This book is destined to become a primary reference for just about anyone involved in the development of interactive products of almost any kind. It addresses both the design process and design principles and goes beyond traditional usability to address all aspects of the user experience. The authors have distilled two careers’ worth of research, practice and teaching into a concise,practicalandcomprehensiveguideforanyoneinvolvedindesigningfor the user experience of interactive products.—Deborah J. Mayhew, Deborah J. Mayhew Associates The UX Book covers the methods and guidelines for interaction design and evaluation that have been shown to be the most valuable to students and professionals. The students in my classes have been enthusiastic about the previous versions of this text that they used. This book will benefit anyone who wants to learn the right way to create high quality user experiences. Like good user interfaces, this text has been refined through multiple iterations and feedback with actual users (in this case, feedback from students and faculty who used earlier versions of the book in classes), and this is evident in the final result.— Brad A. Myers, Professor, HumanComputer Interaction Institute, School of Computer Science, Carnegie Mellon University The UX Book takes on a big challenge: a comprehensive overview of what it takes to design great user experiences. Hartson and Pyla combine theory with practicaltechniques: youleave thebook knowingnot just whatto do, butwhyit’s important.—Whitney Quesenbery, WQusability, author, Global UX: Design and research in a connected world
Trang 2traditional usability to address all aspects of the user experience The authorshave distilled two careers’ worth of research, practice and teaching into aconcise, practical and comprehensive guide for anyone involved in designing forthe user experience of interactive products.—Deborah J Mayhew, Deborah J.Mayhew & Associates
The UX Book covers the methods and guidelines for interaction design andevaluation that have been shown to be the most valuable to students andprofessionals The students in my classes have been enthusiastic about theprevious versions of this text that they used This book will benefit anyone whowants to learn the right way to create high quality user experiences Like gooduser interfaces, this text has been refined through multiple iterations andfeedback with actual users (in this case, feedback from students and faculty whoused earlier versions of the book in classes), and this is evident in the finalresult.— Brad A Myers, Professor, Human-Computer Interaction Institute,School of Computer Science, Carnegie Mellon University
The UX Book takes on a big challenge: a comprehensive overview of what ittakes to design great user experiences Hartson and Pyla combine theory withpractical techniques: you leave the book knowing not just what to do, but why it’simportant.—Whitney Quesenbery, WQusability, author, Global UX: Design andresearch in a connected world
Trang 4Process and Guidelines for Ensuring
a Quality User Experience
Trang 6Process and Guidelines for Ensuring
a Quality User Experience
REX HARTSONPARDHA S PYLA
AMSTERDAM • BOSTON • HEIDELBERG • LONDON
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Morgan Kaufmann is an imprint of Elsevier
Trang 7Cover Designer: Colin David Campbell of Bloomberg L.P.
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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 permission, 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.
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Notices
Knowledge and best practice in this field are constantly changing As new research and
experience broaden our understanding, changes in research methods or professional practices, may become necessary Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information or methods 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.
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Trang 81 Douglas Adams, The Hitchhiker’s Guide to the Galaxy
Trang 10GOALS FOR THIS BOOK
Our main goal for this book is simple: to help readers learn how to create andrefine interaction designs that ensure a quality user experience (UX) A gooduser interface is like an electric light: when it works, nobody notices it (We used
to be able to use the telephone as a similar example, but now multifunctioncell phones with all kinds of modalities have thrown that example under thebus.) A good user interface seems obvious, but what is not obvious is how todesign it so that it facilitates a good user experience Thus, this book addressesboth what constitutes a positive user experience and the process by which itcan be ensured
Books need to be designed too, which means establishing user (reader)experience goals, requirements, user role (audience) definitions, and the like.Our goals for the reader experience include ensuring that:
n the book is easy to read
n the material is easy to learn
n the material is easy to apply
n the material is useful to students and practitioners
n the reader experience is at least a little bit fun
Our goals for the book content include:
n expanding the concept of traditional usability to a broader notion of user experience
n providing a hands-on, practical guide to best practices and established principles in a
Trang 11n providing interaction design guidelines, including in-depth discussion of affordances and other foundational concepts
n facilitating an understanding of key interaction design creation and refinement activities, such as:
n contextual inquiry to understand user work that the design is to support
n contextual analysis to make sense of the raw contextual inquiry data
n requirements extraction
n design-informing modeling
n conceptual and detailed design
n establishing user experience goals, metrics, and targets
n building rapid prototypes
n performing formative user experience evaluation
n iterative interaction design refinement.
n describing alternative agile UX development methods
n providing pointers on how to get started with these ideas in your own work environment
Our goals for scope of coverage include:
n depth of understanding—detailed information about different aspects of the UX process (like having an expert accompanying the reader)
n breadth of understanding—as comprehensive as space permits
n range of application—the process and the design infrastructure and vocabulary, including guidelines, are not just for GUIs and the Web but for all kinds of interaction styles and devices, including ATMs, refrigerators, road signs, ubiquitous computing, embedded computing, and everyday things.
As we were wrapping up this book, the following quote from Liam Bannon(2011) came to our attention:
Some years ago, HCI researcher Panu Korhonen of Nokia outlined to me how HCI is changing, as follows: In the early days the Nokia HCI people were told “Please evaluate our user interface, and make it easy to use.” That gave way to “Please help us design this user interface so that it is easy to use.” That, in turn, led to a request: “Please help us find what the users really need so that we know how to design this user interface.” And now, the engineers are pleading with us: “Look at this area of life, and find us something interesting!” This, in a nutshell, tells a story of how HCI has moved from evaluation of interfaces through design of systems and into general sense-making of our world.
