helping for achieve a Human-Computer Interaction assignment( Designing a system to help people brand their personal identity).
Phase3/Abdulhadi_phase1.docx
Abdulhadi Alnasser(1212203) Comp325 Phase 1
Step 1
Interview/Observation
Name: Abdulhadi Alnasser
Age: 27
Occupation: Student
I have made a detailed overview that reflects of my behavior with a social network media. A social network site is Facebook. I use Facebook every day to communicate with friends and share important ideas. I am currently using Facebook to communicate with friends who are far away and those that I cannot easily reach. All my electronic device are currently supporting the Facebook app and hence I can access Facebook anytime and anywhere. My mobile phone, tablet and laptop all support the Facebook app which makes communication easy for me. I use this app to relax my mind especially after a busy day at the school. I have connected with my family members and friends which ensure that I have many friends on my Facebook profile page. These people are my friends on Facebook that ensures that I am never bored since we chat and exchange photos with them on Facebook
In this step, I am going to conduct a self-interview of how I conduct my activities on Facebook and how this is helpful to me as an individual.
What types of Facebook apps do I use?
As an individual, there are various Facebook apps that I am using to improve my interaction with Facebook friends. These apps are designed by the developers to make interacting via Facebook attractive and cool for me. These apps include;
a. Facebook messenger
b. Desktop version of Facebook itself
c. Feed-burner app
d. Facebook chat
e. Flixster app
f. Sound-cloud app
g. Box app
h. Glimpse app
i. Jobster
j. Facebook games
k. Song Pop app
These apps are very important as they improve the way I communicate with friends on Facebook. The apps also provide games services and music all which I can share with my friends on Facebook. These apps are easy to use and hence I feel comfy working with these apps as they are user-friendly.
Where do I use the Facebook apps?
I use these from my various devices. I have various devices that I use in order to access the Facebook apps. The main device is the Samsung Galaxy Tablet. Using this device, I am able to connect with friends in different parts of the world. The device is well developed and has various advantages that make Facebook more fun. The screen of the tablet is large enough to improve the way I interact with friends. I can be able to partition the screen in order to use more than one Facebook apps. Using this device, I am able to access the Facebook Chat app as I share photos using the main Facebook app.
I also access the Facebook apps using my Samsung Galaxy S5 that can support very many apps. This phone enables me to download the apps in the Google Play Store, which offers all the above-mentioned apps. The screen of the phone is also large that ensures that I interact well with my friends. The phone allows multitasking hence I can use the Facebook apps simultaneously. The phone also has a good notification sound with vibrations that alert me whenever there is any new message or event on Facebook.
The other device is my laptop. I have installed the Facebook apps on my laptop using the App Installer, and this is directly from my tablet and mobile phone. I prefer using my laptop for Facebook purposes especially at night when I am free and when the other devices are charging.
How often do I use Facebook apps?
I use a lot of time on the various Facebook apps. These apps are very important as they help in interacting with friends and also for entertainment purposes. For this reason, I cannot be bored while using the apps. I use Facebook on a daily basis, and I access the apps over ten times daily. Every time I wake up I must check on my Facebook account and see if there are new messages, updates, upcoming events, and notifications.
I often use Facebook apps after taking breakfast and lunch. Whenever we are out for a break, I must access all the Facebook apps on my Galaxy Tablet. It helps me to remain updated on new events in the day. While going home, I access Facebook on the road or even while on the cab as this makes me feel entertained and helps me avoid boredom.
When I get home, I must check on all my Facebook apps using my tablet or mobile phone. I must ensure that I have replied all the messages for the day as well as important notifications. For this reason, I must confirm that I am updated even before sleeping and hence I must access the Facebook app on my laptop till midnight. It will ensure that I remain updated and that I have replied to all the important notifications and messages.
What sort of things do I share on Facebook?
Every day I share a lot of content on Facebook. Since there are no restrictions on what to share to post, I find it very funny to share about my personal ideas. I share about all the positive ideas that are in mind and also the negative ideas. The process of sharing ideas is not restricted hence I have the freedom all what I think is good. In addition to this, I also share pictures of various types. I share my personal photos, photos of my friends, photos of my family and funny photos that I have on my devices. I also share suggestions that can be used to solve various issues in my country and community such as insecurity and poverty.
Why do I share these things and to whom?
There are various as to why I share the above-mentioned things. The main is need for recognition and the need for being familiar among my friends and college-mates. In addition to this, I share the photos in order to show a good history of my deeds in the community. Additionally, I share my ideas in order to help my community improve on the way they relate with each other and the way they solve issues. It can help achieve more development if these ideas become implemented successfully.
I share these ideas to very many people. Most of the things I share with my friends on Facebook are relevant. These friends are also important as they help me get suggestions to improve my Facebook profile. I also tag my friends and family members in my photos that I post on Facebook. This help to keep us united and strengthens our friendship and relationship. I also make sure I share these things when most of my buddies are online so that they can see my posts, like, and also comment on them.
Step 2
Interview and observation:
Name: Male
Age: 28
Occupation: Student
This young man is 28 years old studying Bachelor of Design and Visual Arts (Photography and Media Arts) at King Fahad University in Saudi Arabia. The young man is currently on a holiday. I have chosen to interview this young man since he is also my friend on Facebook and that we share most common friends with him. The interview took place at 2.00pm on last Sunday. The interview took place at my room as I was taking some juice with him. Prior to this interview, I had already asked him if I could interview him in order to gather some information related to his behavior with using Facebook as a social media network. He was quite happy to be interviewed. He is always chatting with friends, sharing photos and hence he is on Facebook most of the time. This was the overview of the interview.
Interview questions and responses:
Where do you use the Facebook apps?
The young man gave me a list of many apps that he uses on Facebook. These apps are connected to Facebook and he used to communicate with his friends on Facebook, and be entertained as well. He gave me the following list of Facebook apps:
a. Facebook Messenger
b. Facebook Chat
c. Facebook Application
d. Glimpse App
e. Facebook Games
f. Facebook Group Manger
g. Flixster App
h. Facebook linked to Twitter
i. Facebook/Histogram
These are the common apps that are used by this guy for communication purposes on Facebook in order to connect with friends. The apps provide him with game services as well as listening to music in addition to chatting with friends on Facebook. He says that these apps are easy to use as well and that he is comfortable using them most of the time.
Where do you use the Facebook apps?
The young man says that he uses two devices to access the Facebook apps and connect with friends by chatting and sharing photos. The first device that he uses is the Tecno R7 Mobile device. He has bought this phone recently and he is really enjoying it since it supports all the apps that he gave me. In addition to this, the phone has a large screen which even makes his encounter with Facebook more fun and interesting. The phone has a good notification sound for the Facebook apps and hence he is always updated on news and events.
In addition to this, he has a new laptop that he has currently bought to replace his old desktop that was slow and usually faced problems with power loss. He is enjoying the new laptop since he can communicate with friends while being at home. The laptop has a power backup as the batter can stay for up to 4 hours after being fully charged hence he does not experience difficulties due to power loss. He has installed all the listed apps on his laptop and this makes his interaction with friends even easier.
How often do you use Facebook apps?
The young man says that he uses the apps frequently as he claims that he has been addicted to the apps because of the connection he has with friends. He says that he uses the apps around 8 times daily on weekdays and around 15 days daily on the weekend.
“Every day when I wake up, I must check on the apps and see if I got any notification or new messages.” He says. In addition to this, he says that he must check on the Facebook apps during lunch breaks in order to see and reply any new messages from his friends and see any new notifications or upcoming events. This is very important as it helps in creating a good communication with his friends.
What sort of things do you share on Facebook?
The guy says that he shares a lot of things on Facebook and this makes Facebook even more enjoyable and fun to use. He says he shares a lot of ideas on Facebook. These are the ideas that he has learnt in class and that are relevant for his field of practice. The ideas he posts on Facebook are also researched and hence they are true. He also posts about his personal plans of development. He also posts about his upcoming events and how he wants to spend his weekend with friends and family members. In addition to this, he also posts photos of himself and his family and friends. “Every day I must at least post an idea or share a photo in order to increase my activeness on Facebook” says the young man.
Why do you share these things and to whom?
The young man says he shares the pictures and ideas for fun. He argues that there is no restriction for the Facebook users on what to post or share and hence he can post anything that he okay with. He also argues that sharing the photos help him to feel appreciated whenever there are many comments and likes on his pictures. He also says that sharing his ideas helps his classmates to understand some concepts in design and visual arts much better.
The young man usually shares the photos and ideas with his friends and family members. In all his pictures, he has to tag 10 of his friends and his family members as well. “My family members and friends mean a lot to me; therefore, I must make them fill appreciated by tagging them in my photos and mentioning them on my Facebook posts” says the young man. He also says that he has many friends and everyday he adds at least 5 new friends by either accepting the friend requests or adding them directly.
Step 3
In summarizing and analyzing the diary form, I discovered that I access my Facebook apps many times because of many reasons. In the first case, I have a reliable internet connection wherever I go. The second one is that all my devices support the Facebook apps that I have access to. The final one is that my devices can carry the charge for a long time. If one goes off, I can replace the batter with an extra one that fits to all the mobile devices since they are manufactured by Samsung. Hence, power failure is not a limitation for me to hinder me from accessing Facebook apps.
A. On the first day, I was able to use my Samsung Galaxy Tablet and laptop to upload a unique. The photo was unique to me since it was taken long ago when I was just 9 years old. This photo was taken by my friend and he kept in his album. He took the photo from his album and sent it to me via Whatsapp that I have installed on my Tablet. I then decided to share it on Facebook using my laptop and tagged him. It was fun!
C. I had to congratulate my brother, add some comments on his Facebook page and wish him all the best in his life using my laptop.
D. On the second day, I was able to share ideas about healthy eating using my Galaxy S5 device. I was having my lunch at a hostel and I saw very important tips on healthy eating and decided to share them with friends. I just typed the content on my phone and later on posted on Facebook. It was easy for me to post that since I am good in typing and accurate as well. My internet connection was strong so it did not take more than a minute to have the tips posted on Facebook.
E. I was bored because of studying for a long time so I decided to take a selfie photo with a huge book that I was reading using my Samsung Galaxy S5. I uploaded the photo on my Facebook page then my fiancée added a comment that said “good luck”.
F. I had a Brazilian class mate when I was studying in Tauranga. He sent me a message asking me about my current studies then I used my Galaxy tablet and told him that I was doing very well and he was pleased to hear that.
G. On the third day, I was able to upload some photos of me and my friends using my Samsung Tablet device. We were having a group discussion with my friends and one of them just decided that we could have a photo of us posted on Facebook and everyone tagged. I used my device to capture the photo and posted it on Facebook directly. It was easy since my phone has a good camera and a large screen. I had a good internet connection hence I shared the photo and tagged all my friends. It was exemplary fun to use Facebook with my friends.
H. I added a channel as a friend in my Facebook account that provides a WWE wrestling event every week. I enjoyed two hours watching that event using my laptop.
I. I used my Samsung Galaxy S5 posted my opinion of the event on my friend page saying that the event was cool and interesting but my friend thought that was silly because he believed that wrestling was acting (fake) not real.
Step 4
Critique an existing personal expression system
In this case, the critique will be for a system called Twitter and which is also a social media network that is used by many people. It is an online social networking as well as a micro-blogging service. This is a unique social media since it allows the users to send and also read short texts only made of 140 characters. These short texts/messages are commonly referred to as tweets. The registers users can hence read and post tweets but the unregistered users are restricted to only reading the tweets. Twitter Inc. is currently based in San Francisco and the offices are in New York City, Boston, Detroit and Austin. The service has gained popularity currently and it has over 500 million users already registered by 2012 and over 340 milliontweets are posted daily. During the year 2013, Twitter became one of top ten most-visited website and is currently referred to as the SMS of the world.
