologies-paper-prototypes-in-action-windows-7-and-the-disappointing-user-experience-of-my-dvd-player/' rel='bookmark' title='Permanent Link: Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!'>Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!</a></li>
</ol></p>]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Watching ‘average users’: Word</title>
		<link>http://www.stevebromley.com/blog/2010/03/08/watching-%e2%80%98average-users%e2%80%99-word/</link>
		<comments>http://www.stevebromley.com/blog/2010/03/08/watching-%e2%80%98average-users%e2%80%99-word/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 14:00:31 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[HCI]]></category>
		<category><![CDATA[bad UX]]></category>
		<category><![CDATA[evaluating existing technologies]]></category>
		<category><![CDATA[qualitative]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=724</guid>
		<description><![CDATA[It’s easy to forget how useful it is to watch less technical people use some common programs, and how helpful observation is as a tool to understand the ‘average’ user. I recently watched someone using MS Word (2003 I think), and it was…enlightening. They made a large number of ‘errors’ when using MS Word, but [...]


Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2010/07/26/test-with-real-users-%e2%80%93-not-your-team/' rel='bookmark' title='Permanent Link: Test with real users – not your team'>Test with real users – not your team</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/11/19/the-user-experience-of-ticketmaster-ruins-christmas/' rel='bookmark' title='Permanent Link: The user experience of Ticketmaster ruins Christmas'>The user experience of Ticketmaster ruins Christmas</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>It’s easy to forget how useful it is to watch less technical people use some common programs, and how helpful observation is as a tool to understand the ‘average’ user. I recently watched someone using MS Word (2003 I think), and it was…enlightening. They made a large number of ‘errors’ when using MS Word, but as we know as usability specialists, its not the the user that creates errors – the software does.</p>
<p>The task was relatively simple – design some worksheets, including textboxes, and pictures, and lay them out in an eye-pleasing manner. I’m sure there are many more appropriate packages to make this in than Word, but it was the user’s software of choice, due to familiarity, and the task shouldn’t be beyond MS Word. I observed, and let them lead the interaction, but advised when they asked for help (naughty I know, but it wasn’t a formal lab setting!)</p>
<div align="center">
<div id="attachment_725" class="wp-caption aligncenter" style="width: 340px"><a href="http://www.stevebromley.com/blog/wp-content/uploads/2010/03/Beaker_muppet.png"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2010/03/Beaker_muppet.png" alt="Muppets - Beakers Lab" title="Beaker_muppet" width="330" height="260" class="size-full wp-image-725" /></a><p class="wp-caption-text">The lab was busy that day anyway...</p></div>
</div>
<h4>How my ‘less-technical user’ used Word:</h4>
<p>I noted down (obviously away from the user) some of the more ‘interesting’ characteristics of how they used Word.</p>
<ul>
<li>Used the ‘cut’ function as a ‘delete’ (with no understanding of how it links to paste). Taken out of context from “cut and paste”, ‘cut’ would more likely imply removing or ending something, and so this mistake is understandable. Incidentally this method has some pluses. I still don’t know how to remove a table easily (not just the information within it), and cut seems to do this.</li>
<li>No knowledge of the alignment tools, and so using spaces as a method to align text to the center or right. Obviously ran into problems when editing the text later, as changes would make the text run over the end of the line, ruining the formatting. </li>
<li>Drew horizontal lines, across the page (i.e. a space to write in your own answer) with –‘s. Seems a pretty effective method, even though I’m sure Word has its own way of doing this. Is there a better way of doing it?</li>
<li>Displayed difficulty moving images in Word. Is it right that you have to click on an image twice to move it? The first click just gives you resize options, which confused the user. </li>
<li>Had difficulty with resizing objects. What happens if you make an image so big that it falls off the edge of the paper, and you cannot see the border to make it small again? I guess you could format picture, and manually change the size, but this is an entirely different method of resizing, and isn’t cognitively related to the standard way.</li>
<li>Constant (constant!) rewriting of words, when word autocapitalised/auto formatted them in an undesired way (which was seemingly every autoformat). User had to delete the word, and re-write each time.</li>
</ul>
<h4>What could word do to improve?</h4>
<p>This immediately throws up some questions about how Word was developed. It’s clear that the tools available, such as the alignment, or horizontal lines, are not making their functionality transparent to new users. It wasn’t clear to my user that they existed, or how they should be functioning. Obviously just having the icon on the toolbar isn’t enough, and this should be rethought. </p>
<p>This was also the case with image manipulation. The functions that the user needed do exist in Word (i.e. resizing, moving), but are modal in nature, and so are difficult to find, and don’t offer a consistent user experience to someone who is not familiar with Word’s nuances. </p>
<p>It’s also clear with auto format in particular that the system isn’t adapting to the user&#8217;s needs. The constant changes that Word was making to the user’s document, which were then undone each time only created a large degree of frustration in the user. The software should be learning how the user wants auto format to work, and adjust to their preference. In this user’s case, it was causing trouble, and should have turned itself off (or at least given the option)</p>
<div align="center">
<div id="attachment_726" class="wp-caption aligncenter" style="width: 280px"><a href="http://www.stevebromley.com/blog/wp-content/uploads/2010/03/clippy.png"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2010/03/clippy.png" alt="Clippy" title="clippy" width="270" height="330" class="size-full wp-image-726" /></a><p class="wp-caption-text">What they need is some sort of helpful assistant</p></div>
</div>
<h4>What should we learn from this?</h4>
<p>It occurred to me that these issues were not unique to the user I watched since I encounter similar problems with Word. The difference is I’ve had enough familiarity to learn the workarounds, or solutions to these problems that Word throws at you. For example, it’s an unthinking reaction to press Ctrl+Z after Word incorrectly auto-formats things incorrectly. My user just hadn’t used the program for long enough to train that reaction, and so word’s error became more of a big deal.</p>
<p>Its important when considered usability to realise that users aren’t just like you. If you are in a position to make a difference with usability, it’s very likely you are not an ‘average user’, and as such its difficult to comprehend how ‘average users’ use software.</p>
<p>‘Average users’ are not stupid. They are your mum, and just don’t have the time, or effort to put into learning these workarounds, or making them second nature. The solution, rather than ‘educating’ users, is to make the programs better; make programmers understand who their users are, and how they use the programs. And make them program for the ‘average’ users, rather than the power users. And that is the point of usability.</p>


<p>Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2010/07/26/test-with-real-users-%e2%80%93-not-your-team/' rel='bookmark' title='Permanent Link: Test with real users – not your team'>Test with real users – not your team</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/11/19/the-user-experience-of-ticketmaster-ruins-christmas/' rel='bookmark' title='Permanent Link: The user experience of Ticketmaster ruins Christmas'>The user experience of Ticketmaster ruins Christmas</a></li>
</ol></p>]]></content:encoded>
			<wfw:commentRss>http://www.stevebromley.com/blog/2010/03/08/watching-%e2%80%98average-users%e2%80%99-word/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Conducting an Expert Review</title>
		<link>http://www.stevebromley.com/blog/2009/11/30/conducting-an-expert-review/</link>
		<comments>http://www.stevebromley.com/blog/2009/11/30/conducting-an-expert-review/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 16:47:25 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[UX Guides]]></category>
		<category><![CDATA[expert evaluation]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Heuristics]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[user experience]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=326</guid>
		<description><![CDATA[Within our HCI classes, we have started reviewing the UX of an upcoming multi-platform game from a prominent client, and are performing an expert review on it.  An expert review, as opposed to a user-based study, involves having usability experts play the game themselves, and uses tools and their expertise to find faults. This is [...]


Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2010/03/22/quantifying-the-unquantifiable-%e2%80%93-expert-evaluations/' rel='bookmark' title='Permanent Link: Quantifying the unquantifiable – Expert Evaluations'>Quantifying the unquantifiable – Expert Evaluations</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/05/18/100-rogues-playability-heuristics-review/' rel='bookmark' title='Permanent Link: 100 Rogues &#8211; Playability Heuristics Review'>100 Rogues &#8211; Playability Heuristics Review</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/11/17/how-to-present-a-ux-report/' rel='bookmark' title='Permanent Link: How to present a UX Report'>How to present a UX Report</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>Within our HCI classes, we have started reviewing the UX of an upcoming multi-platform game from a prominent client, and are performing an expert review on it.  An expert review, as opposed to a user-based study, involves having usability experts play the game themselves, and uses tools and their expertise to find faults. This is different to a user-based study, where the expert would observe another player playing the game. Because of the time constraints involved, we selected an expert review as the most effective method to review the UX of this game.</p>
<p>To get the best results possible, and be as helpful as possible to the client, we had to choose our methodology carefully. In this blog post, I’ll discuss how we chose to approach this task, why we chose these methods, and what the alternatives are.</p>
<p>The first rule placed on us is that we are to work in groups of 3. As described in an article by Laitinen on performing expert evaluations, the evaluation reaches its optimal group size between 3 and 4. Less experts than this may miss things. More experts than this fail to find a significantly larger number of faults.</p>
<div align="center">
<div id="attachment_327" class="wp-caption aligncenter" style="width: 340px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/too-many-cooks-spoil-the-br.png" alt="plus too many cooks spoil the broth" title="too-many-cooks-spoil-the-br" width="330" height="345" class="size-full wp-image-327" /><p class="wp-caption-text">plus too many cooks spoil the broth</p></div>
</div>
<p>The other restraint placed upon us is that we would only have a short amount of time with the game. We decided to use this time to play and evaluate the games separately, and then come together to discuss our findings. The alternatives to this would have been having one person play, and the other two take notes, or to have each person play for a bit (as we did), but the experts not playing would take notes then. All of these sessions would involve filming the game screen, and the participant.</p>
<p><strong>Two experts watching one player</strong></p>
<p>Advantages:</p>
<ul>
<li>One      longer complete play through, so can see player development</li>
<li>Experts      can ask the player questions during their play session</li>
</ul>
<p>Disadvantages:</p>
<ul>
<li>Only      one play through, so difficult to see if issues are common or just for      this user</li>
<li>Questions      asked during play through may distract/alter playing experience</li>
</ul>
<p><strong>Three experts playing together, in turns</strong></p>
<p>Advantages:</p>
<ul>
<li>Three      sessions played through, so can see reoccurring issues</li>
<li>Experts      can get a greater understanding of the game mechanics through playing it</li>
</ul>
<p>Disadvantages:</p>
<ul>
<li>Players      wouldn’t get as far as they would with a long session from one player</li>
<li>Second      and third experts play experience will be biased from the experience of      the first</li>
</ul>
<p><strong>Three experts playing separately</strong></p>
<p>Advantages:</p>
<ul>
<li>Each      player gets an authentic ‘new player’ experience</li>
<li>Comparing      after can show what issues naturally arose for all</li>
</ul>
<p>Disadvantages:</p>
<ul>
<li>Players      wouldn’t get as far as in one long play through</li>
<li>Have      to perform expert evaluation after the game play, rather than during.</li>
</ul>
<p>Since the sessions were all being recorded, we opted to do the last one, and hence have the ‘purest’ play experience recorded for each.  There is, of course, no right answer – many other groups chose different approaches, and I’m sure they found equally valid issues. I’d welcome comments below if anyone has reasons for a preference with how to perform an expert evaluation.</p>
<p>Now having a video of a play test, we are individually analyzing them. I’m approaching it using heuristics, such as those made by <a href="http://www.useit.com/papers/heuristic/heuristic_list.html">Nielsen</a>, <a href="http://library.forum.nokia.com/index.jsp?topic=/Design_and_User_Experience_Library/GUID-E012A8B2-B705-475A-A2CD-92BDFE146CDA.html">Nokia</a>, and the work of <a href="http://melissafederoff.com/">Federoff</a> as a guide. Having identified the issues, I will then attempt to rate them by severity – the extent to which they will hinder the user’s enjoyment of the game. Then, in a group session with my team members, we will evaluate which issues we all agreed where particularly prominent and severe, and amalgamate our results, ending up with a list of issues with the game.</p>
<p>We will then have to present our data to the client. I posted before about <a href="http://www.stevebromley.com/blog/2009/11/17/how-to-present-a-ux-report/">writing a UX report</a>, but the circumstances for this report will differ – Geographical location, and time constraints mean that this report will be an in-person presentation, with some take-aways. I will blog about these soon….!</p>


<p>Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2010/03/22/quantifying-the-unquantifiable-%e2%80%93-expert-evaluations/' rel='bookmark' title='Permanent Link: Quantifying the unquantifiable – Expert Evaluations'>Quantifying the unquantifiable – Expert Evaluations</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/05/18/100-rogues-playability-heuristics-review/' rel='bookmark' title='Permanent Link: 100 Rogues &#8211; Playability Heuristics Review'>100 Rogues &#8211; Playability Heuristics Review</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/11/17/how-to-present-a-ux-report/' rel='bookmark' title='Permanent Link: How to present a UX Report'>How to present a UX Report</a></li>
</ol></p>]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>The Humane Interface by Jef Raskin</title>
		<link>http://www.stevebromley.com/blog/2009/11/24/the-humane-interface-by-jef-raskin/</link>
		<comments>http://www.stevebromley.com/blog/2009/11/24/the-humane-interface-by-jef-raskin/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 16:28:03 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[HCI]]></category>
		<category><![CDATA[UX Book Reviews]]></category>
		<category><![CDATA[GOMS]]></category>
		<category><![CDATA[inmates running the asylum]]></category>
		<category><![CDATA[quantitative]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=276</guid>
		<description><![CDATA[Along with Alan Cooper’s book, when starting studying Human Computer Interaction, we were recommended to read Jef Raskin’s The Humane Interface. Having recently finished The Humane Interface, written by a designer of the original Mac (credited with the design of the one button mouse), I will briefly summarise its topics, and give my impressions. My [...]


Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2009/11/02/alan-cooper%e2%80%99s-the-inmates-are-running-the-asylum/' rel='bookmark' title='Permanent Link: Alan Cooper’s The Inmates are Running the Asylum'>Alan Cooper’s The Inmates are Running the Asylum</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/10/27/evaluating-existing-technologies-paper-prototypes-in-action-windows-7-and-the-disappointing-user-experience-of-my-dvd-player/' rel='bookmark' title='Permanent Link: Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!'>Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>Along with <a href="http://www.stevebromley.com/blog/2009/11/02/alan-cooper%e2%80%99s-the-inmates-are-running-the-asylum/">Alan Cooper’s book</a>, when starting studying Human Computer Interaction, we were recommended to read Jef Raskin’s The Humane Interface. Having recently finished The Humane Interface, written by a designer of the original Mac (credited with the design of the one button mouse), I will briefly summarise its topics, and give my impressions. </p>
<p>My immediate thoughts are to compare this to Alan Cooper’s the inmates are running the asylum. This book is a harder read than Cooper’s – often going deep into highly technical topics (like how he would like to notate mouse clicks), and lacking the wit or lightness of Inmates. The most readable parts of Raskin’s books are the anecdotes about the development of the Mac and Canon Cat, and these are too few. However, this is likely due to a change in the intended audience, as Cooper’s book intends to sell usability concepts to a business audience, whereas Raskin aims his book directly at computing professionals. </p>
<p>Another key difference between Cooper and Raskin is they favour different methods of investigating the quality of an interface design. Whereas Cooper’s book favours qualitative data and methodology, through the establishment of persona’s and attempting to get inside user’s heads, Raskin favours quantitative methods. He includes a chapter on GOMS, a method of assigning arbitrary times for actions such as typing a keystroke, moving a mouse, thinking and moving from the mouse to the keyboard. Then by adding up the times it takes to do these actions, you can compare interaction methods by the time taken. (Its important to note that these times will not relate to the real world, as user’s act at different speeds, and can only be used to compare against other GOMS scores.) </p>
<p>My initial impression of this form of quantitative research is that it would highlight the speed/efficiency of an interaction, but not the quality – which is not necessarily the same thing. If a task takes a few seconds more, but is considered a lot more fulfilling, GOMS wouldn’t record this. This is particularly relevant to the field of videogames, where a purely GOMS based method to check interaction quality would lead to games such as this below:</p>
<div align="center"><div id="attachment_284" class="wp-caption aligncenter" style="width: 341px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/Big-Red-Button.png" alt="Maybe the computer could press the button for you?" title="Big Red Button" width="331" height="397" class="size-full wp-image-284" /><p class="wp-caption-text">Maybe the computer could press the button for you?</p></div></div>
<p>GOMS can be a useful tool to help compare interaction times, but should not be used exclusively. </p>
<p>Raskin also documents a number of problems with current interaction, with a particular dislike for modes (i.e. interactions that do different things in different concepts). A simple way to explain modes is the ‘caps lock’ key; turning on this mode will make ‘TEXT LIKE THIS’, despite my keystrokes being the same as when making ‘text like this’. He advocates an elimination of modes, as they introduce cognitive dissonance, and make it harder to form habits. A useful compromise, Raskin say’s is quasimodes, which is a mode that requires a constant input to achieve (and hence can be part of habit formation). This would include holding the shift key to produce capitals. </p>
<p>The elimination of modes extends into the elimination of applications – typing ‘SUM 7 + 6’ should produce ‘13’ everywhere, not just in a calculator. This improves the quality of interaction by allowing the user to be clear that the methods they have learnt will work anywhere. I believe this trend can be seen in current operating systems (such as the amalgamation of windows explorer and IE), and this is one of Google’s main aims with their OS.</p>
<p>Raskin also advocates an unlimited undo feature (even through closing and re-opening documents), and the elimination of dialog boxes asking ‘are you sure?’ These two are linked, giving that level of undo freedom would make ‘are you sure’ unnecessary, and is more technically feasible now than when the book was written. I assume it’s a matter of conventions, and momentum which would hinder people advocating these new interaction methods, and it is this mindset Raskin is trying to overturn. </p>
<p>An even more radical suggestion is Raskin’s radical redesign to information architecture. Looking at the hierarchical, folder methodology we have of storing files currently, Raskin notes that it is inefficient – from any point, you cannot see what’s in the folders below, or in the level above you. Since the book was published in 2000 we can see efforts have been made to combat these criticisms – in Windows, folder icons now show the file types inside (and previews if they are pictures), and have made it easier to go up a level. On Macs, they have additional folder view types that make it possible to see ‘up’ the hierarchy.</p>
<p>Raskin however has a more radical suggestion, which he calls ‘Zoom World’. Imagine, flying over a world with a series of zones, ‘I.e. pictures, home, work’. Then you zoom in on pictures (while still being able to see the others), and note that closer up we can see the pictures has it own sub zones, entitled ‘pictures of France’, ‘pictures of the dog’, ‘pictures of lily’ etc. Zooming in on ‘pictures of the dog’, now we are close we can see some individual pictures, one of the dog smiling, one of it playing with a ball</p>
<div align="center"><div id="attachment_285" class="wp-caption aligncenter" style="width: 290px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/DogUsesPC.png" alt="One of the dog playing counterstrike" title="DogUsesPC" width="280" height="244" class="size-full wp-image-285" /><p class="wp-caption-text">One of the dog playing counterstrike</p></div></div>
<p>Zooming in further on this picture would let us read and alter it, but we always have the option to quickly and freely zoom out and see any area of ZoomWorld. The advantage of this system is it solves the issues with being able to see the files above and below at any point, and not be restricted to your current folder. It has been implemented in <a href="http://en.wikipedia.org/wiki/Archy#Zoomworld">‘Archy’</a>, which includes many features Raskin advocates in this book.</p>
<p>Ultimately its interesting seeing how many of the ideas Raskin advocates are ahead of their time, and were included in later revisions of Macs, and in general interaction. (such as searching starting from the first character you type, rather than waiting for you to press ‘enter’). As a book though, it’s harder to get through than Inmates, and does go on in exceptional depth about less than inspiring topics. Raskin talks endlessly about the Canon Cat, a system from the eighties with which he had tried to implement many of his interface ideas. He notes however that it met resistance from users who were used to the existing human computer interaction paradigm, and was not commercially successful. Perhaps, with the moves made by the leading Operating Systems, and Google OS breaking down the barriers between an OS and a browser, people would now be more susceptible to higher quality interaction with computers, and are prepared to unlearn their bad habits.</p>


<p>Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2009/11/02/alan-cooper%e2%80%99s-the-inmates-are-running-the-asylum/' rel='bookmark' title='Permanent Link: Alan Cooper’s The Inmates are Running the Asylum'>Alan Cooper’s The Inmates are Running the Asylum</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/10/27/evaluating-existing-technologies-paper-prototypes-in-action-windows-7-and-the-disappointing-user-experience-of-my-dvd-player/' rel='bookmark' title='Permanent Link: Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!'>Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!</a></li>
</ol></p>]]></content:encoded>
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		<title>7 aspects of successful usability questionnaires</title>
		<link>http://www.stevebromley.com/blog/2009/11/11/7-aspects-of-successful-usability-questionnaires/</link>
		<comments>http://www.stevebromley.com/blog/2009/11/11/7-aspects-of-successful-usability-questionnaires/#comments</comments>
		<pubDate>Wed, 11 Nov 2009 14:11:05 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[UX Guides]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[quantitative]]></category>
		<category><![CDATA[questionnaires]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=233</guid>
		<description><![CDATA[This week in HCI we’ve been thinking about questionnaires. They can be an important usability tool, although there are also many limitations. Primarily questionnaires are used as a quantitative data collection method (i.e. it will give back a large amount of responses), and so, compared to a qualitative methodology, are useful in pinpointing where problems [...]


Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2010/02/16/a-terrible-user-experience-how-to-fix-it%e2%80%93-zoomerang-com/' rel='bookmark' title='Permanent Link: A Terrible User Experience &#038; how to fix it– Zoomerang.com'>A Terrible User Experience &#038; how to fix it– Zoomerang.com</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/01/25/the-likert-scale-%e2%80%93-or-%e2%80%9chow-i-learnt-to-stop-worrying-and-%e2%80%98strongly-enjoy%e2%80%99-the-bomb%e2%80%9d/' rel='bookmark' title='Permanent Link: The Likert scale – Or “How I learnt to stop worrying, and ‘strongly enjoy’ the bomb”.'>The Likert scale – Or “How I learnt to stop worrying, and ‘strongly enjoy’ the bomb”.</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/12/11/five-essential-iphone-apps-for-usability-professionals/' rel='bookmark' title='Permanent Link: Five essential iPhone apps for usability professionals'>Five essential iPhone apps for usability professionals</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>This week in HCI we’ve been thinking about questionnaires. They can be an important usability tool, although there are also many limitations. Primarily questionnaires are used as a quantitative data collection method (i.e. it will give back a large amount of responses), and so, compared to a qualitative methodology, are useful in pinpointing where problems exist, but less helpful in helping us understand why. As such, it is best to combine both forms of research, perhaps by starting off with questionnaires to identify frequent problem areas, and generalized opinions of systems, before moving into a qualitative method to understand why these areas are problems. An advantage of questionnaires include the fact that they are cheaper and quicker to get results from than many other methods, but this is balanced by some drawbacks – the data you record is more subjectively influenced by the researcher and participants opinions than in other methods, such as direct observation.</p>
<p>Nonetheless it is an important usability tool, and it is important that the responses received from questionnaires are of high quality, and useful. So, I’m going to share some of the areas that I, and other HCCS students, have identified as potential problems when dealing with questionnaires, in order to help you make better questionnaires. And since this is the internet, we’ll be presenting them in the form of a list, as everyone on the internet loves lists!</p>
<div align="center"><div id="attachment_237" class="wp-caption alignnone" style="width: 277px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/computer-cat11.png" alt="everyone on the internet also loves pictures of cats" title="computer-cat1" width="267" height="300" class="size-full wp-image-237" /><p class="wp-caption-text">everyone on the internet also loves pictures of cats</p></div></div>
<p>So, here are seven important aspects to consider when creating questionnaires.  </p>
<h4>1. Answers can only be as good as your questions</h4>
<p>When preparing a questionnaire, you need to think at length about the aspect of the subject you want to investigate, and go in knowing what you need to find out. Generalized questions, or being vague on the topic, won’t give useful data, and so it’s important to make sure the questions are actually asking relevant things. For example if you wanted to find out about&#8230; the most popular aisles in Sainsbury’s, asking questions about whether people prefer the supermarket to its rivals wouldn’t get closer to this goal. Also we all know it’s the cereal aisle. So, know what you want to find out from the questionnaire.</p>
<h4>2. The questions need to cover the areas in depth.</h4>
<p>            When getting opinions, it helps to be specific. Don’t just ask ‘did you like this’, but follow it up with either a question asking for reasons why, or (if you’re after a data set that can be analyzed more uniformly), ask them to rate on a number of scales why they did or didn’t like it (i.e. “to what extent did the look of the webpage affect your opinion of it”). Not doing this will lead to closed answers (Did you like this? “no”), when it would be possible to get a much richer set of data from the participant. Whether you select an open question ‘why’ or a closed question (based on scales), depends on whether you are after purely quantitative data, or also want to include qualitative data as well.</p>
<h4>3. Changing the questions mid-implementation taints your qualitative data</h4>
<p>Halfway through a study, the results may start to show interesting trends that you’d want to find more about. Take caution when altering the questionnaire to investigate these trends. Adding more questions should be fine (except for the tired participants!), but when editing a question that already exists (i.e. from ‘did you like the look and feel of the website’ to ‘did you like the look and feel of the first page of the website’), keep in mind that this will invalidate getting a quantitative response (i.e. ‘85% of people liked the look and feel of the first page of the website’) from the entire dataset for that question, as the participants have been answering different questions.</p>
<h4>4. Subjective answers need to be standardized</h4>
<p>Remember, when asking whether something was ‘easy’ or ‘hard’, that answers to theses questions are going to be subjective. People are likely to have a wide range of expectations about how a system should be, and a wide range of experience, and so will be judging on separate scales.</p>
<p><a href="http://altclick.wordpress.com/">Dr Graham McAllister</a> tells a story related to this. When doing usability testing, he asked ‘did anyone have any problems with the program’… no reply. So he asked instead ‘did anyone think that someone else may have problems with this program’, and a whole host of replies were given from the same people.</p>
<p>Don’t forget that pride can be a factor preventing people from saying they found task’s hard. Shifting the focus of the questions from the participant to the medium can help prevent this.</p>
<p>Also, terms such as ‘often’ or ‘rarely’ mean different things to different people. Try and replace them with specific terms ‘every day’, ‘every week’ etc.</p>
<h4>5. The questions reflect your opinion</h4>
<p>Because of the close controlled environment that a questionnaire creates (i.e. the participants can only answer the questions they have been asked) it is important to make sure that the researchers opinions do not show through the questions. For example, leading questions, which make it easier to answer one way than the other. I saw an advert recently, for some sort of Christian business, that asked ‘Does god exist?’ with tick boxes for ‘Yes’ ‘Probably’ and ‘No’. This is a leading question – the only indefinite reply implies agreement. Where is ‘probably not’, ‘neither agree or disagree’ or ‘don’t know’? (Answer: not on an advert paid for by the church)</p>
<h4>6. You need to give people a reason to participate</h4>
<div align="center"><div id="attachment_235" class="wp-caption aligncenter" style="width: 373px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/incentive.png" alt="now thats an incentive" title="incentive" width="363" height="530" class="size-full wp-image-235" /><p class="wp-caption-text">now thats an incentive</p></div></div>
<p>Before I go on with this list, I was wondering if you’d be happy to answer 25 questions on your opinions of southern English fauna and shrubbery. Please <a href="http://en.wikipedia.org/wiki/Common_misconceptions">click here</a> to fill it out.</p>
<p>Did I mention that filling out the survey gets you a £25 amazon voucher? Do you want that link again?</p>
<p>The point, as I’m sure you guessed, was that you need to offer an incentive for people to participate in your questionnaire, otherwise only people really interested in the subject will reply. Suitable incentives would be discounts, free products, a prize draw, or something related to the field you are investigating.</p>
<h4>7. The data can be skewed towards extreme opinions</h4>
<p>Failing to give a good enough incentive or no incentive at all, will end up with unrepresentative data – only people who feel so strongly about the subject matter to reply will bother to. In practise this will either be people who are really angry about it, or people who love it, and this will skew your data towards the extremes. To ensure you get a natural selection of participants, steps need to be taken, such as pre-selecting participants, or offering incentives as covered above.</p>
<p>So there we have it. Seven tips to help you make effective questionnaires. Enjoy asking people things!</p>


<p>Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2010/02/16/a-terrible-user-experience-how-to-fix-it%e2%80%93-zoomerang-com/' rel='bookmark' title='Permanent Link: A Terrible User Experience &#038; how to fix it– Zoomerang.com'>A Terrible User Experience &#038; how to fix it– Zoomerang.com</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/01/25/the-likert-scale-%e2%80%93-or-%e2%80%9chow-i-learnt-to-stop-worrying-and-%e2%80%98strongly-enjoy%e2%80%99-the-bomb%e2%80%9d/' rel='bookmark' title='Permanent Link: The Likert scale – Or “How I learnt to stop worrying, and ‘strongly enjoy’ the bomb”.'>The Likert scale – Or “How I learnt to stop worrying, and ‘strongly enjoy’ the bomb”.</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/12/11/five-essential-iphone-apps-for-usability-professionals/' rel='bookmark' title='Permanent Link: Five essential iPhone apps for usability professionals'>Five essential iPhone apps for usability professionals</a></li>
</ol></p>]]></content:encoded>
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		<title>Understanding Cognition, User Experience Winners &amp; Losers, and a Design Failure.</title>
		<link>http://www.stevebromley.com/blog/2009/11/04/understanding-cognition-user-experience-winners-losers-and-a-design-failure/</link>
		<comments>http://www.stevebromley.com/blog/2009/11/04/understanding-cognition-user-experience-winners-losers-and-a-design-failure/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 11:00:44 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[HCI]]></category>
		<category><![CDATA[cognition]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=188</guid>
		<description><![CDATA[Understanding Cognition In order to design a positive user experience, it is important to understand how humans work from a cognitive perspective. There are three aspects of this attention, perception and memory. By understanding what humans can and can’t do, we can create models of behaviour and guidelines that will aid the user experience design, [...]


Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2009/10/19/hci-learning-a-day-analyzing-user-experience-and-thoughts-about-remote-usability-testing/' rel='bookmark' title='Permanent Link: HCI learning, a day analyzing user experience, and thoughts about remote usability testing'>HCI learning, a day analyzing user experience, and thoughts about remote usability testing</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/11/19/the-user-experience-of-ticketmaster-ruins-christmas/' rel='bookmark' title='Permanent Link: The user experience of Ticketmaster ruins Christmas'>The user experience of Ticketmaster ruins Christmas</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/02/16/a-terrible-user-experience-how-to-fix-it%e2%80%93-zoomerang-com/' rel='bookmark' title='Permanent Link: A Terrible User Experience &#038; how to fix it– Zoomerang.com'>A Terrible User Experience &#038; how to fix it– Zoomerang.com</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<h3>Understanding Cognition</h3>
<p>In order to design a positive user experience, it is important to understand how humans work from a cognitive perspective. There are three aspects of this attention, perception and memory. By understanding what humans can and can’t do, we can create models of behaviour and guidelines that will aid the user experience design, and avoid asking tasks of users that they will find difficult or impossible (like remembering a long, arbitrary sequence of numbers).</p>
<div align="center">
<div id="attachment_189" class="wp-caption aligncenter" style="width: 452px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/the-impossible-art-of-li-wei.jpg" alt="&quot;are you sure this is how i save a file?&quot;" title="the-impossible-art-of-li-wei" width="331" height="226" class="size-full wp-image-189" /><p class="wp-caption-text">are you sure this is how i save a file?</p></div>
</div>
<p><span style="text-decoration: underline;">Attention: </span></p>
<p>Primarily, we need to understand how users are directed through a task, and the tools we can use to focus or divert attention. This is commonly seen on websites as a &#8216;call to action&#8217;. For example, Google’s sparse design draws immediate attention to its &#8216;search&#8217; functionality, as this is what Google want user&#8217;s to do.</p>
<p>Colour, ordering, spacing and animation can all be used to help attract or divert attention, as well as avoiding over cluttering. Humans are particularly drawn to moving items (like the T-Rex in Jurassic Park), and so this is a tool we can use to attract attention</p>
<div align="center">
<div id="attachment_190" class="wp-caption aligncenter" style="width: 364px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/news_trex.jpg" alt="&quot;click where to claim my free prize?&quot;" title="news_trex" width="354" height="262" class="size-full wp-image-190" /><p class="wp-caption-text">click where to claim my free prize?</p></div>
</div>
<p>Eye scans showing that people read websites in an &#8216;F pattern&#8217;. Like the shape of a capital F, people will scan along the first line, and then down the page, highlighting mainly on the first word of each sentence, and only occasionally reading a sentence all the way across. This means that people will skim past alot of important sentences, like this one where reading to the end could win you money. It won’t. But you should have read it anyway.</p>
<p><span style="text-decoration: underline;">Perception:</span></p>
<p>Perception seems a bit obvious &#8211; it can be visual, auditory or tactile (i.e. force feedback), and changes based on context. There are a few things we need to take into account based on the limits of our perception &#8211; text should be legible, icons should be easy to interpret, that sort of thing. Studies done into advertising and copywriting show us simple rules we can follow to make websites and programs more readable – for example it’s easier to read high contrast items, and black on white is read quicker than white on black. Furthermore white space is important in readability.</p>
<p><span style="text-decoration: underline;">Memory:</span></p>
<p>People find recognition easier than recall. To aid this, we want to make things visually consistent, so that people will recognise features they&#8217;ve used before, rather than having to remember them. In the before-times, we use to have to remember commands for a terminal (i.e. erase all) and type them in to execute the command. Now GUI’s allow us to present these options on a screen, and have a user select them. Images will aid this, as people remember images easier than they remember words. The user will recognise an icon they’ve used before, and select it to perform the same task.</p>
<div align="center"><div id="attachment_198" class="wp-caption aligncenter" style="width: 310px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/memorable-icon.jpg" alt="GIS tells us this is a memorable icon" title="memorable icon" width="150" height="190" class="size-full wp-image-198" /><p class="wp-caption-text">GIS tells us this is a memorable icon</p></div></div>
<p>So, who’s done this right? We&#8217;ve been asked to identify 3 products we like using, and 3 we don’t. I&#8217;ll also be seeing how they fit in with the cognitive processes talked about above</p>
<h3>3 User Experience Winners</h3>
<ul>
<li><span style="text-decoration: underline;">Tweetie.app</span> – Twitter client Tweetie is a success because of it use of context dependant features, and its seamless integration of key features. For example, the ‘new tweet’ button will either start a completely new tweet, or an ‘@’ reply, or a Direct Message, based on where I am when I select it. By assuming the feature the user is most likely to need, it prevents the need for users to remember how to access these features individually.</li>
<li><span style="text-decoration: underline;">Trainline.app</span> – From the first screen of the trainline app for the iPhone you can see the clear ‘call to actions’ that the app has been built around. The app remembers my home station, and can work out which station I’m nearest, and hence can provide me with a single ‘next journey home’ button, which will instantly show me the train to get home. Not only this, but it remembers my frequent journeys, and presents these as buttons as well, making it clear how to get to the options I’m after. By remembering what I use it for, and treating my data as important, the trainline app is a success.   </li>
<li><span style="text-decoration: underline;">The vending machine at Sussex Innovations Center</span> – Wow, this thing is amazing – I’ll make a video for one week! When making your selection, a robot arm comes and picks up your selection, and carries it to the drop bin area. (no just throwing your drink/snack to the floor like other vending machines!). Then, the drop bin opens up automatically and a little light comes on (a good way of attracting attention!). Overall, a positive user experience, it makes me feel like it cares about my selection, and highlights where my attention needs to be at any time.</li>
</ul>
<p> </p>
<h3>3 User Experience Losers.</h3>
<ul>
<li><span style="text-decoration: underline;">Texting with the iPhone</span> – Only minor gripes here, both of which my girlfriend (a new iPhone user) has fallen foul of in the last week. First the placement of the send button – right above the keyboard, and less than a centimetre above ‘o’ and ‘p’ – hence very easy to press halfway through writing a text. Second, the placement of the ‘cancel’ button, right above where recipients are added. Sending a group text (for example saying ‘I have a new iPhone, heres my number) to multiple recipients requires clicking multiple times in the top right, again less than a centimetre from the cancel button. And the cancel button doesn’t ask for confirmation (from a blank text), just loses your list of recipients. Denied.</li>
<li><span style="text-decoration: underline;">Ticketmaster</span> – I’ve mentioned in brief my grief with Ticketmaster before, and will briefly touch on it again here (I still intend to go into depth on this topic soon!) The problem with Ticketmaster is it hides its information. If I want to go to a gig, I have to select which date, where I’d like to sit, how much I’d like to pay, before it tells me that they have nothing that matches my selection. So I have to start again from the beginning of the process. Repeatedly. And then eventually find that all the dates, and all the seats, have sold out. Ticketmaster’s system surely knows that the event is sold out, and yet the website keeps this secret, instead you have to try every possible option and deduce for yourself that tickets are sold out. And if the option you pick is sold out, it forgets everything about what date or what price I want to see, and makes you start the process from the beginning. Surely it could give you alternatives based on what is available? From a cognitive perspective, the system expects me to remember what information I’ve entered before, and avoid entering the same details again. </li>
<li><span style="text-decoration: underline;">My pen</span> – My pen is magic, and has a rubber on the end hat can erase ink. But is also very cheap. And so the rubber is barely held on simply resting in a gap on the top of the pen. When used to rub things out, the rubber breaks. Without the rubber attached, it’s impossible to extend/retract the pen, without poking it with something else (like another pen). This isn’t really a cognitive failure – just bad design (the device cant be used for the function its been designed for)</li>
</ul>
<p> </p>
<h3>Similarities &amp; Differences</h3>
<p>So what did the ones that were good do?</p>
<ul>
<li>Assumed the tasks the user wanted to do, and made it easy to do them</li>
<li>Stopped the user from making mistakes, either by hiding dangerous options or through making options undoable.</li>
<li>Remembered me, and my preferences.</li>
</ul>
<p> <br />
In contrast, the items that I considered had a negative user experience</p>
<ul>
<li>Allowed me to lose my data, and make permanent mistakes</li>
<li>Doesn’t give you all the information to reach your goal, and hides information that is in the system, which would be useful to me.</li>
<li>Requires repetition of tasks, and forgets things you’ve already told it, asking me to put in information again.</li>
</ul>
<p> </p>
<h3>Design failure – Water Machine </h3>
<p>Just a small design failure this week, but a mystery to me (would welcome comments with solutions). This is the water machine at work:</p>
<div align="center"><div id="attachment_196" class="wp-caption aligncenter" style="width: 410px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/11/IMG_0139.jpg" alt="water machine" title="IMG_0139" width="400" height="385" class="size-full wp-image-196" /><p class="wp-caption-text">water machine</p></div></div>
<p>We can see there are 5 buttons, all with icons. It’s these icons I’m having trouble with.</p>
<p>The big button has a picture of some drops of water. I’m assuming, due to its prominence, and the fact that I tried it, that this button makes water come out. Great</p>
<p>Now for the four smaller buttons.</p>
<p>Two, very confusingly, have the same picture on (a glass with some ice cubes in). I can’t tell whether these buttons do the same thing, or different things. The same icon would suggest the same function, but maybe not.</p>
<p>The icons on the other side – a steaming mug, and a steaming mug with a plus on, I assume do hot water. And… hotter water? Does that mean that the two ice cube buttons do cold water, and colder water? But then why no plus on one of those buttons? And which one would be colder?</p>
<p>It’s a mystery to me!</p>


<p>Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2009/10/19/hci-learning-a-day-analyzing-user-experience-and-thoughts-about-remote-usability-testing/' rel='bookmark' title='Permanent Link: HCI learning, a day analyzing user experience, and thoughts about remote usability testing'>HCI learning, a day analyzing user experience, and thoughts about remote usability testing</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/11/19/the-user-experience-of-ticketmaster-ruins-christmas/' rel='bookmark' title='Permanent Link: The user experience of Ticketmaster ruins Christmas'>The user experience of Ticketmaster ruins Christmas</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/02/16/a-terrible-user-experience-how-to-fix-it%e2%80%93-zoomerang-com/' rel='bookmark' title='Permanent Link: A Terrible User Experience &#038; how to fix it– Zoomerang.com'>A Terrible User Experience &#038; how to fix it– Zoomerang.com</a></li>
</ol></p>]]></content:encoded>
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		<title>Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!</title>
		<link>http://www.stevebromley.com/blog/2009/10/27/evaluating-existing-technologies-paper-prototypes-in-action-windows-7-and-the-disappointing-user-experience-of-my-dvd-player/</link>
		<comments>http://www.stevebromley.com/blog/2009/10/27/evaluating-existing-technologies-paper-prototypes-in-action-windows-7-and-the-disappointing-user-experience-of-my-dvd-player/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 13:41:42 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[HCI]]></category>
		<category><![CDATA[evaluating existing technologies]]></category>
		<category><![CDATA[inmates running the asylum]]></category>
		<category><![CDATA[paper prototyping]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=130</guid>
		<description><![CDATA[This week our HCI course featured an introduction to starting the design process by evaluating existing technologies, and the key advantages of this were made apparent when we started to build paper prototypes. In an abstract sense, the advantages of evaluating existing technology is that aids redesign &#8211; you can see what elements turned out [...]


Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2010/07/20/evaluating-user-experience-in-games-%e2%80%93-book-review/' rel='bookmark' title='Permanent Link: Evaluating User Experience in Games – Book Review'>Evaluating User Experience in Games – Book Review</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/10/19/hci-learning-a-day-analyzing-user-experience-and-thoughts-about-remote-usability-testing/' rel='bookmark' title='Permanent Link: HCI learning, a day analyzing user experience, and thoughts about remote usability testing'>HCI learning, a day analyzing user experience, and thoughts about remote usability testing</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/06/15/user-experience-or-player-experience/' rel='bookmark' title='Permanent Link: User Experience or Player Experience?'>User Experience or Player Experience?</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p>This week our HCI course featured an introduction to starting the design process by evaluating existing technologies, and the key advantages of this were made apparent when we started to build paper prototypes.</p>
<p>In an abstract sense, the advantages of evaluating existing technology is that aids redesign &#8211; you can see what elements turned out successful, and which did not. What this means in practise is that you can steal the best bits of the competition, and fix the bits that users complain about (and hence find raw user experience data on the internet). This is particularly pertinent with this week’s release of Windows 7.</p>
<p>Aside from multitouch (surely useless for most home users), two of the main ‘new&#8217; features of Windows 7 are likely to be the result of evaluating existing technologies – mainly OSX.</p>
<p>The task bar now has persistent icons, so they don’t go away when you close the program. Programs that are closed have a slightly different visual effect applied to them on the task bar. OSX users will of course remember this from their own Dock.</p>
<p> </p>
<div align="center">
<div id="attachment_137" class="wp-caption aligncenter" style="width: 504px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/windows7dock.png" alt="Windows 7 Taskbar" title="windows7dock" width="494" height="40" class="size-full wp-image-137" /><p class="wp-caption-text">Windows 7 Taskbar</p></div><br />
<div id="attachment_138" class="wp-caption aligncenter" style="width: 462px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/osx-dock.jpg" alt="Or is it this one?" title="osx dock" width="452" height="96" class="size-full wp-image-138" /><p class="wp-caption-text">Or is it this one?</p></div>
</div>
<p>Another borrowed feature is the new way show desktop works on Windows Seven. Hover over the bottom right hand corner of the screen, and it will look like this:</p>
<div align="center">
<div id="attachment_140" class="wp-caption aligncenter" style="width: 460px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/windows7-desktop.jpg" alt="show desktop" title="windows7 desktop" width="450" height="338" class="size-full wp-image-140" /><p class="wp-caption-text">show desktop</p></div>
</div>
<p> <br />
As OSX users will know, this is the same as leopards’ exposé feature, which allows users to show all open windows, all application windows, or (as in windows 7) the desktop, by moving the mouse into the corner of the screen. When I used to work on Mac’s, I thought this was a great feature, and its no surprise why Microsoft borrowed it.</p>
<p>Both of these are examples of taking ideas that were either popular or productive, from a rival operating system, and integrating them into your own design.</p>
<p>Also this week is the launch of the first <a href="http://gizmodo.com/5322328/leak-inside-the-microsoft-store-with-wall+sized-screens-and-the-answers-bar/">Microsoft Store</a>. Again, they evaluated the existing user experience of an Apple store (sleek design, answers bar, the layout) and… nicked it. Great success!</p>
<p>This isn’t just Microsoft bashing by the way, its just relevant examples of evaluating existing ideas, and taking the good bits. Everyone knows that Apple nicked all its ideas from Xerox anyhow!</p>
<p>So, in the spirit of ‘evaluating existing ideas’, we have been involved in the design of a new system for the University. User Experience will be important here, for the feature we are designing is likely to be used by students in high stress situations. We had half an hour to paper prototype some ideas on how to build the system (which it quickly become apparent was not enough time). Then we swapped, and compared our own designs to those produced by other groups. My personal favourite design (by <a href="http://hassanrajwani.blogspot.com/">Hassan </a> and <a href="http://jamescwake.blogspot.com/">James</a> ) had emulated key features from eBay, particularly how they categorised entries by the status (i.e. on eBay, ‘items being bid for’, ‘items I’m watching’, ‘items sold’ appear on separate lists).</p>
<p>This practical exercise brought home the advantages of paper prototyping, and evaluating other designs. Paper prototyping had proved to be:</p>
<ul>
<li>Fast</li>
<li>Useful for brainstorming ideas</li>
<li>Able to be changed quickly</li>
<li>Adequate at demonstrating the key features of a website</li>
</ul>
<p>and evaluating existing designs had not only helped our group find a better solution than the one we’d implemented, but also had been a key part of James and Hassan’s design process.</p>
<p> </p>
<p>My ‘design gripe’ this week was my DVD player. It has many problems, a few of which I’ll share here.</p>
<ol>
<li>If there is no DVD in the player, it displays ‘NULL’</li>
<li>The ‘time played’ counter (the default on the front of the player while playing a DVD) only counts to an hour. Then it goes back to 0 minutes again.</li>
<li>The sound volume of a DVD is roughly half that of the normal audio output of the TV (and this is with the player’s DVD volume settings set to max)</li>
<li>If multiple camera angles are available on the DVD, the icon for it (a little film camera) appears on the TV screen always. Its quite distracting when watching a film, and cannot be turned off. Same for if you use the ‘zoom’ functionality.</li>
</ol>
<p> From this, we can deduce the following points:</p>
<ol>
<li>User experience wasn’t a priority, as ‘Null’ would mean nothing to a non-geek audience</li>
<li>The player is probably intentionally badly designed, to drive the user to a higher priced one (I assume the company make more expensive ones). This may be counter productive though, as I’d be unlikely to go for the same brand.</li>
<li>You shouldn’t buy the second cheapest DVD player Argos sell. (I’d hate to see the functionality of the cheapest one)</li>
</ol>
<p> 
<div align="center">
<div id="attachment_136" class="wp-caption aligncenter" style="width: 490px"><img src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/terminator-skull-dvd-player.jpg" alt="my next dvd player" title="dvd-player" width="480" height="360" class="size-full wp-image-136" /><p class="wp-caption-text">my next dvd player</p></div>
</div>
<p>I’ve started reading Alan Cooper’s <a href="http://www.amazon.co.uk/Inmates-are-Running-Asylum-High-tech/dp/0672326140">The Inmates are Running the Asylum</a>, which diagnoses the problems with technology currently as a lack of understanding by the business of the need to separate programmers and designers. Programmers are great at thinking logically, and making tools they themselves could use effectively, however they need to be given clear goals and design models by people who are better placed to understand user needs, and that is where our role as designers come in. I have to say, it’s a lot more readable than the HCI textbook, and Alan Cooper has a great degree of insight into the subject. He recounts the following (rather old) joke, which is quite relevant to our field of user experience.</p>
<div align="center">A pilot is lost flying through cloud, and can’t find the airport to land at. He circles round and round, but still cannot see where he is. He descends until he finds an office block, and sees a man at the window.<br />
He shouts down “I’m lost, where am I?”.<br />
The man replies “You are in an airplane, 100 feet above the ground”.<br />
After hearing that, the pilot immediately flies off, and lands successfully without a problem.<br />
“How did you do it?” he was later asked.<br />
The pilot replies “Well, with an answer like that, I knew I must be at the Microsoft building, and I know my way back from there”.</p>
<p> </p></div>
<p>As we can see, the answer was true, but not helpful. This is what we want to avoid as user experience architects.</p>
<p>I was going to feature here the terrible user experience of Ticketmaster’s website, but I think it’s so bad it could fill an entire blog post on its own. Expect this soon (especially since I’m bitter I didn’t get my Paul McCartney tickets)!</p>