Trang 12We were struck by this expressive statement of past, present, and future
directions of the field of HCI It was our goal in this book to embrace this scope
of historical roots, the changing perspectives of thought, and future design
directions
USABILITY IS STILL IMPORTANT
The study of usability, a key component of ensuring a quality user experience, is
still an essential part of the broad and multidisciplinary field of human–
computer interaction It is about getting our users past the technology and
focusing on getting things done for work In other words, it is about designing
the technology as an extension of human capabilities to accomplish something
and to be as transparent as possible in the process
A simple example can help boost this oft-unexplained imperative, “make it
transparent,” into more than a nice platitude Consider the simple task of
writing with pencil and paper The writer’s focus is all about capturing
expressions to convey content and meaning Much mental energy can be
directed toward organizing the thoughts and finding the right words to express
them No thought at all should be necessary toward the writing tools, the pencil
and paper, or computer-based word processor These tools are simply an
extension of the writer Until, that is, the occurrence of a breakdown, something
that causes an attention shift from the task to the tools
Perhaps the pencil lead breaks or a glitch occurs in the word processor
software The writer must turn attention away from the writing and think about
how to get the software to work, making the tool that was transparent to the
writer in the writing task become the focus of a breakdown recovery task
(Heidegger, 1962; Weller & Hartson, 1992) Similarly, interaction designs that
cause usability breakdowns for users turn attention away from the task to the
computer and the user interface
BUT USER EXPERIENCE IS MORE THAN USABILITY
As our discipline evolves and matures, more and more technology companies
are embracing the principles of usability engineering, investing in sophisticated
usability labs and personnel to “do usability.” As these efforts are becoming
effective at ensuring a certain level of usability in the products, leveling the field
on that front, new factors have emerged to distinguish the different competing
products
Trang 13While usability is essential to making technology transparent, in these days
of extreme competition among different products and greater consumerawareness, that is not sufficient Thus, while usability engineering is still afoundation for what we do in this book, it does not stop there Because the focus
is still on designing for the human rather than focusing on technology, centered design” is still a good description We now use a new term to express aconcern beyond just usability: “user experience.”
“user-The concept of user experience conjures a broader image of what users comeaway with, inviting comparisons with theatre (Quesenbery, 2005), updating theold acronyms—for example, WYXIWYG, What You eXperience Is What You Get(Lee, Kim, & Billinghurst, 2005)—and spawning conferences—for example,DUX, Designing for User Experience We will see that, in addition to traditionalusability attributes, user experience entails social and cultural interaction,value-sensitive design, and emotional impact—how the interaction experienceincludes “joy of use,” fun, and aesthetics
A PRACTICAL APPROACH
This book takes a practical, applied, hands-on approach, based on theapplication of established and emerging practices, principles, and provenmethods to ensure a quality user experience The process is about practice,drawing on the creative concepts of design exploration and visioning to makedesigns that appeal to the emotions of users, while also drawing on engineeringconcepts of cost-effectiveness—making things as good as the resources permit,but not necessarily perfect
The heart of the book is an iterative and evaluation-centered UX lifecycletemplate, called the Wheel, for interaction design inPart I: Process Lifecycleactivities are supported by specific methods and techniques spelled out in
Chapters 3 through 19, illustrated with examples and exercises for you to applyyourself The process is complemented by a framework of principles andguidelines inPart II: Design Infrastructure and Guidelines for getting the rightcontent into the product And, throughout, we try to keep our eye on the prize,the pragmatics of making it all work in your development environment
ORDER OF THE MATERIAL
We faced the question of whether to present the process first or the designinfrastructure material We chose to start with the process because the processcontains development activities that should precede design We could just as
Trang 14well have started with the design infrastructure chapters, especially the
interaction design guidelines, and you can read it in that order, too
One important reason for covering the process first is a practical
consideration in the classroom In our experience, we have found it effective to
teach process first so that students can get going immediately on their
semester-long team project Perhaps their designs might be a little better if
they had the guidelines first, but we find that it does not matter, as their projects
are about learning the process, not making the best designs Later, when we
do get into the design guidelines, the students appreciate it more because
they have a process structure for where it all goes
Use the Index
Use the index! We have tried to keep the text free of inter-section references So,
if you see a term you do not understand, use the index to find out where it is
defined and discussed
OUR AUDIENCE
This book is not a survey of human–computer interaction, usability, or user
experience Nor is it about human–computer interaction research It is a
how-to-do-it handbook, field guide, and textbook for students aspiring to be
practitioners and practitioners aspiring to be better The approach is practical,
not formal or theoretical Some references are made to the related science, but
they are usually to provide context to the practice and are not necessarily
elaborated
Anyone involved in, or wishing to learn more about, creating interaction
designs to ensure a quality user experience will benefit from this book It is
appropriate for a broad spectrum of readers, including all kinds ofpractitioners—
interaction designers, graphic designers, usability analysts, software engineers,
programmers, systems analysts, software quality-assurance specialists, human
factors engineers, cognitive psychologists, cosmic psychics, trainers, technical
writers, documentation specialists, marketing personnel, and project managers
Practitioners in any of these areas will find the hands-on approach of this book
to be valuable and can focus mainly on the how-to-do-it parts
Researchers in human–computer interaction will also find useful information
about the current state of user interaction design and guidelines in the field
Software engineers will find this book easy to read and apply because it relates
interaction design processes to those in software engineering