There are various behaviors that are supported by Twitter that are similar to the steps 1 and 2 above. Twitter supports the following functions:
a) It allows sharing of images. Twitter has the option to share images to various people and one can post any type of photos using twitter
b) Twitter allows sharing of photos from different posts of other people. Once can share the photos of another person by re-tweeting the same photo on your wall.
c) Twitter also allows one to post ideas about an individual. One can post positive ideas using the Twitter application. One can post about his experience with other people and also his plans on weekend. This is the same case with Facebook.
d) Twitter allows private communication with friends and family members. There is an option of communication using private messages as the case with Facebook. This is important as it ensures privacy of the communication.
e) Twitter allows the users to post on the walls of their mutual friends. Once can post a photo or an event on the wall or profile of his friend. This is very important as it can help in sharing photos directly to the concerned party.
f) Twitter allows one to restrict the number of people that can post on their walls. The person needs to come up with measures that can lead to restrictions on the people on the people who post on their wall. In this case, the user can also block people who he does now want to post on his wall
g) Twitter also allows one to obtain educational ideas and share them with friends. You can post links for education and help the students get the ideas as well. This is important as it increases the educational knowledge of the users
h) Twitter can also be accessed on mobile phone, tablets and laptop as it the case with Facebook. This makes it easy for the users to communicate their ideas and share photos any time of the day and night. This shows that Twitter supports the user needs as indicated in step 1 to 3 above.
i) Twitter is also linked with Facebook. Once can post a tweet on Twitter and the same post is sent to Facebook. This is very important as it saves the time of the user since he does not need to access the both apps simultaneously.
j) Profile building is allowed on Twitter. One can create a good profile and use an image as well. This is very important as it helps the user to feel more invested and this creates a self-expression that ensures personal identity with their friends and family.
k) Finally, twitter promotes social mass appeal. Twitter can be used by celebrities to increase their popularity as it is the case with Facebook. The enormous popularity of both social networks is important for personal use as the popularity can help one understand his/her weak points in life. This helps to promote self-expression that leads to personal identity of the individual. This shows that Twitter supports the user needs as indicated in step 1 to 3 above.
These are the main areas that make it easy to compare the system of Twitter and how it is associated with Facebook. These points’ shows that this system of Twitter supports the behaviors as explained in step 1 and 2 above. These are the match points between the systems and user needs that are identified in step 5.
Adding to this, there are some points that makes the system of Twitter not to support the behaviors as explained in part 1 and 2 above. These are identified as the mis-match of the systems and the user needs that are explained in step 5. These points are explained below:
a) Twitter can only post a limited character each at a time. For every tweet, the character limit is just 140. This is a limitation as most people cannot be able to explain themselves in few words
b) Instant messaging is not supported while using Twitter as it is the case with Facebook. This makes it even less lively while using Twitter
c) Twitter does not allow one to play games. On the other hand, Facebook allows one to play games and share them with friends much easily. The absence of games on Twitter limits the user needs.
d) The number of users that use Facebook is also limited. There are over 500 million users registered on Twitter but 1.28 billion users who are registered on Facebook. This makes Twitter less enjoyable for most young people.
e) The other point is that one cannot edit a tweet on Twitter once tweeted. Facebook allows the users to edit the posts once posted. This is not ethical since one might have posted a wrong thing and needs to correct it.
f) There is limited number of languages on Twitter as compared to that of Facebook. The number of languages available on Twitter is 29 while that of Facebook is 70. This means that the users of Twitter are limited especially if their languages are not included in the lists. This hinders self-expression for personal identity.
g) The other fact is that Twitter hinders self-expression since there is no easy interface with the users. This means that once cannot be able to scan content on Twitter as it is the case with Facebook. There is easy Visual interface in Facebook than in Twitter
h) Twitter is shallow in nature as compared to Facebook. This is because Facebook shows the picture without you clicking on the link first. This is not possible for Twitter as you must click on that link to view the picture. This is a delay which can reduce self-expression of personal interest on Twitter. One can comment in depth using Facebook while in Twitter it is shallow since there is a limitation of 140 characters. In addition to this, one cannot follow as many people as one would want since this can bring embarrassment if the people do not follow you back.
i) Twitter also limits self-expression since it is meant for quick, off the cut assessment as well as quips. This is a limitation since one cannot express his personal interests well as compared to the case of Facebook. This limits the attainment of personal identity as self-expression needs are not fulfilled in Twitter.
Step 5
Summary of user needs:
There are various user needs that need to be put in place in order to support the users in producing, managing and sharing self-expression of personal identity. To start with, the users need to have a good internet connection to use the Facebook. The internet needs to be first in order to upload posts and photos much easily. This is crucial as it can make one have a better experience with the Facebook app. As seen in step 1, I enjoy using Facebook since my devices are very fast in accessing internet. I also have a good and reliable Wi-Fi connection at home which means that I access the internet with no delays.
The other point is that one should have many friends on Facebook. This is important as it makes it more lively and enjoyable to use Facebook among other apps. As seen in step 2, my friend told me that he really enjoys Facebook since he has a lot of friends and all his family members are his mutual friends. One need to keep adding new friends by following the suggestions that are given by the social network. When a user gets a friend request, he should accept the friend in order to increase his friends. One should also suggest friends for a person who has recently joined Facebook. This increases the number of friends and makes Facebook more lively and enjoyable.
A user should also make sure he uses Facebook when most of his buddies are online. One must understand when the friends are online on Facebook. This time is usually in the evening after classes or at night before the rest to bed. At this time, posting on Facebook is more fan since there are many people who are online and who can see your post, comment and like. This is evidenced in step 1 where I make sure that I post on Facebook when most of my friends are online.
The final point is that one should allow other people to post content on your Facebook page. The settings should allow people to post photos and ideas on your Facebook page and also mention you in various pages. This is important as their can see the activity on the new feed which is crucial for viral reach. This is evidenced in step 4. The tagging of photos as explained in step 4 is based on this point of allowing friends to post on your page.
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Phase3/Abdulhadi_phase2.docx
Human Interaction COMP-325 Phase-2
Table of Content
|
Step1 Target users and Requirements |
2
|
|
Step2 Personas and Scenario
|
4 |
|
Step3 Paper-based Prototype
|
9 |
|
Step4 Testing the paper prototypes
|
13 |
|
Step5 Refined paper-based protocol
|
15 |
Step 1: Target users and Requirements
In this case, the target audience are teenagers aged between 18 years to 28 years old. These teenagers are inclusive of both males and females in the society. These people have long experience with computers and they are able to use the applications well. The system in this case is on the frequent users who use the computers to watch, download movies. Some teenagers also prefer recording part of movies using their high-technology laptops and cameras. Their systems make use of window operating system since that is readily available to them. Additionally, it becomes easy to install software that helps them in recording new movies or even downloading new ones. These have usual requirement computer devices such as keyboard, screen, webcam, mouse, and USB ports. The most important element of the system is the quality internet connection that is readily available for the users hence they can safely connect to the internet. The internet connection is quite essential as it helps in searching, watching, sharing, and managing all their movies interests.
The system supports the people to watch the movies since a browser tool is able to provide an option for streaming and downloading all types of movies that are online using the tool. It becomes quite helpful since the teenagers can streamline online as well as manage the movies in one system instead of using the other programs browsers. It hence makes it easy for them to have fun with the best movies that they have. The target audience is very happy by using the browser tool to enjoy the movies.
In the browser tool, an important tool really helps the young people. It is the history tool. It helps the teenagers to remember the previous movies that they have watched. It also reminds them of the link that they have visited within a given period. It is easy since there is date-time-title feature in the browser that really helps them to get a history of the visited links.
A searching tool is available for the movies and helps the system to search movie collections and search for a collection of their best movies in the internet. Searching tools are very essential as they simplify the process of getting movies if one does not remember them well. If one has a keyword to the movie, they can easily search using the tool and get similar suggestions. They can select from the suggestion the movie they want. The searching tool in the browsers relives the teenagers from the stress if they cannot recall the name.
There is a better option available of sharing the best movies watched by these teenagers. In this case, it is possible to share the best movies on the system by making use of different sharing servers for the people. The sharing option allows the people to share and send the movies to an email address of their friends. Thus, it becomes important to share the movies to their friends instead of letting them go through the long procedure of searching for the movies online.
There is an option available for recording movies using the computer. The webcam is used to record the movies. The recorded movies can be shared like any movie to the other users. The recording tool is important as the teenagers can easily record and share movies who might not have the webcam installed on their laptops or even computers.
On the system, there is an option that is available to the users to categorize the movies by various options. The categorization of movies is into folder by their size, type, and the length. It is very important as it helps the teenagers to identify their movies collections from the downloaded movies and recorded movies as well. It is easy to categorize the movies that suits the needs of different users and using different styles depending with the users.
Additionally to this, a manage tool is available. It helps the users a lot in managing their movies. The manage tool enables the teenagers to save, delete, rename, copy, and paste movies. It also enables them to make a list of their favorite movies files for regular watching. A good example is having a folder for movies downloaded and shared in a certain year. The folder contains all the movies for that year and hence is easy to have them in their system. It becomes very easy to open the new folders and retrieve the movies at much ease with less struggle as well.
Finally, there is an option for burning the movie files or a collection of the best movies into DVD. The system have a burning software to help in this process. The software is Nero Burning Studio. The software helps the teenager to burn the movies on their computers into DVD and share them with friends if they do not want to carry their laptops or if they have a desktop.
Step 2: Personas and Scenario
Persona #1
Alex Newton
This is a male, 24 years old. He is a fourth year student at Cambridge University. He is taking a degree in Business and Commercial Law. He is high-tech person with best skills in computer use as well as applications in the new era of revolutionized technology.
Alex is a social person who loves making new friends every time. He is the type that you cannot get bored with since he is talkative and every time he comes up with interesting topics about the trending news. He is a very happy person and likes to play golf during his free time. He also goes ahead and trains his friends on how to play the game. He is currently single and does not date ever since he joined the university. He plans about marriage once he graduates and gets a stable job in order to provide for his family needs. He has a part-time job on the weekend. He works at the nearby supermarket during the weekend. He takes stock records for the supermarket and earns some cash for upkeep at the university. Back at home, they are five members and he is the first-born. Hence, his siblings are closely watching his moves since he is the first to join university. They expect a lot from him once he completes his degree.
Alex is a real fan of watching movies on his computer while he is free. He really enjoys watching and he spend his free time watching than playing golf. He goes to the pitch only for two hours when free and spends the other time watching movies since that his is best hobby. Watching to him is real fun and helps him get new ideas on how to carry out his tasks. He is never bored with watching. He usually get new movies to watch on the weekends. He has many friends who have huge collection of movies on their laptops and computers. This becomes easy to share the movies with each other since they live in the same apartment outside the school compound. At times, Alex and his friends watch together from Alex’s computer and they connect it to the projector to enjoy the watching.
At night when Alex is free, he spends some time checking his email groups as well as on YouTube on his laptop. He also likes sharing some funny movies with the friends since his friends are also happy with the funny movies. In most cases, Alex takes a lot of time to find links for the videos that he had visited in the previous says. It helps him to recover the links and copy them then share them to friends who are far away. He takes a lot of time as well while searching for the best movie to share with friends or his family members. He searches for the downloaded videos to share with the friends. He finds it a bit rough at times since he does not know where the movies goes after downloading. This really gets very disgusting and he usually gives up on the search and sleeps. This sounds very funny. He thinks that the movies were deleted by the system or maybe his computer is infected with a virus that keep deleting his folders. This really disgust him a lot as he is sure that he downloaded the movies and also watched them on his laptop.
Alex moved away from his parents once he completed his high school education. He just wanted to live as an independent person. Since then, he was able to pay all his bills though his parents provides the school fees for his education. This is the best way to live independently as he can budget his cash without the involvement of his friends or family members. It is the best option for him. His dream is of becoming a legal advisor in business just as his uncle is. He dreams of having expensive cars and a cool place to live in future after he completes his degree program.
Alex Goals
Alex has various goals in line with his various interests in life. The goals of Alex include:
1. Finding an easy way to remember the online movies he visited earlier on.
2. Organizing the movie folder previously downloaded.
3. Organizing the movie folders already saved.
4. Getting help on finding the lost movie folders.
Persona #2
Peter Austin
This is a male. He is 28 years old and single. He is taking a degree in Business Administration with Information Technology. He is a third year student at Phoenix University where he takes his part time studies in the evening after he leaves his job. He works at an insurance company as the accountant assistant. During the weekend, Peter is free since his lessons ends on Friday and he does not report work on weekends.
Peter is a very jovial person. He is also very happy especially when he is with his cool friends. In addition to this, Peter is very social and goes on making new friends even in places he never visited before. He is a person who loves helping other people once they are stuck or once they ask for his help. This makes him more social and people really like him because he is social and open to others.
