What makes an application a good Application (Eclipse Finance Day 2012 Zürich)
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What makes an application a good Application (Eclipse Finance Day 2012 Zürich)

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What makes an application a good application keynote on Eclipse Finance Day 2012 in Zürich

What makes an application a good application keynote on Eclipse Finance Day 2012 in Zürich

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  • 1. What  makes  an  applica/on  a  “good”  applica/on  ?  How  is  soware  experienced  by  end-­‐users  ?  Chris7an  Campo  Eclipse  Finance  Day  Zuerich  2012  
  • 2. Who  are  we  ?  •  Chris/an  Campo    How  is  so:ware  experienced  by  end-­‐users  ?  •   What  is  Usability  ?  •   Flow  ?  •   Visual  Coding  ?  •   “Gestalt”  Laws  ?  
  • 3. So:ware  Quality   Efficiency   Func7o-­‐ Usability   Soware   nality   Quality   Portabi-­‐ Maintain lity   ability  
  • 4. Usability      Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users   to  achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 5. Usability      Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users   to  achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 6. Usability   Context of Use Input   Product Output       Throughput   Throughput   USER   Output   Input   ?  
  • 7. Usability      Defini/on  of  Usability  "The  extent  to  which  a  product  can  be  used  by  specified  users  to   achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use."       Source:  ISO  9241-­‐11    
  • 8. Usability:  sa/sfac/on   Exper ience•   Sa/sfac/on     ›  Fulfillment  in  one’s  expecta/ons,  needs,  or    pleasure    derived  from   this      Keep  users  happy  by  allowing  for    flow  
  • 9. What  is  flow  ?   Exper ience  •     Flow  is  the  mental  state  of  opera7on  in  which  a  person  in  an  ac7vity  is  fully  immersed  in  a  feeling  of  energized  focus,  full  involvement,  and  success  in  the  process  of  the  ac7vity    How  to  allow  for  flow  ?  (Some  principles)  •   The  user  must  have  a  clear  goal  •   Task  should  be  doable/workable  •   (Inter)ac7ons  should  have  immediate  feedback    In  So:ware  ?  (Some  principles)  •  Direct,  don’t  discuss  •  Keep  tools  close  at  hand  •  Provide  modeless  feedback   Sources:    About  Face  2.0,  Cooper,  Reiman,  The  Psychology  of  Op7mal  Experience;  Csikszentmihalyi  
  • 10. Allowing  for  flow   search  
  • 11. Allowing  for  flow   search  
  • 12. Allowing  for  flow   search  
  • 13. Allowing  for  flow   search  
  • 14. Allowing  for  flow   save  
  • 15. Allowing  for  flow   save  
  • 16. Allowing  for  flow  
  • 17. Allowing  for  flow  
  • 18. Allowing  for  flow  
  • 19. Usability:  efficiency  •   Efficiency   ›  Achieving  maximum  produc/vity  with  minimum  wasted  effort  or  expense   To  make  a  product  more  efficient  one  can  reduce  TIME  and    WORK     “recall  of  passwords,  command  vectors,  names  and  loca7ons  of  data   objects  and  controls,  and  other  rela7onships  between  objects”   Mnemonic  Work   “decoding  visual  layouts  and  seman7cs  of  shape,  size,  color,  and   Perceptual  Work   representa7on”   “comprehension  of  text  and  organiza7onal  structures”   Logical  Work   “number  of  keystrokes,  degree  of  mouse  movement,  use  of  gestures,   Physical/Motor   switching  between  input  modes…”   Work   Source:  About  Face  2.0,  Cooper,  Reimann  
  • 20. Reducing  perceptual  work  ?  •  (Some)  Dimensions  for  visual  coding   ›  Posi7on   ›  Color   ›  Texture   ›  Shape   ›  Size   ›  Alphanumeric   A 2 C H Source:  Productergonomie,  H.  Dirken  
  • 21. Reducing  perceptual  work  ?  Proximity  •  Elements  that  are  close  together  tend  to  be   perceived  as  a  group  (belonging  together)  Similarity  •  Elements  with  similar  proper/es  (e.g.  shape,  color)   tend  to  be  perceived  as  groups      
  • 22. Reducing  perceptual  work  
  • 23. Reducing  perceptual  work  
  • 24. Reducing  perceptual  work  
  • 25. Reducing  perceptual  work  
  • 26. Reducing  perceptual  work  
  • 27. Reducing  perceptual  work   10 px 30 px Label Textfield next Label
  • 28. Reducing  perceptual  work  
  • 29. Reducing  perceptual  work  
  • 30. Reducing  perceptual  work  
  • 31. Reducing  perceptual  work  
  • 32. Reducing  perceptual  work  
  • 33. Reducing  perceptual  work  
  • 34. Reducing  perceptual  work  
  • 35. Reducing  perceptual  work  
  • 36. Reducing  perceptual  work   remove marker
  • 37. Reducing  perceptual  work  
  • 38. Reducing  perceptual  work   •  errormarker
  • 39. Reducing  perceptual  work  
  • 40. Reducing  perceptual  work   Ambiguous meaning of disabled textfield "Cannot edit" "No influence"
  • 41. Reducing  perceptual  work   better !
  • 42. Combining...  
  • 43. Recap  Defini/on  of  Usability   "The  extent  to  which  a  product  can  be  used  by  specified  users   to  achieve  specified  goals  with  effec1veness,  efficiency,  and   sa1sfac1on  in  a  specified  context  of  use.”     “Gest alt”  Laws   Flow   Visual  Coding   Do  not  interrupt  this     Mind  this   Source:  ISO  9241-­‐11  
  • 44. The  ques/on  is  ?   How  do  users  experience  YOUR  so:ware  ?  Who  are  my   What  are   What  is  the   users  ?   their    goals    ?   context  of  use  ?  How  can  I  make  their  work   How  can  I  make  their  work   more  efficient  ?   effec/ve  ?   How  can  I  make  their  work   more  sa/sfying  ?