Professional Documents
Culture Documents
Usability Engineering
[ November 27 - 28, 2008 ]
Organized by
Department of Information Technology
VIIT CAUE-2008 i
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VIIT CAUE-2008 ii
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We are all the beneficiaries of technology, whether for the home, work, or school. New water supplies, new
forms of medicine, new ways of learning and working. Even new ways of being entertained. The mobile
phone has revolutionized the way we keep in touch with families and friends and are essential to business.
But if we cannot understand these new technologies, they are of little use. In fact, they are of negative
value, for they cause anxiety, frustration, and even anger. The result may be disenchantment of all
technology, which also means the inability to benefit from the real advances technology can bring.
India is a powerful force in the development of modern technologies. Indian companies are major forces in
the world. Indians are often the leaders of modern technology companies. And India itself is a very
complex environment, with many different languages, cultures, and social infrastructures. For the world,
India provides a wonderful example both of the powerful potential and hope and of the massive difficulties
we face.
I am delighted that India plays a large role in “World usability day,” for with its large size and educated
citizens, India can lead the way for all countries. In India, with its different cultures, educational levels, and
languages, good design is essential if the benefits of technology are to reach everyone. Moreover, by
learning how best to serve its own citizens through technology, India will thereby lead the way for all
nations in the development of technology. The technology of the developed nations has become bloated
with needless features that raise the costs and frustrate people who try to use it. India is in a position to start
over again, to demonstrate that more value can be had by doing less, just as the Tata Nano car demonstrates
that one can have more with less.
I extend my greetings to all my colleagues in the effort to enhance people’s experiences with technology. I
am grateful to the Department of Information Technology at Vishwakarma Institute of Information
Technology (V.I.I.T.) for helping in the organization of World usability day and the full-fledged national
Conference on Advances in Usability Engineering (CAUE 2008): this is an extremely important
contribution.
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So, to my many Indian friends, some now in India, some going to school I the United States, some residing
in the United States, I say "lead the way.” India will gain: the whole world will gain.
Don "orman
Professor, "orthwestern University
Co-Founder the "ielsen "orman group
Author of “The Design of Everyday Things,”
“Emotional Design and “Design of Future Things”
www.jnd.org
____________________________________________________________________
Don Norman is co-founder and a Principal of Nielsen Norman group. He is perhaps best known for his
many books on design theory, including the Design of Everyday Things, Emotional Design, and the Design
of Future Things. He is the Breed Professor of Design at Northwestern University, where he co-directs
MMM, the joint MBA-Engineering program in design and operations. He has received many awards,
including the CHI Lifetime Achievement Award, the Benjamin Franklin Medal in Cognitive and Computer
Science, and two honorary degrees, one in design from Delft (Holland), and one in psychology from Padua
(Italy). He has been a VP of Apple Computer and an executive at HP.
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From Principal’s Desk
Advances in Information Technology have totally revolutionized the business concepts in all walks of life.
However, usability issues in our IT products and services need to be carefully reviewed, for minimizing
costs, while ensuring value to the users. The application of Information Technology is vital for the
country’s development for which dissemination of technical knowledge and the growth of education is a
prerequisite.
It is a matter of pride and satisfaction that on the auspicious occasion of World Usability Week, the
department of Information Technology of Vishwakarma Institute of Information Technology, Pune, is
organizing the First National Conference on Advances in Usability Engineering on 27th and 28th Nov. 2008.
I hope that this conference will witness rich deliberations in support of its topic “Usability Engineering”. I
am fully confident that the confluence of experts in this field shall provide the right kind of direction to all
the interested in the field and shall come out with fruitful results and conclusions that are both meaningful
and implementable.
I would like to wish the conference all the success and hope that participants who have come from various
parts of the country would take back happy memories of their stay in the city and their interaction with
VIIT, Pune.
In view of such an ever growing field of usability, this conference is expected to bring out paradigm shift, a
total transformation of the mind set of all those involved in this field. The aim of the conference is provide
a forum for interaction and exchange of ideas among engineers, researchers and academicians who are
actively involved in this field. This helps them to go a long way in the development of various fields of
usability.
It is indeed a pride that industry experts have actively participated in this conference conducted by our
academic institution. We received excellent contributions from these experts, majority of which will be
presented in various conference sessions. The keynote address to all the sessions has been arranged by well
known industry experts, consultants and academicians in the area of usability. This will definitely benefit
all the delegates and participants. I am sure that their talks will enlighten in understanding the recent trends
and application area in usability engineering.
Finally I express my gratitude to the Principal Dr. A.S.Tavildar and all my management committee
members for their inspiration and support of all education and research activities at the institution and for
providing us with the physical and intellectual environment for having this prestigious national event.
I wish all success to the delegates, participants and all the members of various committees.
Prof. N.P.Pathak
Convener, CAUE-08
Assistant Professor & Head,
Department of Information Technology,
VIIT, Pune
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Technical Overview
Conference on Advances in Usability Engineering (CAUE) 2008
We had specifically announced a thematic track on HCI in Education with the objective of understanding
the experience of faculty members from engineering and design institutes. We wanted to bring up the
challenges faced by them in teaching usability engineering and human-computer interaction. But
unfortunately, no papers are received on this theme. Presently, we can observe significant participation
from engineering and design departments. But this isn’t enough. People from humanities (psychology,
social science, linguistics, etc.) should also get involved in advancing the usability research.
13 papers are received from students of design and engineering institutes. The papers submitted by design
students have focused on specific experimentation involving users, assessment of user interface
technologies and product design. In future, we would like to receive more papers from the students of
engineering and humanities.
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Thematic distribution of papers
We have broadly defined 6 thematic tracks for papers namely-
• Offshore Usability
• Usability for Bridging the Digital Divide
• Usability Engineering
• User Experience Design for New Media
• User Experience Research
• HCI in Education
Although these themes are not very tightly bound, we found that most papers could fit under the themes of
Usability Engineering, User Experience Design for New Media and User Experience Research. India
enjoys a very significant share in offshore IT market. But we received very few papers on this theme. More
serious experimentations are necessary to identify the difficulties and possible solutions for usability in
offshore settings. We received no papers on the theme of HCI in Education. Experts specializing in
different areas are invited to speak at the conference to cover the themes where few papers or no papers are
received.
Technical diversity
The research papers have covered various aspects of usability related to wide ranging applications such as
m-commerce, e-governance, business portals, etc. Many papers have also focused on accessibility
interfaces that cover search engine optimization, menus for font selection, mobile interface for low literate,
home page design strategies, etc. Sufficient coverage to user interface guidelines, user centred design case
studies, evaluation of usability methods and standards is also ensured. Papers on Web 2.0, multi-touch
technology for mobile and object oriented system architecture offer technical insights of usability.
Motivational, persuasive and user driven approaches to design are also featured. Some unusual topics
related to factors affecting the performance of call centres and design of portable X-Ray system are helpful
in expanding the horizon of usability. Topics that elaborate process and methods like user experience
design strategies and design management are also included.
On the whole, the conference is offering coverage to diverse topics related to usability. There is major
scope for improvement in terms of scientific rigor of research, depth of experiments and quality of
documentation. However, we should be happy to have taken a step forward.
_______________________________________________________________________
Dinesh Katre is Group Head of Human Centred Design and Computing Group at C-DAC, Pune. He can be
contacted at dinesh@cdac.in. For more info. <www.hceye.org>
Organizing Chairs :
Convener :
Prof. ". P. Pathak, Head, Department of I.T., V.I.I.T., Pune
Co-Convener :
Prof. A. Mishra, Department of I.T., V.I.I.T., Pune
Advisory Committee :
Programme Committee :
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Technical committee
Prof. Y. D. Deshpande
Ms. S. B. Balrawat
Mr. M. S. Walunjkar
Event Committee
Registration Committee
Logistics/Refreshment Committee
Proceeding Committee
Invited Presentations 9
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The Effect of Multi-Touch Technology on User Interface Design” 138
Susheel Kewaley - Human Factors International, Mumbai
E-Publishing Using Web 2.0: A Study Of User Activity And Their 227
Relationship To Web Interface Features
Moniraj Saikia, Pradeep Yammiyavar - Department of Design
IIT Guwahati
1
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An Unevenly Distributed Future: Trends in User Experience
Design
Whitney Quesenbery, WQusability
It was a good place for getting lost in, a city no one ever knew, a city explored from the
neutral heart outward, until after many years, it defined itself into a jumble of clearings
separated by stretches of the unknown, through which the narrowest of paths had been cut. -
V. S. aipaul
Since someone standing in front of you with a topic like “Trends in user experience design” can be expected to
make bold pronouncements, I will start with one:
I see a bright future for user experience design1.
When usability/user experience specialist2 is listed as a top career in a general business magazine, articles on the
importance of design appear in Business Week, and a US Senator can use the word usability, we are no longer just a
niche specialty.
But it is also true that the future is unevenly distributed, and will arrive sooner in some places than in others.
There is no doubt that after years of being ignored (at best) or disrespected (and worse), usability and user-centered
design are part of the mainstream of best practices. The core principles of putting people first and designing for use
by those people are clearly recognized.
But there is also no doubt that we have a long way to go. We still need active advocacy for both the principles and
practices of user experience. We still need better integration of user-centered design methods into broader design
and development processes. But we have most definitely moved forward from the days when technology and
business leaders could not even spell ‘usability’.
Our challenge today is to look forward. To forget the slings and arrows of the past and the weariness of the long
journey to this point. The world we live in now is not the same one that existed when the Usability Professionals’
Association was formed in 1992.
There are new technologies – most obviously the explosion of the Internet – which have brought profound changes
to many parts of the landscape. As the first e-commerce and web applications were launched, it was a commonplace
to say that “the Web changes everything.” Some of us, perhaps a bit jaded from the number of earlier technologies
that were going to “change everything, insisted that the Web was just another medium.
We were wrong.
What the Web changed was not just technology. It changed the relationship between people and computers.
Between companies and their customers. Between information and its consumers. Between governments and
citizens. It changed how we relate to each other. And, it changed what information we expect to have at our
fingertips.
This is a fundamental shift, bringing changes as subtle and profound as those brought about by the globalization of
the world’s economies. Like every other profession, we will have to learn what parts of our history are still valuable
1
I share this vision with the UXnet, from whose mission statement I borrowed the phrase.
2
US News and World Report, ‘Best Careers 2008’
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lessons, and what we need to discard in favor of new ideas. As a relatively young field, we will have to adjust to
these global changes in our landscape as we are still discovering just who we are.
We can look at the trends in user experience from several different perspectives, including the science, the practice
and how we collaborate.
The future of the science: focusing on context
User experience borrowed its methods from many different fields – cognitive psychology, market research, library
science, design, ergonomics, to name just a few. This background gives us the strengths of those traditions and
research methodologies. But it has also meant that it is difficult for usability researchers to establish an independent
tradition and standard for their work. One of the reasons why UPA founded the Journal of Usability Studies was to
provide a place for academic researchers in our field to publish peer reviewed papers where they could be judged on
their own terms.
Research into user experience (including usability, human-computer interaction (HCI), ergonomics, and other
related disciplines) is finally starting to consider the full human context. Despite the goal of focusing on people,
much of the early work in the field actually centered on the computer half of the HCI equation. The problem, as Kim
Goodwin of Cooper Design put it, is that we need to design the right interface, not just design an interface right.
Her point was that too often, we come up with a product concept without considering the whole user context, so we
design a completely usable interface which is neither useful nor applicable. The UK’s annual review of local
government web sites, Better Connected3, sets a goal for those sites to be ‘useful, usable, and used’. We are not
looking for perfection in a vacuum, but ways to create products that work for real people in their real lives.
A paper at CHI 2007 summed up the challenge nicely, tracing the history of HCI research from a first focus on
optimizing the fit between man and machine, to a broader look at support for ‘situated action in the world’. One
challenge for researchers is that it is difficult to create empirical measures for research such a complex context. It
demands ‘continual reflection about goals, purposes, assumptions and legitimacy’4.
We should, however, see this as an opportunity, rather than a road block to valid research. Perhaps traditional
quantitative metrics and measures are not the only way to understand the user experience. We need to make room
for qualitative and ethnographic methods of collecting and describing the user experience as well. We need research
approaches that can help us tell that story in all its richness, fluidity and even ambiguity.
The future of the science: getting in at the beginning
The contextual landscape is not the only factor in user experience research. There is also the technological
landscape.
New technologies bring new ways of interacting. Multi-touch, gestures, voice, and even mind control5 are making
their way from the lab to commercially available products. Usability research can – and should - be part of the early
development of any new interaction technologies to ensure that it is both usable and accessible. The alternative is to
constantly play catch-up, trying to adapt technologies to be useful and usable after they have developed.
For an example we need look no farther than our phones. Obviously mobile phone had made many wonderful new
products possible. But it also leaves behind people who use hearing aids, or lack the dexterity for tiny controls, or
have trouble understanding modal interfaces. Instead considering the full range of user experience and human ability
while the technology was still young and flexible, we are now trying to retrofit it to meet accessibility requirements
– a much harder task.
Another example is the tags for forms in HTML. They are virtually unchanged since first created for HTML 1.0
despite their importance in almost any web commerce interaction. On first glance, these tags may seem like an
appropriate analysis of the elements of a form. But when you try to create a usable, accessible form, you find that
they simply do not work. There is no way to create the logical relationships that forms need to make sense except by
3
SOCITM, Better Connected 2007: a snapshot of local authority websites.
http://www.socitm.gov.uk/socitm/Library/Better+connected+2007.htm
4
Harrison, S., Tatar, D. and Sengers, P. “The Three Paradigms of HCI’, CHI 2007, San Jose, CA, USA
5
BBC News, ‘The future of interaction?’ 17 October 2008
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relying on proximity relationships in the visual interface. The tags simply don’t think like a forms designer, so
almost all forms coding is a kludge, at best.
We need to be there at the beginning, involving designers, user researchers and iterative testing of the new ideas.