Currently, Peter is very busy with his studies and has a fixed schedule all day. He has to study smart since he is busy at the office during the day and only has few hours to attend his classes in the evening after leaving the office. He has many personal and group assignments that he must handle over the weekend. When free, Peter usually spends time with his friends to make lot of jokes and goes for some out. He is always on his Samsung Galaxy S5 that he uses to check on the funny messages he receives from his workmates and classmates. This really helps Peter a lot to remain happy and in the right moods.
Watching movies is really the best thing that he can do when free. Peter is a fan of watching horror movies. He loves horror movies despite the fact that they are terrifying. He is used to watching these movies and so he must watch on the weekends after completing the assignments. He is happy with this and he loves to watch with friends or even alone. He has a laptop with a hard disk of 500 GB that he uses to store the downloaded movies. He also obtains link from the movie sites and shares them via email to his friends, Ken and Smith, who love watching horror movies. He finds it hard at times to retrieve the previous links that he had visited last few days. He remembers the history tool to help him recover the links much easily. He spends most of his time searching for previously downloaded movies to share with friends. This really gets stressing him and he gives up, as he cannot retrieve the movie. He has an Internet Download Manager that is at times loaded with many downloaded stuffs that makes it hard to retrieve the movie he wants to share with friends and family members.
Peter was born in Michigan but later on moved to stay near Phoenix University. He lives alone in his house where he pays all his bills since he gets some income to support him. He has a dream to become the Chief Executive Officer (CEO) in any large company in the United States. For this reason, he takes his academics very seriously. He is not dating currently as he wants to concentrate with his studies first. He plan to marry after competing his PhD degree.
Peter’s Goals
Peter has various goals in life:
1. Creating a special way of sharing the movie files with other people.
2. Having a good way of retrieving the previous links.
3. Categorizing the movie folders in a special way to help retrieve them.
4. Sharing movies with friends in a much easy way to share the fun.
5. Retrieving the previously downloaded movies much easily.
Persona #3
Alice Caroline
Alice is a female student. She is 25 years of age. She is a university student taking a degree in Family Nutrition and Healthcare. She studies at the University of India and she is a second year student now. She has knowledge in various skills in computer and internet applications. She took a diploma in Information Technology after completion her high school studies.
Alice is really the happiest girl you can hang around with at any time of the day. She is very jovial and ever happy all the time. She loves going out with new friends with her friends. On the weekend, she meets with her schoolmates and goes to dance in the club. She is non-alcoholic and does not indulge in immoral activities.
She is very busy in her studies. She attends her classes from Monday to Friday all day she is occupied daily. She is very happy especially on weekends since she spends her time watching romance movies and animations movies. These are the favorite movies she really enjoys watching them as she argues that they have some lessons on top of the entertainment provided by the same. She has a wide variety of these movies on her laptop. She loves sharing the videos with friends using the Bluetooth device and the emails. At times, she cannot see the previously downloaded movies and cannot share with friends and family members. It irritates her a lot since the movies go missing. Her IDM software is congested with different things making it quite hard to locate the movies. She however categorizes her movies into different categories depending with her tastes and preferences. She has many folders on her computer to help locate a certain movie. It becomes very easy to see a certain movie after saving it well on the computers’ hard disk.
Goals of Alice
1. Having a long list of her favorite movies
2. Creating special folders for her movies
3. Sharing the movies with many friends
4. Having better and new movies to watch and enjoy
Scenario 1 Primary Persona:
It is on a Friday evening after Alex has finished his work. He is very tired and sleepy. He takes a hot shower and relaxes on his bed. He takes a nap of around thirty minutes. On waking up, he is very happy and decides to open his email. He finds some link sent to him by his friend. He opens the links and watches the movies attached there in. He also downloads the movies and saves them on his computer. He also wanted to share a link with his friend about a movie that he was watching last weekend but he could not remember the link. He used the history tool and traced the link then send it to his friend. He achieved his goal.
Scenario 2 Primary Persona:
It is on a Saturday night and Peter has arrived back to his room feeling relaxed and happy. He had gone on an out with his friends. He now wants to watch a movie called The Run Down. This movie is the best for him since it is an action and he loves action movies. He burned the movie on a new DVD using the Nero Burning Studio. He later on watched the movie on his DVD player. He achieved his goal.
Scenario 3 Primary Persona:
It is on a Sunday evening. Alice is free and feels happy and less exhausted. She has already taken a heavy lunch so she decides to sacrifice her supper since she is full. She remembers that she has not transferred movies to her flash disk to share with her friend tomorrow. She immediately transfers the movies on her flash using the “send option”.
Step 3: Paper-based Prototype
Step 4: Testing the paper prototypes
There was a request made that each person was supposed to accomplish scenario 2 in the initial primary persona as previously identified. The aim of this is identifying the weak and strong areas of the participants. The participants need to coordinate the system as required in the systems’ manual. I got a chance to record some points on the positive and negative aspects of the participants. The process took place in a silent room and the participants gave a record of what they were doing in the system. The system had positive issues that supported the participants in all what they did. The participants faced some negative issues that prevented them from achieving the initial goals
· Negative issues
After taking notes on the initial case, I identified some negative issues in the system. These negative issues hindered the people from achieving initial targets in the system. These negative however differed depending with each participant and his level of experience of using the computer.
The first negative issue was on the menu bar of the initial system. The system in this case had an issue on the menu bar. This made the initial impression not very attractive to the users. They did not identify where exactly to search for the movies. The school tool was hidden and hard for the participants to search for any movie online or on the computer. They took a lot of time while identifying the real tool to search for the movies of their taste.
The second negative issues identified was the missing function control on the system. The system did not easily display the function control. The participants got very confused due to the missing function control. They could not easily search for the movies of their taste. They did not accomplish their goal because of this negative issue.
The third negative issue identified was because of the different labels under use in the system. The labels made the people even more confused and they could not search or trace any online movie. The movies were hard to get since there was no direct option of using various labels on the system. The labels created more confusion to the participants and they did not recognize the movies they wanted to search.
· Positive Issues
The first positive issues was on the windows used by the participants. The windows directed the users of the system on various ways to utilize the entire system in searching for the online movies and downloading the movies. The users understood on how they can achieve the process of downloading the movies on their computer. The windows supports the users to handle various things at the same time and make things easier. The process of multitasking is easy using the several windows.
The other positive is familiarity of the users on the system. The users were familiar with the various aspects of the system and hence they could maneuver in the system much easily. The users could easily search for the movies with less confusion. The people were able to search for the movies easily. They also saved the files on the system much easily with minimal confusion in the system.
· Solution to the negative issues
I identified some solutions to the negative issues. The solutions are supposed to improve the usability of the system. The users are expected to improve the way they utilize the system while searching and downloading the movies.
The first solution is inclusion of a search tool on the tools of the system. The search tool need to be included in the tools of the computer. These tools are much significant as they assist at making the search process much easy.
The other suggestion is addition of navigation bar on the system. It is important to include this bar to help users understand where they are on the system. The bar also helps to achieve a good search process for the users.
Step 5: Refined paper-based protocol
Addition of search and navigation tools.
Addition of the navigation tool on the system’s interface.
Use of labels on the system.
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Phase3/COMP325B 2014 Project Phase III.pdf
COMP325B 2014 Project, Phase III
Designing a system to help people brand their personal identity Your task, this semester, is to design a system that will help people to brand their personal identity. Phase I of this project involved understanding how people currently deal with their personal expression. Phase II of this project involved building on your understanding of users and tasks from Phase I to create and test prototypes of a system design to support these users in their tasks. In Phase III, you will implement a proof-of-concept prototype of the Phase II design. This assignment consists of 4 steps. There are deliverables associated with each of these steps.
Step 1: Construct a Computer-‐based Horizontal Prototype (50%) In the environment of your choice1 (e.g. Visual Studio, Glade, Flash/Director, Dreamweaver, etc.), construct a computer-based prototype of your system design. Please note that your prototyping environment does not have to be the same as the environment that would be chosen for fully developing the software: eg, you can prototype for a handheld device using software that displays on a desktop machine, you can prototype standalone software in Dreamweaver, and so forth. Your design should cover the whole of your system at the level of a horizontal prototype. This means you can use fake data. However it should be possible to move around the prototype to show the various elements of the design and (using hard- coded elements, canned text etc.) it should provide sufficient interactivity to give the impression of a functional system. Deliverables: a) Write a brief summary of the target user group for the system you are designing
and the sort of identity expressions that your system will help those users to create, manage or share. (1 – 2 paragraphs)
b) Explain how your interface appearance and functionality are designed so as to be
appropriate for these target users. (1 page)
1 The environment that you select must have the following characteristics: you must be able to use colors and images so that your prototype looks like ‘real’ software; and you must be able to include clickable links and other screen elements that give the appearance of functionality (eg, the user must be able to type into a text box, select one radio button, etc).
c) Present a set of screenshots of a scenario you used to show your paper prototype (in Phase II Step 2). Include the scenario description. List and explain any changes made in the design between Phase II and Phase III.
d) Present a set of screenshots showing the rest of your system design. List and
explain any changes made in the design between Phase II and Phase III. e) Your prototype code:
All students must submit your code electronically on Moodle. You should provide an executable version of your code that we can run. If you have developed on another platform (e.g. Linux) provide clear instructions on how to run your prototype.
f) Conduct a 5 - 10 minute demonstration of your prototype during study week 20th-24th October 2014. We will post a sign-up sheet for the Hamilton demonstrations in Week 12 of the semester; Judy Bowen will arrange the demonstrations for TGA which will take place on Friday October 24th. In this demonstration, you will show us the functionality of your system by conducting a walkthrough of one of your scenarios; and you will explain any interesting/useful/fun/intriguing elements of your interface design and prototype.
Step 2: Test your Software Prototype (20%) For this step you are to undertake two different evaluations: 1) Ask two or more people to “use” your computer-based prototype. You may include both general impressions of your system and more specific testing based around the scenario you used for the design and evaluation in Phase II. Observe them as they proceed and make paper-based notes of their interaction (as you did for Phase II). See the Ethical Notes at the end of this document. You should use what you learned from the first tutorial (observational studies) to plan your testing and decide beforehand what sorts of things you will measure (ability to complete tasks, time taken, difficulty for participants etc.) and how you will ensure you successfully capture and record this data during the study. 2) Using the two evaluation heuristics:
a) Speak the user's language b) Prevent errors
evaluate all of your computer-based prototype. Explain why your prototype passes or fails these guidelines. Deliverable: a 2-page report describing the main results of testing your computer- based prototype: both with users and against heuristic guidelines. Discuss how you carried out the evaluations and present the key issues identified for your design – both positive and negative. For the user test, you can include actual comments made by the testers to illustrate your report. Also submit any original notes you made during the testing sessions (these should be as you wrote them – don't format or type them in). Remember that we can only give marks based on what appears in the report—please allow us to give you credit for the work that you do, by writing full and detailed
summaries of your testing results.
Step 3: Critical Assessment of your Chosen Software Prototyping Environment/Tool (10%) Discuss your experiences in developing the software prototype: 1) how well / poorly the environment supported you in creating that prototype 2) whether there were aspects of the design in the paper prototype that could / could
not be effectively conveyed in the software prototype 3) any technical difficulties that you encountered in creating the prototype, and any
aspects of the prototyping that were particularly easily done with that tool or environment
4) how easy or difficult it would be to modify your prototype 5) how easy or difficult it was to test the software prototype with users, in
comparison to the paper prototype 6) speed of prototyping, particularly in comparison with paper prototyping 7) … any other interesting, relevant aspects of using your chosen environment or
tool to create the software prototype Deliverable: a 2 page report describing your experiences of prototyping in Phase III.
Step 4: Refinement of your Prototype (10%) Provide a list of the recommended changes to your computer-based prototype. Link your explanations and changes to the results of your testing in Step 2. Deliverable: a 2-page report describing and justifying your recommended changes. This report should be structured as a list, in which each recommended change is immediately followed by a justification for that change (in other words, an argument as to why that modification to the interface design is necessary). The justification should include evidence from Step 2 or 3 (or possibly from additional reading that you have done on interface design or the application domain).
