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Frank E. Ritter Gordon D. Baxter - Foundations for Designing User-Centered Systems

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Frank E. Ritter Gordon D. Baxter Foundations for Designing User-Centered Systems

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Part 1
Introduction: Aims, Motivations, and Introduction to Human-Centered Design
Frank E. Ritter , Gordon D. Baxter and Elizabeth F. Churchill Foundations for Designing User-Centered Systems 2014 What System Designers Need to Know about People 10.1007/978-1-4471-5134-0_1
Springer-Verlag London 2014
1. Introducing User-Centered Systems Design
Frank E. Ritter 1
(1)
College of IST, The Pennsylvania State University, University Park, PA, USA
(2)
School of Computer Science, University of St Andrews, St Andrews, Fife, UK
(3)
eBay Research Labs, San Jose, CA, USA
Frank E. Ritter (Corresponding author)
Email:
Gordon D. Baxter
Email:
Elizabeth F. Churchill
Email:
Abstract
If designers and developers want to design better technologies that are intended for human use they need to have a good understanding of the people who are or who will be using their systems. Understanding people, their characteristics, capabilities, commonalities, and differences allows designers to create more effective, safer, efficient, and enjoyable systems. This book provides readers with resources for thinking about peoplecommonly called userstheir tasks and the context in which they perform those tasks. Our intention is to enable you to make more informed decisions when designing complex interactive systems. This chapter thus introduces this argument through example design problems. We then present the benefits and costs associated with understanding the user. Two approaches for understanding users are introduced. The first is a framework called the ABCS for understanding, in broad strokes, different aspects of users. The second is user knowledge and action simulation for developing and testing how users approach tasks in more detail. After reading this chapter you should be able to appreciate why it is important to understand users, and the associated benefits and costs of doing so.
1.1 Introduction
Most of us use interactive technologies every daycell phones, TVs, alarm clocks, cars, vending machines, computers, cameras, microwaves, ovens, ticket machinesthe list is endless.
Technology can help us achieve what we desire to do or need to do, but it can also hinder us. When we cannot get something done, when our expectations are not met, or when technology is too hard to use, we get frustrated. When technologies and systems are unpredictable, delays and unforeseen problems can occur.
This book is about designing technology and systems for use by people. We offer an introduction to what we know about why humans do what they do when they do it as users of technology. The book has one central premise:
Understanding people will help you build better interactive technologies and systems.
When we say understanding people we mean:
  • Knowing how to observe and document what people do
    • Using appropriate methods to get credible results and differentiate anecdotes from reliable data
  • Understanding why people do what they do
    • Developing insights into peoples conscious and unconscious motivations for doing things
  • Understanding and predicting when people are likely do things
    • Understanding peoples patterns of behavior
  • Understanding how they choose to do things the way they do them
    • Understanding what options people actually have and/or perceive they have available to them, understanding the constraints they are under and assessing what the resources they have available to them.
We propose that systems should be designed in a user-centered way. Being user-centered means considering human characteristics and capabilities during system design. It means explicitly asking: who is going to use the system/technology and why; what are they hoping to achieve in using the system/technology; how much effort are they willing to put into learning how to use the system/technology; whether they will be operating the system alone or with others. Being user-centered means knowing why, as well as how, users do what they do when they do it. We propose that consideration of users basic human characteristics should be in place before system development begins. Reflection and experimentation with potential users of the system should take place throughout the design and development process using methods like brainstorming, storyboarding, low to high fidelity prototyping, and, as the system gets closer to full functionality, with more formal use testing.
This book assumes no previous knowledge; it is designed to be accessible to those without a background in psychology or computer science; if you have already taken a traditional humancomputer interaction (HCI) course, this material may be a quite easy read and help you organize your thoughts. If you have taken several psychology courses, you are likely to recognize much, but perhaps not all, of the material here.
1.2 Starting to Understand Users
Many designers and developers make two fundamental errors. They assume that understanding how a technology will be used can be derived from introspection: from imagining how it will be used. This assumption is based on a second errorthat everyone is the same. We know the second assumption is not true from simply observing that the world is made up of very different people with different motivations, different backgrounds, and different skill sets.
To illustrate how our intuitions about people may be incorrect, and why it is always worth testing your designed system with people who will use that system, we offer the following examples.
1.2.1 Designing Mappings Between Buttons and Lights
It is generally claimed that the better designs are those that offer simple, clearer mappings between an action and a response. However, the question is: what is a clearer mapping? Consider Figs. from best to worst. They were asked two questions: (1) what is the mapping of lights to switches that gives the fastest response time? and (2) can you give a prediction of how long they will take on average?
Fig 11 a Rank order the quality of these switch to light mappings b Note - photo 1
Fig. 1.1
a Rank order the quality of these switch to light mappings. b Note how long, on average, it will take to push a button on each panel. (Adapted from Payne )
Fig 12 Rank order the quality of these stove burner to knob pairings If - photo 2
Fig. 1.2
Rank order the quality of these stove burner to knob pairings. If layout 1 will give 100 errors, how many errors will the other pairings lead to? Adapted from Chapanis and Lindenbaum ()
Sixty out of 70 subjects got the top ranked one correct. However, only four out of 70 got the complete order correct. The results of the study suggest that, when confronted with anything but the most obvious choices, designers without training may make poor design choices. Before going on, you may wish to try this task yourself. The correct order is given in the exercises at the end of this chapter.
1.2.2 Designing Stove-Top Mappings
For our second example, take a look at the stove-top designs in Fig.. Which is the best burner to control knob mapping? If you think you know the best mapping, can you provide a quantitative measure of how much better? If layout 1 has 100 errors for a given amount of use, how many errors will the other two have?
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