The US National Institutes of Health (NIH) has the right idea. Their grants to help develop innovations into new
businesses now requires usability testing at every step of the project, to be sure that the projects they fund have a
chance of succeeding in the real world.
The future of practice: finding the horizon
Let’s start with one of the most difficult questions: How important is rigor in our work? At the UPA 2008
conference, Steve Krug chaired a panel on this very. At one extreme, Randolph Bias represented the position that
usability must be done with rigor if it is to be done at all. At the other extreme, Krug argued that any usability is
better than no usability, and that in many situations, an informal ‘grab someone and try it out’ test is good enough.
The discussion was passionate: this is not a question that will be easily resolved. What seems clear to me is that we
must distinguish between different contexts and research questions.
We can think about this problem with concept I call the research horizon. This describes how far into the future are
we trying look with any project.
• Basic research has the longest research horizon. It might take 10 years to produce useful results, as
successive studies explore different aspects of a question. For example, when the Smart Money MarketMap6
was released in 2002, there was a lot of excitement about this new idea for visualizing a large dataset in a single
web page. But this was not a new idea. Ben Shneiderman and the researchers at the University of Maryland
Human Computer Interaction Lab started working on treemaps in 19927. They were trying to find a way to help
people find files on large hard drives (at the time, they defined this as 20 Megs or larger).
• Work aimed at setting corporate or industry standards looks 5 years into the future. It can take that many
years to get a formal standard approved, and the last thing you want is for the requirements to be outdated by
the time they go into effect. For example, in working on a new version of the US accessibility regulations, we
had to find ways to ensure that the requirements were specific enough to be useful, while broad enough to apply
to any new technologies that emerge during the life of the regulation.
• As the horizon gets shorter, product guidelines or general user research might look 1-2 years into the
future. Usability research to determine best practices must be applicable for several years, even as the human,
competitive, and technology environments change rapidly.
• The shortest time horizon is for diagnostic usability testing, during a design and development process.
These studies address questions for which an answer is needed right now.
Each of these contexts has its own requirements. We cannot apply the same level of rigor to a quick usability test
conducted as part of a iterative, user-centered design process that we do to a summative test at the end of a project,
or to a formal research project aimed at gaining an understanding of basic knowledge about human behavior.
We must learn to distinguish between different distances on the research horizon, and tailor our methods, and level
of rigor, to each one. And, we need to understand how broadly we can apply the results of any study.
The future of practice: specialists or generalists
New ideas like user experience have a life cycle. In the early days, the new idea is centered around a few gurus
strong enough to establish a foothold in a company, where they can do pioneering work. Their work may be broad
or deep, but the practice is centered around the person.
If the idea catches on, however, it has its first crisis: everyone wants some. The small guru-centered department gets
more work than it can handle, and must figure out how to grow. New people are hired, more projects taken on, and
everyone struggles to maintain the quality of the work. At the same time, operational pressures kick in. Product
6
http://www.smartmoney.com/map-of-the-market/ The Market Map is a visualization that shows the state of the US stock
market in a single page.
7
Shneiderman, B. ‘Treemaps for space-constrained visualization of hierarchies’ First posted 1998, updated 2008.
http://www.cs.umd.edu/hcil/treemap-history/
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managers need answers now, not at the slow pace of research. Debates break out about whether the usability team
should be centralized in a single department or distributed to ‘live with their teams’. Within the field, tensions grow
over what we might call ‘quality vs. quantity’.
This is the moment we finds ourselves in right now. Demand for usability engineering services is growing, and we
must find a way through the tangles of issue to meet that demand.
One solution is that usability should disappear as a separate specialty, and become a function that everyone working
in user experience participates in as part of their job. In some places, this is already happening: Information
architects see user research - interviews, task analysis, card sorting – and usability testing at all stages of design as
part of the preparation for a new site. Market research firms have started to include usability testing as part of their
services. Interaction designers and even developers consider the user experience part of their brief.
Despite concerns from some quarters about the quality of the work, I see this as a positive trend. Perhaps usability is
too important to leave to specialists, with limited availability.
This does not mean that there is no role for usability specialists in user experience. In some companies, the
usability/user experience team spends most of its time teaching and mentoring, and helping the development teams
plan their user experience work.
We must stop insisting that all user research and usability testing is hard to do. The basics are easy: running a quick
diagnostic usability test, or a short task analysis interview. One of the most amazing things about usability testing is
how easy it is to see simple problems, if you just take the time to watch a few people work. The scope of these
results is limited, but that does not mean that they are not useful.
As an example, I’d like to share the story of UPA’s Voting and Usability Project efforts to help local election
officials (LEOs) test their ballots and other materials for each election. This is the ‘last mile’ in elections, from the
state to individual voters. We created something we call the LEO Usability Testing Kit8. It is an introduction to the
concepts of usability and a session plan for a test that can be run by people no specific training in usability or human
factors engineering and that doesn't require any special equipment or a laboratory.
Although election officials were very receptive, some in our field greeted it with horror. They felt that election
officials with little training would never be successful in running a ‘valid’ usability test, and that we could damage
the reputation of usability in general.
We did not claim that this sort of simple testing (12-15 participants in a basic observational protocol) would
guarantee that a ballot was usable. But we do believe that it is a useful technique in the election management toolkit.
The experience of watching people try to use a ballot will give the election officials a new perspective on the voting
experience. If they can find and fix even one problem, that is an improvement not just for one election but for every
one that comes after. Over time, they will gain a better understanding of usability for ballots and other election
materials and make fewer design errors. A elections office might run a dozen elections in a busy year. If they tested
with 10 voters each time, that adds up to over 100 participants in just one year, in just one jurisdiction. If that
happened across even a single state, the learning and the impact is multiplied.
This is just one small project, but it can be repeated in many industries and many other contexts. We constantly
bemoan the difficulty of seeing enough users or running enough usability tests. Why not enlist our colleagues to be
part of the user experience team?
The future of practice: choosing the right technique
When I am teaching usability workshops, young practitioners often ask me what the best usability technique is. I’d
love to be able to give them a simple answer, but the truth is that there is not one best way to do user research or
usability.
User experience is a toolkit of options, and we have to think carefully about our question, so we can decide the best
way to get an answer. One of the most exciting trends is that our toolkit is expanding.
8
The LEO Kit: Usability Testing for Local Election Officials.
http://www.usabilityprofessionals.org/civiclife/voting/leo_testing.html
VIIT CAUE-2008 6
• Usability labs that used to be so expensive that only a few companies could afford them can now be
assembled out of a webcam, a microphone and a few pieces of software, and loaded onto a standard laptop. This
may be one of the technological advances that have changes usability more than anything else. Instead of a
scarce resource, the ability to record a user session is now easily available.
• Changes in technology have also made tools like eyetrackers available for use in practical research. Not
only are they (almost) within financial reach, but they are now so unobtrusive that they can be used for general
research. No more special helmets and racks to keep the participant’s head in one place.
• Card sorting and other techniques for eliciting user terminology and information organization have
matured, with software products and methodology variations.
• We have moved beyond basic satisfaction surveys to borrow techniques for eliciting emotional reaction
from both market research and psychological testing.
• We are learning how to conduct global usability tests, looking at a user experience across nationalities
and cultures.
• Anthropologists have brought ethnographic research and analysis techniques into the mix, and projects
from commercial products to civic projects are opening the design process to user participation.
It’s not just that we have so many more options. We are also learning to triangulate our research methods. When
different methodologies and metrics all produce similar insights, we can be more confident in the results.
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Invited Presentations
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Towards Motivational Interfaces: A Designer’s Experience with the Children
of (omadic Tribes
Dr. M V Ananthakrishnan
701, Devgiri, IIT Bombay Staff CHS., r: S M Shetty High School, Hiranandani Gardens, Powai,
Mumbai 400 076, India
ABSTRACT
The desktop interface plays a very important part in facilitating the user in successfully and effectively exploiting
the capabilities of the computer… all leading to the emergence of disciplines like GUI, HCI and Usability
Engineering.
The ongoing research in one or more of the disciplines indicated above has slowly but steadily realised that factors
other than technology like psychology, sociology, culture, individual capabilities and limitations and economics are
more critical to the design. The world over continues to battle with these issues, but more stress is being laid on the
underprivileged, be it physical, psychological or pedagogical.
The present paper is a report of the work done by the author and his team (while with the Department of Computer
Science & Engineering, IIT Bombay) over a three-year period (2005-2007) with the children of nomadic tribes in
three settlements in Maharashtra. The research work covers:
(a) Study the learning patterns of the children
(b) Alignment with well-known learning strategies
(c) Identification of the motivational and distracting factors in successful learning
(d) Identification of the appropriate strategy i.e., ANCHORED INSTRUCTION
(e) Design and development of the application MEEIT (Marshalling the Environment for Educating
through Information Technology) in terms of
• The Application Interface
• The Metaphors and Icons
• The Interaction Styles
1 I(TRODUCTIO(
What is Usability?
It would be appropriate to quote from an article by Miller: “Usability has been defined by some as the extent to
which an application is learnable and allows users to accomplish specified goals efficiently, effectively and with a
high degree of satisfaction. An additional component that should be added to this definition is usefulness, i.e., a
highly usable application will not be embraced by users if it fails to contain content that is relevant and meaningful
to them”. (Miller, 2005)
Why Usability?
The failure of a typical e-commerce site, Boo.com (Miller, 2005), a clothing e-retailer in the US is a typical example
of poor usability. The problem with the website was that the “shoppers experience great difficulty navigating
through the site, locating items of interest and finalising purchases”. Boo.com closed down in six months following
an investment of US$120 million! Usability was the culprit in that
VIIT CAUE-2008 11
(a) Intricate design and robust functionality will fail if visitors are unable to use the application to
achieve their objectives
(b) One cannot expect a user to visit the site again and again just to learn the application (Miller, 2005)
Belief about
Software
effectiveness
Attitude of
Satisfaction
in using
VIIT CAUE-2008 12
The overall findings of the study showed that:
(a) No significant relations were found regarding the correlation between the culture-specific variables
and the components of usability
(b) Significant correlations were found between individualism/collectivism and the attitude towards the
overall usability of the product
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2.4 PETTM Design
This concept looks at factors beyond ‘Usability’. Called the PETTM Design (Persuasion, Emotion and Trust
Design), this has been developed by the Human Factors International Inc., under the leadership of its Founder
and CEO, Dr. Eric Schaffer (2008). His focus is a shift from ‘can do’ to ‘will do’. According to this concept
(a) The online experience must be enticing i.e., persuasive. It must involve people who are personally
interested/involved in the product(s) available on the website.
(b) The thinking processes that guide commercial choices are complex and emotional, not logical or
linear. According to Gladwell (Schaffer, 2005): “…market researchers are led astray by the naïve
assumption that people can successfully ‘describe’ why they have made certain judgements”. However, the
PETTM Design “asserts that it is possible to do this analysis in a methodical and scientific manner, informed
by research and validation”.
(c) According to Darryl Travis (Schaffer, 2008): “One very important aspect of the whole scientific
process is that we know the decision-making process does not work in the absence of an emotional signal.
Thus, it is imperative to establish trust. Only with trust will a customer be persuaded to move from ‘can do’
to ‘will do’.”
The research study was carried out by a team from IIT Bombay, under the leadership of the author. The study was
financed by Media Lab Asia, an autonomous body under the Ministry of Information Technology, Government of
India.
3.2 Background of the Children prior to the Study
The teachers were wedded to the traditional teaching method of the “teacher saying” and the “students echoing in
unison” and this saw the students popping in and out of the class, because of monotony and no excitement. Further,
the bad personal hygiene and cleanliness practices were commonplace viz.,
a) not washing after answering nature’s calls
b) not washing prior to eating food
c) not washing prior to drinking water
VIIT CAUE-2008 14
d) not washing glasses/vessels before using them
e) indifference to animals entering the tents and fiddling with the food, water etc.
f) leaving food/water uncovered
g) not having a bath followed by wearing clean clothes
h) easing oneself anywhere and everywhere
VIIT CAUE-2008 15
The individual videos were edited and compiled into an interactive video christened MEEIT, an acronym that stands
for “Marshalling the Environment to Educate through Information Technology” (Ananthakrishnan and Kulkarni,
2007). It uses a typical nomadic settlement as the metaphor and all questions/observations are centred on this
environment. Focus is on aspects like numbers, colours, shapes, personal hygiene and cleanliness.
VIIT CAUE-2008 16
4.3 Organising/Sorting
The children of the camp were actually asked to stand in a queue, as per their heights, following which they were
asked to organise themselves into two groups, one each for boys and girls. The same was then integrated into the
MEEIT package by using the actual pictures of the camp children to constitute the group of children. Any mistake
committed by a student was immediately indicated by a “X” mark, whereas a correct answer resulted in a “V” mark.
Here again the symbols were ones that were easily understood by the children.
(a) The “virtual” Weighing (b) The “virtual” weight of O E (c) The “virtual” weight of TWO
Machine and children child children
Figure 6: The Virtual Weighing Machine used to teach Addition/Subtraction
VIIT CAUE-2008 17
3 Number of hens seen in the picture Individual groups of sticks having
1,2,3,4 and 5 sticks respectively
4 Identification of bad hygiene Correct identification only leads to
lesson progress
The approach adopted in developing and using the MEEIT Package saw the following benefits:
(a) The children were able to immediately associate themselves with the contents and the lessons drawn
thereof
(b) The retention and recall was near 100%, even after a break of six months
(c) There was a high degree of participation and discussion amongst the children prior to selecting an
answer to the questions
(d) The children were able to operate the laptop and MEEIT with utmost ease
(e) The girls performed better that the boys in the overall assessment (qualitative)
(f) The parents were more amenable to their children becoming literate…seen in lesser interruptions
during the class
(g) The womenfolk expressing a desire to become literate
6 ACK(OWLEDGEME(TS
The author wishes to thank Prof Krithi Ramamritham, Dean R&D, IIT Bombay; Media Lab Asia, MIT, Govt of
India; Vigyan Ashram, Pabal; BVVP, Pune; and the various nomadic tribes, for all the support and motivation.
