Notes: Understanding users
Understanding Users
Why Consider Users?
Computing is used by many people, not just technical professionals.
Problems arise if products or services cannot be used effectively by their intended user groups.
It's crucial to consider people's capabilities, limitations, needs, and desires.
There are many different users with varied abilities and needs; one cannot assume everyone is the same.
"Technology may change rapidly, but people change very slowly. The principles of good design never change."
History of User-Centered Computing Research
Late 1960s: Personal computing grew, leading to concerns about usability (ease and efficiency of interaction).
1970s: Software engineering shifted focus to non-functional requirements like usability and maintainability.
1980s: Human-Computer Interaction (HCI) emerged, focusing on improving people's interaction with computers.
Disciplines in User-Centred Design
Interaction Design: Creating intuitive and engaging user interfaces.
Human-Computer Interaction (HCI): Studying user interaction to improve usability.
User Experience (UX) Design: Enhancing overall user satisfaction and ease of use.
Requirements Engineering: Defining system functions and qualities, including usability and security.
Human Abilities and Capabilities
Design needs to consider physiological aspects (senses, movement, strength, fatigue) , cognitive aspects (attention, memory, learning, cognitive load) , and affective aspects (emotional responses like engagement, frustration).
Individuals' abilities vary and can change over time (e.g., due to aging), though some (like coping with stress) remain constant.
Limitations to Understanding Users
Humans are complex, so understanding their needs is always partial; it's impossible to predict every need or behavior.
Users are all different, making it impossible to design for every possible user or use case.
Users may struggle to articulate their needs.
Users' actual use may differ from what they say they will do.
Techniques for Considering Users
Scenarios: Stories describing how users interact with a system, helping designers imagine usage and identify problems.
Personas: Fictional "character portraits" representing typical users, based on real data, used to understand different user types and their unique needs.
Usability
Definition of Usability
"Usability refers to ensuring that interactive products are easy to learn, effective to use, and enjoyable from a user’s perspective" (Rogers et al., Interaction Design).
"The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use” (ISO 9241-11).
Jakob Nielsen's Usability Engineering (1993)
Nielsen suggested "usability" over "user friendly," emphasizing it's multifaceted.
Usability is part of usefulness, which includes utility (does the system do what users need?) and usability (can users easily use its features?).
System acceptability depends on social and practical factors, with usefulness (utility + usability) being key.
Nielsen's Usability Characteristics
Learnability: The system should be easy to learn and have a reasonable learning curve.
Efficiency: Once learned, the system should be efficient to use and make the user productive.
Memorability: It should be easy to remember how to use the system, even after a break.
Errors and Safety: Users should make few errors, and if errors occur, they should be easy to recover from.
Satisfaction: The system should be pleasant and enjoyable to use.
Nielsen's Usability Mottos (Highlighting Complexity)
Your best guess is not good enough; design based on user data.
The user is always right (user feedback reflects real experiences).
The user is not always right (users may not know the best design solutions).
Users are not designers (they understand needs, not design).
Designers are not users (designers can't assume their preferences match users').
Less is more (simplicity improves usability).
Details matter (small design details greatly impact experience).
Help doesn’t (if users need help, the design isn't intuitive enough).
Evaluating Usability
Analytic approaches (Expert Evaluation): Assessing a system using guidelines or heuristics.
Heuristic Evaluation: Experts check against usability principles.
Walkthroughs: Experts simulate user interactions.
Standards/Guideline Checklists: Review compliance.
Empirical approaches (User Evaluation): Involving actual users.
Observations: Watching users.
Interviews/Focus Groups: Gathering feedback through discussions.
Questionnaires: Collecting structured feedback.
Usability Testing: Users complete tasks while being observed to identify issues.
Nielsen's Usability Heuristics
A heuristic is a practical, rule-of-thumb approach to problem-solving, aiming for a sufficient solution rather than a perfect one.
1. Simple and natural dialogue: Interfaces should be easy and intuitive.
2. Speak the users’ language: Use familiar terms and concepts.
3. Minimise memory load: Users shouldn’t need to remember too many rules.
4. Consistency: Actions should always have the same effect.
5. Feedback: The system should always inform users about its actions.
6. Clearly marked exits: Make it easy to cancel or undo actions.
7. Shortcuts: Provide shortcuts for experienced users.
8. Good error messages: Error messages should be clear, helpful, and polite.
9. Prevent errors: Design the system to avoid mistakes.
10. Help and documentation: Provide easy-to-find, well-structured help, but keep it simple.
Pros and Cons of Heuristic Evaluation
Pros: Quick and inexpensive, provides fast feedback, fewer ethical/logistical concerns.
Cons: Requires expertise, trained experts may be hard to find, may miss bigger issues while identifying minor ones.
Survey Measures for Usability: System Usability Scale (SUS)
Often used after usability evaluations to get quantitative user feedback on perceived usability.
Consists of 10 statements where users rate agreement, assessing intuitiveness, consistency, and ease of use.
Usability Testing
Users are assigned specific tasks to simulate real use.
Performance measures are recorded, such as task completion time, number of errors, and success rates.
Usability Metrics
Effectiveness: Percentage of tasks successfully completed (tasks completed / total tasks * 100).
Efficiency: Time taken for users to complete a task (faster means higher efficiency).
User Experience (UX)
Origins of UX
The term was coined in the 1990s by Don Norman.
UX refers to the overall experience and feelings a user has when interacting with a system, device, or product, including its context of use.
It recognizes that technology is about creating a satisfying and seamless experience, focusing on both functional and emotional aspects.
UX vs. Usability
User Experience (UX): Focuses on how a system feels to the user, including emotional responses and satisfaction; it's subjective and covers enjoyment, ease, and engagement.
Usability: More objective, measuring how efficient, effective, and easy it is for users to complete tasks; it's about practical functionality and productivity.
Designing a Good User Experience
It's the intentional creation of experiences through technology.
WHY: Understand user needs, emotions, and motivations.
HOW: Design the interaction (how users achieve goals).
WHAT: Determine what activities the product enables.
Dark Patterns
Definition: Deceptive UI design features that mislead users into making choices not in their best interest, exploiting human weaknesses for the service provider's benefit.
Inverting Nielsen's Heuristics with Dark Patterns:
Simple and natural dialogue: Dark pattern conceals key information.
Speak the users’ language: Dark pattern uses ambiguous or misleading language (weasel wording).
Prevent errors: Dark pattern exploits user errors by not offering confirmation options.
Capitalizing on Human Behaviors with Dark Patterns:
Users scan rather than read: Dark pattern hides key information in dense text.
Users stick with default options: Dark pattern sets defaults that favor the business.
Users are influenced by others: Dark pattern prominently displays positive feedback while obscuring negative reviews.
Examples of Dark Patterns:
The Roach Motel: Easy to get into a situation (e.g., subscribing), but difficult to exit (e.g., unsubscribing).
Forced Continuity: Requiring credit card for free trials, then automatically billing without notice or easy cancellation.
Bait and Switch: Users intend one action, but an undesirable one occurs instead (e.g., seeing a low price, then presented with a higher one).
Privacy Zuckering: Designing confusing jargon and interfaces that deceive users into sharing more personal information than intended.