Presentation, Spelling, Grammar, Clarity, Coherence: 10%
Material to Submit You should hand in a report containing all the deliverables specified in Steps 1 – 4 (apart from the electronic code submission). This report must be word-processed, using Times font, size 12 point, and single line-spacing. Use margins no larger than 2.5 cm on all sides. Make sure you include your name and student ID number on the coversheet. Electronic Submission of Code
All students must submit your code electronically on Moodle by Friday 31 October 2014. You should provide an executable version of your code that we can run. If you have developed on another platform (e.g. Linux) provide clear instructions on how to run your prototype. If you have used an online prototyping tool that does not allow you to download your code, please upload a document to Moodle giving details as to how the prototype and its code can be accessed.
Demonstration of prototype
You are required to conduct a 5 - 10 minute demonstration of your prototype 20th-24th October 2014 (study week). Sign-up sheets for demonstration times will be available in Week 12 of the semester.
Submission of Report
Hamilton students: Submit your completed report electronically on Moodle by 17:00 on Friday 31 October 2014. In addition you must submit the notes taken during user testing in the COMP325 assignment box (outside the Computer Science office, first floor, G Building) by 17:00 on Friday 31 October 2014.
Tauranga students: Submit your completed report electronically on Moodle by 17:00 on Friday 31 October 2014. In addition you must submit the notes taken during user testing to Judy after your prototype demonstration on Friday 31 October 2014.
Ethical notes An important aspect of conducting HCI research is to behave ethically. For each person who tests your paper prototype you should do the following:
• Give a copy of the Research Consent Form and Participants Bill of Rights to your participants (see SCMS website for copies of these forms; you will need to adapt the Research Consent Form for your needs).
• At the beginning of each session, verbally explain these documents, with particular reference to the participant’s right to withdraw at any point without explanation.
• Get the participants to read through the documents carefully. Two copies of the Research Consent Form need to be signed by the participant and yourself. One copy will be retained by the participant, and you will keep the other copy.
• After the end of this semester, when your grade for COMP325 has been finalized, destroy any data that you hold that was gathered from your participant(s).
Phase3/Lecture/AutomatedTesting.pdf
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COMP325-14B Automated Testing
Evaluation
� Expert evaluation ◦ Heuristic evaluation
� User evaluation ◦ Qualitative ◦ Quantitative
Evaluation
� Expert evaluation ◦ Heuristic evaluation
� User evaluation ◦ Qualitative ◦ Quantitative
� Automated testing
User Interface Evaluation Without Users…… � Sounds like a terrible idea!
The Cost and Challenges of User Testing
The Cost and Challenges of User Testing � Getting ‘real’ users who are available and
willing to take part in testing � Setting up tests with useful hypotheses
and generating useful and usable results � Expert evaluation requires… experts! � Heuristic evaluation can be time
consuming
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Background � The proliferation of GUI development tools
in the early 1990s supported rapid development of increasingly complex user interfaces
� This led to an increase in inconsistencies in both visual design and textual properties
� Such inconsistencies have a negative impact on the usability of an interface
� Usability practitioners began to develop tools which could analyse aspects of interfaces such as consistency and layout metrics
Background � Some aspects of interfaces lend themselves
to automated testing � Measurable and quantifiable aspects (often
layout related) � Adherence to particular specifications and
guidelines � Elements where ‘code inspection’ can be
informative � Particularly useful for properties we
wouldn’t expect users to directly identify but which might affect their interaction/ perception of system
SHERLOCK � A family of consistency checking tools developed
by Mahajan and Shneiderman in the mid 1990s � Focus on evaluating only those aspects of
consistency which are task-independent and can be automated ◦ Placement of similar items ◦ Screen density ◦ Font sizes and styles ◦ Background and foreground colours ◦ Terminology consistency ◦ Abbreviations ◦ Variant capitalisation
SHERLOCK � Tools developed over a number of
iterations/years by applying them to evaluations of interfaces
� Conclusions were that many of the features of SHERLOCK could/should be incorporated into UI development tools for more dynamic testing
� SHERLOCK and similar applications provided the foundation for development of automated testing tools for UIs
Automated UI Testing
� Test automation means using a software tool to run repeatable tests against the application to be tested
� There are many advantages to test automation. Most are related to the repeatability of the tests and the speed at which the tests can be executed
What is Automated UI Testing?
� There are basic analysis tools which allow testing of things which are easy to automate but tedious for humans to perform
� Web analysis tools are an example of this http://uitest.com/ http://developer.yahoo.com/yslow/
8/10/14
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What is Automated UI Testing? � More sophisticated testing enables fuller
exploration of interfaces (desktop and web- based)
� Interface and functionality testing – but not user testing
� Uses scripting to create repeatable tests which mimic interaction
� So we can simulate a user’s interactions and analyse the results for expected properties
� Enables creation of automated test-suites
What is Automated UI Testing?
� Tester defines an interaction sequence to be tested
� A test script is created which performs the defined sequence
� The test can be run automatically multiple times
Why Automated Testing?
� Automation ◦ Defined test scripts ◦ Integration with functional testing ◦ Supports rapid development ◦ Coverage ◦ Speed
Automation
� Bringing in users to test is costly ◦ Time ◦ Money
� Consistent repetition of interaction sequences
� Run test suites overnight – or whenever
Defined Test Scripts
� Easy to repeat the same test sequences � Consistency � More automation… ◦ Using test scripts as the basis for new test
sequences
Integration with Functional Testing
� Some testing frameworks support both functional and UI testing
� Enables the creation of a single test suite for the entire system
� Enables test-driven development (TDD) of entire system
8/10/14
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Supports Rapid Development
� Can test at any time, don’t need to wait until there is enough functionality to make it worthwhile introducing users
� Don’t need to bring back users every time we make a change
� Ensure we don’t ‘break’ things as we make changes
Coverage
� Easy to examine large sequences of interaction possibilities
� Can check for layout consistency relating to ◦ Widget size and position ◦ Fonts ◦ Terminology
Speed
� Interactions don’t have to take place in ‘real time’
� Repeating the same interactions can be done instantly
Automated UI Testing Tools
Ranorex Selenium FEST GUIRipper UISpec4J Twist Abbot Sikuli Xknee eggPlant GUIDancer QFTest HPWinRunner Squish GUITAR Jemmy Marathon
Automated UI Testing Tools
Web Applications Desktop Applications
Capture/Replay Script-Based
Record and Playback
� Record a series of interactions made by a person with the interface
� The interactions can then be ‘played back’ (i.e. repeated) automatically
� Allow for assertions to be added at any point during the playback sequence
� Test sequences can be fragile and ‘break’ if changes have been made to the UI
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Selenium � A set of software tools to
support automated testing � Selenium IDE (Integrated
Development Environment) is a prototyping tool for building test scripts.
� It is a Firefox plugin and provides an easy-to-use interface for developing automated tests.
� Selenium IDE has a recording feature, which records user actions as they are performed and then exports them as a reusable script in one of many programming languages that can be later executed.
Benefits
� We can simulate user interactions � We can create test sequences
representing a series of interactions to perform a particular task
� We can identify errors ◦ Sequence cannot be completed ◦ Result of interaction sequence is not as
expected
Drawbacks � Tests are extremely fragile ◦ Changes to the interface can cause a test to fail
immediately ◦ For example if an element can no longer be found
� Recording requires ‘real-time’ interaction to capture the test
� So we get some of the drawbacks associated with the time it takes to fully explore a UI ◦ Although we can mitigate this by using scripting
directly where possible
Jacareto � Jacareto – for desktop applications ◦ Has record/playback functions and the ability to
manually insert tests into playback sequence
◦ vds
Script-Based
� Tests are written in a scripting language (or code)
� Test scripts can interact with GUI elements (widgets) or simulate interaction
� Assertions are made about what happens when a widget is interacted with
� Tied to a particular programming language
Script-Based
� UISpec4J is an Open Source unit testing library for Swing-based Java applications, built on top of JUnit and TestNG.
� It uses a Java-like language for defining test scripts which can be integrated with unit tests of underlying functionality
� It can be used for post-implementation testing as well as test-driven development
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UISpec4J protected void setUp() throws Exception {! ! setAdapter(new MainClassAdapter(SimpleCalendar.class, new String[0]));! calExUI = WindowInterceptor.run(new Trigger() {!
!public void run() {! ! !calEx = new SimpleCalendar();! ! !}! !});!
}! process(new WindowHandler("Add dialog") {! public Trigger process(Window addView) {!
! //put a string inbox and click add! !addView.getTextBox("titleEntry").setText("Edittest");! !return addView.getButton("Save").triggerClick();! !}!
}!
Problems � Running an automated test suite overnight is
great – if it works! If something breaks early on need to make sure that doesn’t kill the whole test cycle
� Tests are typically tightly tied to code/layout – any changes to this breaks the tests
� Developing the test scripts can be time consuming and is still error prone
� Gives a false sense of having ‘done’ usability testing
� Cannot identify qualitative issues or consider learnability or unexpected interactions
Perspective � Useful for a particular type of interactive
system � Safety-critical interactive systems � Repeatable automated tests support
regulatory testing and standardisation � Ensuring correctness of functionality and
UI and the interaction between the two is essential
� Ability to create a single test-suite testing all parts of the system is vital
Safety-Critical Interactive Systems
� Aircraft cockpit control systems � Rail transportation � Financial systems � Medical devices
Summary
� Automated UI testing tools can add benefits to the overall testing process of interactive systems
� They should be used in conjunction with user testing
� Understand the limitations � Exploit the benefits
Advertisement
� If the idea of using automated testing tools for safety-critical interactive systems sounds interesting to you:
� COMP426/526-15A(Ham) ◦ Engineering Interactive Systems
Phase3/Lecture/Mahajan1997Visual.pdf
722 IEEE TRANSACTIONS ON SOFTWARE ENGINEERING, VOL. 23, NO. 11, NOVEMBER 1997
Visual and Textual Consistency Checking Tools for Graphical User Interfaces
Rohit Mahajan and Ben Shneiderman
Abstract —Designing user interfaces with consistent visual and textual properties is difficult. To demonstrate the harmful effects of inconsistency, we conducted an experiment with 60 subjects. Inconsistent interface terminology slowed user performance by 10 to 25 percent. Unfortunately, contemporary software tools provide only modest support for consistency control. Therefore, we developed SHERLOCK, a family of consistency analysis tools, evaluates visual and textual properties of user interfaces. It provides graphical analysis tools such as a dialog box summary table that presents a compact overview of visual properties of all dialog boxes. SHERLOCK provides terminology analysis tools including an Interface Concordance, an Interface Spellchecker, and Terminology Baskets to check for inconsistent use of familiar groups of terms. Button analysis tools include a Button Concordance and a Button Layout Table to detect variant capitalization, distinct typefaces, distinct colors, variant button sizes, and inconsistent button placements. This paper describes the design, software architecture, and the use of SHERLOCK. We tested SHERLOCK with four commercial prototypes. The outputs, analysis, and feedback from designers of the applications are presented.
Index Terms —Graphical User Interfaces, evaluation tools, consistency, textual and visual style, assessment tools, metrics.
1 INTRODUCTION AND PREVIOUS RESEARCH
Consistency in user interfaces follows the second law of thermo- dynamics. If nothing is done, then entropy will increase in the form of more and more inconsistency in your user interface.
Jakob Nielsen (1989)
RAPHICAL User Interface (GUI) design is a complex and challenging task. It requires careful requirements
analysis, iterative design, and usability testing, [27]. GUI design has become a major part of software development, and is minimally 29 percent of software development budgets [24]. Moreover, data analysis has shown that the user interface is 47 to 60 percent of the total lines of appli- cation code [17]. GUI design encompasses more than one third of the software development cycle and plays a major role in determining the quality of a product. Proper human factors techniques, including early completion of user re- quirements definitions, expert reviews, usability prototype testing, and usability walkthroughs, can significantly speed up software development [14].
Powerful GUI development tools enable the development of working interfaces in a few weeks. However, these inter- faces may contain inconsistencies in visual design and textual properties that cannot be detected by current development tools. Such inconsistencies can have a subtle and negative impact on the usability of the interface. Better quality control and GUI test procedures are required, but new analytic and metric-based tools can support the creation of cognitively consistent interfaces having a common “look and feel.”