Trang 15Academic readers include teachers or instructors and students Theperspectives of student and practitioner are very similar; both have the goal
of learning, only in slightly different settings and perhaps with differentmotivations and expectations
We have made a special effort to support teachers and instructors for use in acollege or university course at the undergraduate or graduate level We areespecially mindful that many of our teacher/instructor readers might be facedwith teaching this material for the first time or without much background oftheir own We have included, especially in the separate instructor’s guide, muchmaterial to help them get started
In addition to the material for course content, we have compiled a widerange of pedagogical and administrative support materials, for example, acomprehensive set of course notes, suggested course calendar, sample syllabi,project assignments, and even sample course Web pages The exercises areadapted easily for classroom use in an ongoing, semester-long set of in-classactivities to design, prototype, and evaluate an interaction design As instructorsgain the experience with the course, we expect they will tailor the materials, style,and content to the needs of their own particular setting
We also speak to our audiences in terms of their backgrounds and needs Wewant those working to develop large domain-complex systems in large-scaleprojects to have a sufficiently robust process for those jobs We also want toaddress young “UXers” who might think the full process is overly heavy andengineering-like We offer multiple avenues to lighter-weight processes Formany parts of the full process we offer abridged approaches
In addition, we have added a chapter on rapid evaluation techniques and achapter on agile UX methods, paralleling the agile software engineeringprocesses in the literature But we want these readers to understand that theabridged and agile processes they might use for product and small systemdevelopment are grounded in full and robust processes used to develop systemswith complex domains Even if one always takes the abridged or agile path, ithelps to appreciate the full process, to understand what is being abridged Also,
no matter what part of this book you need, you will find it valuable to see it set in
a larger context
Some readers will want to emphasize contextual inquiry, whereas others willwant to focus on design Although many of the process chapters have anengineering flavor, the design chapter takes on the more “designerly” essence ofdesign thinking, sketching, and ideation Others yet will want the heaviestcoverage on evaluation of all kinds, as that is the “payoff” activity We take the
Trang 16approach that the broadest coverage will reach the needs of the broadest of
audiences Each reader can customize the way of reading the book, deciding
which parts are of interest and ignoring and skipping over any parts that are not
INCREASING MATURITY OF THE DISCIPLINE AND
AUDIENCE
We are approaching two decades since the first usability engineering process
books, such as Nielsen (1993), Hix and Hartson (1993), and Mayhew (1999),
and human–computer interaction as a discipline has since evolved and matured
considerably We have seen the World Wide Web mature to become a stock
medium of commerce The mobile communications revolution keeps users
connected to one another at all times New interaction techniques emerge and
become commonplace overnight to make the users’ information literally a
“touch” away
Despite all these technological advances, the need for a quality user
experience remains paramount If anything, the importance of ensuring a
positive user experience keeps increasing Given the pervasive information
overload, combined with the expectation that everyone is computer savvy, the
onus on designing for a quality user experience is even more critical these days
Among all these advances, many of the concepts of existing design and
development paradigms are more or less unchanged, but emerging new
paradigms are stretching our understanding and definition of our primary
mandate—to create an interaction design that will lead to a quality user
experience Approaches to accomplish this mandate have evolved from
engineering-oriented roots in the early 1990s to more design-driven
techniques today
Although much has been added to the literature about parts of the
interaction development process, the process is still unknown to many and
misunderstood by many and its value is unrecognized by many For example,
many still believe it is just about “usability testing.”
Since our first book (Hix & Hartson, 1993), we have conducted many short
courses and university courses on this material, working with literally hundreds
of students and user experience practitioners at dozens of locations in business,
industry, and government We have learned quite a bit more about what works
and what does not
It is clear that, in this same period of time, the level of sophistication among
our audiences has increased enormously At the beginning we always had to
Trang 17assume that most people in our classes had no user experience background, hadnever heard of user experience specialists, and, in fact, needed some motivation
to believe in the value of user experience As time went on, we had to adjust theshort course to audiences that required no motivation and audiences
increasingly knowledgeable about the need for quality user experience and whatwas required to achieve it We started getting user experience specialists in theclass—self-taught and graduates of other user experience courses
WHAT WE DO NOT COVER
Although we have attempted a broad scope of topics, it is not possible to includeeverything in one book, nor is it wise to attempt it We apologize if your favorite topic
is excluded, but we had to draw the line somewhere Further, many of theseadditional topics are so broad in themselves that they cannot be covered adequately
in a section or chapter here; each could (and most do) fill a book of their own.Among the topics not included are:
n Accessibility and the American Disabilities Act (ADA)
n Internationalization and cultural differences
n Ergonomic health issues, such as repetitive stress injury
n Specific HCI application areas, such as societal challenges, healthcare systems, help systems, training, and designing for elders or other special user populations
n Special areas of interaction such as virtual environments or 3D interaction
Additionally, our extensive discussions of evaluation, such as usability testing,are focused on formative evaluation, evaluation used to iteratively improveinteraction designs Tutorials on performing summative evaluation (to assess alevel of performance with statistically significant results) are beyond our scope
ABOUT THE EXERCISES
The Exercises Are an Integral Part of the Course Structure
A Ticket Kiosk System is used as an ongoing user interaction developmentexample for the application of material in examples throughout the book Itprovides the “bones” upon which you, the reader or student, can build the flesh
of your own design for quality user experience In its use of hands-on exercisesbased on the Ticket Kiosk System, the book is somewhat like a workbook After
