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User Interface Testing

HELENA LIPKOVÁ, PH.D.

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Předmět, jeho obsah a atestace

Informace k vedení předmětu

Cíle, způsob komunikace, seminární práce, MATRIX, atestace (s/bez 1 absence), angličtina, cvičení, práce ve skupinách, Moodle, literature

Moduly – obsah kurzu Terminologie

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Zdroje

1. Benyon, David. Designing User Experience : A guide to HCI, UX and interaction design, Pearson Education Limited, 2018. ProQuest Ebook Central,

https://ebookcentral.proquest.com/lib/cuni/detail.action?docID=5632313.

2. Weinschenk, Susa. 100 things every designer needs to know about people. Berkeley, 2011.

3. User Experience Professionals Association www.uxpa.org 4. The Interaction Design Association www.ixda.org

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The history of HCI UX

The 1st discipline contributing to being human- centred in design is HCI (arose in 1980s) as a subject „concerned with the design, evaluation, and implementation of interactive computing

systems for human use and with the study of major phenomena surrounding them“ ( ACM SIGCHI, 1992 , http://old.sigchi.org/cdg/index.html) HCI drew on cognitive psychology for its

theoretical base and on software engineering for its design approach

CSCW – 90s – computer supported cooperative work

User experience – as a term – Don Norman in 1993

Three legs of product development, MIT 1998)

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Recent development

In times gone by, product design was simple; designers built stuff they thought was cool and that they hoped their clients would like.

Two problems with that approach:

far less competition for people's attention back then.

no consideration for the user of the product at all in that approach—the success or failure of a development project was down to luck as much as it was down to the judgement of the design team.

Focusing on UX enables design to focus on the user. It increases the chances of a project's success when it finally comes to market, not least because it doesn’t gamble on the faith of users in taking to a product just because it’s a brand name

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CUBI User

Experience Model

Zdroj: https://twitter.com/interacting/status/635799238098747392

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Disciplines

contributing to interaction

systems design

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UX is not

UI

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What is UX?

User experience

is about designing the ideal experience of using a service or product. As such, it can involve all types of products and services—think, for instance, about the design involved in a museum exhibition. However, in the main, the term user experience design is used in relation to websites, web applications and other software applications.

In general, user experience is simply how people feel when they use a product or service.

In most cases, that product will be a website or an application of some form. Every instance of human-object interaction has an associated user experience, but, in general, UX practitioners are interested in the relationship between human users and computers and computer-based products, such as websites, applications and systems.

Zdroj: Interaction Design Foundation, file:///C:/Users/hlipk/Downloads/the-basics-of-ux-design.pdf

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UX

UX is concerned with developing high-quality interactive systems, products and services that fit with people and their ways of living.

Computing and communication devices are embedded in all sorts of everyday devices.

UX is often experienced through an ecology of devices (number of different devices) work together to create an environment: computer, mobile, wi-fi, Fitbit…. rather than on a single device.

In case the system does not work – cause of frustration and anger.

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UX concerns – range of activities

• Design

• Technologies (interactive systems, products, devices, and components)

• People (stakeholders, users)

• Activities and contexts (goals, feelings, achievements + context in which these

activities take place)

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Design

Meaning:

Creative process of specifying something new (page layout, graphics, structure)

Includes:

Artistic design – imagination, innovation, conceptual ideas

Engineering design – technical specification

Design „as craft“ in the middle, combining the two above (D=as a conversation with materiál – Donald Schoen – design commentator)

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UX is not just about designing interfaces!

UX tries to create interactive experiences for people – needs to be HUMAN-CENTERED:

-What people do rather than what technology can do -Designing new ways to connect people with people -Involving people in the design process

-Designing for diversity

Why is human centered approach important?

-Return on investment (Williams, 2007 – case studies, reduced customer helplines, fewer training materials, increased throughpu, increased sales etc.)

-Safety

-Ethics (open approach towards users, intellectual property, privacy etc.

