what makes an application a good application (eclipse finance day 2012 zürich)

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What makes an applica/on a “good” applica/on ? How is so’ware experienced by endusers ? Chris7an Campo Eclipse Finance Day Zuerich 2012

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What  makes  an  applica/on  a  “good”  applica/on  ?  How  is  so'ware  experienced  by  end-­‐users  ?  Chris7an  Campo  Eclipse  Finance  Day  Zuerich  2012  

•  Chris/an  Campo  

 How  is  so:ware  experienced  by  end-­‐users  ?  •   What  is  Usability  ?  

•   Flow  ?  •   Visual  Coding  ?  •   “Gestalt”  Laws  ?  

Who  are  we  ?  

So'ware  Quality  

Efficiency  

Func7o-­‐nality  

Maintainability  

Portabi-­‐lity  

Usability  

So:ware  Quality  

   

Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  achieve  specified  goals  with  effec1veness,  efficiency,  and  

sa1sfac1on  in  a  specified  context  of  use."      

Source:  ISO  9241-­‐11  

 

Usability  

   

Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  achieve  specified  goals  with  effec1veness,  efficiency,  and  

sa1sfac1on  in  a  specified  context  of  use."      

Source:  ISO  9241-­‐11  

 

Usability  

Usability  

Context of Use

Input  

Output  Throughp

ut  

Input  

Output  

Throughp

ut  Product  

 

?  USER  

   

Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  

achieve  specified  goals  with  effec1veness,  efficiency,  and  sa1sfac1on  in  a  specified  context  of  use."    

 Source:  ISO  9241-­‐11  

 

Usability  

•   Sa/sfac/on  ›  Fulfillment  in  one’s  expecta/ons,  needs,  or    pleasure    derived  from  this  

 

 Keep  users  happy  by  allowing  for    flow  

Usability:  sa/sfac/on  Experience  

•     Flow  is  the  mental  state  of  opera7on  in  which  a  person  in  an  ac7vity  is  fully  immersed  in  a  feeling  of  energized  focus,  full  involvement,  and  success  in  the  process  of  the  ac7vity    

How  to  allow  for  flow  ?  (Some  principles)  

•   The  user  must  have  a  clear  goal  •   Task  should  be  doable/workable  •   (Inter)ac7ons  should  have  immediate  feedback    

In  So:ware  ?  (Some  principles)  

•  Direct,  don’t  discuss  •  Keep  tools  close  at  hand  •  Provide  modeless  feedback  

What  is  flow  ?   Experience  

Sources:    About  Face  2.0,  Cooper,  Reiman,  The  Psychology  of  Op7mal  Experience;  Csikszentmihalyi  

Allowing  for  flow   search  

Allowing  for  flow   search  

Allowing  for  flow   search  

Allowing  for  flow   search  

Allowing  for  flow   save  

Allowing  for  flow   save  

Allowing  for  flow  

Allowing  for  flow  

Allowing  for  flow  

•   Efficiency  ›  Achieving  maximum  produc/vity  with  minimum  wasted  effort  or  expense  

To  make  a  product  more  efficient  one  can  reduce  TIME  and    WORK  

 

Logical  Work  

Perceptual  Work  

Mnemonic  Work  

Physical/Motor  Work  

Usability:  efficiency  

“decoding  visual  layouts  and  seman7cs  of  shape,  size,  color,  and  representa7on”  

“recall  of  passwords,  command  vectors,  names  and  loca7ons  of  data  objects  and  controls,  and  other  rela7onships  between  objects”  

“comprehension  of  text  and  organiza7onal  structures”  

“number  of  keystrokes,  degree  of  mouse  movement,  use  of  gestures,  switching  between  input  modes…”  

Source:  About  Face  2.0,  Cooper,  Reimann  

Reducing  perceptual  work  ?  

•  (Some)  Dimensions  for  visual  coding  

›  Posi7on  

›  Color  

›  Texture  

›  Shape  

›  Size  

›  Alphanumeric  Source:  Productergonomie,  H.  Dirken  

A 2 C H

Reducing  perceptual  work  ?  

Proximity  •  Elements  that  are  close  together  tend  to  be  

perceived  as  a  group  (belonging  together)  

Similarity  •  Elements  with  similar  proper/es  (e.g.  shape,  color)  

tend  to  be  perceived  as  groups    

 

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

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Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

Reducing  perceptual  work  

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Reducing  perceptual  work  

Reducing  perceptual  work  

•  errormarker

Reducing  perceptual  work  

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Reducing  perceptual  work  

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Combining...  

Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to  achieve  specified  goals  with  effec1veness,  efficiency,  and  

sa1sfac1on  in  a  specified  context  of  use.”    

Recap  

Source:  ISO  9241-­‐11  

Flow  “Gestalt”  Law

s  

Mind  this  Do  not  interrupt  this    

Visual  Coding  

The  ques/on  is  ?  

What  is  the  context  of  use  ?  

Who  are  my  users  ?  

What  are  their    goals    ?  

How  can  I  make  their  work  more  efficient  ?  

How  can  I  make  their  work  more  sa/sfying  ?  

How  can  I  make  their  work  effec/ve  ?  

How  do  users  experience  YOUR  so:ware  ?