Usability Development Life Cycle
Usability Development Life Cycle
Usability Development Life Cycle
On the first case Knowing the user may be achieved through observing and
talking to actual users in their own working place. On the second case this
could be achieved through market analysis, observational studies of
competitive systems and/or wide range surveys.
Technology Product Development Life Cycle
2. Task Analysis 1/3
The user’s overall goals should be studied, as well as their
information needs. The weaknesses of the current (non-technological)
solutions present opportunities for improvements in the new products.
Sometimes, observing how user interacts with the current product can
provide additional task analysis insights. The users’ model of the task can
be used as a source for Metaphors for the interface (ex: Windows desktop).
A typical outcome of a task analysis is a list of all the things users want to
accomplish with the system, all the steps that need to be performed and the
interdependencies between these steps, and all the various outcomes and
reports that need to be produced.
Technology Product Development Life Cycle
2. Task Analysis 2/3
A new technology product should not be designed simply to replace ways of
doing things that may have limitations in previous technologies. Therefore, one
should not analyze just the way users currently do the task, but also the
underlying functional reason for the task: what is it that really needs to be done.
Example1: An initial observations of people reading printed manuals could show that the main
task is turning pages to move through the document, a naïve design of an online documentation
might take this observation to imply a simple scrolling mechanism. A task analysis would show that
users turn pages to find specific information. Accordingly, a good design should allow users to
specify their search needs and jump directly to these locations.
Evaluation for competitive products would provide ideas for a new design
and give a list for approaches that seem to work and those that should be
avoided. This does not imply stealing other people’s copyrighted interface
designs.
Not all usability aspects can be given equal weight. For example
Learnability would be especially important if new student/ school staff..
Memorability would be especially important for updates utility that is used
once every three or four months.
Paper Mock-Up can replace computer-based prototypes, they are printouts of screens
designs, dialogue boxes, menus. Thought they are not interactive, paper mock-ups have the
advantage that they can be shown to larger groups. During sessions, users can modify the
paper designs using multiple layers of sticky notes that can be changed by colored pens.
Data on the impact of the product on the quality of the users’ work can be
collected from supervisors’ opinions and statistics for absenteeism, this
should be compared with similar data collected before the introduction of the
product.
Technology Product Development Life Cycle
1. User Analysis (Know the User)
2. Task Analysis
3. Setting Goals
4. Parallel - Participatory Design
5. Apply Interface Design Guidelines (Day)
6. Prototyping
7. Testing (Day)
8. Feedback from Field Use
Learning Objectives: