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Prof. James A. Landay University of Washington Autumn 2004 Introduction & Course Overview Introduction & Course Overview CS490jl CS490jl September 30, 2004
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Introduction & Course Overview CS490jl

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Page 1: Introduction & Course Overview CS490jl

Prof. James A. LandayUniversity of Washington

Autumn 2004

Introduction & Course Overview CS490jlIntroduction & Course Overview CS490jl

September 30, 2004

Page 2: Introduction & Course Overview CS490jl

CSE490jl - Autumn 2004

User Interface Design, Prototyping, and Evaluation 2

UI Hall of Fame or Hall of Shame?

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CSE490jl - Autumn 2004

User Interface Design, Prototyping, and Evaluation 3

Hall of Shame!

• Does not help the user accomplish their task– why did they come to the site?

• Takes too long–most visitors will just leave & never

come back

• May be valid for entertainment, art, or branding sites

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Hall of Fame or Shame?

• Page setup for printing in IE5

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User Interface Design, Prototyping, and Evaluation 5

Hall of Shame!

• Page setup for printing in IE5

• Problems– codes for header &

footer information• requires recall!• want recognition• no equivalent GUI

– help is the way to find out, but not obvious

Page 6: Introduction & Course Overview CS490jl

Prof. James A. LandayUniversity of Washington

Autumn 2004

Introduction & Course Overview CS490jlIntroduction & Course Overview CS490jl

September 30, 2004

Page 7: Introduction & Course Overview CS490jl

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User Interface Design, Prototyping, and Evaluation 7

Outline

• Who are we?

• HCI introduction

• Course overview & schedule

• Introductions

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Who are we?• James Landay

– Associate Professor in Computer Science at the University of Washington (formerly professor in EECS at UC Berkeley)

– Ph.D. in CS from Carnegie Mellon ‘96– HCI w/ focus on informal input (pens, speech, etc.),

Web design (tools, patterns, etc.), & Ubiquitous Computing– founded NetRaker, leader in Web experience management

• Now subsidiary of KeyNote Systems– Co-authored The Design of Sites with D. van Duyne & J. Hong– Director of Intel Research Seattle (ubicomp lab)

• Kate Everitt– Ph.D. student in CSE– BSc in Computing & Info Science from Queen’s University– MS in CS from UC Berkeley– HCI w/ focus on computer support cooperative work

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Who are we?

• Richard Davis– Ph.D. student in CS at UC Berkeley– BS & MS in EECS from MIT– lots of industry experience (Virtual Ink, Boris F/X, Mathworks, Intel)– HCI w/ focus on pen-based user interfaces (animation)

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• Computer– the machine the program runs on– often split between clients & servers

Human-Computer Interaction (HCI)

• Human– the end-user of a program– the others in the organization

• Interaction– the user tells the computer what they want– the computer communicates results

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HCI Approach to UI Design

Design

Organizational & Social Issues

Technology Humans

Tasks

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Factors Influence Each Other

Design

Organizational & Social Issues

Technology Humans

Tasks

“People change their knowledge as they perform, i.e., they learn”

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User Interfaces (UIs)• Part of application that allows people

– to interact with computer– to carry out their task

• User vs. Customer vs. Client– user is a term only used by 2 industries -> bad!– customer –person who will use the product you build– client – the person/company who is paying you to build it

HCI = design, prototyping, evaluation, & implementation of UIs

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Why is HCI Important?• Major part of work for “real” programs– approximately 50%

• Bad user interfaces cost– money

• 5% satisfaction -> up to 85%profits• finding problems early makes them easier to fix

– reputation of organization (e.g., brand loyalty)– lives (Therac-25)

• User interfaces hard to get right– people are unpredictable– intuition of designers often wrong

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Who Builds UIs?

• A team of specialists (ideally)– graphic designers– interaction / interface designers– information architects– technical writers– marketers– test engineers– usability engineers– software engineers– users

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How to Design and Build UIs

• UI Development process

• Usability goals

• User-centered design

• Task analysis & contextual inquiry

• Rapid prototyping

• Evaluation

• Programming

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User Interface Development Process

DesignExploration

Evaluate Execute

Proposal:Demos/Lo Fi Prototypes(How)

Work together torealize the designin detail.

