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User Experience
Re-Mastered
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Mobile Technology for Children: Designing for Interaction and
Learning
Edited by Allison Druin
Effective Prototyping with Excel
Nevin Berger, Michael Arent, Jonathan Arnowitz, and Fred
Sampson
Web Application Design Patterns
Pawan Vora
Evaluating Children’s Interactive Products: Principles and
Practices for Interaction Designers
Panos Markopoulos, Janet Read, Stuart MacFarlane, and
Johanna Hoysniemi
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory and
Other Nontraditional Interfaces
Edited by Phi Kortum
Measuring the User Experience: Collecting, Analyzing, and
Presenting Usability Metrics
Tom Tullis and Bill Albert
Moderating Usability Tests: Principles and Practices for
Interacting
Joseph Dumas and Beth Loring
Keeping Found Things Found: The Study and Practice of Personal
Information Management
William Jones
GUI Bloopers 2.0: Common User Interface Design Don’ts and Dos
Jeff Johnson
Visual Thinking for Design
Colin Ware
User-Centered Design Stories: Real-World UCD Case Studies
Carol Righi and Janice James
Sketching User Experiences: Getting the Design Right and the
Right Design
Bill Buxton
Text Entry Systems: Mobility, Accessibility, Universality
Scott MacKenzie and Kumiko Tanaka-ishi
Letting Go of the Words: Writing Web Content that Works
Janice “Ginny” Redish
Personas and User Archetypes: A Field Guide for Interaction
Designers
Jonathan Pruitt and Tamara Adlin
Cost-Justifying Usability
Edited by Randolph Bias and Deborah Mayhew
User Interface Design and Evaluation
Debbie Stone, Caroline Jarrett, Mark Woodroffe, and Shailey
Minocha
Rapid Contextual Design
Karen Holtzblatt, Jessamyn Burns Wendell, and Shelley
Wood
Voice Interaction Design: Crafting the New Conversational
Speech Systems
Randy Allen Harris
Understanding Users: A Practical Guide to User Requirements:
Methods, Tools, and Techniques
Catherine Courage and Kathy Baxter
The Web Application Design Handbook: Best Practices for
Web-Based Software
Susan Fowler and Victor Stanwick
The Mobile Connection: The Cell Phone’s Impact on Society
Richard Ling
Information Visualization: Perception for Design, 2nd Edition
Colin Ware
Interaction Design for Complex Problem Solving: Developing
Useful and Usable Software
Barbara Mirel
The Craft of Information Visualization: Readings and Refl ections
Written and edited by Ben Bederson and Ben Shneiderman
HCI Models, Theories, and Frameworks: Towards a
Multidisciplinary Science
Edited by John M. Carroll
Web Bloopers: 60 Common Web Design Mistakes, and How to
Avoid Them
Jeff Johnson
Observing the User Experience: A Practitioner’s Guide to User
Research
Mike Kuniavsky
Paper Prototyping: The Fast and Easy Way to Design and Refi ne
User Interfaces
Carolyn Snyder
The Morgan Kaufmann Series in Interactive Technologies
Series Editors: Stuart Card, PARC; Jonathan Grudin, Microsoft;
Jakob Nielsen, Nielsen Norman Group
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User Experience
Re-Mastered
Your Guide to Getting
the Right Design
Edited by
Chauncey Wilson
AMSTERDAM • BOSTON • HEIDELBERG • LONDON
NEW YORK • OXFORD • PARIS • SAN DIEGO
SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO
Morgan Kaufmann Publishers is an imprint of Elsevier
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Morgan Kaufmann Publishers is an imprint of Elsevier.
30 Corporate Drive, Suite 400, Burlington, MA 01803, USA
This book is printed on acid-free paper. ϱ
© 2010 by Elsevier Inc. All rights reserved.
Chapter 1 was originally published in Usability Engineering, by Jakob Nielsen (Elsevier Inc. 1993).
Chapter 2 was originally published in Usability for the Web: Designing Web Sites that Work, by Tom Brinck (Elsevier Inc. 2002).
Chapter 3 was originally published in Understanding Your Users: A Practical Guide to User Requirements Methods, Tools, and Techniques, by
Catherine Courage and Kathy Baxter (Elsevier Inc. 2005).