-Sustainability

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Human-centred design

Source: Carroll, 2002

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Machine- and people-centered views

View People are… Machines are

Machine-centred Vague

Disorganized Distractible Emotional Illogical

Precise Orderly

Undistractible Unemotional Logical

People-centred Creative

Compliant

Attentive to change Resourceful

Able to make flexible

decisions based on content

Dumb Rigid

Insensitive to change Unimaginative

Constrained to make consistent decisions*

Zdroj: Norman, 1993, přeprac. Benyon, 2018

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Skills of a UX designer

Study and understand the activities, goals and aspirations of people and the contexts within which some technology might prove useful and hence generate requirements for technologies (sometimes called „user research“).

Know the possibilities offered by technologies.

Create technological solutions that fit in with people, the activities they want to undertake and the contexts in which those activities occur (called „ideation“).

Evaluate alternative designs and iterate until solution is arrived at.

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The interface

Interface to an interactive system = user interface (UI) = parts of the system with which people come into contact, physically, perceptually and conceptually

Physically – buttons, touch-sensitive screens etc.

Perceptually – what they see or hear on the screen

Conceptually – when trying to find out, what it does and what we should be doing

We have to provide mechanisms

to give people instructions and enter data into the system „input“

to tell people what is happening by offering feedback

to display content – „output“

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PACT: a user-

centered framework

for UX design

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People People

Activities Activities

Context Context

Technology Technology

P A C T

Both analysis and design: understainding the current situation, seeing where possible improvements can be made or envisioning future situations.

Brainstorming, interviews, observations, workshops, personas, scenarios and other techniques

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1. People

Physical differences

huge effect on what is accessible, how it is usable and enjoyable. Ergonometry in HCI.

Antropometrics – the measurement of man. The limits and averages of different races, ages, professions etc. Questions: can an average person press button A while holding down button B and C? Is it true for both right- and left- handed people?

Psychological differences

eg. Spatial ability related to finding a way around website – clear directions needed. Language and cultural differences influence the way we interpret things. (eg. Tick and cross in US, in Britain, cross may also be used for acceptance).

MBTI or OCEAN (Openness to experience, Conscientiousness, Extraversion, Agreeableness and

Neuroticism) etc. --- Mental models and their role in understanding the interaction with the system.

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The Cultural Iceberg

Source: https://cz.pinterest.com/pin/AdAt-3Uq4tQi-VtGogy- g7xh3INn6PuGcfmRurfuHJXVS0rgOpPNbgQ/

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Social differences

Different goals and motivations in different times when using the system People with different experiences, education, learning curve

Watch out for „discretionary users“ – people who often put off if things are difficult to do Heterogenous groups of users are more difficult

Consider various stakeholders!

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Attitudinal differences

Importance and ideological stance on issues

Different values, aspirations and ideological stance impact what makes something engaging and enjoyable.

Pride of owning a product

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2. Activities

Purpose

Temporal aspects (regular, infrequent, time pressure, peaks, interruptions, response times – generally 100milliseconds for hand-eye coordination activities and one second for a a cause-effect relationship such as clicking a button and something happening)

Cooperation (teamwork, completed alone)

Complexity (well-defined tasks, vague activities eg. browsing ..)

Safety-critical (mistake = injury or accident, even in less serious situations – how to deal with mistakes?)

The nature of the content (data requirements for large inputs – keyboard needed, types of data)

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3. Context

Types of context:

1. Organizational (as technology changes communication and power structures, access to information)

2. Social (manuals, trainings, social norms for certain designs eg. Sound in certain environments)

3. Physical circumstances (place – eg. sunshine, noise, wet, dirt, slow internet access etc.)

Coutaz, Calvary 2012 – idea of interface plasticity eg. Heating controller from TV to mobile in lineage with user values

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4. Technologies

HW, SW component, data or information content

Input: for data input – securely and safely, wearables specifics

Keyboard, touchscreens, stylus, mouses, trackballs, joysticks, recognition of gestures (Microsoft Kinect), air pressure sensors, acoustic sensors, vibration detectors, infra-red motion detectors, accelerometers, orientation, distance, position, movement, brain- computer interfaces (BCI), speech recognition, QR codes

Output: displays, speech output, printers incl. 3D, etc

Communication: bandwith, speed, feedback, wifis, 5G networks, Bluetooth etc.

