Qaiser S. Durrani FAST-NU, Lahore Workshop on Usability Engineering Feb 21-23, 2011 at SEECS NUST
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Usability Engineering and its role in Software Industry Qaiser S. Durrani FAST-NU, Lahore Workshop on Usability Engineering Feb 21-23, 2011 at SEECS NUST
Qaiser S. Durrani FAST-NU, Lahore Workshop on Usability Engineering Feb 21-23, 2011 at SEECS NUST
Qaiser S. Durrani FAST-NU, Lahore Workshop on Usability
Engineering Feb 21-23, 2011 at SEECS NUST
Slide 2
Agenda Usability Engineering? Why we need it? What are its
measures? Where UE fits in the SDLC Can we integrate or map UELC
with SDLC? Experience and Emotional Measures Role? Case Study
Current practices in Software Industry with respect to UE
Slide 3
W hy Usability Engineering? Functional perspective User
perspective
Slide 4
Usability the capability to be used by humans easily and
effectively quality in use the effectiveness, efficiency, and
satisfaction with which specified users can achieve goals in
particular environments Context dependent (shaped by the
interaction between tools, problems, peoples) A process through
which usability characteristics are specified and measured
throughout the software development lifecycle.
Slide 5
Key Research Questions in HCI How to work with and improve the
usability of interactive systems? Guidelines for improving the
usability of systems? Methods for predicting usability problems?
Techniques to test the usability of systems? Discussions on how to
measure usability
Slide 6
Neglecting Usability Engineering
Slide 7
Usability into Software Development When integrating usability
into the system design process, early focus on users and tasks,
empirical measurement, and iterative design principles are
suggested This integration, however, is not a trivial task, as
numerous obstacles have been reported First of all, introducing a
new method into a software development organization is typically a
delicate problem User-centered design techniques have been reported
to remain the speciality of visionaries, isolated usability
departments, enlightened software practitioners, and large
organizations, rather than the everyday practice of software
developers
Slide 8
Usability Engineering and Experience Design
Slide 9
Models for Usability Engineering Lifecycle Star Lifecycle Model
ISO 13407 Model Usability engineering lifecycle by Deborah J.
Mayhew
Slide 10
Usability Engineering Lifecycle
Slide 11
Requirements Analysis Phase User Profiling Cognitive &
Non-Cognitive measures Task Analysis SW/HW/Environment Constraints
General Design Principals Usability Goals
Adaptation of Usability Activities into Software Engineering
Development Process
Slide 15
Allocation of Usability Techniques to Development
Activities
Slide 16
Shneidermans Golden Rules R1:Strive for consistency R2:Offer
shortcut R3:Give effective feedback R4:Reduce Short term memory
load R5:Provide reversal of actions R6:Design Dialogues to yield
closure R7:Provide locus of control
Slide 17
Practices - MEASURING USABILITY (Case study of 180 projects)
Measures of effectiveness Measures of Efficiency Measures of
Satisfaction
Slide 18
Measures of Effectiveness Binary task completion Accuracy
Recall Completeness Quality of outcome Experts assessment
Slide 19
Slide 20
Comments 1- 22% of the studies reviewed do not report any
measure of effectiveness nor do these studies control
effectiveness. Frkjr et al. argued that the HCI community might not
succeed in trying to make better computing systems without
employing measures of effectiveness in all studies 2- Research
shows that measures of the quality of the outcome of the
interaction are used in only 16% of the studies. For example,
experts assessment of work products seems a solid method for
judging the outcome of interaction with computers and has been used
in a variety of fields as an indicator of the quality of work
products, for example with respect to creativity. Yet, in this
sample only 4% of the studies use such measures
Slide 21
Comments 3- New kinds of devices and use contexts require new
measures of usability. Especially, it has been argued that the
notion of task underlying any effectiveness measure will not work
in emerging focuses for HCI, such as home technology 4-A number of
studies combine usability measures into a single measure, report
the combined values, and make statistical tests on the
combinations
Slide 22
Measures of efficiency Time Input rate Mental effort Usage
patterns Communication effort Learning
Slide 23
Slide 24
Comments 1-Some of the efficiency measures are obviously
related to the quality of interactive computer systems, because
they quantify resources (e.g., time or mental effort) that are
relevant in many contexts for many users 2- A second comment on the
studies reviewed pertains to the measurement of time. A surprising
pattern apparent from Table is that while objective task completion
time is measured by 57% of the studies, little attention is paid to