Chapter 5 was originally published in Sketching User Experience: Getting the Design Right and the Right Design, by Bill Buxton (Elsevier Inc. 2007).
Chapter 6 was originally published in The Persona Lifecycle: Keeping People in Mind Throughout Product Design, by John Pruitt and Tamara Adlin
(Elsevier Inc. 2006).
Chapter 7 was originally published in Effective Prototyping for Software Makers, by Jonathan Arnowitz, Michael Arent, and Nevin Berger (Elsevier
Inc. 2006).
Chapters 8, 9, 11, 12 were originally published in User Interface Design and Evaluation, by Debbie Stone, Caroline Jarrett, Mark Woodroffe, and Shailey
Minocha. Copyright © The Open University 2005.
Chapter 10 was originally published in Observing the User Experience, by Mike Kuniavsky (Elsevier Inc. 2003).
No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying,
recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permis-
sion, further information about the Publisher’s permissions policies and our arrangements with organizations such as the Copyright Clearance
Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions. This book and the individual contri-
butions contained in it are protected under copyright by the Publisher (other than as may be noted herein).
Notices
Knowledge and best practice in this fi eld are constantly changing. As new research and experience broaden our understanding, changes in
research methods, professional practices, or medical treatment may become necessary.
Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods,
compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety
of others, including parties for whom they have a professional responsibility.
To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for any injury and/or damage
to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products,
instructions, or ideas contained in the material herein.
Library of Congress Cataloging-in-Publication Data
User experience re-mastered: your guide to getting the right design/edited by Chauncey Wilson.
p. cm.
ISBN 978-0-12-375114-0
1. User interfaces (Computer systems)—Design. 2. Human-computer interaction. 3. Web sites—Design. I. Wilson, Chauncey.
QA76.9.U83U833 2009
006.7—dc22
2009028127
British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library.
ISBN: 978-0-12-375114-0
For information on all Morgan Kaufmann publications,
visit our Web site at www.mkp.com or www.elsevierdirect.com
Printed in Canada.
09 10 11 12 13 14 15 16 5 4 3 2 1
Typeset by diacriTech, Chennai, India
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v
Contents
CONTRIBUTORS xiii
PART 1
●
Defi ning Usability 1
CHAPTER 1 What Is Usability? (Jakob Nielsen) 3
Usability and Other Considerations 4
Defi nition of Usability 6
Learnability 7
Effi ciency of Use 9
Memorability 9
Few and Noncatastrophic Errors 10
Subjective Satisfaction 11
Example: Measuring the Usability of Icons 14
Usability Trade-Offs 17
Categories of Users and Individual User Differences 18
End Notes 22
CHAPTER 2 User Needs Analysis (Tom Brinck, Darren Gergle,
and Scott D. Wood)
23
Introduction 24
The Objectives of User Needs Analysis 24
Setting Your Objectives 25
The Stakeholders 25
Business Goals 28
User Goals 28
Defi ne the Usability Objectives 28
Defi ne the Functional Specifi cations 30
Background Research 31
Surveys 32
What to Ask About 32
How to Structure the Survey Responses? 33
Sampling 37
Avoiding Bias 41
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Contents
vi
When to Use Surveys 43
Competitive Analysis 43
Interviews and Focus Groups 46
Conducting the Interview or Focus Group 46
Organizations 49
Preparing for an Interview or Focus Group 49
Focus Groups 51
When to Conduct Interviews and Focus Groups 53
Informed Project Objectives 53
Task Analysis 53
What is Task Analysis? 54
Task Analysis for Web Site Design 56
Use Cases 57
Hierarchical Task Analysis 58
User-Level Goals and Procedures 58
Platform-Level Goals and Procedures 58
Application-Level Goals and Procedures 59
Understanding the Tasks and Their Context 59
Hierarchical Task Analysis for Web Site Design 60
Techniques for Understanding Tasks 60
Training Materials 61
Standard Operating Procedures 61
Observation 61
Interviews and Focus Groups 61
Think-Aloud Protocol 61
Instrumented Browsers 62
Contextual Inquiry 62
How Far Down Should You Decompose a Procedure? 63
A Hybrid Approach to Task Analysis 64
Start with Use Cases 64
Decompose Tasks Hierarchically 65
Determine Appropriate Technologies 66