Content: sophisticated information retrieval system, relevant information. Pull technology (content is retrieve when required), push technology – eg RSS feeds. Streaming

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Psychological principles of

interaction design

(IxD)

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„The goal of the interaction design is to create a product that enables the user to achieve their objectives in the best possible way.“

Interaction Design Foundation

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Terminolo

gy overlap

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Interaction Design – Five dimensions

IxD

Visuals

Time

Space Behaviour

Words

Use of the most appropriate words in the correct moment and time in the process of interaction user-system

Photography, graphical elements, icons, illustrations. (visuals – more impact than words!)

Position of individual elements (text, images). Cluttered layout messy and unintuitive – makes interaction more difficult

Media that changes overtime (animations, video, sound). More user involvement, excitement.

Clear feed-back.

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4 major psychological aspects

I. Sensation and perception II. Empathy

III. Motivation

IV. Decision making (logical reasoning)

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Humans have always been emotional and have always reacted to the artifacts in their world

emotionally.”

Alan Cooper, President of Cooper

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I. Sensation and perception

Information from sensory stimulation (feel, touch, vision)

Line between sensation and perception is fuzzy

Sensation Perception

Immediate, relatively unprocessed result of

stimulation of sensory receptors

A user´s ultimate experience of the world and typically involves further processing of sensory input – relative to an individual user

Generally everyone will be

similarly stimulated by the same factors

Seemingly effortless and automatic

* not true in case of

handicapped people Influenced by our past experiences, learnings, expectations

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What helps…

Shapes Lightness Color Distance Size

Location Sound

perceptual consistency

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Gestalt principles

Gestalt Principles are principles/laws of human perception that describe how humans group similar elements, recognize patterns and simplify complex images when we perceive objects.

https://www.interaction-design.org/literature/topics/gestalt-principles

It helps us organize and group all UI elements in a comprehensible and intuitive way

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Gestalt Principles

Similarity

Closure

Common Region

Common Fate Continuation

Proximity

(37)

Gestalt Principles

Similarity

Closure

Common Region

Common Fate Continuation

Proximity

Used to group similar items or information

White space – for

separating objects that do not belong together

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Gestalt Principles

Similarity

Closure

Common Region

Common Fate Continuation

Proximity

Objects with similar

characteristics are perceived as belonging to a group or patterns

E.g. Color, size, shape, texture, dimension and orientation

… eg certain color of a button – assume a similar function

… use the anomaly – to catch users attention All the bottons – similar size, font, shape and color

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Gestalt Principles

Similarity

Closure

Common Region

Common Fate Continuation

Proximity

Mind sees a complete picture or form even if the picture is

incomplete / hidden.

Impact on design:

potential to decrease number of elements to communicate a messege

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Gestalt Principles

Similarity

Closure

Common Region

Common Fate Continuation

Proximity

Mind sees a complete picture or form even if the picture is

incomplete / hidden.

Impact on design:

potential to decrease number of elements to communicate a messege

(41)

Gestalt Principles

Similarity

Closure

Common Region

Common Fate Continuation

Proximity

Points on a connected line are perceived as a group

(42)

Gestalt Principles

Similarity

Closure

Common Region

Common Fate Continuation

Proximity

Users consider elements to belong together if they are sharing an area with a clearly defined boundary

(43)

Gestalt Principles

Similarity

Closure

Common Region

Common Fate Continuation

Proximity

… elements – even if

characteristically different they are … if they are

moving in a similar dicrection

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N Á SLE DUJÍC Í IN FORMAC E BYLY PŘE V Z AT Y Z KN IHY

1 00 T HIN GS EV E RY DE SIG N ER NE EDS T O KNOW A BOUT P EOPLE SUS A N M. WEINSCHEN K, P H.D ., BERKEL EY, 2 01 1

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Zajímavosti: jak lidé vidí

Periferní vidění

Periferní vidění je více zapojeno do procesu rozpoznávání než centrální vidění

Výzkum Dimitri Bayle 2009

Reakce amygdaly na obrázky se strašidelnými motivy 140-190 milisekund centrální vidění

80 milisekund periferní vidění

Neignorovat design periferních oblastí, neumísťovat blikající objekty do periferie.