Trang 18each main topic, you get to apply the new material immediately, learning the
practical techniques by active engagement in their application
Take Them in Order
As explained earlier, we could have interchanged Part I and Part II; either part
can be read first Beyond this option, the book is designed mainly for sequential
reading Each process chapter and each design infrastructure chapter build on
the previous ones and add a new piece to the overall puzzle Because the material
is cumulative, we want you to be comfortable with the material from one chapter
before proceeding to the next Similarly, each exercise builds on what you
learned and accomplished in the previous stages—just as in a real-world project
For some exercises, especially the one in which you build a rapid prototype,
you may want to spread the work over a couple of days rather than the couple of
hours indicated Obviously, the more time you spend working on the exercises,
the more you will understand and appreciate the techniques they are designed
to teach
Do the Exercises in a Group if You Can
Developing a good interaction design is almost always a collaborative effort, not
performed in a vacuum by a single individual Working through the exercises
with at least one other interested person will enhance your understanding and
learning of the materials greatly In fact, the exercises are written for small teams
because most of these activities involve multiple roles You will get the most out
of the exercises if you can work in a team of three to five people
The teamwork will help you understand the kinds of communication,
interaction, and negotiation that take place in creating and refining an
interaction design If you can season the experience by including a software
developer with responsibility for software architecture and implementation,
many new communication needs will become apparent
Students
If you are a student in a course, the best way to do the exercises is to do them in
teams, as in-class exercises The instructor can observe and comment on your
progress, and you can share your “lessons learned” with other teams
Practitioners: Get buy-in to do the exercises at work
If you are a practitioner or aspiring practitioner trying to learn this material in
the context of your regular work, the best way of all is an intensive short course
with team exercises and projects Alternatively, if you have a small interaction
Trang 19design team in your work group, perhaps a team that expects to work together
on a real project, and your work environment allows, set aside some time (say,two hours every Friday afternoon) for the team exercises To justify the extraoverhead to pull this off, you will probably have to convince your projectmanager of the value added Depending on whether your manager is already UXliterate, your justification may have to start with a selling job for the value of aquality user experience (seeChapter 23)
Individuals
Do not let the lack of a team stop you from doing the exercises Try to find atleast one other person with whom you can work or, if necessary, get what you canfrom the exercises on your own Although it would be easy to let yourself skip theexercises, we urge you to do as much on each of them as your time permits
PROJECTS
Students
Beyond the exercises, more involved team projects are essential in a course ondevelopment for a quality user experience The course behind this book is, andalways has been, a learn-by-doing course—both as a university course and in all
of our short courses for business and industry
In addition to the small-scale, ongoing example application used by teams as aseries of in-class activities in conjunction with the book exercises, we cannotemphasize enough the importance of a substantial semester-long team projectoutside of class, using a real client from the community—a local company, store,
or organization that needs some kind of interactive software applicationdesigned The client stands to get some free consulting and even a systemprototype in exchange for serving as the project client
Instructors: See the instructor’s guide for many details on how to organizeand conduct these larger team projects The possibilities for project applicationsare boundless; we have had students develop interaction designs for all kinds ofapplications: electronic mail, an interactive Monopoly game, a personnelrecords system, interactive Yellow Pages, a process control system, a circuitdesign package, a bar-tending aid, an interactive shopping cart, a fast-foodordering system, and so on
Trang 20those activities and may even already be doing some of them in your
development environment By making them part of a more complete and
informed development lifecycle, you can integrate what you know with new
concepts presented in the book
For example, many development teams use rapid prototyping Nonetheless,
many teams do not know how to make a low-fidelity prototype (as opposed to
one programmed on a computer) or do not know what to do with such a
prototype once they have one Many teams bring in users and have them try out
the interaction design, but teams often do not know what data are most
important to collect during user sessions and do not know the most effective
analyses to perform once they have collected those data Many do not know
about the most effective ways to use evaluation data to get the best design
improvements for the money And very few developers know about measurable
user experience targets—what they are, how to establish them, and how to use
them to help improve the user experience of an interaction design and to
manage the process We hope this book will help you answer such questions
ORIGINS OF THE BOOK
Real-World Experience
Although we have been researchers in human–computer interaction, we both
have been also teachers and practitioners who have successfully used the
techniques described in this book for real-world development projects, and we
know of dozens, if not hundreds, of organizations that are applying this material
successfully
One of us (RH) has been teaching this material for 30 years in both a
university setting and a short course delivered to hundreds of practitioners in
business, industry, government, and military organizations Obviously a much
broader audience can be reached by a book than can be taught in person, which
is why we have written this book Because this book is rooted in those courses, the
material has been evaluated iteratively and refined carefully through many
presentations over a large number of years
Research and Literature
In the Department of Computer Science at Virginia Tech, we (RH and
colleagues) established one of the pioneering research programs in
human–computer interaction back in 1979 Over the years, our work has had
the following two important themes
Trang 21• Getting usability, and now UX, right in an interaction design requires an effective development process integrated within larger software and systems development processes.
• The whole point of work in this discipline, including research, is to serve effective practical application in the field.