users experience of time However, in this sample of 180 studies,
only one study measures directly subjective experience of time
Slide 25
Comments 3- The reviewed studies differ in how task completion
times, and efficiency measures in general, are reasoned about. In
the ISO definition of usability and in most of the studies
reviewed, time is considered a resource of which successful
interfaces minimize consumption However, in a handful of studies
higher task completion times are considered as indicators of
motivation, reflection, and engagement
Slide 26
Comments 4- A striking pattern among the studies reviewed is
that few studies (5) concern learning of the interface. Only five
studies measure changes in efficiency over time 5- In the studies
reviewed, the median time of working with the user interfaces
evaluated was 30 min
Slide 27
Measures of Satisfaction Standard questionnaires Preferences
Satisfaction with the interface User attitudes and perceptions
Slide 28
Slide 29
Slide 30
Comments 1- The measurement of satisfaction seems in a state of
disarray. A host of adjectives and adverbs are used, few studies
build upon previous work, and many studies report no or
insufficient work on the validity and reliability of the
instruments used for obtaining satisfaction measures Another
indication of the disarray is in the limited use of standardized
questionnaires
Slide 31
Comments 2- A second comment on the satisfaction measures used
is that studies vary greatly in the phenomena that are chosen for
objective performance measures and those that are investigated by
asking subjects about their perceptions and attitudes. One question
arises when users perception of phenomena is measured when those
phenomena perhaps more fittingly could have been assessed by
objective measures 3- The review shows that in practice subjective
satisfaction is taken to mean a questionnaire completed after users
used the interface. Only eight studies (4%) measure satisfaction
during use without using questionnaires
Slide 32
CHALLENGES IN MEASURING USABILITY
Slide 33
Subjective and objective measures of usability Measures of
usability concern users perception of or attitudes towards the
interface, called subjective usability measures Other measures
concern aspects of the interaction not dependent on users
perception called objective usability measures Such a distinction
has been argued to simplify the nature of measurement in science
Suggest using the distinction to reason about how to choose
usability measures and find more complete ways of assessing
usability Measures may lead to different conclusions regarding the
usability of an interface
Slide 34
Measures of learnability and retention Particularly measures of
efficiency, we find it relevant to compare them to recommendations
on how to measure usability The well-known textbook by Ben
Shneiderman (1998, p.15) recommends measuring (1) time to learn,
(2) speed of performance, (3) rate of errors by users, (4)
retention over time, and (5) subjective satisfaction. Nielsen
(1993, p. 26) similarly recommends measuring (a) learnability, (b)
efficiency, (c) memorability, (d) errors, and (e) satisfaction Most
of the reviewed studies follow part of the recommendations by
measuring task completion time (points 2 and b above), accuracy
(points 3 and d), and satisfaction with the interface (points 5 and
e): 92% of the studies measure at least one of these; 13% of the
studies measure all three
Slide 35
Measures of learnability and retention The majority of studies
make no attempt to measure learnability or retention This challenge
is most relevant for studies or research addressing systems that
users should be able to learn quickly or that will be intensively
used Overall, usability studies could put more emphasis on measures
of learning, for example by measuring the time needed to reach a
certain level of proficiency In addition, measures of the retention
of objects and actions available in the interface (i.e., the
ability of users to come back and successfully use the interface)
are important in gaining a more complete picture of usability
Slide 36
Measures of usability over time The studies reviewed show that
users typically interact only briefly with interfaces under
investigation; as mentioned earlier the median duration of users
interaction was 30 min; only 13 studies examined interaction that
lasts longer than five hours The brief period of interaction in the
studies reviewed explains the lack of focus on measures of learning
and retention The observation also suggests that we know little
about how usability develops as the user spend more time
interacting with the interface and how tradeoffs and relations
between usability aspects change over time From research, we need a
more full understanding of how the relation between usability
aspects develops over time
Slide 37
Extending, validating and standardizing measures of
satisfaction The disarray of measures of satisfaction presents
special challenges One is to extend the existing practice of
measuring satisfaction almost exclusively by post-use questions;
another is to validate and standardize the questions used
Validation may be achieved through studies of correlation between
measures
Slide 38
Micro and macro measures of usability Usability at a micro
level Such measures cover tasks that are usually of short duration
(seconds to minutes), has a manageable complexity (most people will
get them right), often focus on perceptual or motor aspects (visual
scanning, mouse input), and time is usually a critical resource
Usability at a macro level Such measures cover tasks that are
longer (hours, days, months), are cognitively or socially complex
(require problem-solving, learning, critical thinking, or
collaboration)
Slide 39
A working model for usability measures and research
challenges
Slide 40
Affective Requirement The need to make something fun, engaging,
or enjoyable is usually not considered in requirements elicitation
Software requirements for these and other affective factors are
never truly captured in an official manner Juran is credited with
coining the phrase "fitness for purpose If a system is intended to
be a leisure product then the fitness for purpose must also extend
to affect
Slide 41
Rebirth of Affect in Design The idea of affect is not old but
affect has re-emerged as a potentially desirable design
characteristic One of the visionaries of this re-emergence was
Robert Glass from Sun Microsystems, who said: If youre still
talking about ease of use then youre behind. It is all about the
joy of use. Ease of use has become a given its assumed that your
product will work. (Glass, 1997)
Slide 42
Summary of research into affective factors
Slide 43
Exploring AffectTheories Three theories have each been said to
contribute to computer game enjoyment Usability: In ISO 9241-11
(ISO, 1998), usability is characterized as consisting of three
elements: effectiveness, efficiency, and satisfaction Grice (2000)
attempted to apply these three elements to computer game design His
hypothesis was that computer games that were enjoyable will have
high levels of efficiency, effectiveness, and satisfaction Some
minor experiments conducted under his supervision seemed to
indicate that this hypothesis was true
Slide 44
Exploring AffectTheories Flow: Csikszentmihaly describes flow
as the holistic sensation that people feel when they act with total
involvement In the state of flow, actions flow without conscious
intervention by the actor The term flow was used because people in
this state often said that they were in the flow of [the activity].
the characteristics of flow-inducing activities are: must feel
capable of completing the task must have the ability to concentrate
on task clearly recognizes the goals of the task receives immediate
feedback about task performance has a sense of control over their
actions has the sense of time altered: hours can seem like
minutes
Slide 45
Exploring AffectTheories Heuristics for internally motivating
interfaces: Malone (1983), in agreement with Csikszentmihaly,
believes that fun and enjoyment only arise from activities that are
intrinsically motivated Computer games are thought to be played
because of intrinsic motivation, with no expectation of a reward
other than the activity itself Malone and Lepper (1987) developed
seven heuristics for the design of intrinsically motivated
interfaces
Slide 46
Exploring AffectTheories The 4 major heuristics are: Challenge-
multi-layers of challenge so that the user will feel initial
success and continue to see improvements Curiosity- believe that
their knowledge structures (or skills) are incomplete or
inconsistent Control- interface should make the user feel that the
outcomes are determined by the users own actions Fantasy- evoke
mental images of physical or social situations Other minor are
Competition, Cooperation, Recognition
Slide 47
Results The results being referred to are the learnability and
losing time reasons Loss of Time Learnability
Slide 48
Measures of specific attitudes towards the interface
(Experience Design) from 180 projects
Slide 49
Slide 50
Current Usability Practices in Pakistan Software Industry
Slide 51
Basic Software Industry Data Number of SW industry surveyed: 26
Number of respondents: 35 Project Type: Multiple type from Web to
IS
Slide 52
Research Questions Does organization include estimates for
usability activities in planning phase? Does organization involve
users during SDLC phases? If yes then what kind of user involvement
it has? (a) Are usability activities integrated into requirement
phase of SDLC? (b). Are usability activities integrated into design
phase of SDLC? (c) Are usability activities integrated into
implementation phase of SDLC? (d) Is usability testing done in an
organization? Does an organization collect feedback from users for
a product? Does an organization calculate return on investment for
the usability activities? Are organizations intended to introduce
or enhance the UELC activities in SDLC?