Vzorce

Lidé identifikují objekty na základě rozpoznávání vzorů

Výzkum David Hubel, Torsten Wiesel 1959

Některé buňky vizuálního kortexu reagují jen na

horizontální, jiné na vertikální linky, jiné na úhly apod.

Pro snazší pochopení, používat jako ikony

jednoduché náčrty obrazců. 3D obrazce mohou proces porozumění zpomalovat.

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Zajímavosti: jak lidé vidí

Dřívější zkušenosti

Lidé skenují obrazovky na základě dosavadních zkušeností a souvisejících očekávání.

Lidé si vytvářejí mentální model, kde se nacházejí různé typy informací.

Sledují stejný směr jako při čtení, ale nezačínají v nejvyšším horním rohu! V těchto místech

očekávají méně důležité informace (loga apod.).

Zásadní informace umísťujte do střední části obrazovky, příp. na vyšší 1/3 obrazovky

Přehlédnut

Lidé mohou přehlédnout změny ve svém vizuálním poli

https://www.youtube.com/watch?v=IGQmdoK _ZfY

Specifický typ slepoty

Eye-tracking data – mohou být zavádějící – nemonitoruje periferní vidění.

Případnou změnu obsahu obrazovky zvýraznit – např. blikáním!

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Zajímavosti: jak lidé vidí

Barvy

Barvy mají v různých kulturách různé významy.

Barvy se asociují s významy – příp. červená čísla v účetnictví, bílá…

Jen málo barev má stejný význam napříč kulturami např. zlatá (úspěch, luxus, kvalita apod.)

Design by měl odpovídat recipientům informace

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Zajímavosti: jak lidé čtou

Počítačová obrazovka vs. papír

Čtení na počítačové obrazovce je těžší než čtení z papíru (generační rozdíly?)

Rozdíl počítač vs. Kindle (elektronický inkoust, záření, stabilita obrazu).

Velké fonty, kontrast popředí a pozadí, rozdělení textu do logických bloků.

Délka řádků

Lidé čtou rychleji delší řádky, ale preferují kratší.

Mary Dyson 2004

100 písmen / řádek – optimální pro obrazovky 45-72 písmen / řádek – preferovaná délka

Jeden sloupek čteme rychleji než tentýž text rozdělený do více sloupců.

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II. Empathy

The ability to understand user´s feelings

Who are the future users of a product, a prior in-depth research is crutial All our assumptions and personal expriences – put aside

Cognitive mapping – cognitive representation of users´ mental models, no visual rules that they have to obey,

(50)

How to become empathetic in UX design?

Humility

Set aside „your“ experiences and expectations Beginner´s mindset

„To be done“ approach (what, why, how, when etc.) Qualitative research

Repetitive testing throughout product life-cycle Recruitment of diverse users

(51)

Zajímavosti: jak se lidé cítí

Univerzální emoce

7 základních emocí je univerzálních

Emoce jsou vázány na pohyb svalů a opačně!

(52)

Zajímavosti: jak se lidé cítí

Zaměstnanost

Lidé jsou šťastnější, když mají hodně práce (limit)

Pozitivní pocity

Lidé se cítí pozitivněji před a po události než v jejím průběhu

(53)

III. Motivation

What initiates, sustains and directs users´ behavior Motivation is behind all our activities

Understanding various motivations helps us understand goals, actions, problems and aspiration of our users as well as their mental models

(54)

Types of motivation

External / internal

External – rewards are important – in case of their absence, users are less inclined to finish a task

Internal – the true agents of change, personally rewarding behaviour

Locus of control – J. Rotter, 1954 – social psychology – confidence about one´s ability to manage and influence outcomes of his/her actions

Expectancy, instrumentality, valence cycle (V. Vroom)

I expect that the initial effort will help me to do well

Effort as my instrument produces outcomes

Respected outcomes increase my desire to make more efforts

Achievement, affiliation, power (D. McClelland)

Achievement in learning or problem solving

Affiliation in strenghening friendships or family ties

Power (status, recognition) ----

Goal-gradient effect

(55)

Zajímavosti: co lidi motivuje?