The first point implies that human–computer interaction and designing foruser experience have strong connections to software and systems engineering.Difficulties arise if human–computer interaction is treated only as a psychology
or human factors problem or if it is treated as only a computer science problem.Many people who enter the HCI area from computer science do not bring to thejob an appreciation of human factors and the users Many people who work inhuman factors or cognitive psychology do not bring an appreciation forproblems and constraints of the software engineering world
The development of high-quality user interaction designs depends oncooperation between the roles of design and implementation The goals ofmuch of our work in the past decade have been to help (1) bridge the gapbetween the interaction design world and the software implementation worldand (2) forge the necessary connections between UX and software engineeringlifecycles
The second defining theme of our work over the past years has beentechnology exchange between academia and the real world—getting newconcepts out into the real world and bringing fresh ideas from the field of praxisback to the drawing boards of academia Ideas from the labs of academia are justcuriosities until they are put into practice, tested and refined in the face of realneeds, constraints, and limitations of a real-world working environment.Because this book is primarily for practitioners, however, it is not formal andacademic As a result, it contains fewer references to the literature than would aresearch-oriented book Nonetheless, essential references have been included;after all, practitioners like to read the literature, too The work of others isacknowledged through the references and in the acknowledgments
AROUSING THE DESIGN “STICKLER” IN YOU
We are passionate about user experience, and we hope this enthusiasm will takehold within you, too As an analogy,Eats, Shoots, & Leaves: The Zero ToleranceApproach to Punctuation by Lynn Truss (2003) is a delightful book entirely aboutpunctuation—imagine! If her book rings bells for you, it can arouse what she
Trang 22calls your inner punctuation stickler You will become particular and demanding
about proper punctuation
With this book, we hope to arouse your inner design stickler We could think
of no happier outcome in our readers than to have examples of poor interaction
designs and correspondingly dreadful user experiences trigger in you a ghastly
private emotional response and a passionate desire to do something about it
This book is for those who design for users who interact with almost any kind
of device The book is especially dedicated to those in the field who get “hooked
on UX,” those who really care about the user experience, the user experience
“sticklers” who cannot enter an elevator without analyzing the design of the
controls
FURTHER INFORMATION ON OUR WEBSITE
Despite the large size of this book, we had more material than we could fit into
the chapters so we have posted a large number of blog entries about additional
but related topics, organized by chapter See this blog on our Website at
TheUXBook.com At this site you will also find additional readings for many of
the topics covered in the book
ABOUT THE AUTHORS
Rex Hartson is a pioneer researcher, teacher, and practitioner–consultant in
HCI and UX He is the founding faculty member of HCI (in 1979) in the
Department of Computer Science at Virginia Tech With Deborah Hix, he was
co-author of one of the first books to emphasize the usability engineering
process,Developing User Interfaces: Ensuring Usability Through Product & Process
Hartson has been principal investigator or co-PI at Virginia Tech on a large
number of research grants and has published many journal articles, conference
papers, and book chapters He has presented many tutorials, invited lectures,
workshops, seminars, and international talks He was editor or coeditor for
Advances in Human–Computer Interaction, Volumes 1–4, Ablex Publishing Co.,
Norwood, New Jersey His HCI practice is grounded in over 30 years of
consulting and user experience engineering training for dozens of clients in
business, industry, government, and the military
Pardha S Pyla is a Senior User Experience Specialist and Lead Interaction
Designer for Mobile Platforms at Bloomberg LP Before that he was a researcher
and a UX consultant As an adjunct faculty member in the Department of
Trang 23Computer Science at Virginia Tech he worked on user experiencemethodologies and taught graduate and undergraduate courses in HCI andsoftware engineering He is a pioneering researcher in the area of bridging thegaps between software engineering and UX engineering lifecycle processes.
Trang 24I (RH) must begin with a note of gratitude to my wife, Rieky Keeris, whoprovided me with a happy environment and encouragement while writing thisbook While not trained in user experience, she playfully engages a well-honednatural sense of design and usability with respect to such artifacts as elevators,kitchens, doors, airplanes, entertainment controls, and road signs that weencounter in our travels over the world You might find me in a lot of differentplaces but, if you want to find my heart, you have to look for whereverRieky is.
I (PP) owe a debt of gratitude to my parents and my brother for all theirlove and encouragement They put up with my long periods of absence fromfamily events and visits as I worked on this book I must also thank my brother,Hari, for being my best friend and a constant source of support as I worked onthis book
We are happy to express our appreciation to Debby Hix, for a careeer-longspan of collegial interaction We also acknowledge several other individuals withwhom we’ve had a long-term professional association and friendship at VirginiaTech, including Roger Ehrich, Bob and Bev Williges, Tonya Smith-Jackson, andWoodrow Winchester Similarly we are grateful for our collaboration andfriendship with these other people who are or were associated with theDepartment of Computer Science: Ed Fox, John Kelso, Sean Arthur, Mary BethRosson, and Joe Gabbard We are also grateful to Deborah Tatar and SteveHarrison of the Center for Human-Computer Interaction at Virginia Techfor steering us to consider more seriously the design thinking paradigm
of HCI
We are indebted to Brad Myers of Carnegie Mellon University for the use ofideas, words, examples, and figures in the contextual inquiry and modelingchapters Brad was instrumental in the evolution of the material in this bookthrough his patient adoption of and detailed feedback from early and
incomplete trial versions
In addition, we wish to thank Janet Davis of Grinnell College for her adoption
of an early draft of this book and for her detailed and insightful feedback
Trang 25Thanks also to Jon Meads of Usability Architects, Inc for help with ideas forthe chapter on agile UX methods and to John Zimmerman of CMU forsuggesting alternative graphical representations of some of the models.Additionally, one paragraph ofChapter 4was approved by Fred Pelton.Susan Wyche helped with discussions and introduced us to Akshay Sharma, inthe Virginia Tech Department of Industrial Design Very special thanks toAkshay for giving us personal access to the operations of the Department ofIndustrial Design and to his approach to teaching ideation and sketching.Akshay also gave us access to photograph the ideation studio and workingenvironment there, including students at work and the sketches and prototypesthey produced And finally our thanks for the many photographs and sketchesprovided by Akshay to include as figures in design chapters.