Special thanks go out to all the IIT Team members who relentlessly followed the author in the study and sustained
the enthusiasm till the very end.
7 REFERE(CES
Ananthakrishnan MV, Kulkarni Y, ICT for the Education of Children of omadic Tribes: Lessons Learnt, IST
Africa 2007, Mozambique, 2007
Bransford J (1990), Anchored Instruction: Why we need it and how technology can help, Cognition, education and
multimedia, Hillsdale, Erlbaum Associates
Carey J (1998), Creating global software: A conspectus and review, Interacting with Computers, 9(4), 449-465
Griffiths D, Heppel S, Millwood R and Mladenova G (1994), Translating Software: What it means and what it costs
for small cultures and large cultures, Computers in Education, 22, 9-17
Hofstede G (1980), Culture’s Differences, Beverly Hills, Sage Publications
Honold P (2000), Interkulturelles Usability Engineering, Dusseldorf: VDI-Verlag
Miller M J (2005), Usability in e-learning, http://www.learningcircuits.org
VIIT CAUE-2008 18
Schaffer E (2008), Beyond Usability- A White Paper, HFI International, Fairfield, September 2008
Vohringer-Kuhnt, IBM Research Study, Draft Paper
VIIT CAUE-2008 19
Usability in Management Education Curriculum
By
Dr.Nilay Yajnik
Professor of Information Systems
School of Business Management
NMIMS University , JVPD Scheme , Vile Parle (W) , Mumbai 400056
Email:nilayy@nmims.edu
Why is it necessary for Management schools in India to include usability in their curriculum? Usability is
multidisciplinary. So it is important to have the end user – whether it is a customer or a supplier or an employee to
be a part of the usability design process.
As information appliances become all pervasive it becomes important for the users of technology to be able to use it
effectively. The biggest problem with technology is that non technologists suffer from technophobia and become
averse to using technology. Technology therefore has to be made simple enough for non technologists to be able to
use effectively. Management education in India today , while focusing on the core management areas such as
Marketing , Finance , Human Resources and Operations Management does not emphasize on the aspect of usability
in the curriculum. There is a growing need to develop curriculum on usability in the MBA program..
In the business environment of today , managers are increasingly using information technology for business
decisions and effective management. So whether the managers use ERP tools or CRM tools or Business
Intelligence tools , the managers’ need to focus on the business problem rather than spend an excessive amount of
time learning and navigating through the tool. It is therefore important for the designers of information appliances to
make it easy for the managers to use these appliances. However the responsibility of developing easy to use
interfaces is not of the IT professional alone. Interfaces have been poorly designed primarily because the end user
has not been involved in the design process and has been essentially taken for granted. Business schools in India
have not given much thought in their curriculum on the ease of use of technology for the users. Since information
technology strategy is today very closely linked with the business strategy of the organization it is critical that to
ensure business success , managers must work towards being able to reach out to their stakeholders easily through
technology. Many Universities in India do have courses on usability , but that is mainly in the computer science
courses and not in business management courses.
Internationally however there are a few leading business schools which do offer usability in their curriculum. One
such business school is the Copenhagen Business School in
Denmark.(http://uk.cbs.dk/cbs_international/international_students/prospective_exchange_students/graduate_course
s/catalogue_2008_2009/spring_2009_graduate_courses/computer_science/cmd_inu2d_integrated_usability)
Another leading school which has offered usability in their curriculum is Bentley University near Boston
which has incorporated aspects of usability in their MBA curriculum.
(http://www.bentley.edu/ms/mshfid.cfm)
(http://www.bentley.edu/ms-mba/index.cfm) . The California College of Arts has also recently started an MBA
program in which usability is an integral part of the curriculum
(http://www.designmba.org/blog/archives/2008/09/mba_in_design_strategy_informa_1.php)
But in India not enough focus has been given in Business Schools to include usability in the curriculum. This author
is of the opinion that usability should be given as much emphasis as some of the core MBA subjects such as Values
and Ethics and Corporate Social Responsibility .If India has to continue its lead in the global information technology
scenario it is important that we train our future business managers on the importance of designing products and
services with the rural user in mind.
VIIT CAUE-2008 20
This author is of the view that a course on usability should be included in the second year of the two year MBA
program , after the students would have completed basic courses in marketing , finance , human resources and
operations management. The contents of the course should be focused around the need for usability in corporations
and applications of usability in the various functional areas of business should be a part of the course. The course
should be highly application oriented with an emphasis on the business value of usability engineering. Practical
projects should also be done by the students. In addition there should be guest lectures and interactions with
institutions focused on design so that the students get a broader perspective.
Usability is a neglected subject in management education. It is now high time that usability is included in the core
MBA curriculum so that the business managers of tomorrow understand the importance of creating products and
services which are easy for the user to use.
References:
http://www.allbusiness.com/human-resources/employee-development-leadership/703954-1.html accessed on
October 9 , 2008 “Deep realities: the fit of usability in business.”
By Sharpe, Victoria M.
http://www.experientia.com/blog/california-college-of-the-arts-launches-mba-in-design-strategy/ accessed on
October 9 , 2008
VIIT CAUE-2008 21
Title: Usability and User Experience Simplified
Abstract :
Over the years, the study of the relationship between humans and technology has been known by a variety of names,
viz. computer ergonomics, human computer interaction, usability and more recently, human-centered design and
user experience.
Usability is nothing but the "ability to use" something. A usable product is a product that is easy to use.
Making a usable product is fairly simple, have clear goals that you need to achieve, and you can analyze how to get
the best result.
During this session, the basics of usability will be discussed, and will also touch upon, how to provide a simplified
user experience and discuss the differences between usability and user experience.
The Indian youth networking site, Bigadda - the No.1 User Friendly Social Network will be used as an example, to
understand the steps followed during the development of Bigadda, with the focus on simple usability and how the
team succeeded in creating a simplified user experience.
Abstract :
User experience design (or something similar with a different name) has gained momentum in the Indian industry
over the past few years. Time has come to improve upon what we do, and unless we measure what we do, we may
not be able to improve upon it very much. In this talk I present a quick overview of metrics that I have come across
in my work and then present some work that I have been doing in collaboration with the IT industry. User
experience metric (UXM) is a product metric that measures the subjective and ephemeral notion of the user's
experience with a product. Index of integration (IoI) is a process metric that measures how integrated the HCI
activities were with the SE process. Both metrics have an organizational perspective and can be applied to a wide
range of products and projects. I also talk about some of our experiments with User Experience
Goals-setting Tool
(UXGT), something that is under development and will help compute UXM more accurately
VIIT CAUE-2008 22
Title : HCI in India - Curriculum and projects in Usability Engineering at IITG
Abstract :
With steady increase in computer applications across a wide spectrum of services, professionals other than computer
scientists such as cognitive psychologists, information technologists and designers have started contributing to the
emerging discipline’s knowledge base. Along with technology the human angle is gaining equal attention as is seen
from the increasing usesage of terms such as Human Computer interaction, Human centered Design etc. Such a
multi-disciplinary effort has given rise to the emerging body of knowledge and skills collectively called Usability
Engineering.This paper traces the basis of and experience of developing and incorporating educational curriculum
for a first of its kind undergraduate educational program specialized in Usability being offered since the past five
years at the IIT Guwahati.
It attempts to trace the amalgamation of knowledge & practices in a wide variety of contributing disciplines such as
Computer Science, Information Technology, Cognitive psychology, Engineering ergonomics, Interaction Design
and Visual Communication into the curricula for Usability Engineering. Through case studies of projects executed
by students, researchers and faculty the role of multidisciplinary inputs resulting in their interdisciplinary synthesis
during the training, is highlighted.
The paper attempts to draw attention of contributing disciplines to look beyond their narrow disciplinary boundaries
as is currently practiced in educational institutions and cites the success of the experiment in Usability Engineering
education tried out at IIT Guwahati- so as to build further on it.
Given the leadership role of India’s Information Technology sector for a long time to come the need for disciplines
like Design and Computer Science to encourage manpower development in this emerging new profession is pleaded
for. While Computer Science and Information Technology disciplines have enough on their platter, it is an
opportunity for the Design discipline in India to take the lead by embracing Usability Engineering.
Designation : Lead, Portals & Content Management (PCM) and User Experience (UE) Capabilities Accenture
, India
Abstract :
Emerging trends point that in the future User Experience, rich user interfaces and portals will share a symbiotic
relationship. They will immerge as the triumvirate of business differentiators for organizations.
Sachin will introduce the concepts of next generation websites/portals, provide an overview of the current trends,
key drivers, and the challenges faced. He will touch upon several emerging technologies like Web 2.0, RIA,
Mashups, Ajax, eCommerce that will be the key differentiator for revolutionizing the online channels across
industries. What would these trends mean for User Experience practitioners?
VIIT CAUE-2008 23
Title : Homepage designs- Business strategies Vs Usability goals
Abstract :
The presentation explores different strategies on designing a consumer websites homepages and research
methodologies. Homepage for B2C sites is their brand identity. There are a number of stakeholders involved in
home page design, and each of them wants a piece of the home page real estate. Homepage is not just about talking
what the site is all about, its also about selling the real estate.
When its a matter of designing homepage for new business sites, the design is an iterative process that evolves with
changing business requirements. More freedom is available to set a new mark. But when its a case of a redesign, you
have a benchmark and competition to compare with. Things are straight forward and can be evaluated statistically.
There are cases where you want user to return to homepage even after login or sometime there is no need to show
same homepage after login.
The homepage normally has a hero of the page, a value proposition, competitive edge, Ad Sales space and a host of
other components. Ideally, a home page should reflect and balance business objectives and user needs. But lot of
discussions and debates goes on which takes precedence.
The paper provides references to Info Edge website homepages. Paper discusses in detail how site business goals
were set Vs usability goals, layout exercise done, visual design strategies and evaluation methods. Pointers will be
given to design of homepages for job site, matrimony site and education site.
Title : Comparative usability study of thumb, index finger and stylus as interaction tools for smart phones
with special focus on the needs of semi-literate and illiterate users in India
Designation : Group Head, Human-Centred Design and Computing ,C-DAC, Pune, India
Abstract :
There is a tremendous potential for developing mobile-based productivity tools and occupation specific
applications for the semi-literate and illiterate users in India. Therefore a comparative usability study of thumb,
index finger and stylus as interaction tools for smart phones is conducted. In this study, one-handed thumb use on
the touchscreen of smart phone or touch phone is considered as an effective alternative than the use of stylus or
index finger, to free the other hand for supporting the occupational activity. In this context, usability research and
experimental tests are conducted to understand the role of fine motor control, usability of thumb as the interaction
apparatus and the ergonomic needs of users. Agile approach to experimental testing is explored for identifying
various usability issues centred around the use of thumb for touchscreen interaction. It means incremental change
in the test design or conceptualization of new test based on the findings and insights. The presentation also
touches upon cultural, racial and anthropometric aspects, which need due consideration while designing the
mobile interface. Design recommendations are evolved to enhance the effectiveness of one-handed thumb use on
smart phone, especially for the benefit of semi-literate and illiterate users.
VIIT CAUE-2008 24
Title : Wisdom of Crowds: Users drive Design
Abstract :
World Wide Web has become world’s largest democracy. I refer to it as ‘An environment created of the people, for
the people and by the people. People are collaborating, contributing, influencing…
Tom stays in New Zealand and Harry is in Chicago. They don’t know each other and have never seen each other.
Nevertheless, they can influence each other’s buying decision…Sally loves to share music with Indu, never mind if
they have never met each other..Bill Gates may choose me to head his company next since my Linkedin profile has
lots of recommendations…
The world is getting neutronic and users of the internet are getting powerful. The combined strength of people akin
‘Wisdom of Crowds’ can drive a lot of product and design decisions. Let’s see how crowds have influenced various
decisions and are getting more powerful.
Abstract :
As more and more companies are offshoring their product development efforts, the risk of poor quality products on
account of design (usability) getting isolated from development is real. The infusion of the practice of usability
engineering in software development projects in India is on the rise. Several attempts have been made to integrate
the classical User Centered Design (UCD) methodology with the with the software development methodologies. But
very few models exist that seamlessly integrate UCD activities across geographical boundaries. A solution to this is
essential because of the increasing collaboration between onshore - offshore design organizations. We propose an
approach – Overlap Usability- that would try to address the risk of lower quality product. We also share the
variations of this model from our experiences as applied to client companies at various levels of maturity in terms of
Usability adoption.
VIIT CAUE-2008 25
Title : Overlap Usability: An Approach to Offshore Usability Practice
Abstract :
As more and more companies are offshoring their product development efforts, the risk of poor quality products on
account of design (usability) getting isolated from development is real. The infusion of the practice of usability
engineering in software development projects in India is on the rise. Several attempts have been made to integrate
the classical User Centered Design (UCD) methodology with the with the software development methodologies. But
very few models exist that seamlessly integrate UCD activities across geographical boundaries. A solution to this is
essential because of the increasing collaboration between onshore - offshore design organizations. We propose an
approach – Overlap Usability- that would try to address the risk of lower quality product. We also share the
variations of this model from our experiences as applied to client companies at various levels of maturity in terms of
Usability adoption.
Abstract :
Usability is both powerful and critical yet utterly ignored when bringing technology into daily lives of citizens.
Presented here is a unique CSR initiative with usability as focus in a collaborative effort with government and
NGOs. This multi presenter session bringing perspectives of the collaborators will cover drivers, criteria, roles,
approaches, challenges, motivations and identification of benefits. 4 PMC department projects executed with due
diligence to usability processes will be showcased. Sustainability of the initiative balancing people needs with
technology potential and the CIO’s vision for eGov Pune in bringing technology into citizens’ lives will conclude
the presentation.
VIIT CAUE-2008 26
Title : Take the next steps to Persuasive Design
Abstract :
Usability is the first step in ensuring that a product or service is effective in meeting a user’s needs. It enables a
person to utilize and derive benefit from the offering. In short, it answers affirmatively the question “Can a user
make optimal use of this product/ service?”