1.1 Consistency and Evaluation Defining Consistency. Consistency is an important aspect of user interface design and is stressed in most guidelines [27], [21]. But, experts have struggled to define exactly “what consistency is?” and “how to identify good consistency?” Reisner [23] states that consistency is neither a property of the system nor the user, but a relation between two poten- tially conflicting models: the actual system and the user’s mental model. Wolf [36] suggests that consistency means that similar user actions lead to similar results. Another definition is that a consistent user interface is one that maxi- mizes the number of shared rules across tasks [22].
Consistency within an application should facilitate hu- man perception and cognitive processes such as visual scanning, learning, and remembering. This applies to spa- tial properties which includes the organization of menus, placement of frequently used widgets, symmetry, and alignment of widgets. This also applies to fonts, colors, common actions, sequences, terms, units, layouts, typogra- phy, and more within an application program. Consistency is naturally extended to include compatibility across the application programs and compatibility with paper or non- computer-based systems. The sequence of pointing, select- ing or clicking should be the same throughout the applica- tion [29]. Consistency facilitates positive transfer of skills from one system to another leading to ease of use, reduced training time, and improved retention of operating proce- dures [21], [22].
Kellogg [15] studied the impact of the conceptual dimen- sion of consistency by prototyping a “consistent” version (common look-and-feel and conceptually consistent) and an “inconsistent” version (only common look-and-feel) of an interface. The results of her study, which incorporated a variety of measures like learning time, subjective satisfac- tion and more, showed that the “consistent” interface was better than the “inconsistent” (consistent in visual appear- ance and behavior only).
• R. Mahajan is with BDM International, 1501 BDM Way, McLean, VA 22101. E-mail: [email protected].
• B. Shneiderman is with the Department of Computer Science, Human- Computer Interaction Laboratory and Institutes for Advanced Computer Studies and for Systems Research, University of Maryland, College Park, MD 20742. E-mail: [email protected].
Manuscript received 23 May 1996; revised 13 June 1997. Recommended for acceptance by L. Clarke. For information on obtaining reprints of this article, please send e-mail to: [email protected], and reference IEEECS Log Number 101217.
0098-5589/97/$10.00 © 1997 IEEE
G
MAHAJAN AND SHNEIDERMAN: VISUAL AND TEXTUAL CONSISTENCY CHECKING TOOLS FOR GRAPHICAL USER INTERFACES 723
GUI Guidelines. The use of guidelines is important within human-computer interface (HCI) [12]. However there are critics such as Frederiksen, Grudin, and Laursen [9], who showed that consistency guidelines should be applied cau- tiously to be in harmony with the user’s task. According to Grudin [10], interface consistency is a largely unworkable concept and can sometimes work against good design. However, we believe that industrial guidelines documents, such as Apple [1] or Microsoft [19], can educate and direct software developers in positive ways. Empirical evidence of the benefits of many forms of consistency is strong.
Terminology. Inconsistent terminology in interactive dia- logs for applications such as text editing can be problematic for users. For example, programs that differ in the names of important commands e.g., “quit” and “exit,” are confusing to users [10]. Three studies on command language design showed that users learned positionally consistent systems more readily [3].
Proper use of abbreviation is an important part of termi- nology. Abbreviations are constructed to reduce typing and optimize the use of screen space, but can impose significant cognitive demands on users. To create an internally consis- tent design, one abbreviation algorithm, such as truncation, should be used [10].
Tools for Consistent Design. The Interactive Transaction Systems (ITS) project [35] generated consistent interfaces automatically by the use of executable style rules. ITS pro- vided a set of software tools to support four application development roles: an application expert, a style expert, an application programmer, and a style programmer. The ITS architecture divided the application into three parts, namely: application functions, a dialog manager, and views supporting user interfaces. This architecture helped to cre- ate a consistent interface for a family of applications and to create multiple consistent interfaces for a given application. ITS has been used to create a number of large-scale appli- cations.
Interface Evaluation Methods. Interface evaluation is a dif- ficult process. Evaluation of a software product’s user inter- face using four techniques—heuristic evaluation, usability testing, guidelines and cognitive walk-throughs—showed that each has advantages and disadvantages [13]. For in- stance, heuristic evaluation identifies more problems than any other method, but it requires UI expertise and several evaluators. Similarly, usability testing identifies serious and recurring problems, but requires UI expertise and has a high cost. The requirements for these powerful methods, which may include availability of working prototypes, test users, expert evaluators, and time constraints are hin- drances in applying these methods more frequently. The study also showed that usability testing, a powerful and effective evaluation method, is not good in finding consis- tency problems. Therefore, consistency checking tools are likely to be a beneficial complement to usability testing.
Furthermore, usability testing works best for smaller ap- plications. It is too costly to run a usability test on applica- tions with hundreds of dialog boxes. Finding anomalies while reviewing numerous dialog boxes is hard even for expert reviewers, who may fail to detect some flaws and inconsistencies. In contrast, automated evaluation tools can
be used in early prototypes (or during late iterations) and can detect anomalies across all the dialog boxes.
1.2 Evaluation Tools for Visual Design and Textual Properties
Automated tools for consistency checking are meant to re- place the current manual consistency checking process which is complex, expensive, error prone, and time con- suming. These tools can be made independent of platform and development environment. A pioneering tool to evalu- ate alphanumeric displays derived six measures: Overall Density, Local Density, Number of Groups, Size of Groups, Number of Items, Layout Complexity [31]. These measures were later incorporated into a Display Analysis Program to analyze alphanumeric display [32], [33]. The results of his user study indicated that it can accurately predict the rela- tive search times and subjective ratings.
Streveler and Wasserman [30] proposed novel visual metrics to quantitatively assess screen formats which have similarities with Tullis’s Display Analysis Program. They proposed three basic techniques: “boxing,” “hot-spot” and “alignment” analysis. A balance measure was also pro- posed that computed the differences between the center of mass of the array of characters and the physical center of the screen. These proposed metrics were not applied to any system to validate them. Tullis’s complexity metrics were later applied to the domain of interactive system design with findings strongly supporting their applicability [7].
The evolution of modern user interfaces, like multimedia interfaces, has sparked research in automated evaluation based on visual techniques. Vanderdonckt and Gillo [34] proposed five visual techniques (Physical, Composition, Association and dissociation, Ordering, and Photographic techniques) that are more sophisticated than traditional properties such as balance, symmetry, and alignment. Dy- namic strategies for computer-aided visual placement of interaction objects on the basis of localization, dimension- ing, and arrangement were introduced by Bodart et al. [4]. They defined mathematical relationships to improve the practicability, the workability and the applicability of their visual principles into a systematic strategy, but specific metrics and acceptance ranges were not tested.
Sears [25], [26] developed a first generation tool (AIDE) using automated metrics for both design and evaluation using Layout Appropriateness metrics. In computing the Layout Appropriateness the designer provides the set of widgets used in the interface, the sequence of actions to be performed by the user, and how frequently each sequence is used. The appropriateness of a given layout is computed by weighing the cost of each sequence of actions by how frequently the sequence is performed. Layout Appropriate- ness can be used to compare existing layouts and to gener- ate optimal layouts for the designer. AIDE has demon- strated its effectiveness in analyzing and redesigning dialog boxes in simple Macintosh applications and also dialog boxes with complex control panels in NASA applications. Studies by Comber and Maltby [8] assessed the usefulness of layout complexity metrics in evaluating the usability of different screen designs. Mullet [20] developed a systematic layout grid strategy to easily position related controls con-
724 IEEE TRANSACTIONS ON SOFTWARE ENGINEERING, VOL. 23, NO. 11, NOVEMBER 1997
sistently across dialog boxes. Using this systematic ap- proach, he showed that the GUI of the “Authorware Profes- sional”, a leading development tool for learning materials in the Macintosh and Windows environments, could be easily redesigned to create a more coherent, consistent, and less crowded layout.
1.3 User Studies on the Effects of Interface Inconsistencies
Chimera and Shneiderman [5] performed a controlled ex- periment to determine the effects of inconsistency on per- formance. This experiment used two interactive computer systems: the original inconsistent version and a revised consistent version. The revised version had consistent screen layouts and colors, and used consistent task-oriented phrases for the description of menu items. The results showed that there was a statistically significant difference favoring the revised interface for five tasks and favoring the original interface for one. They concluded that the revised interface yielded faster performance and higher satisfaction due to consistent location, wording, and color choices.
Bajwa [2] studied the effect of inconsistencies in color, location, and size of buttons on user’s performance and subjective satisfaction. For a billing system interface, three inconsistent versions were created with 33 percent incon- sistency in color, location, and size. Her results showed that inconsistency significantly effects user’s performance speed by about 5 percent.
2 EXPERIMENTAL SUPPORT FOR SHERLOCK 2.1 Introduction We designed an experiment to test the hypothesis that ter- minology consistency increases performance speed and subjective satisfaction. The experiment considered only one aspect of inconsistency, misleading synonyms. We devel- oped a GUI in Visual Basic for the students to access the resources of the University’s Career Center. Three versions of the interface were created. The first version was termi- nologically consistent. The second version had a medium level of terminology inconsistency (one inconsistency was introduced for each task and each task had an average of four screens). The third version had a high level of termi- nology inconsistency (one or two inconsistencies were in- troduced for each task). Some designers argue that incon- sistencies are easily overcome with a few minutes of usage. To test this conjecture we had two levels of training: no prior training and five minutes of training. The resulting 2 × 3 between-groups experiment had two independent variables which were level of training (0 and 5 minutes) and the type of interface (no inconsistency, medium inconsistency, and high inconsistency). For all six treatments, users were given the same task list and their task completion time and sub- jective satisfaction were evaluated. For each treatment, 10 subjects were selected, making a total of 60 subjects.
2.2 Interface Design All the screens of the Career Center interfaces had a con- sistent visual design (sizes of similar screen, placement of similar items, screen density, margins, typefaces, colors etc.). Inconsistencies were introduced in the medium and high inconsistency versions.
In the medium inconsistency version, one terminological inconsistency was introduced for every task. Since the sub- jects were told to perform seven tasks, the interface had seven terminology inconsistencies. In the high inconsis- tency version, one or two terminology inconsistencies were included per task for a total of 11.
These inconsistencies included changing the heading of the dialog box from “Questions” to “Inquiries” or changing the widget labels from “Workshops” to “Seminars.” Also, menu items were changed from “Career Counseling” to “Career Advising” and “View” to “List.” Inconsistency in button labels were also introduced by changing “OK” and “Abort” to “Forward” and “Discard.”
2.3 Hypotheses The task completion time for the interface with no terminol- ogy inconsistency will be significantly lower than the inter- faces with medium and high terminology inconsistency in the case of subjects with no prior training of the system.
The difference in task completion time for the interface with no, medium, and high terminology inconsistencies will decrease when subjects are given five minutes of training with the system, prior to the execution of the tasks.
The subjective satisfaction will be significantly higher for the interface with no terminology inconsistency as compared to those with medium and high terminology inconsistency.
2.4 Subjects Sixty University of Maryland students participated. All were familiar with Windows 3.1 and mouse operation. Half were given five minutes training with the no incon- sistency interface.
2.5 Materials The experiment was run on a 100 MHz Pentium machine with a 17 in. color monitor having a 1024 × 768 pixel reso- lution with 256 colors. A set of written instructions was provided. The subjects were asked to fill out a modified version of the Questionnaire (QUIS) [6] after completing the experiment.
2.6 Task List The subjects performed seven tasks:
• Register for Workshop II. • Set appointment with any one of the career counselors
for Nov. 8 for 10:00 to 10:30 a.m. • View part-time job openings in Computer Science
Major in Maryland state. • Submit the following question to the Career Center:
Do counselors at the career center perform mock in- terviews?
• Request graduate school information for masters pro- gram in business management in any one of the listed universities.
• Register for an interview with any one of the listed companies on Nov. 20 using any one of the open slots.
• Cancel Registration for Workshop II
2.7 Procedure Administration. Subjects were asked to read the instructions and to sign the consent form. The no training group was
MAHAJAN AND SHNEIDERMAN: VISUAL AND TEXTUAL CONSISTENCY CHECKING TOOLS FOR GRAPHICAL USER INTERFACES 725
introduced to the interface by a presentation of the menu items. The training group was shown the menus and all the dialog boxes by opening each of the menu items. They were also allowed to use the interface for two minutes to experi- ence the interface. After the experiment, subjects filled out the 19-item subjective satisfaction questionnaire.