It is with pleasure we acknowledge the positive influence of Jim Foley, DennisWixon, and Ben Shneiderman, with whom friendship goes back decades andtranscends professional relationships
We thank Whitney Quesenbery for discussions of key ideas andencouragement to keep writing Thanks also to George Casaday for manydiscussions over a long-term friendship We would like to acknowledge ElizabethBuie for a long and fruitful working relationship and for helpful discussionsabout various topics in the book And we must mention Bill Buxton, a friend andcolleague who was a major influence on the material about sketching andideation
We are grateful for the diligence and professionalism of the many, manyreviewers over the writing lifecycle, for amazingly valuable suggestions that havehelped make the book much better than what it started out to be Especially toTeri O’Connell and Deborah J Mayhew for going well beyond the call of duty indetailed manuscript reviews
We wish to thank the Department of Computer Science at Virginia Tech forall the support and encouragement
Among those former students especially appreciated for volunteering untoldhours of fruitful discussions are Terence Andre, Steve Belz, and Faith McCreary
I (RH) enjoyed my time working with you three and I appreciate what youcontributed to our discussions, studies, and insights
Susan Keenan, one of my (RH) first Ph.D students in HCI, was the onewho started the User Action Framework (UAF) work Jose (Charlie) Castilloand Linda van Rens are two special friends and former research
collaborators
We wish to thank all the HCI students, including Jon Howarth and MirandaCapra, we have had the pleasure of working with over the years Our discussions
Trang 26about research and practice with Jon and Miranda have contributed
considerably to this book We extend our appreciation to Tejinder Judge for
her extensive help with studies exploring contextual inquiry and contextual
analysis
We also acknowledge all the students in classes where early drafts of this book
were tested for their feedback and suggestions
We also wish to acknowledge Mara Guimara˜es da Silva for very dedicated,
generous, and conscientious help in gathering and formatting the references in
this book
Special thanks to Colin David Campbell of Bloomberg L.P for the design of
the book cover and many diagrams in the book
Thanks to Mathilde Bekker and Wolmet Barendregt for discussions during
my (RH) visits to Technische Universiteit Eindhoven (TU/e) in the
Netherlands
Many thanks to Phil Gray and all the other nice people in the Department of
Computing Science at the University of Glasgow for hosting my (RH) wonderful
sabbatical in 1989 Special thanks to Steve Draper, Department of Psychology,
University of Glasgow, for providing a comfortable and congenial place to live
while I was there in 1989 And thanks to Dan Olson for good memories of doing
contextual studies on the Isle of Mull
And thanks to Jeri Baker, the director of the ONE Spirit organization
(www.nativeprogress.org), who has put up with my (RH) absence from my post
in helping her with that organization while working on this book
It is not possible to name everyone who has contributed to or influenced
our work, professionally or personally, and it is risky to try We have interacted
with a lot of people over the years whose inputs
have benefitted us in the writing If you feel that
we have missed an acknowledgement to you, we
apologize; please know that we appreciate you
nonetheless Our thanks go out to you anonymous
contributors
Finally, we thank the students for the fun we
have had with them at Usability Day parties and at
dinners and picnics at Hartveld In particular, we
thank Terence Andre for creating the UAF hat,
used at many meetings, and Miranda Capra for
baking a UAF cake for one of our famous Fourth
of July parties
Trang 27Finally, we are grateful for all the support from Andre´ Cuello, Dave Bevans,Steve Elliot, and all the others at Morgan Kauffman It has been a pleasure towork with this organization.
Trang 31Chapter 4: Contextual Analysis: Consolidating and Interpreting Work Activity Data 129
Trang 328.5 Design influencing user behavior 324
10.13 How UX targets help manage the user experience
Trang 33Chapter 12: UX Evaluation Introduction 427
12.3 Types of formative and informal summative evaluation methods 432
14.5 Select and adapt evaluation method and data collection techniques 509
14.10 More about determining the right number of participants 529
15.7 Generating and collecting phenomenological evaluation data 550
Trang 34Chapter 16: Rigorous Empirical Evaluation: Analysis 555
17.5 Formative reporting audience, needs, goals,
18.4 Parting thoughts: be flexible and avoid dogma during
Trang 35Chapter 21: The Interaction Cycle and the User Action Framework 663
21.3 The user action framework—adding a structured knowledge
21.4 Interaction cycle and user action framework content categories 675
Trang 361Fine art and pizza delivery, what we do falls neatly in between.