Once this frontier is mastered, however, we find ourselves confronted with the next level – i.e. managing a user’s
experience. The question we now have to answer is “Will a user actually use this product/ service?”. This takes us
deep into the realm of decision making, where factors like trust, emotion and motivation are powerful drivers behind
user’s actions. We need to know how we design to offer a persuasive experience that resonates deeply with the
constellation of a consumer’s needs ore drives.
In this presentation, we discuss how we can design for Persuasion, Emotion and Trust, the three pillars of cutting
edge user experience management. Drawing on case studies and our experience as practitioners of this discipline, we
demonstrate how to take usable designs to new heights of user engagement and conversion.
VIIT CAUE-2008 27
VIIT CAUE-2008 28
Theme I
Usability to Bridge the Digital
Divide
VIIT CAUE-2008 29
VIIT CAUE-2008 30
Establishing A User Centered Approach To Evaluate Indian Market For M-
Commerce
Kshitiz Singh1and Pradeep Yammiyar2
1
Geodesic Ltd.,
Bangalore, INDIA
2
Department of Design,
IIT Guwahati, INDIA
1
ksh.designer@gmail.com, 2pradeep@iitg.ernet.in
1
www.geodesic.com , 2www. iitg.ernet.in/design
ABSTRACT
The extension of the use of a mobile phone into electronically transacted commerce seems to be a
natural phenomenon that was quite expected. Banking transactions, seat bookings and short message
services (SMS) done through mobile phones are a few examples of the rapidly growing m- commerce
phenomena the world over. This is also happening in India. However there are clear differences in the
very usages of a mobile phone between different User groups in Indian Market. Local culture seems to
influence not only local usage patterns but also has potential for innovation. This paper attempts to
understand some issues behind the rapid adaptation of the mobile phone through two case studies and
suggests user centered methodology to evaluate the Indian market for building a potential m-
commerce product. The case studies report two new applications designed and simulated on mobile
phones – one each at the micro and the macro level. The first case study shows the heuristics of
designing a macro commerce application for travelers’ information needs for people traveling across
the nation. The second study reports a design solution for a micro level transaction at a local store.
These case studies yield some of the heuristics for establishing a user centered methodology to
implement m-commerce applications on mobile phones.
1. I(TRODUCTIO(
Mobile phone based commerce (m- commerce) offers a new paradigm of utilizing mobile phones for enhanced
transactional services that benefit the user and at the same time generate huge business volumes for the service
providers with additional benefits of low costs. There has been a number of past researches and implementation that
have established the effectiveness of using M-Commerce for business institutions. In 2005 the total global m-
commerce revenues were 22.2 USD millions and in 2009 the total global revenues is estimated to be 88 billions [1].
Although m-commerce was a concept which was beneficial to customer as well as to the wireless carriers and the
service providers, the service lacked its predicted acceptance levels in its early phase. This was mainly due to the
lack of compelling features in phone devices and networks for doing transactional processes. The interface on most
phones was inadequate for any real data entry and the wireless networks only recently have the capacity and
connectivity for the content that is associated with making a purchase. An evolution trend in handsets and wireless
networks that has taken place in the last four years is shown in Table 1.
Table 1. Trends in Hand set technologies and growth. Source: Deutsch Bank Research, ROA Group. [1]
(in Millions)
VIIT CAUE-2008 31
Mobile TV NA NA 19 39 55
handset
Penetration Rate %
Annual Growth %
Smartphone 0 217 54 36 30
Mobile TV NA NA NA 105 41
handset
The table clearly shows that Smart phones with user friendly features are predicted to lead the replacement demand
in high-end handsets. This trend is further justified by the fact that most global vendors are trying their best to add
smart phones to their product portfolios. As smart phone markets are expected to grow during 2007 with the
expansion of 3G, it will have a positive impact on data and transaction intensive services such as in m-commerce
applications.
In addition to this the wireless operators continue to offer new products and services that are suitable for mobile
users. All these factors have made it essential for a market to be evaluated beforehand. However unlike e-commerce
research studies, empirical explorations of m-commerce are beginning to attract attention in a country like India.
Several questions and uncertainties exist in a mobile user research strategy. One major problem in m-commerce
research is the lack of standards in terms, concepts, and theories. Since this is only the onset it is essential for an m-
commerce product to fulfill user expectations in terms of perceived needs, perceptions, cultural acceptance and
technology.
VIIT CAUE-2008 32
Various sub-segments of users making up the potential market segments exist. Some of them already traceable for
possible development into large scale m- commerce applications are as follows [2]:
• Mobile Ticketing
• Mobile Vouchers/Coupons/Loyalty Cards
• Content Purchase & Delivery
• Location Based Services
• Information Services
• Mobile Banking
• Mobile Brokerage
• Auctions
• Mobile Purchase
However it is pointed out here that the listing shown above indicates implementations at macro level segments.
Macro level segments are defined here as consisting of users from widely distributed geographical regions in India.
The users are from the upper income groups and belong to either metros or big cities. The services listed above are
aimed at a pan Indian user. The features of such services are optimized for volumes and are generalized in terms of
design. The features though tuned to the users’ needs are entirely under the control of the service provider. In
contrast there is a set of users which is defined here as micro level. This segment is middle class and lives in towns
and villages. This segment has limited use for the pan India macro level services available on a mobile phone. This
segment is rapidly increasing in number and has high potential. For a macro service provider the pan India user
statistics may look bigger and therefore attractive but when seen in terms of potential for number of transactions it is
posited in this paper that the micro level segment has much more potential.
VIIT CAUE-2008 33
According to Internet and Mobile Association of India, the m-commerce market size is reported to be moving from
Rs 5000 cr. to Rs 9500 cr. by 2007. Telecom Regulatory Authority of India (TRAI) states that 30% of the land area
in India is covered by m-networks. The subscribed include 300 million (13%) of the Indian population.
Many big names like Tata, Reliance and Bharti are in the telecommunications arena. Also India is the second largest
mobile handset market in the world. Nokia, Qualcomm, Sony, Motorola have their establishments in India. Other
big companies are on their way to setting up base in India.
Paymate is a mobile payment gateway that is offering similar service to what Bharti plans to offer. Very recently,
Magicbricks, one of the leading real estate portals came up with their mobile real estate portal. There are also host of
other M-Commerce application providers in India. With the entry of Bharti in this arena, M-Commerce in India will
take much bigger proportions as they already have more than 50 million strong subscriber base who are readymade
customers for M-Commerce applications.
4. FI(DI(G ISSUES THAT MATTER I( DEVELOPI(G M-COMMERCE PRODUCTS I(
I(DIA
To understand the issues related to user behavior that are likely to influence design decisions in m-commerce
products in India a user survey was conducted covering 52 users. The focus group for this survey was selected based
on their huge market potential i.e. students, businessmen, office employees and others requiring services. Keeping in
mind the cultural diversity that exists in India the users with different cultural backgrounds were selected for the
survey. Out of 52 users, 10 users were also interviewed after they filled the questionnaires. Questions that were
asked in interview were related to the future plans regarding handsets and services they wish to use. Questionnaire
with the results that we got from the user survey is presented in the following table:
Table 2. Results of survey conducted.
Q 4 Each day, how long do you keep your mobile with you?
Can’t say - 9 Less than 6 hours- 8 6-12 Hours – 19 More than 12- 16
8PM – Midnight- 42
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Q7 Which mobile connections do you have?
Making receiving calls SMS./MMS – Games - 3.5 Camera - 3.85 GPRS- 4.52
: 1.63 2.63
Q9 What are the various services that you use on your mobile phone?
19
Q 10 Are you comfortable using mobile features other that SMS/Calls features?
Yes - 45 No - 7
Yes - 23 No - 31
Yes - 15 No - 37
Laptop - 8 Mobile - 44
VIIT CAUE-2008 35
4. CASE STUDIES
As discussed earlier, owing to the vast diversity that exists, our hypothesis was that apart from macro level m-
commerce product there also exist a potential for a product to be designed for micro level implementation. Different
regions in India have different characteristics that affect the methodology for evaluating users for the
implementation of m-commerce products. Even within a region there exist different social groups with differing
lifestyles, needs and purchasing power. To strengthen our argument about the adaptation to these two different
levels namely micro and macro, we conceptualized two design products at the Department of Design, IIT Guwahati.
The first product addressed a macro level segment namely Indian tourism. The second product was a home
delivery ordering application for mother dairy – a Delhi based grocery provider. This addressed the micro level
segment. Both have been presented as case studies.
4.1 Mobile application for Travelers in India
Sys_dia_after_shrink
4.1.1 Target user segments. After discussions we identified three different user segments from across India who in
our view had the highest potential for becoming prime users of the application. These were:
1. Students from one region who travel frequently to other region across India for academic and leisure
2. Professionals on a business trip
3. Leisure travelers
VIIT CAUE-2008 36
The aim was to encompass those tasks that will go into determining the needs or conditions to be met for the
product, taking account of the possibly conflicting requirements of the various users. The objective of this study was
to develop a mobile application which caters to the need of the travelers in India for providing a medium for travel
information while on the move.
4.1.2 Strategies adopted. The product was decided as an addition to the current travel information system available
through web. The aim of this application was to provide suitable travel information “on the go”. It means this is an
additional resource which provides travel information that is “urgently” required.
The application was designed for Symbian based Nokia phones capable of running Flash Lite 2.0 application. The
reason for doing this was to give macro-level acceptability as many people in India are using similar handsets. The
design of the application was decided on the basis of level of urgency different type of information demanded.
Information that is required in an urgent situation was put in an easily accessible position in the user interface than
the information not required in urgent situation.
The way the system work was decided taking into account both the internet requirement and the technical limitation
of the mobile handsets that are generally used in India. Considering the cost of GPRS in roaming, the system was
proposed to be packet based where each packet would contain major information about a city. Since in is difficult
and expensive to get a mobile internet connection for travelers and also as internet was essential for downloading
packet data, a the application was designed such that user can download the packet of the city he is visiting when he
is in hometown and later use it offline when he is traveling.
4.2 Mobile application for Home delivery of Mother Dairy products
4.2.1 Target user segments. In this application we identified four user segments:
1. All families living in metropolitans especially those where both the parents are earning and are often busy on
their phones with their clients. Users are the parents by providing them with an opportunity to make a quick
order
2. Singles living in Metropolitan cities who are employed and earning a descent income
3. Students in Universities located in big cities as it is seen in IIT that it is very difficult for them to move out
4. Employees of a company
Following were the objectives for the product:
VIIT CAUE-2008 37
1. Solving the problem of home delivery associated with most of the food enterprises: This problem arises due to
the large size of metropolitans. With increase in number of locations these firms are often confused that how to
sort different orders according to different locations as this sorting is done by people who are not fully known to
all the locations in the entire city.
2. Reducing the cost of calls that one made for ordering the food: One order of less orders is this factor. People
hesitate to make a call that costs them for a not non negotiable amount of money for ordering a product.
3. Reducing the time of communication: Customers are often fed up when it takes much time to explain the order
over the phone. This particularly happens when the customer and the seller are over line and they both are from a
different cultural populace.
4.2.2 Strategies adopted. The application was designed for taking home delivery orders as and when essential.
Since home delivery is a current real problem, demand for these types of products exists. Hence the application was
designed to be implemented on Nokia S60 devices running Flash Lite 2.0.
Considering the life in metropolitan cities in India that is often characterized by round the clock work routine, the
ability to be used at any time in the day was a major issue in the application. However the requirement generally
arises in the morning when there is a need for getting milk and other regular products. In morning the usage of
mobile is low hence fast working of the application was given major attention in the User Interface.
Since the plan was to implement in metropolitan cities where almost all wireless carrier providers are equally used
the plan was to make is application available by mother dairy as a download on their website. The product was made
SMS based not only to meet the current technical requirements but also to accommodate multiple usages of the
service cheaper and faster.
5. I(FERE(CES
From the user survey and the two case studies specifically designed for this research we infer the following
heuristics that could be useful for establishing a methodology for identifying, designing & developing new m-
commerce products:
• Although the travel application was targeted at larger user group(macro) than the home delivery order
application(micro) the number of transactions that a user would make during a day with the later is much more
than that of travel application. Hence total transactions (number of users * number of transactions during a day)
in the second case was found out to be greater than total transactions using travel application. Hence it could be
easily inferred that the methodology should include a way to identify the total number of transactions as it may
turn to be unexpected in a varied country like India.
• Users perceived macro level m-commerce products (like IRCTC railways booking) to be meant exclusively for
higher income groups with professional or higher educational qualifications. In actuality too the travel
application only supported those clients who have a GPRS connection in their phones or a good phone with
computer connectivity. Most users lack these features in mobile phone which results in missing of large users in
India. GPRS connectivity is only available in major states of India but remote states like Assam have no services
at all. Hence it is essential to identify the type of connection that would happen between the server and the client.
• A good option of implement value added services is through wireless carriers but the trend of choice of
wireless carriers varies widely. In Delhi Airtel is the leader with 2.6 million connections followed by Hutch with
2.1 million mobile users whereas in Mumbai BPL mobile is the major player with 3.4 million subscribers
followed by MTNL with 1.2 million users. Southern regions are dominated by Aircel. So decision regarding
implementing the client using a GPRS or a service provider should be taken after researching the wireless carrier
usage in the targeted region.
• Implementing as a value added service through wireless carriers also has an added advantage that users do
need to know very less about installing the application which can be of great benefit to the user as many of them
do not know much beyond downloading ringtones from their service providers.
• To allow a macro level service provider to also cater the needs at micro level could also be one of the feasible
options but due to geographical vastness of India it would create a very huge database for the system to manage.
For example in the travel application (case study 1) we added a functionality of finding the hangouts in a city.
But later we found out that number of hangouts in an Indian city is so huge that it was unpractical to think of
VIIT CAUE-2008 38
including for offline views. Ultimately we had to reduce this functionality to a suggestion based system which
would suggest best hangouts based on reviews. So in a product targeted at macro segment a thorough study of
Indian market is necessary in order to identify technical specifications for the infrastructure needed.
