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




	
  How	
  is	
  so:ware	
  experienced	
  by	
  end-­‐users	
  ?	
  
• 	
  What	
  is	
  Usability	
  ?	
  
• 	
  Flow	
  ?	
  
• 	
  Visual	
  Coding	
  ?	
  
• 	
  “Gestalt”	
  Laws	
  ?	
  
So:ware	
  Quality	
  


                                 Efficiency	
  



                                                         Func7o-­‐
           Usability	
  
                           So'ware	
                      nality	
  


                            Quality	
  
                    Portabi-­‐                  Maintain
                      lity	
                     ability	
  
Usability	
  
	
  
	
  
Defini/on	
  of	
  Usability	
  
       "The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  
        to	
  achieve	
  specified	
  goals	
  with	
  effec1veness,	
  efficiency,	
  and	
  
                    sa1sfac1on	
  in	
  a	
  specified	
  context	
  of	
  use."	
       	
  
                                                      	
  
                                                                                  Source:	
  ISO	
  9241-­‐11	
  

	
  
Usability	
  
	
  
	
  
Defini/on	
  of	
  Usability	
  
       "The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  
        to	
  achieve	
  specified	
  goals	
  with	
  effec1veness,	
  efficiency,	
  and	
  
                    sa1sfac1on	
  in	
  a	
  specified	
  context	
  of	
  use."	
       	
  
                                                      	
  
                                                                                  Source:	
  ISO	
  9241-­‐11	
  

	
  
Usability	
  


                                     Context of Use


                          Input
                              	
                        Product
                                                      Output
                                                           	
   	
  
                  	
  
         Throughput




                                                                                  	
  
                                                                         Throughput
                                                                  	
  
                    USER	
  
                         Output
                              	
                      Input
                                                          	
     ?	
  
Usability	
  
	
  
	
  
Defini/on	
  of	
  Usability	
  
"The	
  extent	
  to	
  which	
  a	
  product	
  can	
  be	
  used	
  by	
  specified	
  users	
  to	
  
   achieve	
  specified	
  goals	
  with	
  effec1veness,	
  efficiency,	
  and	
  
             sa1sfac1on	
  in	
  a	
  specified	
  context	
  of	
  use."	
        	
  
                                                  	
  
                                                                              Source:	
  ISO	
  9241-­‐11	
  

	
  
Usability:	
  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	
  
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	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     search	
  
Allowing	
  for	
  flow	
     save	
  
Allowing	
  for	
  flow	
     save	
  
Allowing	
  for	
  flow	
  
Allowing	
  for	
  flow	
  
Allowing	
  for	
  flow	
  
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	
  
Reducing	
  perceptual	
  work	
  ?	
  
•  (Some)	
  Dimensions	
  for	
  visual	
  coding	
  

    ›  Posi7on	
  


    ›  Color	
  


    ›  Texture	
  


    ›  Shape	
  


    ›  Size	
  


    ›  Alphanumeric	
     A    2      C     H
                                                         Source:	
  Productergonomie,	
  H.	
  Dirken	
  
Reducing	
  perceptual	
  work	
  ?	
  
Proximity	
  
•  Elements	
  that	
  are	
  close	
  together	
  tend	
  to	
  be	
  
   perceived	
  as	
  a	
  group	
  (belonging	
  together)	
  




Similarity	
  
•  Elements	
  with	
  similar	
  proper/es	
  (e.g.	
  shape,	
  color)	
  
   tend	
  to	
  be	
  perceived	
  as	
  groups	
  	
  
	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  


      10 px           30 px


    Label Textfield       next Label
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  

                                     remove
                                     marker
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  

                                     •  errormarker
Reducing	
  perceptual	
  work	
  
Reducing	
  perceptual	
  work	
  
                                     Ambiguous meaning
                                     of disabled textfield


                                        "Cannot edit"




                                        "No influence"
Reducing	
  perceptual	
  work	
  




                                     better !
Combining...	
  
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	
  
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	
  ?	
  

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

  • 1. What  makes  an  applica/on  a  “good”  applica/on  ?   How  is  so'ware  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   So'ware   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  
  • 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      
  • 27. Reducing  perceptual  work   10 px 30 px Label Textfield next Label
  • 36. Reducing  perceptual  work   remove marker
  • 38. Reducing  perceptual  work   •  errormarker
  • 40. Reducing  perceptual  work   Ambiguous meaning of disabled textfield "Cannot edit" "No influence"
  • 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  ?