2.8 Results The experimental results (Table 1) show that the no incon- sistency version had a faster average task completion time than the medium and high inconsistency versions. The av- erage subjective satisfaction ratings for the no inconsistency version were higher than the medium, and the high incon- sistency versions of the interface (Table 2). Overall, the per- formance improved when training was administered to the subjects, as the average task completion time was lower for all the three versions of the interface when training was provided.
TABLE 1 AVERAGE TASK COMPLETION TIME AND STANDARD DEVIATION
(10 SUBJECTS PER CELL; SEVEN TASKS PER SUBJECT)
Level of Training
No Inconsistency
Medium Inconsistency
High Inconsistency
None 239.0 sec (61.0)
287.4 sec (42.6)
312.7 sec (88.3)
Five minutes 204.0 sec (41.7)
217.4 sec (50.6)
270.7 sec (30.5)
TABLE 2 AVERAGE SUBJECTIVE SATISFACTION RATING
(HIGHER NUMBERS INDICATE INCREASED SATISFACTION) AND STANDARD DEVIATION (10 SUBJECTS PER CELL)
Level of Training
No Inconsistency
Medium Inconsistency
High Inconsistency
None 142 (14) 130 (14) 134 (13) Five minutes 142 (12) 139 (11) 138 (13)
A 2 × 3 ANOVA (Analysis of Variance) was used to de- termine whether the interface types (versions) and the level of training had statistically significant effects on the task completion time and subjective satisfaction, measured across the three treatments (no, medium, and high level of terminology inconsistency) and two training levels (none and five minutes). There was a statistically significance difference for task completion time by training (F (1, 54) = 12.38, p < 0.05) and interface type (F (2, 54) = 8.21, p < 0.05), but no interaction effect. This implies that training reduces the task completion time, but training does not overcome the problems caused by an inconsistent design. Differences in subjective satisfaction were not statistically significant.
2.9 Discussion In relation to the task completion time, the ANOVA identi- fied that the terminology inconsistencies introduced in each version of the interface significantly slowed the user’s per- formance. In the no training group, the average task comple- tion time for the medium, and high inconsistency treatments were 20 and 31 percent more than the no inconsistency treatment. Similarly in the training group, the average task completion time for medium, and high inconsistency were 7 and 34 percent more than the no inconsistency treatment.
The level of training, according to the ANOVA signifi- cantly effected the user’s performance. On average, the training decreased the task completion time by 14, 24, and 13 percent in no, medium, and high inconsistency versions, re- spectively. Although the subjective satisfaction ratings for the medium and the high inconsistency versions were less than the no inconsistency version, the ANOVA analysis found no statistically significant differences. It is difficult to obtain sta- tistically significant differences in preference scores for be- tween-groups design, because subjects do not see the other versions. A future within-subjects study might elicit stronger preference differences.
2.10 Conclusion The results of this experiment, along with the experiment done by Bajwa [2] supported the encouragement to “strive for consistency” and including consistency as one of the prime guidelines when designing user interfaces [27]. Therefore, developing user interface consistency checking tools seems worthwhile to support software engineers during the development process.
3 DESCRIPTION AND DESIGN OF SHERLOCK SHERLOCK is a family of consistency checking tools to evaluate visual design and terminology in user interfaces. It consists of a set of seven programs that were implemented in about 7,000 lines of C++ code, and developed on the SUN SPARC Stations/UNIX platform. In order to evaluate a GUI using SHERLOCK, its interface description files need to be converted to a canonical format. These canonical for- mat files are the only input required by the SHERLOCK evaluation tools. SHERLOCK was designed to be a generic GUI consistency and evaluation tool.
3.1 Translator and Canonical Format Design The canonical format is an organized set of GUI object de- scriptions. These object descriptions embrace interface vis- ual design and terminology information in a sequence of attribute-value pairs. The canonical format is advantageous because of its lucidity and extendibility. It can be easily modified to include new attributes encompassing interface description information in the form of files.
Translator programs are designed for a particular GUI development tool and convert its interface description (resource) file to a canonical format. Design of the data structure for the translator depends on the format of the interface resource file. Two translators were created, one for Visual Basic 3.0 and the other for Visual C++ 4.0 using a lexical scanner generated by FLEX (Fast Lexical Analyzer Generator) which is a tool for generating programs that perform pattern matching on text. Using the lexical scanner, attribute value strings are detected and converted to the appropriate canonical format. All the dimensional coordi- nates are converted to pixels and other platform and appli- cation independent values.
The canonical format may be created for other interface development tools like Power Builder, Galaxy, and Delphi by writing a translator program for those tools.
726 IEEE TRANSACTIONS ON SOFTWARE ENGINEERING, VOL. 23, NO. 11, NOVEMBER 1997
3.2 SHERLOCK Design The SHERLOCK data structure was designed to be flexible, extensible and customizable to changes that may be made by expansion of the canonical format files. SHERLOCK has a sequential modular design and can be divided into the following subsystems.
• Widget store • Dialog box • String processing • Spell checker • Button processing
3.3 SHERLOCK Tools SHERLOCK is an extension of previous work by Shneider- man, Chimera et al. [28] in which spatial and textual evalua- tion tools were constructed. These tools have been modified after evaluating sample applications and new tools have been integrated. Our focus was on evaluating only the aspects of consistency that are relatively task-independent and can be automated. Our tools evaluated layout properties such as sizes of dialog boxes, placement of similar items, screen den- sity, consistency in margins, screen balance, and alignment. We also evaluated consistency in visual design properties such as fonts, font-sizes, font-styles, background colors, and foreground colors. Finally our evaluation includes checking for terminology inconsistencies, abbreviations, variant capi- talization, and spelling errors in buttons, labels, messages, menu items, window titles etc.
3.3.1 Dialog Box Summary Table The dialog box summary table is a compact overview of the visual design of dozens or hundreds of dialog boxes of the interface. Each row represents a dialog box and each column represents a single metric. Typical use would be to scan down the columns looking for extreme values, spotting in- consistencies, and understanding patterns within the design.
Choosing the appropriate metrics is critical in the design of the dialog box summary table. The researchers at the University of Maryland generated a list of approximately 40 metrics after reviewing the relevant previous literature, consulting with colleagues and using their GUI evaluation experience. A similar effort was taken by our partners at General Electric Information Services (GEIS), where they brain-stormed and proposed their metrics based on com- mercial software development experience. The two lists had many similar items which were grouped into categories such as spatial layout, alignment, clustering, cluttering, color usage, fonts, attention getting, etc. The metric set was revised several times after evaluating a series of interfaces. Ineffective metrics were removed, others were redefined, and new metrics were added. The modified column set of the dialog box summary contained:
Aspect Ratio. The ratio of the height of a dialog box to its width. Numbers in the range 0.5 through 0.8 are desirable. Dialog boxes that perform similar functions should have the same aspect ratio.
Widget Totals. Count of all the widgets and the top level widgets. Increasing difference between all and top level counts indicates greater nesting of widgets, such as buttons, lists, and combo boxes inside containers.
Nonwidget Area: The ratio of the nonwidget area to the total area of the dialog, expressed as a percentage. Num- bers closer to 100 indicate high utilization, and low num- bers (< 30) indicate possibilities for redesign.
Widget Density. The number of top-level widgets divided by the total area of the dialog box (multiplied by 100,000 to normalize it). Numbers greater than 100 indicate that a comparatively large number of widgets are present in a small area. This number is a measure of the crowding of widgets in the dialog box.
Margins. The number of pixels between the dialog box border and the closest widget. The left, right, top, and bot- tom margins should all be equal in a dialog box, and across different dialog boxes.
Gridedness. Gridedness is a measure of alignment of widgets. This metric has been refined several times, but we have not been able to find a satisfactory metric to detect misaligned widgets. X-Gridedness counts the number of stacks of widgets with the same X coordinates (excluding labels). Similarly, Y-Gridedness counts the number of stacks of the widgets with the same Y coordinates. High values of X-Gridedness and Y-Gridedness indicate the pos- sibility of misaligned widgets. An extension of Gridedness is Button Gridedness where the above metrics are applied to button widgets.
Area Balances. A measure of how evenly widgets are spread out over the dialog box. There are two measures: a horizontal balance, which is the ratio of the total widget area in the left half of the dialog box to the total widget area in the right half of the dialog box; and the vertical balance, which uses top area divided by bottom area. High values of balances between 4.0 and 10.0 indicate screens are not well balanced. The limiting value 10.0 represents a blank or al- most blank (for example, a dialog box that has only one widget which is a button) dialog box.
Distinct Typefaces. Typeface consists of a font, font size, bold and italics information. Each distinct typeface in all the dialog boxes is randomly assigned an integer to facilitate quick interpretation. For each dialog box, all the integers representing the distinct typefaces are listed so that the typeface inconsistencies can be easily spotted locally within each dialog box and globally across all dialog boxes. We recommend that a small number of typefaces should be used in an application.
Distinct Background Colors. All the distinct background colors (RGB values) in a dialog box are displayed. Each distinct color is randomly assigned to an integer for display and comparison convenience and is described in detail at the end of the table. The purpose of this metric is to check if the dialog boxes have consistent background colors. Multi- ple background colors may indicate inconsistency, de- pending on the application.
Distinct Foreground Colors. All the distinct foreground colors in a dialog box are displayed.
In addition to the dialog box summary table, a set of in- dependent tools were built, including:
3.3.2 Margin Analyzer Margin Analyzer is an extension of the dialog box sum- mary table’s margins metric. This analyzer calculates the
MAHAJAN AND SHNEIDERMAN: VISUAL AND TEXTUAL CONSISTENCY CHECKING TOOLS FOR GRAPHICAL USER INTERFACES 727
most frequently occurring values of left, right, top, and bottom margins across the interface and then lists margins in every dialog box that are inconsistent with these fre- quently occurring values. It also calculates what widgets of the dialog box need to be moved by how many pixels to make the margins consistent. The Margin Analyzer tool depends on the fact that the most frequently occurring value of margins are the optimum margin values that the designer would have ideally used for consistency.
3.3.3 Concordance. The Concordance tool extracts all the words that appear in labels, buttons, messages, menu items, window titles etc. in every dialog box. It can help designers spot inappropriate word use such as variant spellings, abbreviations, tense and case inconsistency, etc. Occurrences of words in a different case are shown to point out potential inconsistent use. The sort order used was aAbB...zZ so that the occurrence of “cancel” is not separated from “Cancel” or “CANCEL.”
3.3.4 Interface Concordance. The Interface Concordance tool checks for variant capitali- zation for all the terms that appear in buttons, labels, menu items, and window titles etc. This tool outputs strings that have variant capitalization, listing all the variant forms of the string and its dialog box sources. These variant forms may be acceptable, but they should be reviewed by a de- signer. For example the words “MESSAGES,” “messages,” “Messages,” and “mesgs” are variant forms of the same word.
3.3.5 Button Concordance Buttons are one of the most frequently used widgets, per- forming vital functions like “Save,” “Open,” “Delete,” “Exit,” etc. They should also be checked for consistency in their size, placement, typefaces, colors, and case usage. This tool outputs all the buttons used in the interface, listing the dialog boxes containing the buttons plus fonts, colors, and button sizes. The Button Concordance identifies variant capitalization, distinct typefaces, distinct foreground colors, and variant sizes in buttons.
3.3.6 Button Layout Table. Often a set of buttons frequently occur together (for exam- ple, OK Cancel, Help), and therefore it is desirable that these appear in the same order and have the same size. If the first button in the set is detected, then the program out- puts the height, width, and position relative to the first button of every button detected in the list. The relative po- sition of every button detected in the set is output as (x + offset, y + offset) to the first button, where offset is in pixels. Buttons stacked in rows would yield a (x + offset, y) rela- tive position and those stacked in columns would yield (x, y + offset). The Button Layout table identifies inconsisten- cies in button placement, and variant button sizes locally within a dialog box and globally across all the dialog boxes. Additionally, the tool helps to determine synonym button labels in button sets, for example use of both “Quit” and “Exit” with the “OK” button in different dialog boxes. Some of the sample button sets are:
• OK Cancel Close Exit Quit Help
• Stop Halt Pause Cancel End
Close Done Exit Quit
• Add Remove Delete Copy Clear
3.3.7 Interface Spellchecker The Interface Spellchecker reads all the terms from buttons, labels, menu items, messages, titles etc. and outputs terms that are not found in the dictionary. The spell checking op- eration is performed within the code and all the possible misspelled words are stored in a file. This file can be re- viewed by the designer to detect possible misspelled and abbreviated words which may create confusion for users. The output is filtered through a file containing valid com- puter terms and default Visual Basic terms that may be flagged as spelling errors by the dictionary.