• Although in the user survey we found out that Java running mobile phones are dominating the current market
in India, only a few users had purchased Flash Lite compatible handsets and others were planning for the same.
• The result of the questionnaire showed to us that 50 of the 52 users reported the peak time of the mobile usage
to be after 5 PM. Hence for second case study which can be proposed to be used at any time of the day it was
essential to keep fast navigation of the system a top priority which resulted in creating a separate option for
ordering regular products placed in the main menu itself. It can be inferred that study of usage timings is
necessary for determining the priorities of functionalities.
• Micro level products receive greater mental credibility from the users than macro level products as they are
specifically designed to cater their needs. This is important particularly in India as people still consider mobile
and other internet based transactions to be less secured.
• Most users do not use computers or other mobiles for transferring data because of technical limitations (mainly
slow data cable speed) or their limited knowledge about transferring applications. In such cases an m-commerce
product has more scope in India when it is provided by a wireless carrier. Hence a brief study of the technical
knowledge of the users also affects the decision of mode of implementation of m-commerce product.
6. DISCUSSIO(S
This paper attempted to establish a methodology for effective implementation of m-commerce product in India. Due
to large cultural difference between India and western countries, implementing a macro level m-commerce product
in India would mean excluding a major segment of Indian population. However most major products launched in
India have been implemented at Macro level only. The case studies presented in this paper provide inferences which
prove that although macro level framework is focused on larger user segments the frequency of transactions that
would be received by a micro level product makes it a better option of generating revenues. The fact that India itself
is a diverse country with many sub cultures should be taken into account by any one intending to develop new m
commerce products. Case studies presented in this paper may be a good starting point for companies to realize that a
user centered methodology is required in order to identify and implement a successful m-commerce product.
Although the importance of cultural factors in India is shown in the paper some companies may still prefer to launch
their products in India at Macro level. Such products must be accompanied by good advertising to make user believe
about the credibility of the product at the micro level living conditions and also make them believe that the product
is made for them and not for the elite, upper income class of Indian society. It also must take into account the
technical limitations and lack of knowledge of the user. It clearly indicates that developing a new product for a
micro level is better and safer choice than trying to adapt an existing macro level product to micro level Indian
segments by making a few tweaks in its design.
7. REFERE(CES
Jeong Ho Yoon (2007), Global Handset Trends 2006-2007, Research of Asia (ROA) group, RO-0011.
Wikipedia article on M-Commerce (2008), http://en.wikipedia.org/wiki/M-commerce, Accessed on 10th April 2008
Patricia Harris, Ruth Rettie & Cheung Chak Kwan (2005), Adoption and Usage of m-Commerce: A Cross-
Cultural Comparison of Hong Kong and the United Kingdom, Journal of Electronic Commerce Research, 6, pp.
210-224.
Dianne Cyr, Milena Head, Alex Ivanov (2006), “Design aesthetics leading to m-loyalty in mobile
commerce”, Information & Management, Vol. 43, Issue 8, p950-963.
Per E. Pedersen, Leif B. Methlie & Helge Thorbjørnsen, “Understanding mobile commerce end-user adoption: a
triangulation perspective and suggestions for and exploratory service evaluation, Proceedings of the 35th Hawaii
International Conference on System Sciences.
VIIT CAUE-2008 39
(arrowing Digital Divide: 10 Usability Guidelines
Madhumita Gupta1, Hemanth Anumandla2
1,2
Usability Engineering Team
MphasiS an EDS company
Bagmane Technology Park, Byrasandra, C.V. Raman Nagar,Bangalore, INDIA
1
madhumita.gupta@mphasis.com, 2hemanth.anumandla@mphasis.com
1,2
www.mphasis.com
ABSTRACT
This paper discusses the role usability could play to bridge the growing digital divide faced by users.
Next, it provides a checklist of 10 quick ways for website developers and designers to create interfaces
that meet the requirements of basic universal usability.
Finally, a collection of resources and web links on these topics have been provided to receive an
enhanced insight into narrowing digital divide.
1. I(TRODUCTIO(
1.1 Digital divide: What does it mean?
The term digital divide refers to the gap between the users / people with effective access to digital and information
technology and the people without it. It includes the imbalances in physical access to technology as well as in
resources and skills needed to effectively participate as a digital citizen. In other words, it is the unequal access by
some members of the society to information and communications technology, and the unequal acquisition of the
related skills.
In simple terms,
“It is about making information and communications services available and usable for every citizen”
1.2 Problems and Challenges
Some of the problems faced because of digital divide:
• Absence of friendly medium of communication: The information provided by most of the governments
through electronic media is not usable by it’s intended audience as this communication is not made available in a
language that they can understand. It is often highly technical non-user friendly and largely multi-lingual without the
due regard to localization.
• (on-Accessible Compliance: Most of the web applications/portals cannot be accessed by persons with
disabilities as they do not support the use of assistive technologies/tools such as customization of GUI, screen
readers, screen magnifiers, and the likes.
• Restricted access due to low Bandwidth: People with low network band width are not able to access the sites
which use heavy graphics and animations.
1.3 A brief history
The term ‘digital divide’ initially referred to gaps in ownership of computers between groups, during which time the
increase of ownership was limited to certain ethnic groups. The term came into regular usage in the mid-1990s,
though the term had previously appeared in several news articles and political speeches as early as 1995 in some of
the important usability forums in the United States.
As Internet access came to be seen as a central aspect of computing, the term's usage shifted to encompass gaps in
not just computer ownerships but also access to the Internet. Recently, users / people started using this term to refer
to gaps in broadband network access. Thus, this term can not only intend to mean unequal access to computer
hardware, but also inequalities between groups of people in the ability to use information technology completely.
VIIT CAUE-2008 40
1.4 External Factors
International studies indicate that a range of social factors influences the existence of a digital divides.
Age: Younger people of age less than 45 are more likely to have access to computer and Internet as compared to
older people. The age also affects the learning capabilities. Thus senior citizens will have special usability
requirements such as increasing font and customizing the UI for enhanced friendliness as compared to the younger
users.
Income: Income slabs play a significant role to determine access to digital information. Higher the income, the more
likely an individual is to have access to computer and Internet.
Education: Educational qualifications are also important in determining access to the Internet and predicting
Internet access. People with lower education are less likely to be connected online. People with lower education
often find it difficult to comprehend the contents of web/applications which are written at a level that requires higher
degrees.
Geography: Geographic location also affects connectivity. People living in metropolitan and urban areas are more
likely to be connected online than people living in rural areas.
1. 5 Digital Divide and Usability
In addition to the above mentioned social factors, another important aspect is predicted to alienate a huge group of
population from Internet’s potential is usability. The usability guru Jakob 7ielson has defined it as the Usability
Divide.
By definition it is the inability of people to use a computer due to complications in technology. It also includes many
others who are unable to achieve the modern world's full benefits because most of the available services are too
difficult for them to understand.
In addition to the factors which are causing digital divide, the interaction designers, information architects and
usability engineers who make incorrect assumptions about target users, their diversity and gaps in knowledge, also
contribute to the usability divide.
2. U(IVERSAL USABILITY - A(SWER TO DIGITAL DIVIDE
Universal usability is one of the solutions currently been discussed to narrow digital divide by allowing digital
information to be accessible to every citizens.
By definition, universal usability refers to the design of information and communications products and services that
are usable for every citizen. The concept has been advocated by Professor Ben Shneiderman, a computer scientist at
the University of Maryland, College Park. He also provided a more practical definition of universal usability –
“having more than 90% of all households as successful users of information and communications services at least
once a week.” In literature, the concept of universal usability (“usable by all”) is closely related to the concepts of
universal accessibility (“accessible by all”) and universal design (“design for all”).
2.1 Who will be benefited?
The fundamental principal of universal usability as defined by Sarah Horton, author of Access by Design: A Guide to
Universal Usability for Web Designers, is to design simply and build well so that maximum diversity of the user
population can access the information. It is important to note that universal usability is not only about providing
accessibility to users with disabilities but also to cater to the needs of a multitude of users with varying backgrounds,
categories, demographics, etc.
VIIT CAUE-2008 41
Table1: Illustration of users affected by usability divide
Cognitively disabled
Auditory impaired
Mobility impaired
Elderly
Cultural differences
Intermediate users
Experts
VIIT CAUE-2008 42
Provide prerecorded audio for multimedia presentation.
2. Navigability: Provide at least one mode of navigation to all the features without forcing the users to
point, use vision, use speech, respond quickly, use simultaneous actions and use biological parts like
fingerprints, iris, touch etc.
Design guidelines:
Allow users to navigate by using keyboards only.
Allow users to go back or start over while navigating to reduce anxiety of failure.
Avoid placing frequently used functions deep in a menu structure since it requires more
operations and frustrates the users.
3. Minimum articulated needs: Allow users to understand content without having high educational
background, language competency and good memory.
Design guidelines:
Minimize users memory loads, and make the web portal/ application self evident.
Provide a brief introduction of the website in plain language about the purpose of the
website, what can be learned and what are the prerequisite knowledge necessary to use the
website.
Provide a link to the sitemap within the homepage to access desired information.
Provide a definition to unusual terms when first introduced in the content.
Expand acronyms or create a glossary of terms.
4. Operability: Allow users to operate the system without requiring to use vision, hearing, pointing and
prior understanding of the content.
Design guidelines:
Provide auditory response to inform users about changes in state, confirmations or
activation of controls.
The website should look same across all levels to reduce cognitive load.
Provide visual information that is redundant with audible information.
Allow users to configure frequency and volume of audible cues.
Do not design interactions to depend upon the assumption that a user will hear audio
information.
5. Accessibility: Design websites to be compatible with assistive technologies commonly used by
people.
Design guidelines:
Follow accessibility guidelines as specified by Section 508 and W3C recommendations.
Use standard API functions between users and applications so that assistive software can
monitor the state and behavior of applications partly by tracking the use of API functions.
Make use of accessibility support tags (e.g. title (to provide extra information, label (to
associate a form element with it’s label), accesskey (to create shortcuts to form elements) and
alt tags (to give a textual representation of the image)), in HTML.
6. Multiple interfacing: To cater to users with multiple expertise, allow the system to be multi modal or
adaptive based on the user knowledge.
Design guidelines:
Provide keyboard accelerators for expert users.
Allow users to tailor system input and output modalities to their capabilities and
preferences.
VIIT CAUE-2008 43
Provide different search modes (e.g., basic (with support of most used features),
advanced (with full features), and expert (to better support query language users)) to cover
different levels of experience.
Support Unicode to support multiple languages.
Provide voice enabled form filling or content reading for illiterate users.
Design the top level of the interface to include only the basic, simple features in the top
level of menu hiding the more advanced features that are harder to use within deep menus or
"advanced" sections of menu or dialogs.
Provide a help facility to assist novice users without getting in the way of the experts.
7. Contextualization: Provide relevant information to users based on their context of usage. Let users
know what they need to know.
Design guidelines:
Allow for localization by tailoring the content to the specific requirements and needs of
the local audience. Elements to consider include: currency, time and date formatting,
measurements, writing style, and color and image selection.
Use self-explanatory icons or images to help users identify links, navigation structure and
interactions.
Provide content based on the user’s context of use by tracking the search keywords or
types of websites visited.
Allow users to perform quick searches.
8. Aesthetic design: Simplicity induces feeling of trust and security. To build trust and privacy create
aesthetic designs however be sensitive to cultural differences, age differences and geographical
differences. Promoting beauty influences the decision to trust and willingness to use a system.
Design guidelines:
Avoid using colors as the primary carriers of information.
Ensure visual design is simple enough to reduce visual strain.
Keep page layout simple with shallow menu structure.
Ensure that links are well highlighted with appropriate alternate tags.
Use simple languages.
9. Multilingual support: Allow information to be displayed in native languages of your target audience.
This is especially important for e-government and public service sites where the target audience is the
local citizens. To ensure transparency and establish civic engagement at national and local levels, these
sites should be accessible irrespective of educational background.
Design guidelines:
Provide translations to the interface and online help of applications in different
languages.
Ensure that the fonts and their sizes are available in all systems and render correctly
depending on the direction of the language: left-to-right (e.g. English), right-to-left (e.g.
Hebrew), vertical (e.g. Japanese), or bi-directional (e.g. Arabic)).
Create provision for text expansion or contraction on translation by creating fluid
designs. Use tabs to reduce content per frame and use cascading style sheets to incorporate
alternative layout styles.
10. Interoperability: Design for fast loading lightweight compact websites to allow users with low
bandwidth and low resolution to have optimized user experience.
Design guidelines:
VIIT CAUE-2008 44
Allow users to choose the number of search results to be retrieved so that response time
can vary based on network bandwidth.
Provide a text-only version of the interface so that systems using only text based
browsers can effectively use the site.
Design websites which are fast loading, fast displaying and fast navigating by reducing
the page size, restricted use of java and applet programs, using smaller tables and frames,
providing information about downloadable file sizes and testing page performance with slow
connections.
Ensure that pages are readable within small screens by keeping pages small, writing less
text and organizing multi-columns.
3. DIGITAL DIVIDE: WHERE ARE WE HEADI(G TOWARDS?
Given the fact that several organizations and government are working towards bridging digital divide, it is important
to ensure that the digital information is usable to those who have access to it. The technology is improving rapidly,
but the fruits should not be borne only by a certain section of users. Attaining the benefits of universal access to
web-based and other information, communications, entertainment, and government services will require a more
intense commitment to lowering costs, coupled with human-computer interaction research and usability engineering.
At the same time, the interaction designers and the usability engineers should make all efforts to make the
applications and portals accessible by all by following the universal usability principles/guidelines.
The specific guidelines described in this paper may not be complete but it can be a starting point towards universal
usability to narrow digital divide.
Acknowledgements: The authors would like to acknowledge Dr.Chiranjib Sur and Ms. Tulika Vasisht for fruitful
discussions.