Slide 53
Fig1:Usability Activities in Planning PhaseFig2:User
Involvement in SDLC Fig3:User Involvement in SDLC Phases
Slide 54
Fig4: Usability Requirements Fig5: User Profile Fig6: User
Contextual Inquiry
Slide 55
Fig9: Usability Roles Fig7: Usability Goals Fig8: User
Interface Development platform
Fig13: Detailed Design of User interface Fig14: Usability
Testing
Slide 58
Fig15: User Feedback Fig16: User Experiences
Slide 59
Fig17: User Feedback Fig18: ROI Calculation
Slide 60
Challenges in Measuring Usability Subjective and objective
measures of usability Measures of learnability and retention
Measures of usability over time Extending, validating and
standardizing measures of satisfaction
Slide 61
Recommendations Developers must consider user interaction from
the beginning of the development process. Practice of Usability
Testing Practice of Cost-Justifying Usability tasks Dont try to do
a full-scale usability process from the beginning.
Slide 62
References Kasper Hornbk, Int. J. Human-Computer Studies
(2006),Current practice in measuring usability: Challenges to
usability studies and research Xavier Ferre, Integration of
Usability Techniques into the Software Development Process Juho
Heiskari, Marjo Kauppinen, Mikael Runonen, Tomi Mannisto, Bridging
the Gap Between Usability and Requirements Engineering, 2009 17th
IEEE International Requirements Engineering Conference Todd
Bentley, Lorraine Johnston, Karola von Baggo, AWRE2002, Putting
Some Emotion into Requirements Engineering Samia Asloob, Qaiser S.
Durrani, Usability Engineering Practices in SDLC, Technical Report
(2010), FAST-NU, Lahore
Slide 63
Questions?
Slide 64
Bottom Line benefits Increased Productivity Decreased user
training Decreased user errors Decreased need of on-going technical
support Incorporating business and marketing goals while catering
to the user needs (especially for Mobile, Web and Gaming
applications)
Slide 65
Time Constraints for the Application of Usability Activities
and Techniques
Slide 66
Subjective and objective measures of usability Challenges in
research are to develop subjective measures for aspects of
quality-in-use that are currently measured by objective measures,
and vice versa, and evaluate their relation In studies of
usability, we suggest paying special attention to whether
subjective or objective measures are appropriate, and whether a mix
of those two better covers the various aspects of quality- in
use
Slide 67
Definition of Process Increments defined seven deltas in order
to get a better match with the general stages of an iterative
software development process D1: Early Analysis D2: Usability
Specifications D3: Early Usability Evaluation D4: Regular Analysis
D5: Interaction Design D6: Regular Usability Evaluation D7:
Usability Evaluation of Installed Systems
Slide 68
Affective Requirement Same functional requirements, underwent a
similar design process by the same designers, yet the need to
convey a different affective response greatly changed the entire
product Given that requirements give the constraints on how a
system should behave, then it is important to see that affective
requirements are considered a valid category of requirement
Accepting that affective factors make valid requirements raises the
following questions: How does an organization elicit and document
affective requirements? How does an organization design to meet
affective requirements? How does an organization validate that the
design elicits the required affective response?
Slide 69
Motivations Research focus on how to measure usability has
three motivations: First, what we mean by the term usability is to
a large extent determined by how we measure it Second, usability
cannot be directly measured so, find aspects of usability that can
be measured Which measures of usability to select is consequently
central in many approaches to the design and development of user
interfaces
Slide 70
Studies of correlations between measures A weak understanding
of the relation between usability measures gives rise to many of
the issues With a better understanding, we could make more informed
choices about which usability measures to employ Studies of
correlation between measures may improve this understanding by
informing us whether our measures contribute something new and what
their relation are to other aspects of usability There is need for
a better understanding of the relation between usability measures,
for which studies of correlations between measures would be one
contribution