Performance Improvements 66
Consistency 66
Brevity and Clarity 69
Combined Functionality and Fewer Server Requests 69
Example: Ineffi cient Tasks 70
Human-Error-Tolerant Design 71
Example: Error Recovery 71
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Contents
vii
CHAPTER 3 Card Sorting (Catherine Courage and Kathy Baxter) 73
Introduction 73
When Should You Conduct a Card Sort? 74
Things to be Aware of When Conducting a Card Sort 75
Group or Individual Card Sort? 75
Preparing to Conduct a Card Sort 75
Preparation Timeline 76
Identify Objects and Defi nitions for Sorting 76
Activity Materials 79
Additional Data Collected in a Card Sort 80
Players in Your Activity 82
Preparing to Conduct a Card Sort 82
Inviting Observers 83
Conducting a Card Sort 83
Activity Timeline 84
Welcome the Participants 84
Practice 84
Card Review and Sorting 84
Labeling Groups 86
Data Analysis and Interpretation 86
Suggested Resources for Additional Reading 90
Analysis with a Card Sorting Program 90
Analysis with a Statistics Package 90
Analysis with a Spreadsheet Package 90
Data That Computer Programs Cannot Handle 91
Interpreting the Results 92
Communicate the Findings 93
Preparing to Communicate Your Findings 93
Modifi cations 94
Limit the Number of Groups 94
Electronic Card Sorting 94
Suggested Resources for Additional Reading 95
Prename the Groups 95
Lessons Learned 96
Pulling It All Together 96
How Card Sorting Changed a Web Site Team’s View of How the Site
Should be Organized 97
Our Approach 97
Planning and Preparing for the Card Sorting 98
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Contents
viii
The Analysis 101
Main Findings 102
What Happened to the Web site? 103
Acknowledgments 104
PART 2
●
Generating Ideas 105
CHAPTER 4 Brainstorming (Chauncey Wilson) 107
Introduction 107
When Should You Use Brainstorming? 109
Strengths of Brainstorming 110
Weaknesses of Brainstorming 110
Procedures and Practical Advice on Brainstorming 111
Variations and Extensions to Brainstorming 119
Free Listing 119
Major Issues in the Use of Brainstorming 127
Data Analysis for Brainstorming 131
What Do You Need for Brainstorming? 132
Recommended Readings 134
CHAPTER 5 Sketching: A Key to Good Design (Bill Buxton) 135
The Question of Design 136
We Are Not All Designers 140
The Anatomy of Sketching 140
From Thinking on to Acting on 149
CHAPTER 6 Persona Conception and Gestation
(John Pruitt and Tamara Adlin) 155
Setting the Scene: What’s Going on in Your Organization Now? 155
What is Conception and Gestation for Personas? 156
The Six-Step Conception and Gestation Process 156
How Long Does Conception and Gestation Take? 158
How Many Personas Should You Create? 161
Persona Conception: Steps 1, 2, and 3 166
Step 1: Identify Important Categories of Users 166
Step 2: Process the Data 173
Plan Your Assimilation Meeting 177
Describe the Goal and Outcome of the Meeting 177
Identify Key Data Points (Factoids) in the Data Sources 178
Transfer Factoids to Sticky Notes 178
Post User Category Labels Around the Room 179
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Contents
ix
Assimilate the Factoids 179
Label the Clusters of Factoids 181
Step 3: Identify Subcategories of Users and
Create Skeletons 182
Persona Gestation: Steps 4, 5, and 6 186
Step 4: Prioritize the Skeletons 186
Step 5: Develop Selected Skeletons into Personas 190
Step 6: Validate Your Personas 209
How to Know You are Ready for Birth and Maturation 218
Summary 219
CHAPTER 7
Verify Prototype Assumptions and Requirements
(Jonathan Arnowitz, Michael Arent, and Nevin Berger) 221
Introduction 222
Prototyping Requirements are not Software Requirements 222
Transformation of Assumptions to Requirements 224
Step 1: Gather Requirements 225
Step 2: Inventory the Requirements and Assumptions 227
Step 3: Prioritize Requirements and Assumptions 228
Requirements and the Big Picture 229
Iteration 1: From Idea to First Visualization 229
Iteration 2: From Quick Wireframe to Wireframe 232
Iteration 3: From Wireframe to Storyboard 233
Iteration 4: From Storyboard to Paper Prototype 235
Iteration 5: From Paper Prototype to Coded Prototype 236
Iteration 6: From Coded Prototype to Software Requirements 238
Summary 239
PART 3
●
Designing Your Site 241
CHAPTER 8 Designing for the Web (Debbie Stone, Caroline Jarrett,
Mark Woodroffe, and Shailey Minocha)
243
Introduction 244
The Lovely Rooms Hotel Booking Service 245
Domain 245
Users 245
Tasks 245
Environment 246
Technology 246
Conceptual Design 246