4. REFERE(CES
Gregg Vanderheiden, Fundamental Principles and Priority Setting for Universal Usability, University of
Wisconsin-Madison
Kristiina Karvonen, The Beauty of Simplicity, University of Helsinki and Helsinki University of Technology
Gary Perlman, The FirstSearch User Interface Architecture: Universal Access for any User, in many Languages,
on any Platform, OCLC Online Computer Library Center, Inc.
Ben Shneiderman, Bridging the Digital Divide with Universal Usability, , University of Maryland for ACM
Interactions (March/April 2001) Draft: December 31, 2000
Mobile web to bridge digital divide: http://www.w3.org/2007/04/sb_ist/all.htm#(2)
ACM Conference on Universal Usability (November 2000);http://www.sigchi.org/cuu/
Ron Baecker, Sasha Jovicic, Joanna McGrenere, Gale Moore, Reducing the Gap Between What Users Know and
What They Need to Know, University of Toronto Kellogg Booth: University of British Columbia
David Sloan, Peter Gregor, Murray Rowan, Paul Booth, Accessible Accessibility, University of Dundee
http://www.otal.umd.edu/uupractice
http://www.useit.com/alertbox/digital-divide.html
http://en.wikipedia.org/wiki/Digital_divide
http://en.wikipedia.org/wiki/Universal_usability
http://www.otal.umd.edu/uupractice/
http://universalusability.org/
VIIT CAUE-2008 45
Usability: High value proposition for successful e-governance in India.
Kedar Kadam1
1
Usability Engineering, Persistent Systems Limited,
Pune, INDIA
1
kedar_kadam@persistent.co.in / kedarmkadam@gmail.com
1
wwwpersistent.co.in
ABSTRACT
In this paper an approach of using Usability Engineering principles towards the success of e-
governance projects is given. This approach is supported by a case study applied successfully in
completing projects for Pune Municipal Corporation.
1. I(TRODUCTIO(
Definition: E-governance is the application of information & communication technologies to transform the
efficiency, effectiveness, transparency and accountability of informational & transactional exchanges with in
government, between govt. & govt. agencies of ational, State, Municipal & Local levels, citizen & businesses, and
to empower citizens through access & use of information.
E-governance as a tool is very powerful to bring IT to the common people and also to streamline all transactions that
take place within the government. Over the past 10 years there has been a steep rise in the computerization of many
departments in the local, state and national level government. However the success rate of the projects is not that
impressive. E-governance projects are fraught with risks and the success rate across the world is not very
encouraging. According to a study and as quoted by Aman Kumar Singh, Joint Secretary to Chief Minister of
Chhattisgarh & CEO, CHiPS; on an average, only 15% of e-governance projects are successful all over the world. If
this is a success rate worldwide, one can only imagine the figure of success in a diverse & populous country like
India.
With the increase in Internet, citizens are learning to explore this new mode of communication. Its potential for
reduced bureaucracy is attractive for all. If these e-governance systems are found difficult to use, it creates a feeling
of mistrust and doubt among citizens.
Usable e-governance systems would result in huge savings for the nation in terms of manpower required for
government activities and also in terms of time invested by citizens for transacting. It can bring in satisfaction for its
users, both citizens & government employees. It can also induce required transparency, thus benefiting the country
at large.
2. SECTIO(S
2.1 Issues in implementing successful e-governance projects in India
On the Government side:
Lack of IT literacy and awareness
The general practice is to obtain the data from the stack of files as and when required. Most of the time, the
computers provided are used for word processing and general internet browsing. The people responsible to provide
information are found to be non cooperative and sometimes simply incompetent. They lack expertise in collecting,
storing & updating information. Hence, the information received from them many times is found to be inadequate
and unreliable.
There is general lack of awareness among government employees regarding benefits of e-governance as well as the
process involved in implementing successful government projects.
Attitude of Government Departments
The attitude and work practices followed in the government are different than those in the industry. Traditionally,
government employees are seen to have an amount of arrogance because of the designations they hold. They are also
VIIT CAUE-2008 46
found to lack knowledge about their responsibility towards the citizens. The feeling that “We can bend any rule” and
“nothing can happen to me” is prevalent across governments. Lack of planning and disrespect of others time &
commitments is also very common. The attitude prevalent over the decades is very difficult to change.
Lack of coordination between departments
There is a lack of central information, which can be updated and used by all departments. Hence synchronization
between departments and offices becomes very difficult. Developing software architecture with half knowledge or
by making assumptions that will then impact another department does not assure a perfect workable system. As a
result the developed system may not completely address the requirements of an e-governance project.
Resistance to re-engineering of departmental processes
It is observed that many departments are person dependent instead of being process dependent. Many functions are
totally dependent on a single person responsible for that work. Sometimes decisions depend upon the judgment of
the person in charge. In such cases the procedures or protocols are sometimes compromised. In actuality, almost all
procedures are found to be flexible, sometimes to suit the citizens but mostly to suit the employees themselves. With
a history of ad hocism it is difficult for a government to function like a professional industrial setup where all
systems & protocols and strictly followed. Due to such flexible processes it is difficult for any e-governance solution
to achieve its intended results.
So in many cases e-governance projects require restructuring in administrative processes and re-engineering of
procedures. This invites resistance from almost all departments and across all levels as it directly affects their
comfort level.
Interference
There is heavy interference by politicians and political parties in the functioning of departments. With the intention
of supporting citizens, the legislative side often interferes in many administrative side activities. Sometimes
employees are burdened with additional work forced on them by the government. Such pressures & inadequate pay,
coupled with the customary attitude builds a strong foundation for reluctance to anything new. Computerization is
seen as additional burden.
On the citizen’s side:
Lack of IT Literacy, government knowledge and awareness
Only a small section of the population is knowledgeable enough to use the e-governance systems effectively and
efficiently. Citizens are also found to lack knowledge about the law, the government department’s role &
responsibilities and their rights as citizens. Awareness about e-governance initiatives taken by the government is
also low.
Attitude of Citizens
The feeling of trust and belief in the government is missing. Due to corruption prevalent in all levels of the system
the government has low credibility. Citizens have pre conceived notions about the ineffective functioning of the
government machinery. The lack of transparency and corruption has inculcated “You can bend any rule,” attitude,
thus involving citizens also in corruption practices. This negative feeling towards the government is a barrier to
technological progress.
Lack of initiative
A small number of citizens take initiative in changing the system. There are very few people who feel responsibility
for the mess around. Citizens working towards the betterment of society are very few. Negative perception about the
government makes them resent all government initiated activities even though they are initiated for betterment of
city and citizens at large.
2.2 Short summary of issues:
In short as discussed above, the e-governance systems are unsuccessful because:
Attitude of citizens & the government employees towards each other is negative
Planning and holistic outlook is poor
VIIT CAUE-2008 47
The needs of users (citizens, government employees, politicians) are not understood well
The real work environment is not considered before development begins
Various tasks are replicated as is and thought is not given to improve the workflow
Instead of re-engineering inherently faulty systems, they are just automated
Bottlenecks are not identified and removed
Updating of systems is not efficient nor regular
VIIT CAUE-2008 48
The project was carried out in the following stages:
1) Understanding Requirements
Analysis (Understanding existing website)
Stakeholder Interviews (What do stakeholders want?)
Survey (What do citizens need?)
Citizen Interviews (What do citizens need?)
2) Iterative Design of Pune Municipal Corporation (PMC) portal:
An interim portal with partial features: To make quick fix improvements to improve the user experience.
Grievance Redressal System: To design a system enabling effective, efficient & transparent grievance
redressal of citizens.
VIIT CAUE-2008 49
Priority of features preferred on website Responses
1. Online property tax 180
2. Online registration of complaints/grievances 122
3A. Online application of birth or death certificate 75
3B. Pune city budget information 75
Figure 1. Screen capture of PMC portal. Before & After User Centered Design
VIIT CAUE-2008 50
f. Grievance Redressal System:
The first module that we took up was the exhaustive Grievance Redressal System. Some applications like online
property tax payment & online Birth & Death certificate were maintained by other vendors and so we were not able
to modify them.
This module covered almost all departments of PMC and is the one most widely used by citizens. We carried out
contextual enquiry by visiting PMC offices and observing the manual grievance redressal system in place. We
collected many inputs from citizens and from representatives of all departments and engineers who actually work on
the field. Refer Figure 2.
Figure 2. Contextual Enquiry: A citizen sharing his grievance with a ward officer
The pain points in the entire process were identified as:
• Lack of transparency
• Lack of tracking
• Difficulty in coordination between departments & offices
• Lack of reports to seniors.
During design, special attention was given to overcome these issues. The wireframes for each task flow were
carefully prepared. The wireframes of tasks to be performed by citizens were tested with citizens and those to be
performed on the PMC side were tested with engineers. After making required iterations in the design the
development of the system was carried out. The system when ready was tested with 15 citizens & across 10 of the
14 wards offices in Pune. All employees ranging from junior engineers to ward officers were given minimal training
to use the system. Citizens could now put up complaints easily and also track its status online. The system now was
so transparent that any citizen or employee could see the entire history and status of the complaint along with details
of the person responsible to redress that. It also enabled auto escalations to seniors finally reaching up, to the
commissioner. Performance monitoring tools were given to officers and the commissioner. Even when the system
made the entire procedure transparent for citizens and the press to see, all employees willingly accepted it because it
primarily addressed their pain points. The system also made their daily work easy.
This acceptance was evident because the system was developed as required by the actual users: engineers and
citizens.
2.5 Techniques used to face the hurdles during the UCD Process
Government side:
• Resourceful Data Collection: Stake holder interviews & information gathering was difficult as finding the right
person was never easy. Finding them in offices and making them honor the appointment time was almost
impossible. Finally we decided to manually visit the offices and collected data from junior staff rather that
department heads. The key task was identifying efficient senior members, build a great rapport with them and
getting out information as required. Making a few tech savvy seniors a part of the decision process also helped as
VIIT CAUE-2008 51
they then dedicated special time for us. Knowing the local dialect also made the officials comfortable while
coordinating with us. These were a few things practiced for effective data collection from stakeholders.
• Handling Associated Vendors: Other software vendors working for PMC considered us as a threat to their
business. Our social initiative was misunderstood. Hence we had to face many hurdles while collating their systems
on the portal. Involving them in a few meetings with the top officials, sharing some technical tips and building good
public relation, was helpful in handling this issue.
• Keeping Patience: None of the PMC employees ever kept their appointments nor did they respond to e-mails.
Getting undivided attention was also difficult. The respect for others time was totally missing. The work culture of
IT and government is very different. Keeping ones patience and a cool temperament in dealing with this non
corporate culture was the most important challenge to be overcome. We adjusted our working style by coordinating
over phone and doing personal visits rather than expecting e-mail responses. Accepting their shortcomings and
looking at their situation with empathy also helped in keeping our patience.
Developers side:
• The e-governance project was looked upon by many as a non glamorous project. Coordinating with PMC was
also very challenging. So as a solution we chose staff having a sense of responsibility & love towards society in the
development team.
• The careless attitude of the government employees and lack of support hampered the morale of the team. Delay
in gathering information & frequent changes in the specifications, brought in stagnancy as development slowed
down. We then involved the development team in the data gathering process to make them understand the ground
realities. The need for constant motivation was overcome by sharing with the team the motivational messages from
the PMC and Persistent’s seniors. Regular team meetings and outings also kept the bond strong.
2.6 Result
• As mentioned above PMC employees and the citizens eagerly accepted the systems as they saw value and are
now keen on implementing more applications with this approach.
• The newspaper media, publicly accredited the website after comparing it to 10 other e-governance websites
across the city and state. Refer Figure 3.
• This citizen centric e-governance initiative received a boost when the CIO for PMC received the Best CIO in
India for these efforts.
Figure 3. Press release giving a good rating after comparing 10 E-government sites
3. CO(CLUSIO(S
The challenges of implementing an e-governance project in India are abundant. The user size is huge and diverse. A
democracy is a government of the people by the people and for the people, so the expectations of citizens from the
government are very high. In such a scenario when any e-governance system is introduced and is not usable by the
citizens or by government officials, it’s not just a failure but also a waste of citizens hard earned money. Thus, as
seen by the success of the project mentioned above Usability if used to the best of its potential is a virtual guarantee
for successful e-governance in India.
VIIT CAUE-2008 52
Acknowledgements: The author would like to thank Dr. Anand Deshpande - CEO & MD of Persistent Systems
Limited, for supporting this initiative and Mr. Sammeer Chabukswar & Jhumkee Iyengar for providing guidance
throughout this exercise.
He would also like to thank Mr. Pravinsingh Pardeshi, Commisioner of Pune Municipal Corporation & Dr. Anupam
Saraph, CIO of Pune Municipal Corporation, for taking an initiative for effective and efficient implementation of e-
governance at PMC.
4. REFERE(CES
Jhumkee Iyengar, Consultant, Persistent Systems Limited and Ranjit Gadgil, Programme Director, Janwani, ‘User
Centered IT for the Public: A Corporate Partnership in e-Governance,’ Paper Presentation
Vikas Kanungo, Chairman - SPEG (Society for Promotion of e-governance), CMD – Internet Consortium India
Private Limited, e-governance Consultant, ‘Citizen Centric e-governance in India - Strategies for Today, Vision for
Future’ White paper on http://www.egovindia.org
Aman Kumar Singh, Joint Secretary to Chief Minister of Chhattisgarh & CEO, CHiPS, ‘Golden rule for success in
e-governance is dolphins, not whales!’ Article on http://www.taxindiaonline.com
Government of India – Department of Communications & Information Technology
http://mit.gov.in/default.aspx?id=827
VIIT CAUE-2008 53
Mobile Value Added Services | Usability Perspective
Manisha Belvalkar1 and Preeti Vartak2
1
Usability Research, Pure Information Technology P. Ltd.,
Vasantrao Deshmukh Road, Pune, Maharashtra, INDIA
2
Usability Research, Pure Information Technology P. Ltd.,
Vasantrao Deshmukh Road, Pune, Maharashtra, INDIA
1
manisha@pureuse.com, 2preeti@pureuse.com
1,2
www.pureuse.com
ABSTRACT
It has always remained a big question that whether usability expert evaluation and testing are suitable
for Mobile value added services. In the study, a mobile value added service (SMS based) was first
evaluated and then tested. It was found that the usability evaluation and testing provided both novel
and useful data for improvement of the service. Based on these and the other results it is now
understood that the usability expert evaluation and testing have considerable face validity in M-VAS
development.