Evaluate withCustomers

DesignDiscovery

Customers, Products,Business, Marketing

Customers, Products,Business, Marketing

Customers, Products,Business, Marketing

Design Definition:- Design Problem Statement- Targeted User Roles (Who)- Targeted User Tasks (What)- Design Direction Statements

Specification:Hi Fidelity, Refined Design - Based on customer feedback - Foundation in product reality - Refined Design description

Storyboard

Customers: - Roles (Who) - Tasks (What) - Context (Stories)Marketing: - Business Priorities - MessagesTechnology: - Products - ArchitectureDesign: - Leading/competing technologies

Review & Iterate

based on slide by Sara Redpath, IBM & Thyra Trauch, Tivoli

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Iteration

Design

Prototype

Evaluate

At every stage!

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Design

• Design is driven by requirements– what the artifact is for– not how it is to be implemented– e.g., PDA not as important as “mobile” app.

• A design represents the artifact– for UIs these representations include (?)

• screen sketches or storyboards• flow diagrams/outline showing

task structure• executable prototypes

– representations simplify

Write essay start word processor write outline fill out outlineStart word processor find word processor icon double click on iconWrite outline write down high-level ideas

.

.

.

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Web Design RepresentationsSite Maps Storyboards

Schematics Mock-ups

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Usability

According to the ISO:The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments

• This does not mean you have to create a “dry” design or something that is only good for novices – it all depends on your goals

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Usability Goals

– Learnable• faster the 2nd time & so on

– Memorable• from session to session

– Flexible• multiple ways to

accomplish tasks

– Efficient• perform tasks quickly

– Robust• minimal error rates• good feedback so user can recover

– Pleasing• high user satisfaction

– Fun

• Set goals early & later use to measure progress• Goals often have tradeoffs, so prioritize• Example goals

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User-centered Design“Know thy User”

• Cognitive abilities– perception– physical manipulation– memory

• Organizational / job abilities • Keep users involved throughout– developers working with target users– think of the world in users terms– understanding work process– not technology-centered/feature driven

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Task Analysis & Contextual Inquiry

• Observe existing work practices

• Create examples and scenarios of actual use

• “Try-out”new ideas before building software

?

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Rapid Prototyping

• Build a mock-up of design so you can test

• Low fidelity techniques– paper sketches– cut, copy, paste

• Interactive prototyping tools– HTML, Visual Basic,

HyperCard, Director, Flash, DENIM, etc.

• UI builders– Visual Studio .NET,

JBuilder…

Fantasy Basketball

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ESP

Evaluation

• Test with real users (participants)– w/ interactive prototype– low-fi with paper

“computer”

• Build models– GOMS

• Low-cost techniques– expert evaluation– walkthroughs – online testing

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Programming

• Toolkits

• UI Builders

• Event models

• Input / Output models

• etc.

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Goals of the Course

1) Learn to design, prototype, & evaluate UIs– the needs & tasks of prospective users– cognitive/perceptual constraints that affect design– technology & techniques used to prototype UIs– techniques for evaluating a user interface design– importance of iterative design for usability– technology used to prototype & implement UI code– how to work together on a team project– communicate your results to a group

• key to your future success

2) Understand where technology is going & what UIs of the future might be like

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Course Format

• Interactive lectures

• Semester long project & homeworks

• Readings

• All material is online– slides, exercises, readings, schedule– http://www.cs.washington.edu/cs490jl

• Have fun & participate!

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How CSE490jl Fits into CS Curriculum• Most courses for learning technology– compilers, operating systems, databases, etc.

• CSE490jl concerned w/design & evaluation– assume you can program/learn new languages– technology as a tool to evaluate via prototyping– skills will become very important upon graduation

• complex systems, large teams• don’t look for large immediate impact in other CS courses

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Project Description

• Each of you will propose an interface idea– fixing something you don’t like or a new idea

• Groups– 4 students to a group– work with students w/ different skills/interests– groups meet with teaching staff every 2 weeks

• Cumulative– apply several HCI methods to a single interface

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Project Process Overview

• Project proposal (individual) due Tuesday• Break-up into groups next Thursday• Project task analysis & “sketches” – i.e., rough proposals that can & will change

• Low fidelity prototyping & testing• Build 1st interactive prototype• In class presentations & critiques• Heuristic evaluations (individual)

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Project Process Overview (cont.)

