Comp 15 Usability Human Factors Unit 8 b
Comp 15 - Usability & Human Factors Unit 8 b - Approaches to Design This material was developed by Columbia University, funded by the Department of Health and Human Services, Office of the National Coordinator for Health Information Technology under Award Number 1 U 24 OC 000003.
Needs and Requirements What are we trying to achieve? Definition of requirements: • An explanation of what the system should “be” or should “do” • Documentation of “needs” in order to communicate between everyone involved in system development • A set of goals that define objectives for design Component 15/Unit 8 b • Identifying needs so that the system can support the user’s goals. • Produce a set of stable requirements that can be moved forward into the design activity Health IT Workforce Curriculum Version 2. 0/Spring 2011 2
Why Do We Need Requirements? To make communication clear, unambiguous and specific on system “needs” To identify potential mismatch between user needs and designers’ understanding To reduce the time and costs involved in developing a system To evaluate the functions of a system during testing Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 3
Task Descriptions Scenarios • “Stories” Use Cases • Focus on user-system interactions Essential Use Cases • Abstractions from scenarios • User intention vs. System responsibility Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 4
Cognitive Task Analysis Objective: Yield information about the knowledge, thought processes, and goal structures that underlie observable task performance Tools and techniques for describing knowledge and strategies required for task performance • Hierarchical Decomposition of Goals and Component Tasks Component 15/Unit 8 b • Models of Competent Performance Health IT Workforce Curriculum Version 2. 0/Spring 2011 5
Task Analysis: ATM Machines Goal: Obtain Cash from machine IF ATM is available THEN insert card in appropriate slot IF Card is accepted by Machine THEN enter PIN code IF you cannot remember PIN THEN Retrieve slip of paper with number IF Machine prompts you for an action THEN Indicate that you wish to withdraw cash IF “Withdraw Cash” button/icon is visible THEN press button/icon IF “Withdraw Cash” button/icon is not visible THEN locate button/icon Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 6
A Partial Walkthrough: ATM Goal: Obtain $80 Cash from Checking Account 1. Action: Enter Card (Screen 1) System response: Enter PIN > (Screen 2) 2. Subgoal: Interpret prompt and provide input 3 & 4. Actions: Enter “Pin” on Numeric keypad and Hit Enter (press lower white button next to screen) System response: “Do you Want a Printed Transaction Record”. Binary Option: Yes or No (Screen 3) 5. Subgoal: Decide whether a printed record is necessary 6. Action: Press Button Next to No Response System response: Select Transaction-8 Choices (Screen 4) 7. Subgoal: Choose Between Quick Cash and Cash Withdrawal 8. Action: Press Button Next to Cash Withdrawal System response: Select Account (Screen 5) 9. Action: Press Button Next to Checking System response: Enter Dollar Amounts in Multiples of 20 (Screen 6) 10 & 11. Action(s): Enter $80 on Numeric Key Pad and Select Correct Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 7
Prototypes Artifact used to facilitate team communication Test novel ideas Central to all design disciplines Answer questions and support designers in choosing between alternatives • Clarify requirements Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 8
Low Fidelity Prototyping Storyboards, Sketching Fast and cheap User participation Throw away Hard to convey flow Harder to convert to code and specs Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 9
IDEATel Launchpad Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 10
IDEATel Launchpad Mockup Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 11
High Fidelity Mockup Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 12
Measure Selector Mockup Selector is tool designed for scientists involved in autism research • Tool provides users with access to a large database with extensive phenotypic and genomic information on autistic children and families High fidelity mockup assembled with a diagramming/visualization tool Interface approximates final design • Functionally partitions the screen • Anticipates structure of user interaction/dialogue Based on prior usability testing and requirements analysis Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 13
Site Title PICTIVE Output Explanatory Text Page Title Function Buttons Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 14
High Fidelity Prototyping Functional, Interactive “Living specification” Expensive and slow Throw-away vs. Evolutionary Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 15
Low versus High Fidelity Type Advantages Disadvantages Low Fidelity l. Low cost l. Evaluate multiple design costs l. Communication l. Screen layout issues l. Proof-of-Concept l. Poor detailed High Fidelity l. More l. Expensive Component 15/Unit 8 b complete functionality l. Fully interactive l. Clearly defined navigational schemes l. Look and feel of final product Health IT Workforce Curriculum Version 2. 0/Spring 2011 specs l. Limited utility beyond requirements l. Navigational and flow limitations l. Time-consuming l. Inefficient for proof of design l. Not effective for requirements gathering 16
Participatory Design Approach to design actively involve and continuously engage all stakeholders • Not just end-users Focuses on processes and procedures Embraces a philosophy of empowerment and democratization • Core set of principles Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 17
Participatory Design Principles Every stakeholder has a voice regardless of status Workers are a prime source of innovation Systems are networks of people, practices, and technology embedded in particular organizational contexts Find concrete ways to improve the working lives of co-participants • reducing tedium associated with work tasks • designing new opportunities for exercising creativity • increasing worker control over work content Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 18
A Case Study in Participatory Design: Children’s Contributions in Designing a Communication Tool for Children with Cancer Ruland CM, Starren J, Vatne TM. Participatory design with children in the development of a support system for patient-centered care in pediatric oncology. J Biomed Inform. 2007 Nov 13; Funding: Norwegian Research Council • Center for Shared Decision Making and Nursing Research, Rikshospitalet Medical Center Oslo, Norway • Department of Biomedical Informatics, Columbia University, NY Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 19
SISOM A communication tool to: Help children with cancer communicate their symptoms and problems – give them a “voice” Improve communication between the child, parents and health care providers Assist health care providers in individually tailored patient care Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 20
Design Challenges Developmental factors Valid data capturing Seriously ill children as primary users Limited verbal skills Adjustment to clinical context and different users Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 21
Children’s Contributions Graphical user interface Understandable child-friendly terms Iconic and graphical representations Usability Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 22
Design Techniques Scenarios Brainstorming, drawing, building feedback Low – tech prototyping Observation Evaluation of ideas Videotaping Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 23
Design Session Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 24
How to Decide Which Ideas To Use Evaluation of ideas based on: System requirements Usability criteria (Nielsen) Usability heuristics Interface guidelines Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 25
Island Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 26
My Body Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 27
Pain and Discomfort Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 28
Conclusions from Design Study Many creative suggestions that the design team would not have thought of Difficulty to stick to specifications – play mode Importance of role play Mixture between children’s ideas and experts knowledge Component 15/Unit 8 b Health IT Workforce Curriculum Version 2. 0/Spring 2011 29
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