KEYWORDS
Mobile Value Added Service, Telephonic Surveys, User Evaluation, Prototype Testing, Usability
1. I(TRODUCTIO(
1.1 Mobile VAS Industry in India
The Current Mobile VAS industry is estimated at Rs. 5780 crores by end June 2008. The industry is expected to
grow steadily at 70% over the next two years to touch Rs. 9760 crores by end June 2009 and Rs.16520 crores by end
June 2010
In the age of convergence, the prominent growth driver of MVAS would be the consumers’ desire of getting more
from their mobile phone. While among the youth entertainment related services would be popular, the other
consumers would also look for utility based services like location information, mobile commerce (M-Commerce) for
mobile transactions and Local content rich services. Mobile VAS industry in India is undergoing a lot of structural
changes and is poised to grow and contribute greater revenues to the telecom industry in years to come.
VIIT CAUE-2008 54
USSD, 3
GPRS, 8 SMS, 49
Voice, 40
Costly as user
Cost to Cheaper than is required to Cheaper than Premium SMS
Costly
Customer voice invest at each voice charges
stage
Low
Low
penetration and
Handset Handset penetration of Handset
Reach high price of
agnostic agnostic GPRS enabled agnostic
MMS enabled
handsets
Handsets
• Limited
• Limited by
by literacy
literacy and
and language
language Usage is
factor Steep learning
Ease of Use Easiest to use factor restricted by
• Difficult curve
• Convenient low availability
to remember
to use than
short code
SMS
and keywords
With telecom
Currently the Growth of
growth Growth of Low cost and
biggest MMS depends
expanding to GPRS is convenience of
contributor and on adoption of
Potential rural and semi pegged on usage would
likely to MMS by
rural areas, allocation of lead to growth
remain so in service
Voice has huge 3G spectrum of USSD
near future providers
potential
VIIT CAUE-2008 55
1.3 Mobile VAS Users in India
Mobile user base in India is growing by about 8.5 million subscribers per month. As low end mobile subscribers are
increasing at a faster rate, SMS service has a large growth potential. Low service awareness, literacy and limited
availability of regional content are hampering growth of MVAS in India.
India has a multi-lingual and multi-cultural population with diverse needs. To ensure growth of MVAS, it is
essential that to understand user profiles and offer relevant access mode and content mix to the users.
1.4 Challenges in Mobile Usability
Mobile user base in India is growing by about 8.5 million subscribers per month. As low end mobile subscribers are
increasing at a faster rate, SMS service has a large growth potential. Low service awareness, literacy and limited
availability of regional content are hampering growth of MVAS in India.
2. MOBILE VALUE ADDED SERVICE | CASE STUDY
2.1 Background and Business Challenges
A major determinant of the success or failure of most systems is the usability of the product, whether it’s a website,
software application, video game or a mobile based interface. A usable system fits the user’s needs, facilitates tasks,
reduces stress, is easy to navigate, meets the user’s expectations and is a joy to use. The client India’s leading
telecom service provider provides an SMS Alert Service to its users to enable them to get the SMS Alerts on topical
issues in entertainment, sports, current affairs etc.
The sequence of operation was as follows –
• Type *XXX# on the main screen (XXX=specific number provided by service provider for that VAS)
• Following message appears – Answer to know more. Eg 5 for News 1. Culture 2. Knowledge 3. Fun 4.
Wellbeing 5. Sports 6.Information 7. Finance
• Type the desired number (e.g. 3)
• Following message appears – 1. Jokes 2. Fun Games 3. Win 4. Did you know? 5. More 0. Back Answer
with the number to select Category. Eg 2 for Knowledge
• Type the desired number (e.g. 3)
• Following message appears – Win: Get daily alerts from XXX to win attractive prizes. To activate,
answer with 1. Rs. XX/month. (XX=amount charged for that service)
Once the user types 1 and sends it across, he gets subscribed to the service. The company has observed through its
monitoring system that there was a significant conversion (nearly 60%) at the activation stage, but poor movement
(nearly 5%) at the initial information stage. Thus, there appeared to be some usability pain points and/or other
perceptual issues that are preventing the users from activating the service. Client wanted to understand all these pain
points resulting in low subscriptions to a sms based service and wanted to find solutions to increase user base.
VIIT CAUE-2008 56
• Phase 2 – User Evaluation | Usability Testing of the process
• Phase 3 – Prototype Testing | To select and launch the interface with new user centered design
VIIT CAUE-2008 57
2.4.2 User Evaluation | Process Overview
Selected customers who were interviewed in telephonic stage were called up for user evaluation. During this phase
current process of activation were evaluated amongst users using different handsets. User evaluation was followed
by in-depth interviews to understand and covert issues other than usability issues that may prevent the user from
using it. Data gathered during evaluation stage were analyzed quantitatively as well as qualitatively to get rich
recommendations.
2.4.3 User Evaluation | Profiles Studied
The usability tests were conducted by experienced moderator and test support. In the usability test there were 10 test
users. They represented the users and potential users of VAS. Users were identified from phase 1, whereas non-users
were recruited freshly.
Users | They were either subscribers of the VAS or had initiated the activation process of VAS. They were owners
of selected handsets like Nokia1100, Nokia1600, Nokia 6600, Nokia N70, and Motorola L6. There were no gender
restrictions. There was no age restrictions, the respondents were well spread across SEC A, SEC B, SEC C and SEC
D
Non-users | They were not subscribers of the VAS and never initiated the activation process of VAS. They were
owners of selected handsets like Nokia1100, Nokia1600, Nokia 6600, Nokia N70, and Motorola L6. There were no
gender restrictions. There was no age restrictions, the respondents were well spread across SEC A, SEC B, SEC C
and SEC D
2.4.4 User Evaluation | Execution
Recruited respondents were called at a central location. The process of VAS activation was evaluated there on the
basis of usability parameters like memorability, understandability, ease of use and stated satisfaction. During the lab,
predetermined questions were administered to the respondents’ with the help of a discussion guide. Each test lasted
for 1 to 1.5 hours and the entire session was audio and video recorded.
2.4.5 User Evaluation | Study Evaluation
Usability Algorithm | The activation task was evaluated using the following algorithm
= + + +
f Memorability,
Task
success
Time
taken
Stated
satisfaction
Activation
Process Usability Understandability
VIIT CAUE-2008 58
Study Evaluation | Different parameters of usability were tested during the lab.
Memorability
Record awareness &
View & Draw Blind areas identified
placement
Understandabi
Address meaning Record expected
lity to link Mystifying areas
service offering
Ease of Use
Difficult functionality
Execute Record ease of use identified
Time Taken
Time consumption matrix
Steps Time recorded
identified
Stated
Rank
Preference Record preference Rejection zone identified
Barriers to Usage | In the activation process two barriers were found leading to significant roadblocks
• Language Issues, English as a major roadblock for SEC A/B
• VAS is not instant and not effective as expected
Barriers to Trial | Cognitive, conative as well as affective barriers to trail were found during analysis
• Cognitive barrier - Uncertainty about pricing
• Conative barrier - Difficulty in activation Process, Functional Issues
• Affective Barrier - Service not liked
Summing all the barriers it was concluded that the subscription Process not easy for users and non users. There were
functional issues as well as language and usability issues.
VIIT CAUE-2008 59
2.4.7 User Evaluation | Way Forward
Based on the usability test findings, three prototypes of the message (for the step where maximum users drop out
was recorded) were created and put for test in the third phase.
2.5 Phase 3 – Prototype Testing
2.5.1 Prototype Testing | Objectives
The objectives of prototype testing post user evaluation were
• To compare three message options generated by the research team for guiding steps
• To compare ease of activation using the three options
• To evaluate three prototypes based on aided and unaided task success rate
2.5.2 Prototype Testing | Process Overview
Three prototypes of the push message were created incorporating user evaluation findings. Those three prototypes
were tested amongst users and non users in this phase.
2.5.3 Prototype Testing | Profiles Studied
Respondents of the profiles similar to phase 2 – user evaluation, were recruited in this phase. Few users, who were
interviewed in the phase 2, were interviewed again in this round.
2.5.4 Prototype Testing | Execution
Once users were brought to the lab, they were made to go through the following steps sequentially: Respondents
were confirmed on the basis of recruitment criteria and recruited respondents were taken to the set lab.
Prototype 1 was exposed and respondents were asked to activate the VAS on their handsets. Prototype 2 was
exposed and respondents were asked to do the same tasks he did on prototype 1 on prototype 2. Same method
was followed for prototype 3. Usability Questionnaire was administered that made respondent evaluate three
prototypes using monadic assessment and paired comparison assessment. The Usability questionnaire had
questions such as overall rating, attribute rating – monadic, and attribute rating paired comparison. Prototypes
were rotated amongst users in order to avoid any bias. The Lab was conducted by our highly experienced
Usability Analysts. The entire proceeding was video shot and audio recorded.
VIIT CAUE-2008 60
2.6 Results of the Study
The client incorporated suggested changes and started floating newly designed push message, which resulted in
substantial increment in success ratio.
3. CO(CLUSIO(S
Mobile VAS industry in India is undergoing a lot of structural changes. Mobile VAS industry is poised to grow and
contribute greater revenues to the telecom industry. This research suggests that MVASs’ are used differently to
support different personal and social needs and motivations. Developers must consider these issues when designing
MVAS for differing groups. Knowing proper knowledge of target group is extremely necessary while designing the
VAS. Any push message which actually introduces customers with the VAS for the first time needs to be extremely
compelling free from any barrier to cast a spell on the customer. If the customer fails at the very first step of
activation then it does not only leave negative effects on customers’ mind but reduces the scope of increasing user
base. Creating extremely usable activation process is the only way to have huge customer base of mobile value
added service.
Acknowledgements: I would like to thank usability analysts of Pure Information Technology Private Limited for
making this project of MVAS a success.
4. REFERE(CE
eTechnology, Group@IMRB for VAS Revenue – Access Modes
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Theme II
Usability Engineering
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Industrial Design and Usability: Indifferent (eighbors?
Jhumkee Iyengar1, Nikhil Karwall2
1
Consultant, User In Design
Pune, India
2
Usability Engineer, Persistent Systems
Pune, India
1
jhumkee@runbox.com, 2 nikhil_karwall@yahoo.co.in
ABSTRACT
In exploring approaches for creating easy to use and joyful products, this paper reviews best practices of
industrial design and usability and attempts an evolved user centered design methodology. This is based on
assessment of advantages, shortcomings and mutually beneficial characteristics of practices applying popular
processes of each field.
1. I(TRODUCTIO(
The technological revolution produced artifacts for the consumer while disciplines like industrial design and
usability that evolved thereafter and in that chronology brought them into the hands of the consumer.
Industrial Design successively initiated as well as refined products to be consumer driven. Usability principles
were often needed to make them long-term friends of the user and accordingly the term ‘user friendly’ emerged.
The Usability stream was driven by the science of cognitive and behavioral knowledge. Though ingrained with
a user-focused philosophy, the scientific outlook of this stream sometimes drove it to a point where logic and
analysis took the excitement of both creative design and new technology away.
Today the consumer is an important and participating element of the product creation process, hence there is a
stronger need than ever before to satisfy not just the functional, physical and cognitive requirements of the user,
but also their emotional requirements. The industrial design discipline has much to offer in this regard.
There is thus a need to examine the two disciplines closer with the expectation that if the similarities, overlaps
and gaps are understood and applied towards a unified goal of ease of use and emotional satisfaction, it could
perhaps evolve the design model needed today.
VIIT CAUE-2008 65
likewise, focus on long-term ease of usage often sidelines the impact of its initial impression. Now since the
buying pattern (sales) of the products is governed by the ‘look and feel’ of these products, while their long-term
usage (service) is governed by ease of use, this inherently leads to certain divergence in focus in the industrial
design and usability processes.
It is this duality between ‘sales’ and ‘service’ aspects, which holds some of the gaps we will see in the next
section. Some interesting industry statistics on purchase versus lifetime costs elaborate this further. The take-
home price of a P.C. is typically only about ten per cent of its lifetime cost. More than half of automobile-dealer
profits come from servicing cars, less than a third from selling new cars (Edgerton, 2007). Thus, despite their
history of difficulties with technology and non-user centric products, consumers’ buying behavior is driven by
the initial experience, the ‘wow’ of the sales angle versus the long-term dependability of the service angle.
However we know that in industry when it comes to new product development, sales and marketing, and not
service is the driver.
3. MODELS A(D METHODOLOGIES
There are numerous methodologies used by industrial designers in order to arrive at innovative solutions. Given
below are two such methodologies commonly used in the ID stream, depicted in Figures 1 and 2:
3.1 Methodology A (IDER Group, UK)
3.1.1 Design Brief: Statement of intent, giving a broad and basic idea of the product to be designed – “design a
digital camera for kids”.
3.1.2 Product Design Specification (PDS): The PDS is a document that broadly describes the desired features of
the product. Designers work with the customer and analyze the market to generate a list of requirements
necessary to produce a successful product. Designers constantly refer back to this document to ensure the
designs are appropriate.
3.1.3 Concept Design: This two-stage process of concept generation and concept evaluation involves drawing
up several viable concept designs which satisfy the requirements of the product outlined in the PDS and then
evaluating them to decide on the most suitable to develop further.
• Concept Generation: Designers capture their ideas for solving the problems listed in PDS by
sketching them on paper. A number of techniques are used in the development of new concepts. At the
end of this stage, the designer is ready with multiple concepts, each resolving multiple problems.