3.3.8 Terminology Baskets A terminology basket is a collection of computer terms in- cluding their different tenses that may be inadvertently used as synonyms by interface designers. Our goal is to construct different sets of terminology baskets by con- structing our own computer thesaurus and then search for these baskets in every dialog box of the interface. The pur- pose of terminology baskets is to provide interface design- ers with feedback on misleading synonymous computer terms, like “Close,” “Cancel,” “End,” “Exit,” “Terminate,” and “Quit.” The program reads an ASCII file containing the basket list. For each basket all the dialog boxes containing any of the basket terms are output. Some of the idiosyn- cratic baskets are:
• Remove Removes Removed Removing
Delete Deletes Deleted Deleting
Clear Clears Cleared Clearing Purge
Purges Purged Purging Cancel Cancels
Canceled Canceling Refresh Refreshed
• Item Items Entry Entries Record
Records Segment Segments Segmented
Segmenting Field Fields
• Message Messages Note Notes Letter
Letters Comment Comments
4 INTERFACE EVALUATIONS
4.1 Testing the Evaluation Tools The effectiveness of the SHERLOCK tools was tested with four commercial prototype applications developed in Mi- crosoft Visual Basic. These applications included a 139 dia- log box interface for the GEIS Electronic Data Interchange, a 30-dialog box GE business application, a 75-dialog box Italian business application, and a set of University of Maryland AT&T Teaching Theater interfaces combined into an 80-dialog box application. The analysis of the 30-dialog box GEIS application and the Italian business application is not discussed in this paper because the results were similar to the other two applications.
4.2 Evaluation Results, GE Interfaces The 139-dialog box GEIS Electronic Data Interchange inter- face was the first prototype evaluated. Although this was a
728 IEEE TRANSACTIONS ON SOFTWARE ENGINEERING, VOL. 23, NO. 11, NOVEMBER 1997
well-reviewed and polished design, SHERLOCK detected some inconsistencies which may have otherwise been left undetected.
4.2.1 Dialog Box Summary Table Analysis Aspect Ratio. Aspect Ratio varied from 0.32 to 1.00. Many dialog boxes that performed the same functionality had different Aspect Ratios, indicating a potential inconsistency.
Nonwidget Area. Nonwidget area varied from 2 to 97.5 percent. Some dialog boxes with low Nonwidget area (5 to 15 percent) were candidates for redesign.
Widget Density. Widget Density varied from 14 to 271, but most of the high values were due to exceptions in the metric, as none of the dialog boxes had too many widgets in a small area.
Margins. Left, right, top, and bottom margins were in- consistent within a single dialog box and were also incon- sistent across the interface. For example, the average value of the left margin was 12 pixels, but the margin ranged from 0 to 80 pixels. Inconsistencies detected by metrics of dialog box summary table like left margin, can easily be spotted, by plotting the metric (Fig. 1).
Fig. 1. Inconsistencies in left margin.
Gridedness. Some high values of the Button Gridedness (three or more) metric helped in detecting dialog boxes with misaligned buttons.
Area Balances. Dialog boxes were well balanced as the average value of Left/Right Balance and Top/Bottom Bal- ance was 1.1 and 1.4, respectively.
Distinct Typefaces. Although most of the dialog boxes used a single typeface (MS Sans Serif 8.25 Bold), there were a couple which used more than three typefaces. Altogether seven distinct typefaces were used.
Distinct Background and Foreground Colors. There was much variation in color usage among dialog boxes, indicating in- consistency. The interface used a total of eight foreground and seven background colors (RGB values). Although in some applications, the use of many different colors may be appropriate, in this case it was an inconsistency.
4.2.2 Margin Analyzer. The margin analyzer successfully detected the dialog boxes that had margin values more than two pixels apart from the most frequently occurring value. For each inconsistent value, it listed the widgets that need to be moved and by how many pixels to make them consistent. There were some exceptions (Visual Basic 3.0 allows widgets to extend beyond the area enclosed by the dialog box and allows the size of label and text boxes to be greater than the text en- closed by them) beyond the capability of the tool to handle, leading to negative margins.
4.2.3 Interface Concordance The interface concordance tool spotted the terms that used more than one case across the application. For example, terms like “Messages,” “MESSAGES,” and “messages” were detected by the interface concordance tool. Some of the other inconsistencies included variant capitalizations such as “Open,” “OPEN,” and “open.”
4.2.4 Button Concordance GEIS interfaces did not have any button labels which used more than one case. All the button labels used the title for- mat and were therefore consistent. Also, all the buttons used the same typeface and foreground color. The Button Concordance detected inconsistency in height and width of the buttons across the interface. Table 3 shows a portion of the button concordance output for the “Archive” button. Browsing across the columns of the table, we can see that the width of the “Archive” button varied between 65 and 105 pixels. All the buttons had a top margin of 0 pixels ex- cept one which has a top margin of 312 pixels. This is an inconsistency, since all the “Archive” buttons are placed at the top right corner of the dialog box, except one which is placed at the bottom right corner. Button placement incon- sistencies were detected in many other buttons including “OK,” “Cancel,” “Close,” “Find,” “Forward,” and “Print.”
4.2.5 Interface Spellchecker. The tool detected a few misspelled terms, and many poten- tially confusing, incomplete, and abbreviated words such as “Apps,” “Trans,” “Ins,” “Oprs.”
4.2.6 Terminology Baskets. The basket browser revealed some interesting terminology anomalies after analyzing the interface that led to reconsid- eration of the design. As shown in Table 4, terms like “record,” “segment,” “field,” and “item” were used in similar contexts in different dialog boxes. Other interesting inconsistencies included the use of “start,” “execute,” and “run” for identical tasks.
4.2.7 Button Layout Table. The most common button position and terminology in- consistency was in the button set [OK Cancel Close Exit Help]. The button labels “Cancel,” “Close,” and “Exit” were used interchangeably. Sometimes these buttons were stacked in a column on the top left corner of the dialog box, and in other cases they were stacked in a row at the bottom of the dialog box and were either left, right, or center aligned.
MAHAJAN AND SHNEIDERMAN: VISUAL AND TEXTUAL CONSISTENCY CHECKING TOOLS FOR GRAPHICAL USER INTERFACES 729
A portion of the output from the button set [OK Cancel Close Exit Quit Help] is shown in Table 5. Inconsistency in height and relative button positions within a button set can be checked by moving across the table rows. Inconsistency in height and relative position for a particular button can be spotted by moving down the columns. For example, browsing the “OK” button column we found that the height of the “OK” button varied between 22 and 26 pixels and the width varied between 62 and 82 pixels. Scanning across the rows, we found that the relative position of “OK” and “Cancel” buttons varied in all three dialog boxes in which they occurred together. In two of the dialog boxes the “Cancel” button was 20 and 13 pixels below the “OK” but- ton, but in the third dialog box, the buttons were adjacent in the same row. Both “Cancel” and “Exit” were used with the “OK” button to perform the same task which was a termi- nology inconsistency.
4.3 Evaluation of University of Maryland Interface The 80-dialog box University of Maryland AT&T Teaching Theater Interface was a combination of applications, all designed for the students to use. Evaluation of this interface highlighted the intra-application inconsistencies that may exist among applications designed for the same users.
4.3.1 Dialog Box Summary Table A portion of the dialog box summary table from this appli- cation is shown in Fig. 2.
Aspect Ratio. Aspect Ratio, in general varied between 0.5 and 0.8, but outliers above or below were detected. All the About (Fig. 3), Cover and Exit dialog boxes had different aspect ratios. These applications were designed for the same set of users and these inconsistencies in Aspect Ratio, especially in the dialog boxes with the same functionality, should be minimized.
Widget Totals. Some dialog boxes had a high value of widget totals i.e., 70 or more widgets. This indicated com- plexity in the dialog box.
Nonwidget Area. High values of nonwidget area (above 90 percent) were found in some of the dialog boxes, indi- cating that the use of screen space was not optimum.
Widget Density. Some of the values of widget density (around 150 or more) indicated that too many widgets were present in a small area. Only dialog boxes which had high widget density, but a nonwidget area of 40 percent or more were acceptable.
Margins. Left margins varied from 0 to 192 pixels, al- though the most frequently used margin values were be- tween 8 and 16 pixels. A quarter of the dialog boxes had left
TABLE 3 BUTTON CONCORDANCE
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730 IEEE TRANSACTIONS ON SOFTWARE ENGINEERING, VOL. 23, NO. 11, NOVEMBER 1997
Fig. 2. A portion of dialog box summary table.
Fig. 3. Aspect ratios shown below each dialog box reveal inconsistencies.
MAHAJAN AND SHNEIDERMAN: VISUAL AND TEXTUAL CONSISTENCY CHECKING TOOLS FOR GRAPHICAL USER INTERFACES 731
margin values of 0 pixels and a few had high values above 70 pixels. Right margins varied from 0 to 381 pixels. In some cases, high values of the right margins were not a problem, such as the cases when the dialog box only had labels or center-aligned buttons. Top margin varied from 0 to 56 pixels and was more consistent than left and right margins. Similarly, bottom margins were more consistent than left and right margins with values clustered between 8 and 30 pixels.
Gridedness. Most dialog boxes had well aligned widgets, with low X-gridedness and Y-gridedness values (1 or 2). Some dialog boxes which had high values of gridedness (4 or more) required minor alignment changes. A small num- ber of dialog boxes had higher values of button gridedness due to misalignment of buttons by a few pixels.
Area Balances. High balance ratios (greater than 4) were detected in few dialog boxes. These screens were often poorly designed.
Distinct Typefaces. In total, 19 distinct typefaces were used, which was high. This revealed that different design- ers worked on the applications without following any guidelines. We recommended that the applications be modified to use fewer typefaces.
Distinct Background and Foreground Colors. The application used 15 different colors: eight background and 10 foreground colors. We recommended more consistent use of colors.
4.3.2 Interface Concordance A few terms that had different cases across the application, such as “Cancel,” “cancel,” and “CANCEL” or “Delete,” and “DELETE.”
4.3.3 Button Concordance The following inconsistencies were detected by the Button Concordance tool (see Table 6):
• Designers used six distinct typefaces in button labels. Designers used three distinct foreground colors in button labels.
• Button sizes were inconsistent across the application. For example, the height of the “Cancel” button varied between 24 and 49 pixels and width varied between 57 and 122 pixels. We found inconsistencies in button sizes in “OK,” “Done,” “Exit,” “No,” “Previous,” and “Start.”
• Buttons like “OK,” “Cancel,” “Done,” “Exit,” and “No” used inconsistent cases across the application. Also, the designers used the button labels “Save Left” and “Save Right” in some dialog boxes and “Left Save” and “Right Save” in others.
• The button positions metric detected many inconsis- tencies. For example, the “Cancel” button had a dif- ferent right button position for every dialog box. In the case of the “Close” button, the left position was 8 pixels in two dialog boxes and was 291 in the third, indicating that the “Close” button was left aligned in the first case and right aligned in the second case. Similar inconsistencies existed in “Done,” “Exit,” “OK,” and other buttons.
4.3.4 Interface Spellchecker. The spell checking tool detected abbreviations and a few misspelled terms such as: “qiz,” “veryfying,” “peronal” and “btrieve.”
4.3.5 Terminology Baskets. The output from the basket [Browse, Display, Find, Re- trieve, Search, Select, Show, View] showed that “Display,” “View” and “Show” were used in this application. Also, both “Find” and “Search” were used. Similarly the output from the basket [Cancel, Clear, Delete, Purge, Refresh, Re- move] indicated that the terms “Cancel,” “Delete,” “Clear,” “Refresh” and “Remove” were all used in the application. The use of both “Find” and “Search” was an inconsistency.
