Summary of the course Usability of Rijksuniversiteit Groningen. All 7 Lectures + Google analytics summarized, all the basics you need to know for the exam.
Usability = ease of use of a product → also enjoyment and satisfaction during use
Goals:
- Effective
- Efficient
- Safe to use
- Right functionality
- Easy to learn & easy to remember
Usability concepts:
1. Affordance
→ how it can or should be used
- Possibilities are easy to discover
- Indication of use without explanation
2. Conceptual model
→ people make own image of how something works, understanding precise not necessary
- Traffic lights, how often/long do you press button?’
3. Visibility
→ Visual functionality, hidden function = problems
- Shower, hot/cold, on/off, see how it works?
4. Mapping
→ Relationship between button & action/result
- Light switch, which button = which light?
5. Feedback
→ Let a user know whats happening
- Beep, light OR turned knob, stove flames
6. Constraints
→ Limitations of number of possible actions, prevent selection of wrong options
- Keys in a lock in one way - USB
- Software → inactive options in menus
7. Consistency
→ Design similar functions and elements for similar tasks
- Ctrl +C , Ctrl + S
8. Conventions
→ Accepted norms of standards, artificial or learned, culture
- Drive left or right side, scrollbar
,LECTURE 2
Interface = where communication takes place between independent systems, people &
machines
Types of interface:
1. Command-based
→ Commands are typed like C:/>
- Efficient, accurate, fast, steep learning curve
- Often used at scripting, combined with other interfaces
- In old games and movies
2. Graphical User Interface (GUI)
→ bediening op computer
- Windows, Icons, Menus, Pointing device
Windows:
- Overcome physical limitations of screen
→ Spacing & grouping, make information clear
Simple: make easy to understand, avoid disorderly info, avoid info overload
Icons:
- Are easier to learn and memorize than commands
→ compact, attractive & informative
Menus:
- Good for small number options, multiple steps to achieve something though
→ fold out menu = flexible, more than 1 screen. Accrue mouse skills required, change of error
→ contextual menu = provide access to frequently used functions, CTRL + right mouse
3. Multimedia
→ Various media in 1 interface
- Quick access to multiple info, presents info better, easier to understand, invite to
discover more
- Cons: watch videos at expense of reading texts → complete task before allowed
watching video?
4. Virtual Reality
→ Computer-generated graphic simulation
- Make objects more realistic, evoke a feeling
5. Information visualization
→ interactive computer generated diagrams of complex data
- To support discoveries and decisions and explain phenomena
- Interactive 3D maps that allow zooming
6. Web
→ internet
, - 1st generation → text + hyperlinks, structuring info and easy navigation
- Now more graphic, recognisability and fun
Usability vs attractiveness
- Ease of finding and enjoying
- Attracting and maintaining attention
7. Consumer electronics
→ everyday appliances , remote controls, copiers
- Limit learning curve before use, short interaction time
8. Mobile
→ portable devices on the go
- Can be annoying for less agile users, limited screen space, different experience
9. Speech
→ User controls device with spoken text, travel planner
- Train ticket sales, speech recognition, home control systems
- How do you design systems that keep conversating?
10. Pen
→ write draw, select with pen interface
- Users hand covers part, can be delayed feels clumsy
11. Touch
→ Touch screens detect presence
- Multi touch, swiping, pinching, tapping
- Widely used
12. Air-based gestures
→ camera sensors, recognize physical movements, players shown on screen
- Appeals to many groups and ages
13. Haptic
→ tactile feedback passing vibration to users body
- Enrichment on user experience, especially error correction, sense of touch over distance
- Where do you place sensors on body
14. Multi-modal
→ Combi of different media, touch, sight, sound, speech, focussed on user
- Is natural way of talking, also natural with computer?
15. Shareable
→ Multi-person use
- Large wall displays operated with fingertip or pen
16. Tangible
→ Sensor based interaction, link between physical action and digital result
- More than 1 user at a time, stimulates thinking different on display and discover space
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