<p>Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2010/07/20/evaluating-user-experience-in-games-%e2%80%93-book-review/' rel='bookmark' title='Permanent Link: Evaluating User Experience in Games – Book Review'>Evaluating User Experience in Games – Book Review</a></li>
<li><a href='http://www.stevebromley.com/blog/2009/10/19/hci-learning-a-day-analyzing-user-experience-and-thoughts-about-remote-usability-testing/' rel='bookmark' title='Permanent Link: HCI learning, a day analyzing user experience, and thoughts about remote usability testing'>HCI learning, a day analyzing user experience, and thoughts about remote usability testing</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/06/15/user-experience-or-player-experience/' rel='bookmark' title='Permanent Link: User Experience or Player Experience?'>User Experience or Player Experience?</a></li>
</ol></p>]]></content:encoded>
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		<title>HCI learning, a day analyzing user experience, and thoughts about remote usability testing</title>
		<link>http://www.stevebromley.com/blog/2009/10/19/hci-learning-a-day-analyzing-user-experience-and-thoughts-about-remote-usability-testing/</link>
		<comments>http://www.stevebromley.com/blog/2009/10/19/hci-learning-a-day-analyzing-user-experience-and-thoughts-about-remote-usability-testing/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 13:02:43 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[HCI]]></category>
		<category><![CDATA[paper prototyping]]></category>
		<category><![CDATA[upa]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[uxbri]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=102</guid>
		<description><![CDATA[ My membership to the Usability Professional’s Association went through this week (although disappointingly I have to wait a whole 4-5 weeks for my Designing The User Experience poster), and to celebrate I went to the UX Brighton event (‘Remote User Research – A 360˚ View’ ), and met the head of the UK Chapter of [...]


Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2009/10/27/evaluating-existing-technologies-paper-prototypes-in-action-windows-7-and-the-disappointing-user-experience-of-my-dvd-player/' rel='bookmark' title='Permanent Link: Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!'>Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/06/23/remote-research-book-review/' rel='bookmark' title='Permanent Link: Remote Research &#8211; Book Review'>Remote Research &#8211; Book Review</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/01/29/no-user-testing-oops-%e2%80%93-the-digiscent-ismell/' rel='bookmark' title='Permanent Link: No user testing? Oops! – The Digiscent iSmell'>No user testing? Oops! – The Digiscent iSmell</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p> My membership to the <a href="http://www.usabilityprofessionals.org/">Usability Professional’s Association </a>went through this week (although disappointingly I have to wait a whole 4-5 weeks for my Designing The User Experience poster), and to celebrate I went to the UX Brighton event (<a href="http://uxbrighton.org.uk/event-remote-user-research-a-360%c2%b0-degree-view/">‘Remote User Research – A 360˚ View’</a> ), and met the head of the UK Chapter of the UPA, Claire Mitchell (small world!).  I’ve written more about this at the end of this blog post, but it’s a bit epic, so I’ll cover everything else first!</p>
<div id="attachment_108" class="wp-caption alignright" style="width: 197px"><img class="size-full wp-image-108  " title="robot" src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/robot.PNG" alt="a paper mockup of the T1000" width="187" height="249" /><p class="wp-caption-text">a paper mockup of the T1000</p></div>
<p> This week in HCCS, we’ve been learning about the process making of paper mockups (mostly scissors and sticky back plastic!), and the advantages (quick, manages user’s expectations, gives the opportunity to hide in a box and pretend to be a robot).</p>
<p>This has been supplemented by the (rather dull) course text book by Dix ‘Human Computer Interaction’. Dix tells us about the ways to input information into a human (sight, touch, sound, smell etc. ), how it’s stored (sensory input, short and long term memory – needs more ram!), and our limitations (we can only remember around 7 chunks at a time – a factor in Tetris’s success!). When amazon can be bothered to deliver it, I’ve ordered Alan Cooper’s (<a href="http://www.amazon.co.uk/Inmates-Are-Running-Asylum-High-tech/dp/0672316498">The Inmates are Running the Asylum</a>), which should be a more interesting read.</p>
<p> </p>
<p> The design complaint I contributed this week was Amazon’s log in link being “Sign in to get <span style="text-decoration: underline;">personalised recommendations</span>” (with the sign in link being on the personalized recommendations text).</p>
<p> </p>
<div id="attachment_112" class="wp-caption alignleft" style="width: 685px"><img class="size-full wp-image-112 " title="amazon" src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/amazon.PNG" alt="a design mistake?" width="675" height="59" /><p class="wp-caption-text">a design mistake?</p></div>
<p>As documented in Krug’s <a href="http://www.amazon.co.uk/Dont-Make-Me-Think-Usability/dp/0321344758/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1255702710&amp;sr=1-1">Don’t Make Me Think</a> most users will ‘scan’ a page rather than read the full text, looking for buttons or links which do the task they are looking for. As someone looking to sign in, my ‘scan’ would reject this link as a) ‘Sign In’ isn’t the link and b) You’d assume the link would take you to personalised recommendations, not the sign in page. However, as we discussed in class, Amazon do a lot of A&amp;B testing (running two versions of the page concurrently with slight differences, to see which ones get the most successful ‘goal completion’ rate). Therefore we have to imagine that this has been a conscious choice by amazon, either because more people are looking for personalized recommendations that to log in, or because it increases customer’s awareness of this feature.</p>
<p> We’ve been given the task of logging our experiences with technology through a day, and considering them from a design point of view. That’s what you lucky people are in for now! (hold on tight, its ranty!)</p>
<p><strong> </strong><span style="text-decoration: underline;"><strong>Waking up:</strong></span></p>
<p><strong>Alarm Clock</strong> – Hit snooze (big button on top, good design feature). Turned it off by turning the radio on and off. <strong>Design fail</strong> &#8211; I imagine there’s an ‘official’ way to turn the alarm off, but in ten years of use, I’ve never found it.</p>
<div align="center">
<div id="attachment_114" class="wp-caption aligncenter" style="width: 249px"><img class="size-full wp-image-114 " title="alarm" src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/alarm.PNG" alt="design success - you wont fall asleep with this alarm clock near you!" width="239" height="302" /><p class="wp-caption-text">design success - you wont fall asleep with this alarm clock near you!</p></div>
</div>
<p><strong>iPhone</strong> – ran out of battery last night, and I left the plug of the charger at my parents, so has to charge off USB. Plugged it into my work laptop to charge, but the USB only charges when the laptop is open (not in standby!) <strong>Design fail</strong> – annoying that I have to have the laptop open to charge my phone.</p>
<p> <strong>TV</strong> – is quite old, and turns on to the analogue channels, rather than the scart input. We have cable, so it only ever uses scart. I guess it should auto detect whether theres analogue or scart data being fed in, and select which to show automatically. <strong>Design fail </strong>- It doesn’t though.</p>
<p><span style="text-decoration: underline;"><strong>Employment fun:</strong></span></p>
<p><strong>Laptop</strong> – Backlights failed on the screen, so have to take it into work to get it replaced. Replacement has no battery life, so won’t survive unplugged. <strong>Design fail</strong> – Laptops too frail for my clumsy ways.</p>
<p> Successfully got to my desk with the new laptop, and charged my phone with no design issues!</p>
<p> <strong>IP Phone</strong> – I don’t understand it. It says I have a missed call, but no details of when/who/what. Red light is lit up on handset, I cant recall whether its always been like that. Later in the day it tells me I have a voicemail, with a flashing envelope icon. I lift up the receiver, and press the button next to the flashing icon. Nothing happens. I try again with the receiver down, the phone beeps at me. I lift up the receiver, and try other things. The button marked messages does it. It asks for a pin. I have no idea, but am logged into the phone, so it should know its me already, right? Eventually find my registration email with a voicemail pin. Successfully retrieve voicemail. <strong>Design fail</strong> – too many to count.</p>
<p> <strong>Coffee machine</strong> – I’ve worked this out now, but it took a short amount of observation when I joined. Its next to a pile of cups. Do you need to put the cup in the machine before selecting the drink? If so, where? (turns out, for all of you who are worrying, that it doesn’t need any cups, it automatically gives you one) <strong>Design fail –</strong> Not clear how to load/use initially.</p>
<p> <strong><span style="text-decoration: underline;">Home time:</span></strong></p>
<p> <strong>Sky+</strong> &#8211; I’m not particularly familiar with Sky+, so it’s a learning experience… <strong>Design fail</strong> &#8211; Everytime you return to the TV guide, it goes to the start of the list!</p>
<p> <strong>Book</strong> – papercut! Ow!<strong> Design fail – </strong>paper should be replaced with some sort of foam.</p>
<p> What a busy day!</p>
<p> </p>
<p> </p>
<p><strong>My impressions of the UX Brighton event</strong></p>
<p>The Remote User Research – A 360˚ View event was in the Old Music Library, which although lacking in heating and lighting, does have a lot more scary art than most venues. Free beer was generously supplied by the sponsors, which starts the night off on a good foot. The topic of the evening was performing remote usability testing, with talks given by <a href="http://feralabs.com/">Feralabs</a>, <a href="http://www.ethnolabs.com/">Ethnolabs</a>, <a href="https://pidoco.com/">Pidoco</a>, and <a href="http://flowinteractive.com/">Flow</a>.</p>
<p>The first three talks were presentations of technology the companies had developed. Ethnolabs have produced an API which collects data on specifically tagged topics from feeds such as twitter, social network sites and email correspondents, which can then be used to correlate user experiences. The example they used to demonstrate this was people’s impressions of a new digital camera. Although their API technology seemed functional, I was under whelmed by their product – although the piecemeal opinions of users aren’t useless, I think that without specific tasks to try to achieve, or interview questions being asked, it’d be hard to achieve any standardized conclusions from the data.  Also I’d question what incentives would be offered to the user’s to bother to tweet their opinions – surely without an incentive causing every user to tweet, the data retrieved will be rather biased to the polarized views (“I hate this!”).</p>
<p>The second talk was by pidoco, and was about their collaborative wireframing tool. The technology here did impress me, and I can see the use in immediately being able to adjust and present new wireframes to a client remotely (the system also logged voice, so longer suggestions could be reviewed later). The artistic style of the wireframes imitated pencil sketches, rather than the precise lines you’d get in omnigraffle, which is also helpful in managing client’s expectations. I know before I’ve presented wireframes that look precise, and the client has spent along time reviewing minor items like the text within it. Pidoco’s tools’ emphasis on a rough sketch aesthetic would help manage situations like this!</p>
<p>The last two talks were slightly linked &#8211; a presentation of a remote data logging tool by Feralabs, which gives users tasks to complete and logs their precise experience in doing this, and a report by Flow on their experiences using this tool. The tool seemed effective, logging the user’s navigation, mouse clicks, and asking them questions after, and Flow’s review was interesting, and sold the idea to me. I would defiantly consider using a logging technology like this in performing certain kinds of usability testing. In the heated Q&amp;A session after, it was discussed at length that this should be used in conjunction, and not instead of face to face interviews, for it was agreed that remote usability studies cannot log or reproduce every element of a close personal study, you fail to see the emotions and reactions of the participant involved, and it’s harder to adapt the test to study interesting emerging behaviour variants. However, it is cheaper, and I know the business side of most organisations will like the sound of that!</p>