• Heuristic evaluation summary

• Build 2nd interactive prototype

• In lab demo & critiques

• Customer testing of 2nd prototype

• In class presentation & critiques

• Not enough time for 3rd prototype

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Project Examples

• Research notebook– threads of ideas–multiple views– secure time stamps

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Research Notebook

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Project Examples (cont.)

• SiteSketch– web page design– sketch-based

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SiteSketch

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Project Examples (cont.)

• CD Jukebox

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CD JukeBox

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Project Examples (cont.)

• Clothes Shopper– online shopping– knows your prefs & sizes

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Clothes Shopper

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Project Examples (cont.)

• Electronic book reader– take advantage of all the online texts on

the net

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Electronic Book Reader

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Project Examples (cont.)

• Nutrition tracker

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Nutrition Tracker

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Project Examples (cont.)

• cUIzine– recipe tool for the home

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cUIzine

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Project Examples (cont.)

• Tech support help desk– avoid using the phone for getting help

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Project Examples (cont.)

• Apartment finder– kinda obvious!!! :)

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Apartment Finder

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Project Examples (cont.)

• Read WWW over phone– find structure in pages & build voice

menus– navigation problem– cache common paths & reorder?

• PDA brainstorming tool– small portable computers in a group

meeting (say Palm Pilots)

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PDA Brainstorming

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Project Examples (cont.)

• Runner’s training log– input daily workouts– reports– reminders

• PDA for shopping– scan in UPC & tells you whether a good

price

• Home entertainment control -“no more remotes”

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Total Entertainment Control

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Project Examples (cont.)

• PDA Baseball score keeper– have stats of the players on your PDA– keep track of what happens during the

game– upload stats after the game

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PDA Baseball Scorekeeper

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PalmStock

PalmStock

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InkChat

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Josh

Back-end

Ed

Brian

Cliff

Rendezvous

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Nutrition/Exercise Tracker

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Trippin’

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Ubiquitous Computing Project Themes

• Location-enhanced computing– Devices that are aware of their location – Examples include car navigation, Trippin’, finding

nearby restaurants, etc

• Digital home– focus on how to simplify people’s personal lives

rather than adding technology to get new features– helping care for an elder– helping people stay fit (exercise & nutrition)

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Administrivia• Registration– limited by room and project constraints to 32– fill-out appeal form if not enrolled (due today at 5 PM)– tell us why you should be in the course• background, interests, what you can contribute

– will post list of admits on course web page by Friday at 5 PM

• Roll• James’ office hours– Tue. 2:30-3:30 PM (642 Allen Center)– Wed. 9-10 AM online (send Kate your Yahoo id)– email landay@cs for appointments at other times

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Administrivia (cont.)• Teaching assistants– Katherine Everitt

• last name at cs.washington.edu• O.H.: TBA in 409 Allen Center

– Richard Davis• rcdavis at cs.washington.edu• O.H.: TBA in 606 Allen Center

• Discussion sections– TBD - please fill out course survey linked off

course web page today to help determine this & other things

– new material will be covered in discussion -> attend

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Books

• The Design of Sites by van Duyne, Landay, & Hong– order from Amazon.com– much of the first 4 chapters of book &

appendices based on this course• We will also hand out papers, give you web

links, & refer to lecture slides• Two recommended textbooks– Human-Computer Interaction by Alan Dix, et. al.,

3rd edition, 2003– Developing User Interfaces by Dan Olsen, 1998– order from Amazon.com (link off class web page)

• Other recommended books on web page

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Assignments (tentative)

• Individual– 4 written + one talk each

• Group– 6 written assignments

• 3 presentation/demos with the write-ups

– all group work handed in on Web (group web site)

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Grading

• A combination of– midterm (15%)– final (20%)– individual assignments (20%)– group project (40%)

• demos/presentation (group component)• project write-ups and exercises• ratings given by other team members & class

– in class participation (5%)

• No curve

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Tidbits

• Late Policy– no lates on group assignments– individual assignments lose one letter

grade/day• Cheating policy– will get you an F in the course–more than once can get you dismissed

• More information (syllabus/schedule/slides)– http://www.cs.washington.edu/cs490jl

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Summary

• Check web site for admit list by Friday at 5 PM

• Do on-line survey by Friday• Project proposal due at start of lecture

on Tuesday• Next lecture on design discovery– Read Tools For Thought Ch 11 (Engelbart

Demo)– Chapter 3 of The Design of Sites