Dopamin a hledání informací Pocity blaha, uspokojení

Spojení s motivací, hledáním

Výzkum mozku ukázal výraznější stimulace a aktivitu ve chvíli, kdy předpokládáme odměnu, než když ji dostaneme.

Nepředvídatelnost udržuje snahu najít.

Lidé jsou motivováni pokračovat ve vyhledávání informací. Drobnější celky informací, prvek nepředvídatelnosti. Závislost.

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Zajímavosti: lidé jako společenští tvorové

150

Limit skupiny se silnými vazbami je cca 150 členů. Každý člen ví, kdo je ten druhý a má k němu nějaký vztah.

„Dunbarovo číslo“ – Robin Dunbar 1998 Evoluční antropologie

? Vazba mezi velikostí mozku zejm. neokortexu a vazbou pevných vztahů v sociální skupině

Výsledek dle Dunbara platný napříč kulturami, oblastmi a časem (vesnice neolitických farmářů, …)

Další proměnné: síla tlaku na přežití, fyzická blízkost Sociální média: slabší vazby nemusí být méně důležité

Sdílení u designovaných produktů (silné nebo slabé vazby?)

Spolupráce spojuje

Společné vykonávání činnosti posiluje vazby mezi lidmi.

Scott Wiltermuth a Chip Heath (2009)

Jestli a jak synchronní chování ovlivňuje spolupráci mezi lidmi?

Výsledek: synchronní chování posilovalo ochotu ke spolupráci i ochotu osobního přispění pro blaho kolektivu.

Další proměnné: blízkost

Asynchronní mód řady aplikací

Snažit se vložit synchronní aktivity do designu produktů

(57)

Zajímavosti: lidé jako společenští tvorové

Společenská pravidla

Lidé očekávají, že online interakce budou v souladu se společenskými pravidly

Příklad - volby B. Obama

Požadování osobních informací příliš brzy

„nepamatování si“ již zadaných údajů

Při designu produktu – odpovídá standardům interpersonálního kontaktu

Lež

Lidé lžou různou měrou podle typu média

(58)

IV. Decision making (logic reasoning)

Decision making process helps you select the best option in a given situation Prior experience, knowledge, motivations and expectations contribute

Methods example: reduction of options, decomposition to sub-goals, analogy etc.

There is often not just 1 correct answer to the situation Some users do not use rational to make decision in certain situations.

The amount of effort and frustration caused by uninformed decision must correspond to impotence of the outcome

Application to UX design:

Communicate in such a way that all the information is intuitively at the disposal the moment it is needed.

Users shouldn´t guess, use trial and error approach, or random choice

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Mental models – Norman,

1983

1. Mental models are based on belief (not facts). Vary by experience, knowledge, age, mental ability, situation (stress, fatigue), interest etc.

2. Mental models are incomplete. People will understand some parts of a system better than others.

3. People can ‘run’ (or try out) their models when required, but often with limited accuracy. Errors are always an option.

4. Mental models are unstable – people forget details. At the same time, mental models evolve with experience.

5. Mental models do not have firm boundaries: similar devices and operations get confused with each other.

6. Mental models are unscientific, exhibiting ‘superstitious’ behaviour.

7. Mental models are parsimonious. People are willing to undertake

additional physical operations to minimize mental effort, e.g. people will switch off the device and start again rather than trying to recover from an error.

(60)

Conceptual models

Match between user´s mental model and conceptual model?

Expected behaviour and outcomes, accurate predictions, decisions.

Mental model is then reinforced.

Errors, frustration, wrong choices, negative UX YES

NO How is the system built in reality

(61)

Assignement

Summarize the worst / best UX design (website, or application)

Include the following set of information:

Website/application/SW

User description

Purpose (goal) of interaction

When and where (when/how often, under what circumstances)

Problem discription

How did the user solve the situation?

To be written in Czech. Length: cca 300 – 500 slov Deadline: Friday, 22 October, 2pm

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