<p>Related posts:<ol><li><a href='http://www.stevebromley.com/blog/2009/10/27/evaluating-existing-technologies-paper-prototypes-in-action-windows-7-and-the-disappointing-user-experience-of-my-dvd-player/' rel='bookmark' title='Permanent Link: Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!'>Evaluating existing technologies, paper prototypes in action, Windows 7 and the disappointing user experience of my DVD player!</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/06/23/remote-research-book-review/' rel='bookmark' title='Permanent Link: Remote Research &#8211; Book Review'>Remote Research &#8211; Book Review</a></li>
<li><a href='http://www.stevebromley.com/blog/2010/01/29/no-user-testing-oops-%e2%80%93-the-digiscent-ismell/' rel='bookmark' title='Permanent Link: No user testing? Oops! – The Digiscent iSmell'>No user testing? Oops! – The Digiscent iSmell</a></li>
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		<title>Introduction to Human Computer Interaction</title>
		<link>http://www.stevebromley.com/blog/2009/10/09/introduction-to-human-computer-interaction/</link>
		<comments>http://www.stevebromley.com/blog/2009/10/09/introduction-to-human-computer-interaction/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 11:14:22 +0000</pubDate>
		<dc:creator>Steve</dc:creator>
				<category><![CDATA[HCI]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.stevebromley.com/blog/?p=21</guid>
		<description><![CDATA[The first lecture from Dr Graham Mcallister ( http://altclick.wordpress.com/ ) introduced us to the key aims of usability, and not just in the field of computing. Essentially, it is the art of design from a user’s perspective – and the most basic user at that. It is not enough to make software that is functional, [...]


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			<content:encoded><![CDATA[<p>The first lecture from Dr Graham Mcallister ( <a href="http://altclick.wordpress.com/" target="_blank">http://altclick.wordpress.com/</a> ) introduced us to the key aims of usability, and not just in the field of computing. Essentially, it is the art of design from a user’s perspective – and the most basic user at that. It is not enough to make software that is functional, if no-one can use it. Even usability issues that you would consider minor will dissuade people from using your product, whether it is an online shop, a ticket machine, or a computer game (as leisure activities, the success of games are particularly reliant on a positive user experience). Sam Nixon ( <a href="http://www.samuelnixon.com/" target="_blank">http://www.samuelnixon.com/</a> ) has shared an article which highlights the importance of good usability design, where altering just one button an a high traffic website had an immediate effect on sales – ( <a href="http://bit.ly/12HuPi " target="_blank">The $300 million button</a>)</p>
<p> </p>
<div id="attachment_29" class="wp-caption alignright" style="width: 195px"><img class="size-full wp-image-29" title="wii user" src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/wii-user.jpg" alt="A Less Adept User" width="185" height="360" /><p class="wp-caption-text">A less adept user</p></div>
<p>A software engineer is unlikely to be best placed to consider usability issues – they are too close to the code, and have a deep understanding of how it works. As such it can be difficult to distance themselves from their knowledge, and try the system as a new user, or one who is less adept with technology. It is therefore the job of a usability expert, using tools such as ‘voice aloud’ playtesting, and user interview to assess the usability of a system, and target aspects that need particular revision.</p>
<p> </p>
<p>It is important to start usability testing early on in the development process of a product, and continue it throughout the lifecycle of a project. Catching issues early on will make them easier to fix than having to redesign major sections of the project at a late stage, and ignoring them altogether will may make the entire project redundant, such as with the Pocketmail</p>
<p> </p>
<p><img class="alignleft size-full wp-image-22" title="pocketmail" src="http://www.stevebromley.com/blog/wp-content/uploads/2009/10/pocketmail.bmp" alt="picking up email" />The <a href=" http://en.wikipedia.org/wiki/PocketMail" target="_blank">Pocketmail</a> is an example of a product that went all the way to market without obviously thinking about what the users want, and how they want to use it. It gave the ability to send and receive email from a handheld device, pretty impressive for the year 2000, even if it wouldn’t fit in your pocket. The only downside being that to send and receive mail, you’d have to hold it up to a land line telephone. Oh. Surely then, you’d call the person you need to contact? Or text them? SMS was widely used by then.</p>
<p> </p>
<p>But back to the HCI course. The topic seems really interesting, and something I’m genuinely interested in. As a smug iPhone user (and former employee of a Mac computer store), I’ve seen the results of year of usability refinement, and it’s a field that is both really interesting, and that has a huge amount of room to expand into. It affects every user’s experience of a product, and can be the deciding factor in whether a product succeeds, or <a href="http://en.wikipedia.org/wiki/Apple_3#Design_flaws" target="_blank">fails miserably</a>. Within the course we are getting the opportunity to work with the university, and a real client on delivering usability solutions, and I am really excited about this opportunity. I&#8217;m currently reading Game Usability by Katherine Isbister &amp; Noel Schaffer &#8211; its seems a useful introduction to the field, although its authority does seem a bit diminished by the author misspelling his name, and that he seems to interview his dad.. hmm! I&#8217;ve also signed up for the <a href="http://www.usabilityprofessionals.org/" target="_blank">UPA</a>. Can&#8217;t wait for my new &#8216;designing the user experience&#8217; poster to come through the post!  </p>
<p> </p>
<p>We’ve been asked to bring in examples of good and bad design for next week. The only bad example that springs to mind is <a href="http://brighton.craigslist.co.uk/" target="_blank">craiglist</a> – does it really need to give all that screen real estate to a list of cities/countries that a user won’t use after their first visit? Craig Newman is famously resistant to change though, so its too easy of an example (no Web 2.0 here!)</p>


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