4.3.6 Button Layout Table. The Button Layout Table revealed inconsistencies in button sizes and placement within a dialog box and across the ap- plication. For example, the button set [OK, Cancel, Exit, Help] revealed inconsistencies in the sizes of the “OK,” “Cancel,” and “Help” buttons. The “Cancel” and “Help” buttons were often placed next to “OK” buttons in a row, but other times stacked below the “OK” button in a col- umn, with the distance between these buttons varying from 0 to 40 pixels. Fig. 4 shows the dialog boxes in which button placement inconsistencies of “OK” and “Cancel” buttons were detected.
4.4 Conclusion Evaluation of the four applications using SHERLOCK helped us to determine which tools were most successful in detecting inconsistencies. The dialog box summary table had limited success in detecting inconsistencies. Certain metrics of the dialog box summary table such as aspect ra- tio, margins, distinct typefaces, distinct foreground and background colors were more successful in finding incon- sistencies. Many of the extreme values computed by the metrics like non-widget area, widget density, and area bal- ances were due to the limitations of SHERLOCK or the Vis- ual Basic development tool and were not inconsistencies. These metrics were modified several times to deal with ex- ceptions and further work is required to validate these met- rics. The Button Concordance and the Button Layout Table proved to be the most useful tools and were able to detect inconsistencies in the size, position, typeface, color, and terminology used in buttons. The Interface Concordance and the Interface Spellchecker tools were successful in de- tecting terminology inconsistencies such as variant capitali- zation, abbreviations, and spelling errors. The Terminology Basket tool helped in detecting misleading synonyms. In summary, SHERLOCK was successful in detecting major terminology inconsistencies and certain inconsistencies in visual design of the evaluated interfaces.
SHERLOCK is a collection of programs that requires detailed knowledge to use effectively. Additional pro- gramming and a graphic user interface would be necessary to make it viable as a widely used software engineering tool. The source code and documentation that exists are available (http://www.cs.umd.edu/projects/hcil in the FTP area under Demo software).
732 IEEE TRANSACTIONS ON SOFTWARE ENGINEERING, VOL. 23, NO. 11, NOVEMBER 1997
TABLE 6 BUTTON CONCORDANCE
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MAHAJAN AND SHNEIDERMAN: VISUAL AND TEXTUAL CONSISTENCY CHECKING TOOLS FOR GRAPHICAL USER INTERFACES 733
4.5 Limitations of SHERLOCK SHERLOCK evaluations are limited to certain visual design and terminology aspects of user interfaces. Screen layout issues such as proper placement of widgets in a dialog box, violations of design constraints, and inappropriate widgets types are not evaluated by SHERLOCK. Other evaluation methods, such as usability testing and heuristic evaluation, are needed to locate typical user interface design problems such as inappropriate metaphors, missing functionality, chaotic screen layouts, unexpected sequencing of screens, misleading menus, excessive demands on short-term mem- ory, poor error messages, or inadequate help screens.
5 FEEDBACK FROM DESIGNERS
Output from the tools and the screen shots of the interface along with the analyses were forwarded to the developers and designers to elicit feedback.
5.1 GEIS Interfaces We worked closely with the people at GE Information Services to get feedback on the effectiveness of SHERLOCK, as these tools were being iteratively refined. The feedback suggested that the outputs of the dialog box summary table were simple for the designers to interpret. They were able to detect inconsistencies by scanning down the columns for extreme values, guided by the statistical analysis at the bot- tom. They recommended that we develop some “goodness” measures for the metrics after analyzing more applications. We have succeeded partly in assigning measures to certain metrics after analyzing the four applications. Detailed analy- sis of each metric was recommended by the designers for future implementations.
The incorporation of a spell checking tool in SHERLOCK had a positive response from the designers, since none of the current GUI building environments on the PCs had one. Button typeface, terminology, and placement inconsisten- cies detected by Button Concordance and Button Layout Table were corrected by the GEIS designers. The Terminol- ogy Basket tool helped GEIS designers in rectifying a few terminology inconsistencies. Overall the use of SHERLOCK helped to modify the layout, visibility, and terminology of GEIS interfaces by detecting many small inconsistencies.
5.2 University of Maryland Interface Since this application was a combination of several applica- tions, the output was given to two design groups. Their feed- back on the dialog box summary table was positive for some metrics. They showed interest in the ability of the dialog box summary table to detect the typeface and color inconsisten- cies in their application. When asked for an explanation of these inconsistencies, they explained that different designers worked on different portions of the application, with few guidelines on visual design. Similar reasons were given for other inconsistencies such as different aspect ratios for func- tionally similar screens and the use of inconsistent margins.
Designers liked the statistical analysis at the end of the ta- ble with mean, maximum, and minimum values and wanted an additional function that listed the optimum values for the
metrics. Many of the terminology inconsistencies detected by the Button Layout Table and the Terminology Basket tool were valid inconsistencies that they will take into considera- tion in preparing the next version of the application.
6 RECOMMENDATIONS
6.1 Recommendations for the GUI Application Developers
The following guidelines are recommended as a step to- wards creating consistent interfaces:
• Aspect ratio should be consistent, especially for dialog boxes having similar visual design and functionality.
• Nonwidget area (white space) should be at least 20 percent of total area enclosed by the dialog box.
• Margins should be consistent within and across dia- log boxes.
• Widgets within a dialog box should be horizontally and vertically aligned.
• Designs with many widgets in a small area should be avoided.
• Background colors, foreground colors, and typefaces should be consistent.
• Location and size of frequently used widgets should be consistent.
• Terminology should be consistent. • Button Labels should be consistent across the interface,
for example synonyms like “Abort,” “Cancel,” “Close,” and “Exit” should not be used for similar tasks.
• In addition to these consistencies within the dialog boxes, the interface should be consistent in terminol- ogy with the current commercial applications running on that system, and in accordance with the user’s task domain.
6.2 Recommendations for Designers Looking for GUI Evaluation Metrics
• Use metrics such as nonwidget area and widget den- sity. Explore the use of other metrics for dialog box crowdedness like the Local Density [32] and Hot-Spot metric [30].
• Use metrics such as aspect ratio, margins, and balance to evaluate size of dialog boxes and create a more consistent layout.
• Explore metrics using additional visual techniques of regularity, proportion, neutrality, transparency and grouping [34].
• Develop metrics to check consistency in typefaces and colors across dialog boxes and for every widget type.
• Develop a better metric for detecting misaligned wid- gets similar to the gridedness metric and layout com- plexity and alignment metrics [32], [30].
• Develop metrics to check consistency in size and lo- cation of widget types across dialog boxes. These met- rics may be similar to those used in SHERLOCK’s Button Concordance and Button Layout Table tools.
• Expand the Terminology Basket tool to detect mis- leading synonyms for specific widget types and across all the widgets.
734 IEEE TRANSACTIONS ON SOFTWARE ENGINEERING, VOL. 23, NO. 11, NOVEMBER 1997
• Implement tools similar to Interface Concordance and Interface Speller to detect variant capitalization, spelling errors and abbreviations.
6.3 Recommendations for Designers of New GUI Tools
The applicability of SHERLOCK’s canonical format to other GUI development tools beyond Visual Basic was explored. The following are recommendations for designers of new GUI tools after analyzing existing tools like Visual Basic, Visual C++, Galaxy, and Tcl/Tk.
• Store visual design and textual properties of dialog boxes including widget labels, widget coordinates, widget sizes, typefaces, and colors in an ASCII re- source file. Many existing GUI development tools store this information as binary files.
• Do not allow a widget in the dialog box to extend be- yond the area of the dialog box.
• Create default left, right, top and bottom margins for dialog boxes beyond which widgets may not be ex- tended
• Promote consistency by creating default dialog box templates so that developers are aware of the posi- tioning of frequently used widgets.
• Incorporate a spell checking tool. • If the GUI development tool allows the user to dy-
namically change the widget size and position within the code, these changes should be updated to the cor- responding resource files.
7 FUTURE DIRECTIONS
We recommend work on these extensions to SHERLOCK:
• Refine the dialog box summary table metrics. • Validate the canonical format with other GUI build-
ing tools. • Subdivide the dialog box summary table into smaller
tools. This subdivision would enable reporting ex- ceptions to facilitate the interpretation of results.
• Link the dialog box summary table to a spreadsheet program, such as Microsoft Excel, to graph the metric values.
• Add tools to detect visual design and textual incon- sistencies in any widget, including combo boxes, drop down boxes, and text boxes.
• Expand the terminology thesaurus in button sets of the button layout table and baskets of the terminology basket tool.
• Enable users to fix inconsistencies in margins, aspect ratio, typefaces and colors by mapping the canonical format files back to the Visual Basic .frm files.
SHERLOCK is a foundation for the next generation of GUI consistency checking tools. More work needs to be done to build a complete structure on this foundation.
ACKNOWLEDGMENTS
Funding for this research was provided by the GE Infor- mation Services and the Maryland Industrial Partnership
Program. We would like to thank Ren Stimart at GE Infor- mation Services for his help and support and Ninad Jog for his early work on this project. We appreciate the efforts of the staff of the AT&T Teaching Theater at the University of Maryland and the Italian company, Sogei, for providing test applications. We thank American Management Sys- tems, Microsoft, and NASA for inviting us to present this work, and for their supportive feedback.
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Rohit Mahajan received a BS degree in electrical engineering in 1993 and an MS degree in systems engineering in 1996, both from the University of Maryland at College Park. Mr. Mahajan is a soft- ware engineer at BDM International in McLean, Virginia. Mr. Mahajan was a graduate research assistant in the Human-Computer Interaction Laboratory, University of Maryland from 1994– 1996.
Ben Shneiderman received his BS degree from City College of New York in 1968 and his PhD degree from the State University of New York at Stony Brook in 1973. He received an honorary doctorate of science from the University of Guelph, Ontario, Canada in 1996. He is a pro- fessor in the Department of Computer Science, head of the Human-Computer Interaction Labo- ratory, and a member of the Institutes for Ad- vanced Computer Studies and for Systems Re- search, all at the University of Maryland, College
Park. Dr. Shneiderman is the author of Software Psychology: Human Factors in Computer and Information Systems (1980) and Designing the User Interaface: Stategies for Effective Human Computer Interac- tion (1987, second edition 1992, third edition 1998) Addison-Wesley, Reading, Massachusetts. Dr. Shneiderman was elected a fellow of the Association of Computing Machinery in 1997.
Phase3/Lecture/Phase II discussion inlecture.pptx
Finding a focus for your system in Phase II
Project brief: design a system to support people in personal expression / ‘branding’
Phase I: exploration of the brief; what do you mean by ‘people’, ‘personal expression / branding’, ‘support’
Finding out about people & behavior through interviews, diary study, observations
Getting ideas by looking at how current systems support personal expression / branding (critique in Step 4)
Phase II: decide on your ‘target audience’ (what you mean by ‘people’) and the behaviours that your system will support
Two approaches:
Very broad target, trying to support all personal expression for everyone
Narrow target, choosing a particular age group / type of branding activity / hobby / profession / etc. and based on how ‘that kind of person’ handles personal expression
Some ideas
I am an X person
I am a sporty person
I am a politically active person
My main interest / profession is X
I am an artist
I am a traveller
I am a knitter
I need a system to help me with X
Creating my personal expressions
Sharing my personal expressions
Organizing my personal expressions for my own use
Keeping my personal expressions private
Example: personal branding system for University lecturers
Main identity (brand) for these people is based on their personal research and their teaching
System could allow Uni lecturers to showcase their accomplishments (eg, published research, teaching evaluation summaries, …)
Build a primary persona describing a typical Uni lecturer
Mary Sue Campbell, mid-career lecturer in NZ, research specialization in digital libraries, modest but solid international reputation in DL, … whether married? High school background?
Goals for the primary: should be activities in the real world, that can be accomplished using the system
NOT: record teaching evaluations
Goal: attract the best students to sign up for my papers
Goal: to find a research collaborator in the foresty industry for a cool new research project I’m starting
Then a Scenario can describe how the Persona accomplishes a Goal, by using the system
Persona, Goal, and Scenario should all fit together
Secondary persona: a different type of user whose needs might also be supported by the system (only if they don’t conflict with needs of the primary)
Example: PhD student (not yet a Uni lecturer/researcher, but is learning the trade)
Negative persona: the tricky one! Try to resist just saying that it’s an old person who doesn’t use computers
Industry teaching fellow: brought in from industry to do limited guest lectures for the local university on her narrow area of commercial expertise
Uni lecturer within 2 years of retirement or leaving academia: probably not worth their time to invest in academic branding exercise