– David Letterman
Objectives
After reading this chapter, you will:
1 Recognize the pervasiveness of computing in our lives
2 Be cognizant of the changing nature of computing and interaction and the need to
design for it
3 Understand the traditional concept of usability and its roots
4 Have a working definition of user experience, what it is and is not
5 Understand the components of user experience, especially emotional impact
6 Recognize the importance of articulating a business case for user experience
1.1 UBIQUITOUS INTERACTION
1.1.1 Desktops, Graphical User Interfaces, and the Web
Are Still Here and Growing
The “old-fashioned” desktop, laptop, and network-based computing systems are
alive and well and seem to be everywhere, an expanding presence in our lives
And domain-complex systems are still the bread and butter of many business,
industry, and government operations Most businesses are, sometimes
precariously, dependent on these well-established kinds of computing Web
addresses are commonplace in advertisements on television and in magazines
The foreseeable future is still full of tasks associated with “doing computing,” for
example, word processing, database management, storing and retrieving
information, spreadsheet management Although it is exciting to think about all
the new computing systems and interaction styles, we will need to use processes
for creating and refining basic computing applications and interaction styles for
years to come
Trang 371.1.2 The Changing Concept of Computing
That said, computing has now gone well beyond desktop and laptop computers,well beyond graphical user interfaces and the Web; computing has become farmore ubiquitous (Weiser, 1991) Computer systems are being worn by peopleand embedded within appliances, homes, offices, stereos and entertainmentsystems, vehicles, and roads Computation and interaction are also finding theirway into walls, furniture, and objects we carry (briefcases, purses, wallets, wristwatches, PDAs, cellphones) In the 2Wear project (Lalis, Karypidis, & Savidis,2005), mobile computing elements are combined in different ways by short-distance wireless communication so that system behavior and functionalityadapt to different user devices and different usage locations The eGadgetproject (Kameas & Mavrommati, 2005) similarly features self-reconfiguringartifacts, each with its own sensing, processing, and communication abilities.Sometimes, when these devices can be strapped on one’s wrist or in some wayattached to a person’s clothing, for example, embedded in a shoe, they arecalledwearable computers In a project at MIT, volunteer soldiers wereinstrumented with sensors that could be worn as part of their clothing, tomonitor heart rate, body temperature, and other parameters, to detect the onset
of hypothermia (Zieniewicz et al., 2002)
“Smart-its” (Gellersen, 2005) are embedded devices containingmicroprocessors, sensors, actuators, and wireless communication to offeradditional functionality to everyday physical world artifacts that we all “interact”with as we use them in familiar human activities A simple example is a set of carkeys that help us track them so we can find them if they are lost
Another example of embedding computing artifacts involves uniquelytagging everyday objects such as milk and groceries using inexpensive machine-readable identifiers It is then possible to detect changes in those artifactsautomatically For example, using this technology it is possible to remotely poll arefrigerator using a mobile phone to determine what items need to be picked upfrom the grocery store on the way home (Ye & Qiu, 2003) In a project at MITthat is exactly what happened, or at least was envisioned: shoes were
instrumented so that, as the wearer gets the milk out for breakfast in themorning, sensors note that the milk is getting low Approaching the grocerystore on the way home, the system speaks via a tiny earphone, reminding of theneed to pick up some milk (Schmandt, 1995)
Most of the user–computer interaction attendant to this ubiquitous computing
in everyday contexts is taking place without keyboards, mice, or monitors AsCooper (2004) says, you do not need a traditional user interface to have interaction.Practical applications in business already reveal the almost unlimitedpotential for commercial application Gershman and Fano (2005) cite an
Trang 38example of a smart railcar that can keep track of and report on its own location,
state of repair, whether it is loaded or empty, and its routing, billing, and security
status (including aspects affecting homeland security) Imagine the promise this
shows for improved efficiency and cost savings over the mostly manual and
error-prone methods currently used to keep track of railroad cars
Proof-of-concept applications in research labs are making possible what was
science fiction only a few years ago Work at the MIT Media Lab (Paradiso, 2005),
based on the earlier “Smart Matter” initiative at Xerox PARC, employs sensate
media (Paradiso, Lifton, & Broxton, 2004) arranged as surfaces tiled with dense
sensor networks, in the manner of biological skin, containing multimodal
receptors and sensors The goal is to use this kind of embedded and distributed
computing to emulate living, sensitive tissue in applications such as robotics,
telemedicine, and prosthetics Their Tribble (Tactile Reactive Interface Built By
Linked Elements) is an interesting testbed using a spherical structure of these
nodes that can sense pressure, temperature, sound, illumination, and tactile
stimulations and can respond with sound, vibration, and light
More and more applications that were in research labs are now moving into
commercial adoption For example, robots in more specialized applications
than just housecleaning or babysitting are gaining in numbers (Scholtz, 2005)
There are robotic applications for healthcare rehabilitation, including systems
to encourage severely disabled children to interact with their environment
(Lathan, Brisben, & Safos, 2005), robotic products to assist the elderly (Forlizzi,
2005), robots as laboratory hosts and museum docents (Sidner & Lee, 2005),
robot devices for urban search and rescue (Murphy, 2005), and, of course,
robotic rover vehicles for unmanned space missions (Hamner et al., 2005)
1.1.3 The Changing Concept of Interaction
Sitting in front of a desktop or laptop usually conveys a feeling of “doing
computing” to users Users are aware of interacting with a computer and
interaction is purposeful: for exchanging information, for getting work done,
for learning, for play or entertainment, or just for exploring
When we drive a car we are using the car’s built-in computer and maybe even a
GPS, but we do not think of ourselves as “doing computing.” Tscheligi (2005)
paraphrases Mark Weiser: “the world is not a desktop.” Perhaps the most notable
and most recognizable (by the public) example of interaction away from the
desktop is seen in mobile communications With an obviously enormous market
potential, mobile communications are perhaps the fastest growing area of
