5. Direct Manipulation ("point and select") - visual representation of domain objects - direct action on objects - immediate and visible effects - reversible actions Discount usability engineering - a quick-and-dirty approach - basic premise: designs change substantially in early development phases - make a prototype that shows UI to get feedback early on - perfection is not cost effective - test early and often - how to do 1. scenarios - task analysis - prototyping - partial - use paper & pencil or simple tools 2. simplified thinking out loud - use 3-6 real users - ask user to think out loud while performing given tasks - collect data by note-taking User Analysis - learn by recognition, not recall - remember things in related groups - have different ways of learning and communicating - like to be in control pre-experience, such as KLM (Keyboard Level Model) provides numerical prediction of user performance primitive operations - physical actions - mental preparation K = 0.35 sec (hit key on keyboard, press button on mouse) P = 1.1 sec (point - move mouse to position) H = 0.4 sec (homing - move hand b/w kbd & mouse) M = 1.35 (mental preparation time) R = (responding - time for computer to respond) rules for using the M operator 1. point and click (MPMK) => MPK (it is one cognitive unit) 2. menu selection (MPK [File] MPK [Save]) => MPK PK (File on way 2 goal) 3. typing (MK 'n' MK 'o' MK 't') => MKKK 4. typing a terminator (MK 'a' K '.' K 'enter') => MKKK (bring closure) what KLM doesn't do 1. errors 2. learning time 3. recall Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use Visibility: Making the user aware of the system’s components and processes, including all possible functionality and feedback from user actions. Reduce memory load Recognition/Recall the principle of visibility is based on the fact that we are better at recognition than we are at recall User testing Users were videotaped and timed when performing increasingly complex tasks Captured data including time taken, errors, help accessed, and task steps missed Heuristic evaluation Identify an interface error by predicting user problems it will cause Good at finding poor terminology and lack of clarity Ten heuristics are inadequate as a guide A subjective process End user testing Identify the symptom and infer its cause Good at finding problems while performing real tasks Task-based May miss features not encountered in tasks Users tend to blame themselves rather than the interface Both techniques share the same goals, but the actual results are quite different End user testing indicates the symptom of a problem Heuristic evaluation identifies its cause Heuristic evaluation helps analyze observed problems. But observation of novices is still vital as many problems are a consequence of the user’s knowledge, or lack of it.