ah teaches interface design (Understanding Users lecture)

Understanding Users

Lecture outline

Looking at different types of users, their goals, and how we can understand them. Lecture slides will be made available on the day of the lecture (May 29).

Critique prep

Please find yourself a space to set up your project for critique. Makes sure to:

We will start the critique at 9:45am.

Critique reminders

When critiquing, please make sure to:

Read through the process

Do you understand the process that was undertaken? Why so or why not?

2 minutes

Read through the process

Does the process use images to clarify and support the explanation? Why so or why not?

2 minutes

Read through the process

Can you understand how the project got from start to finish? Why so or why not?

2 minutes

Interact with the prototype

Do you understand the feature? Why so or why not?

2 minutes

Interact with the prototype

Does the feature seem 'discoverable'? Would a user be able to find and use this feature? Why so or why not?

2 minutes

Interact with the prototype

Does the feature look like it visually fits within the rest of the interface? Why so or why not?

2 minutes

Interact with the prototype

Do the feature's interactions make sense within the rest of the interface? Why so or why not?

2 minutes

Interact with the prototype

Does the feature appear well 'designed' — i.e. legible, clear hierarchy, good use of space/composition? Why so or why not?

2 minutes

Interact with the prototype

Does the feature look like it fits within the rest of the interface? Why so or why not?

2 minutes

Read or view the feature pitch

Do you understand the feature? Why so or why not?

3 minutes

Read or view the feature pitch

Does the pitch use any 'design-specific' or 'complex' language? How so or how not?

3 minutes

Read or view the feature pitch

Are you convinced of the need for this feature? Why so or why not?

3 minutes

Read or view the feature pitch

Does the pitch use images to clarify and support the case? How so or how not?

3 minutes

Read or view the feature pitch

Do you understand the case being made for this feature? Why so or why not?

3 minutes

Critique complete

In a moment you will be released to review the critiques. No further feedback will be provided on P1.

You have 10 minutes to review feedback.

Instructions on how to put on a lifevest with photos of an adult male putting it on

Understanding Users

Users Have Goals

This week we're going to get to know the users more.

Types of Goals

End Goals: What a user is trying to do. Made up of a series of tasks to reach a result.

Experience Goals: The type of experience a user may wish to have while in pursuit of their end goal. Often subjective.

Life Goals: Influence on other goals. Often drives the why a user is using a particular system in the first place. Drives decisions.

Types of Goals

An example

End Goals: I want to find dog to pet.

Experience Goals: I want to find a dog to pet fairly easily, while not seeming like a creep for wanting to pet someone else's dog.

Life Goals: I'm trying to conquer my fears. I have been afraid of dogs since I was a child, but really don't want to be scared anymore.

Expertise

While understanding user goals is important to designing an effective interface, remembering different types of users — from beginner to expert — comes into play when designing an interface.

Expertise

Beginners:

  • No wants to be one.
  • Looking for a mental-model match.
  • Not dumb, likely busy.
Dropbox Onboarding

Expertise

Beginners:

  • No wants to be one.
  • Looking for a mental-model match.
  • Not dumb, likely busy.
 

Experts:

  • Frequent users.
  • Tired of repetitive tasks.
  • Want to push system boundaries.
  • More likely to customize.
  • Most likely to provide feedback.

Users Have Types

Beginners:

  • No wants to be one.
  • Looking for a mental-model match.
  • Not dumb, likely busy.

Intermediates:

  • Need functional reminders.
  • Make more use of documentation.
  • Will see assistance.
  • May begin to customize worflow/interface.
  • Often the largest group of users.

Experts:

  • Frequent users.
  • Tired of repetitive tasks.
  • Want to push system boundaries.
  • More likely to customize.
  • Most likely to provide feedback.

Which users are best supported by each of these?

An update failure notification from Windows 7
An update failure notification from Windows 10
"There is no avoiding the hard work of really understanding the people who will actually interact with your product."
Cooper, Reiman & Cronin (2007)

Users are Human (Too)

Users often do not know what they want, which makes it difficult to simply ask them what they want you to do. You instead need to figure it out through a combination of interview and observation.

Laseau's Funnel of design

From Rizwan Javaid

A sample persona detailing a fictional individual's behaviours, frustrations, goals, and tasks

Persona example from HotPMO

Persona pitfalls

No amount of 'fun' attributes can fill the gaps our brains will automatically fill when reading personas. This can be a significant problem as the 'automatic' filling can often be our bias in action.

Stories and prototypes

To avoid persona pitfalls, we will in this course aim for using stories and prototypes to help express user's experiences.

How to use goals

To better identify goals, keep your focus on the design-related information, and look for insight such as the following:

Goals and interactions

Your user's goals drive their motivations to use your interface. Understanding their goals will help you understand why they are making the choice they are making, as well as their reactions.

P2: Heuristics

Why heuristic evaluation?

Heuristics let us find a lot of problems in an interface efficiently:

Average problems found by testers with:

  • No usability experience — 22%
  • Expertise in usability — 41%
  • Expertise in usability and domain — 60%

Heuristic problems found

Evaluators will miss both easy and hard problems.

The 'best' evaluators can miss easy problems.

The 'worst' evauators can discover hard problems.

Scenario or exploration?

When doing heuristic evaluations we can take a scenario-focused approach, or a more open exploration of the interface.

Scenarios

  • Steps through interface using a user task or scenario
  • Ensures problems relevant to the task are uncovered
  • Limits scope of evaluation

Exploration

  • Open-ended exploration
  • Good for exploring diverse aspects of the interface
  • Allows you to follow and explore potential pitfalls

Heuristic limitations

Keep in mind that while heuristics offer us a cheaper and faster way to test usability, we still need actual users to test to understand 'real world' scenarios.

Pros

  • Catches lots of problems with few heuristics
  • Heuristics are easy to remember and apply
  • Does not require end users

Cons

  • High-level principles
  • Does not go after subtle interface items
  • Cannot be considered a checklist
Sketching exercise
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