ubiquitous computing with personal devices and also represent one of the most
intense areas of designing for a quality user experience (Clubb, 2007; Kangas &
Kinnunen, 2005; Macdonald, 2004; Venkatesh, Ramesh, & Massey, 2003)
Trang 393D Applications
Doug A Bowman, Department of Computer Science, Virginia Tech
Motion controls Freehand gestures “Natural” user interfaces They go by many names, but interfaces involvingphysical interaction in 3D space are cropping up everywhere these days Instead of pressing buttons or pushing onjoysticks, gamers are swinging their arms, jumping up and down, or leaning their whole bodies to play in 3D virtualworlds Instead of using a remote control, people are making mid-air gestures to control the components of their hometheaters Instead of looking for restaurants on a 2D map, mobile phone users look at augmented views of the realworld through their phone’s cameras All this 3D interaction is certainly very cool, but does it necessarily makeinterfaces more “natural” or usable? How should we design 3D interaction to ensure a quality user experience?Three-dimensional user interfaces (3D UIs) are very much an open field of research; there is much we do not yetknow What I am going to review here are a few of the major things we have learned over the last couple of decades
of research in this area For a comprehensive introduction to the field of 3D UIs, see the book 3D User Interfaces:Theory and Practice (Addison-Wesley, 2005)
As you might expect, 3D UIs that replicate an action that people do in the real world can be very successful Wecall these “natural” or “high-fidelity” 3D UIs For example, using physical turning and walking movements(measured by a position tracking system) to change your view of the virtual world is easy to comprehend and results
in high levels of spatial understanding Swinging your arms to make your character swing a virtual golf club is funand engaging, requiring no special expertise But natural 3D interaction has its limitations, as well It can be difficult
to reproduce exactly the action people use in the real world, resulting in misunderstanding An experienced golfermight expect a slight twitch of the wrists at impact to cause the ball to draw from right to left, but it is unlikely thatthe interface designer included this in the technique In fact, if an extremely realistic golf swing technique weredeveloped, it probably would not be very fun for most players—I personally would only hit the ball 50 yards much
of the time!
Another limitation of natural 3D interaction is that the user is constrained to things they can do in the real world.This leads to our second guideline, which is that “magic” 3D interaction can allow users to perform many tasks morequickly and effectively It is a virtual world, after all, so why restrict ourselves to only real-world abilities? Magictechniques can be used to enhance our physical abilities (e.g., a person can pick up a 10-story building and place itsomewhere else in the virtual city), our perceptual abilities (e.g., we can give the user “X-ray vision” like Superman soshe can see what is on the other side of the wall), and even our cognitive abilities (e.g., the system can provideinstructions to users to help them navigate through a complicated 3D world)
While we do not want to constrain the user’s abilities in a 3D UI, we do want to provide constraints that helpthe user to interact more easily and effectively For example, in an application for interior designers, even though
we could allow users to place furniture anywhere in 3D space, it only makes sense to have furniture sitting upright
on the floor Therefore, 3D manipulation techniques in this case should only allow the user to control three
parameters: 2D position on the floor and rotation around the vertical axis Many 3D input devices are inherently
Trang 40such as the Sensable Phantom).
If appropriate constraints are not provided, users not only become less precise, they may also become fatigued(imagine how tired your arm would feel if you tried to sketch 3D shapes in mid-air for 15 minutes) So the lastguideline I want to highlight is to design for user comfort In many computer interfaces, physical comfort is not a majorissue, but 3D interaction usually involves large-scale physical movements and the use of many parts of the body (notjust the hand and fingers) What is more, 3D UIs for virtual reality often involve big, surrounding 3D displays that canmake users feel dizzy or even nauseated As a result, 3D UI designers have to take special care to design interfacesthat keep users feeling as comfortable as possible For example, manipulation techniques should allow users tointeract with their arms propped against their bodies or a physical surface 3D UIs should avoid rapid movementsthrough the virtual world or unnatural rotations of the view that can make people feel sick And if stereoscopicdisplays are used, keeping virtual objects at a comfortable distance can help avoid eye strain
Well-designed 3D UIs can make for an engaging, enjoyable, and productive user experience Knowing thefoundational principles of human–computer interaction and UX design is a great start, but using 3D-specific resultsand guidelines such as these will help ensure that your 3D interaction is a success
As an aside, it is interesting that even the way these devices are presented
to the public reveals underlying attitudes and perspectives with respect to
user-centeredness For example, among the synonyms for the device,
“cellphone” refers to their current implementation technology, while “mobile
phone” refers to a user capability
Interaction, however, is doing more than just reappearing in different devices
such as we see in Web access via mobile phone Weiser (1991) said “ the most
profound technologies are those that disappear.” Russell, Streitz, and Winograd
(2005) also talk about the disappearing computer—not computers that are
departing or ceasing to exist, but disappearing in the sense of becoming
unobtrusive and unremarkable They use the example of electric motors, which
are part of many machines we use daily, yet we almost never think about electric
motors per se They talk about “making computers disappear into the walls and
interstices of our living and working spaces.”
When this happens, it is sometimes called “ambient intelligence,” the goal of
considerable research and development aimed at the home living environment
In the HomeLab of Philips Research in the Netherlands (Markopoulos et al.,
2005), researchers believe “that ambient intelligence technology will mediate,
User Experience
User experience is the totality of the effect or effects felt by a user as a result of interaction with, and the usage context of,
a system, device, or product, including the influence of usability, usefulness, and emotional impact during interaction, and savoring the memory after interaction.
"Interaction with" is broad and embraces seeing, touching, and thinking about the system
or product, including admiring it and its presentation before any physical interaction.