Re: [Usability] Usability and I
- From: Janne Kaasalainen <janne kaasalainen gmail com>
- To: Florian Ludwig <dino phidev org>
- Cc: usability gnome org
- Subject: Re: [Usability] Usability and I
- Date: Wed, 5 Nov 2008 20:24:20 +0200
Hi,
I need to start with apologies, this will not be any sort of a
definite answer and depending on the situation may be outright dumb
post. However, I've gone through a project or two so I might just as
well post something to think about. What I put here is some basic
stuff that seems to always come up in the beginning. Later on one may
(and should) start to break rules.
Usability engineering and user-centered design is often broken into
steps such as following by UPA*:
1. Specify the context of use
2. Specify requirements
3. Create design solutions
4. Evaluate designs
5. Goto 1 till you get results that satisfy your goals.
Now, all that fine and dandy stuff aside, we get to more of matters of
opinion and personal experience how the steps work out.
In initial states of a project I've noticed it's not as much creating
information as it is observing and gathering how the people and the
world functions today. One may have a set task, such as "create a
better accounting system for us" in which case the context of use is
more clear. On some instances, you have to initially imagine these
things. If such is the case, it might be a good idea to somehow
evaluate if what you plan to do makes any sense at all. And this can
be notoriously difficult to decide.
In any case, once you've established what it is that you do and
approximately to whom, you start to decide what the system should
exactly do. Say, you want to create an image gallery (what you want);
it should at least browse images, import and export them
(requirements). The detail of requirements depends on the project,
team, workflow and the position of the moon and the stars. And if your
grandma has pink socks and wind blows from east. Again, it might be
good idea to evaluate if your requirements are about the correct ones.
Then you create the design solutions and implement them to sufficient
level. The level, yet again, depends. I personally prefer quick and
dirty wireframes for sanity check, Photoshop for (near) pixel perfect
mock-ups and assistive Flash animation where interaction is needed. It
depends on the project, but for me it's been that it is better to
screw up fast so more effort (and thusly detail) is used in the
beginning of the project to ensure it's not facing show stoppers. This
can mean highly interactive demos with minimal effort just to
prototype stuff. Fake and cheat all you can to make it a fast process.
Better to kill the project early than to try to stick with something
that will not work in the end and thusly wastes peoples time and
money. So again, it's nice to evaluate what you can along the way.
At some point you have complete enough thing that you can evaluate.
Since people who succeed at once are very rare if they even exist, you
end up with feedback and results about what went wrong or was at least
imperfect. You can (and probably should) use both qualitative and
quantitative tests. Just measuring is, imho, not really worth much but
when combined with qualitative data it has its benefits. One also
gains more information based on which it may be reasonably to evaluate
if your estimates in first step were the correct ones. And the cycle
repeats itself till you fulfill the criteria set for the project. This
iteration is paramount as many things that depend on each other.
Now, the above may sound messy, but it is even messier than what it
might seem. In a way it is a game of imperfect information - you
simply don't have all the information you need when you need it. You
may test and measure wrong things on wrong people. There may be
technological obstacles or suddenly emerging enablers. Sometimes there
are sudden changes in the landscape on which your thing operates. At
times reports and documentations fail to deliver the most important
findings from user test.
To mess up things more, things change again once you step outside
usability and start to consider some buzz-words such as user
experience. For the design it is important to understand that
usability is just a part of a value proposition, and its weight...
depends.
The above is in great length just an opinion, though, so don't take
that too seriously. People do stuff in many ways, and different things
work for different individuals, groups and situations. I guess "doing
suability" can be considered just as an evaluations, but at some point
the rubber needs to hit the road for anything to get done.
Best regards,
Janne Kaasalainen
* http://www.upassoc.org/usability_resources/about_usability/what_is_ucd.html
For my understanding I'll try to summarize the general steps needed to
"do usability". Please correct me with everything I got wrong:
1. creating information
2. categorizing / collecting the information
3. evaluating the information
(4. implementing it)
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