Professional Documents
Culture Documents
BY
NORASHIKEN OTHMAN
Human Factors
Ergonomics Human-Device/Machine/
Computer Interaction
Usability
HUMAN FACTORS
Interactions between humans and
instruments/tools
Ergonomics
Human performance and interaction with
physical characteristics of tools/
machines/computers/systems
Focus on design for safety, comfort, and
convenience
Human-Device/Machine/Computer Interaction
How people design, implement, evaluate
interactive computer systems in the
context of users tasks and works
Usability
How a product can be used to achieve
specific goals with effectiveness, efficiency,
and satisfaction
Definition of Conceptual
Need Design
?
Preliminary Detail Design &
Design Development
Definition of Conceptual
Need Design
Usability
Ease of Learning
How fast can a user who has never
seen or used this interface before use
it sufficiently.
Efficiency of Use
Once an experienced user has learned
to use the system, how fast can he/she
accomplish task
Memorability
Can a user remember enough to use it effectively to
the next time, or does he/she have to start over.
Error Frequency and Severity
How often do users make errors while using the
system, how serious are the errors, and how do users
recover from the errors.
Subjective Satisfaction
How much does the user like using the system.
The need arises when were faced with the following kinds of
questions during design:
Will the operator be able to handle emergency telephone
calls faster than before?
Have we simplified the design of this ticket machine to a
point where people will use it successfully on their first
attempt?
Is the small size of this screen target
going to result in a significant number of errors in selecting
it?
If the user invokes this command by mistake, will he or she
find the escape route?
Ilmu Keikhlasan Kecemerlangan
THE NEED FOR USABILITY ANALYSIS
Do the following:
Watch the demonstration video.
List all the usability issues you can identify in the
use of this product.
Information
is
the
Empirical Analysis
Focus Groups
Guidelines
Video Analysis Prototyping
Qualitative
Quantitative
Task Analysis
Cognitive Walkthrough
Heuristics
Detailed
Focus Groups
Prototypes Design
Interviews Function Allocation
Guidelines
Qualitative
Definition of Conceptual Preliminary
the Need Design
|
Q.F.D. Ilmu Keikhlasan Kecemerlangan
Questionnaires
Human Machine
complex pattern recognition (e.g., sensing outside range of
aerial photography) human sensitivities
unexpected events predefined infrequent events
adapting to decisions to situational rapid and consistent responses
requirements (e.g., to a given input
emergencies)
concentrate on important activities perform several activities
in overload conditions simultaneously
Supporting evaluation
Push the
Time
Errors
Quality
Quantity
Workload, etc.
So:
1. We must establish the sequence of steps
2. We must analyze the performance of each step
Low cost
Intuitive to perform
Find evaluators:
independent usability AND application experts.
Apply heuristics:
apply each heuristic to many parts of the system.
apply heuristics while completing benchmark
tasks.
Enter violations into a database or form:
evaluator records problems or observer takes
notes on evaluator.
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Heuristic Evaluation
Number Problem ID
Identify what the user is trying to do, and then ask the following
questions repeatedly:
Q1: Will the correct action be made sufficiently evident to the user?
Q2: Will the user connect the correct actions description with what they
are trying to do?
Q3: Will the user interpret the systems response to the chosen action
correctly, i.e., will they know if they have made a right or wrong
choice?
The result is to expose design flaws that may interfere with exploratory
learning.
The method is best applied by small teams walking through the design
together.
Type of Information:
discovering problems in the design
that were not apparent on paper.
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Prototype Stages
1. Identifying key properties. We focus on properties identified in the problem
statement or in early requirements documents.
2. Developing the prototype. All we need is a prototype that
a) has the functions to support the tasks of interest
b) has the performance to allow a realistic test and
c) has enough robustness to survive each test without serious failure.
3. Experimental design. We need a small number of users, to whom we set a
suitable range of benchmark tasks, chosen to exercise the prototypes
functionality as fully as possible.
4. Collecting data. Direct observation and recording of video and concurrent
protocols are especially effective.
5. Data analysis. The good and bad features of the
design will probably be obvious right away; we may
also take simple performance measurements.
6. Drawing conclusions. The primary outcome of
informal testing is a list of design changes.
Definition of Guidelines
the Need
| Conceptual Preliminary
Q.F.D.
Design
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