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[...]... concepts, the users were shown the four possible icons and asked to choose the one they preferred The subjective score for an icon was the user rating for the first test and the proportion of users who preferred it for the second test Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark 15 16 User Experience Re-Mastered: Your Guide to Getting the Right Design Given the results... one can show the system to users and ask them, “How difficult do you think it would be to learn to use this?” – just don’t expect the answers to have much relation to the actual learnability of the system Even when users do have experience using a system, their subjective ratings of its difficulty are much more closely related to the peak difficulty they experienced than to mean difficulty; the most difficult... categories of users Figure 1.3 shows the user cube” of the three main dimensions6 along which users’ experience differs: experience with the system, with computers in general, and with the task domain The users’ experience with the specific user interface under consideration is the dimension that is normally referred to when discussing user expertise, and users are normally considered to be either novices... used The expert users would not be hurt by such a concession to the novices.5 Similarly, both user groups would benefit from appropriate choice of default values – experts because they would need to change the value less often Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark 17 18 User Experience Re-Mastered: Your Guide to Getting the Right Design and novices because the system... with these five usability attributes: ■ ■ ■ ■ ■ Learnability: The system should be easy to learn so that the user can rapidly start getting some work done with the system Efficiency: The system should be efficient to use so that once the user has learned the system, a high level of productivity is possible Memorability: The system should be easy to remember so that the casual user is able to return to the. .. the understandability of sets of icons was tested by showing the users entire sets of icons (one of the four sets that had been designed) Users were then given the name of an icon and a short description of what it was supposed to do and asked to point to the icon that best matched the description Users were also given the complete set of names and asked to match up all the icons with their names The. .. for the users who, by learning a few additional advanced features, sometimes would save more time over the course of their use of the system than the time it took to learn them To measure efficiency of use for experienced users, one obviously needs access to experienced users For systems that have been in use for some time, experience is often defined somewhat informally, and users are considered experienced... measure the time they need to perform some typical test tasks Alternatively, it is possible to conduct a memory test with users after they finish a test session with the system and ask them to explain the effect of various commands or to name the command (or draw the icon) that does a certain thing The interface’s score for memorability is then the number of correct answers given by the users The performance... watermark 7 User Experience Re-Mastered: Your Guide to Getting the Right Design Usage Proficiency and Efficiency 8 Focus on expert user n so r cu se Fo ice u v no Time FIGURE 1.2 Learning curves for a hypothetical system that focuses on the novice user, being easy to learn but less efficient to use, as well as one that is hard to learn but highly efficient for expert users that are only intended to be used... tempting to give up and just allow the users to customize their interfaces to suit their individual preferences However, it is not a good idea to go too far in that direction either, since users are not designers Most often, it is possible to design user interfaces to accommodate several kinds of users as long as attention is paid to all the relevant groups during the design process It is rare that . www.verypdf.com to remove this watermark.
User Experience
Re-Mastered
Your Guide to Getting
the Right Design
Edited by
Chauncey Wilson
AMSTERDAM • BOSTON •. www.verypdf.com to remove this watermark.
User Experience Re-Mastered: Your Guide to Getting the Right Design
4
Back when computer vendors fi rst started viewing users
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