• Concept Evaluation: Once a suitable number of concepts have been generated, the PDS is used as
the basis to choose the most suitable design. This is ideally done by a multifunction design team so
each concept is evaluated from a number of perspectives. The chosen concept will be developed in
detail.
3.1.4 Detailed Design: The chosen concept design is then detailed with all the dimensions and specifications
necessary on a detailed drawing and prototypes are prepared. The designer works closely with the manufacturer
to ensure that the product can be made.
3.1.5 Manufacturing and Testing: The product is manufactured first as a test prototype and tested for all the
important functions it needs to perform. Once proven satisfactory, the product is mass-produced for introduction
in the market and use by the consumer.
VIIT CAUE-2008 66
3.2 Methodology B
A variation of the previous methodology, which differs specifically in the Concept Design stage is a 3 stage
process:
• Concept Generation: The designer generates multiple ideas for each characteristic listed in the PDS,
ultimately preparing clusters of solutions in different directions.
• Preparing Cluster Representatives: The designer chooses a representative from each cluster that is
the ‘best’ amongst them or one that has multiple characteristics of each of the others.
• Final concept realization: Mature concepts are evolved, by merging characteristics of the different
cluster representatives in different ways. A single concept is chosen after scoring them against all
criteria mentioned in the PDS.
A A
B B
A B
C
C C
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4. OVERLAPS, GAPS A(D U(IFICATIO(
Through the above models, we find the essence of both disciplines to be quite similar. Both are strategic and
holistic and both approach the end product as a solution for multiple problems faced by users. Underlying each
is of course an engineering /technology model that forms a basis for industry implementation. Both traverse a
process of transformation, from requirements to concept design to detail design to build.
The essential difference is:
• ID emphasis on multiple concept generation as an outcome of free flowing and creative design
undertaking and thereafter selection of one final design that synthesizes the best of all possible
concepts.
• UE emphasis on a structured approach to arrive at one concept on the basis of user data and its
successive iteration with users to validate it and minimize post release risks.
Differences also exist in the issues that these streams attempt to resolve:
• while in industrial design they are related to cleaning, transportation, ergonomics, form, task
complication etc. of a product,
• in usability they would be related to navigation, interaction, layout, information architecture etc. of a
software product.
Interaction with or observing users while performing the intended tasks form an important basis of the design
process in both cases, though not necessarily to the same extent.
The resulting gaps, emerging from a focus on a single design too early in the usability stream, may imply
inadequate exploration in a ‘pure creative’ and unconstrained mode. This may sideline the enjoyment and fun
component of the experience of using the product, with the entire focus on the dependability (albeit with a high
degree of confidence) of the experience. The creative design exploration approach on the other hand generates
multiples of ideas and concepts using techniques such as Synectics and Semantic studies. This approach can
lead to key ‘design thinking’ capabilities. Such capabilities empower one, to translate needs and requirements
into creative and sometimes out of the box design concepts. These are key contributors of the industrial design
approach often missing in ‘typical’ usability oriented approaches. Similarly, structured design validation in the
usability processes that naturally give it the degree of confidence in its success is often missing in industrial
design approaches.
But we know data driven design works. A confirmed ‘easy to use’ product or software rarely has user
complaints after the product sale. However, we also know that ease of use without the excitement is passé.
Today users’ needs are for a joyful, instinctive and engaging experience. Their tolerance and patience for
complexity is at an all time low. With increasing emphasis on cost savings, we cannot have the luxury of less
than highest confidence in product success in the market anymore.
There is therefore a strong need for an approach that encompasses these gaps and addresses the duality of
consumer needs and industry needs.
Where’s the golden triangle then?
Usa Indu
bility strial
Design
Technology/
VIIT CAUE-2008 69
disciplines while being based on the engineering and technology foundations. It guides designers towards
evolving not only a ‘user-friendly’ product but a ‘refreshingly different’ one as well.
The ID discipline through its teachings of emotion based design can also help differentiate between ‘cute and
entertaining’ (nonsensical fun) that sometimes emerges out of new technology discoveries and may not add
value, while integrating ‘pleasurable and enjoyable’ (sensible fun), that adds freshness and joy to the design.
We propose an initial attempt at a methodology for the Usability stream that incorporates ID principles as
shown in Figure 5:
Creative
Usabil
Exploration and ity
User Centered Testing
Design
VIIT CAUE-2008 70
The industrial design stream could also add value to its innovative methodologies with inputs from the usability
stream (Malouf):
• Inheriting the structured user inclusive iterative design and validation process that ensures usage
success to a great extent. Using this effectively, the ID stream could avoid excessive focus towards the
creative or emotional aspect of the product leading to degradation of its usability
• Focusing on the behavioral and cognitive understanding of the user groups in addition to the
conventional ‘usage’ oriented study of subjects, in other words, focusing not only on ‘how’ users are
using the product but also ‘why’ they are doing so, for insights into the design.
6. CO(CLUSIO(S
Creating a definition of a successful product is not easy. Ensuring that it emerges successful is harder still. In
viewing some of the differences and similarities between industrial design and usability, it seems both
disciplines stand to gain from each other in addressing the needs of industry today where easy to use, fun and
assured success in the market are all imperative. What we sell today is not the product but the experience with
the product (Buxton, 2007). We believe a careful merger approach of the above two disciplines can achieve this.
Involvement of designers in the usability stream has introduced some perspectives on ‘experience’ and
‘pleasure’ (Overbeeke, Netherlands), which go beyond the functional-usage domain of products. Though this
has initiated a change in perspective, an inclusive process view has still been missing. This paper attempts to
elaborate on such a process.
Industrial Design and Usability are already neighbors; they need to become friendly neighbors by sharing and
accommodating mutually beneficial features that would ultimately lead to evolution of each.
7. REFERE(CES
Edgerton, The New Yorker, UPA July 2007
IDER Group, An Overview of the Design Process
http://www.ider.herts.ac.uk/school/courseware/design/overview/overview.html, University of Hertfordshire,
UK
Tung, Fang-Wu et al, A study on Integrating Interaction Design into Industrial Design Processes, Shih Chien
University, National Chiao Tung University, Taiwan
Malouf, David, Interaction Design and ID: You’re already doing it….don’t you want to know what it’s all
about?, http://www.core77.com/reactor/02.08_ixd.asp
Buxton, Bill, Keynote Address, UPA 2007
Overbeeke Kees et al, Beauty in Usability: Forget about ease of use!, Delft University of Technology,
Netherlands
Norman, Donald. Emotional Design, Basic Books, May 2005
VIIT CAUE-2008 71
Usability Measurement: Some Observations for Object Oriented System
A. K. Malviya1 and Sanjay Kumar Dubey2
Amity School of Engineering & Technology,
Amity University Uttar Pradesh, Sec-125, NOIDA, (U.P.)
1
akmalviya@amity.edu, 2sdube@ase.amity.edu
www.amity.edu
ABSTRACT
These days there is trend of developing object oriented system due to the obvious reasons. Object oriented analysis
and design method has become de-facto standards. Object oriented software development requires a different
approach from traditional development methods. With this in view it is interesting to investigate the usability of
object oriented system. Because usability is one of the important quality factor in almost all quality models. In this
paper we propose model for measurement of usability in terms of characteristics of object oriented system. We also
analyze the impact of this quality factor on design of object oriented system.
1. I(TRODUCTIO(
Today almost every branch of computer science has a presence of object orientation. It is widely accepted fact that
usability is important & hardest quality factor for interactive software systems including traditional GUI-style
applications, websites and the large variety of mobile & PDA interactive services. Unusable user interfaces are
probably the single largest reasons why encompassing interactive systems-computers plus people fail in actual use
(Kline et al., 2006). Accordingly, usability is moving up the list of strategic factors to be dealt with in software
development. This is due to the variety of claims made by software researchers that an object-oriented approach to
software development leads to better productivity, reliability, maintainability, software reusable & increased
extensibility. Numerous studies have been performed in the area of usability measurement over the last decade.
Juristo et al. (2006) presented possible qualification, calculated fro a number of real applications, of the effect of
incorporating certain usability features at desire time. Bevan et al. (1991) discussed & relate different approaches to
usability based on the product, the user, ease of use & acceptability of product for a particular class of users carry
out specific tasks in a specific environment. Bertoa et al. (2006) presented a set of measures to assess the usability of
software components and describe the method followed to obtain and validate them.
A number of research studies have pointed out the wide range of benefits from usability: it improves productivity
and raises team morale reduces training and documentation, costs improves user productivity, increase e-commerce
potential etc. Additionally, the cost/benefit ratio of usability is highly worthwhile. Donahue states that every dollar
spent on usability offers a return of $30.25. There are also studies for e-commerce sites that show that a 5%
improvement in usability could increase revenues by 10-35% (Bertoa et al., 2006).
The remaining part of paper is structured as follows: section 2 describes measurement and metrics. In section 3 we
define usability. Section 4 discusses usability measurement. Where as section 5 provide some observations on
usability measurement for object oriented system. Section 6 provide the conclusion about the paper.
We can not control what we can not measure. This fundamental reality establishes the importance of software
metric. Measurement is fundamental to any engineering discipline and software is no exception. Measurement is the
process by which numbers or symbols are assigned to attributes of entities in the real world in such a way as to
characterize them accordingly to clearly defined rules. Fenton & Pfleeger provide a concise definition: “Formally
we define measurement as a mapping from the empirical world to the formal relational world. Consequently, a
VIIT CAUE-2008 72
measure is the number or symbol assigned to an entity by this mapping in order to characterize an attribute (Kaner et
al., 2004). Software metric is a unit of measurement of a software product or software related process. Usability
analysts need a method to effectively compare and derive meaning from traditional usability metrics. The metrics
that usability experts commonly collect to measure usability across its multiple aspects of effectiveness, efficiency
and satisfaction are generally measured on different scales. Usability metrics are evaluative because they describe
the results of a development effort.
3. WHAT IS USABILITY?
The International Standard Organization (ISO) defines usability as: “The context to which a product can be used by
specified users to achieve specified goals with effectiveness, efficiency & satisfaction in a specified context of use”
(ISO/IEC 9216, 1991). This definition is very useful in that it gives implications as to how usable systems should be
developed. Specific users imply that we need to know who the potential users are of a certain system, which is one
of the golden rules within usability-oriented systems development. “Specific goals within an particular
environment” implies that not only the specific tasks that are to be supported by the system, but also the
environment in which these tasks are to be performed, must be taken into consideration by the developers of a
system.
Nielsen (1993) defines usability as containing at least the following aspects: Learnability, Efficiency, Memorability,
Errors and Satisfaction. Löwgren (1993) told that usability is a result of relevance, efficiency, learnability and
attitude. Shackel (1986) presented one of the most widely used definitions of usability. He suggests that a system is
usable to the extent that it is effective, learnable, flexible and subjectively pleasing. The flexible attribute meaning
that the system should allow adaptation to variations in tasks, environments and user competence. Several others
(Gould and Lewis, 1985, Gould, 1988) have provided similar definitions of usability. The ISO definition above
states that the system should be both effective and efficient, whereas Shackel only mentions effectiveness. Thus,
Shackel’s definition lacks a “usefulness” criterion implying that a system could be usable even if it does not support
the “right” tasks. Nielsen makes a clear distinction between usability and utility, which together constitute what he
calls “usefulness”.
4. USABILITY MEASUREME(T
Usability can be measured in beginning, middle and end of development. And it can be measured using end-users,
human factor experts, developers and usability experts (Korpua, 2006). Typically, usability is measured relative to
user’s performance on a given set of test tasks. The most basic measures are based on the definition of usability as a
quality metric viz. success rate, the time of task requires, the error rate & user’s satisfaction. Following are some
popular methods to measure the usability.
Heuristic evaluation is an expert inspection method that identifies general usability problems that users can be
expected to encounter when using a product or interface. In heuristic evaluations, a few usability specialists evaluate
an interface design by judging its compliance with a small set of very general design guidelines. It is a quick and
efficient method which can be completed in a few days. Heuristic evaluation, in which reviewers evaluate a system
against high-level heuristics such as ‘be consistent’ or ‘prevent errors’, is used to check and improve the usability of
interfaces (Dix et al., 1998, Nielsen, J. 1992). Jacob Nielsen has made a 10 heuristics list which is commonly used in
heuristic evaluations. These heuristics are still very flexible and can be understood in different ways, so it's not easy
to categorize exactly founded problems in these heuristics (Nielsen, J. 1994).
A more thorough & more expensive way of evaluating the usability of an interface design is called a cognitive
walkthrough. It is a process of going step by step through a product or system design getting reactions from relevant
staff and typically users. Normally one or two members of the design team guide the walkthrough, while one or
more users will comment as the walkthrough proceeds. In a cognitive walkthrough, the evaluators imagine executing
a set of representative tasks using the proposed interface, keystroke by keystroke, mouse click by mouse click. It is
difficult to judge the usability from a design specification (Grudin, J. 1991b). Cognitive walkthrough is can be made
VIIT CAUE-2008 73
in all phases and it only needs one expert to perform the test but it is recommended that same test is done separately
by other experts too. This is made in early phase with screenshots of system or paper Prototypes.
4.3 Diagnostic Recorder for Usability Measurement (DRUM)
DRUM (Macleod et. al, 1993) can be used to diagnostic information from an analysis of a videotape of interaction.
DRUM maintains a database of evaluation specifications, and contextual information together with the results of
analysis for different subjects, tasks and sessions. The data on which the usability metrics are based is recorded from
a variety of sources during evaluation sessions, in which subjects representative of the user community of the
product being tested, carry out tasks that are typical of those the product’s users undertake, in an environment
similar to that in which the product is normally used. The typical characteristics of the product’s users, the tasks they
do, and the environment in which they do them are identified by following the guidance provided in the Usability
Context Analysis Guide.
SUMI (Porteous et al., 1993), Kirakowsky 1996) was developed by the Human Factors Research Group as a
contribution to ESPRIT project, Metrics for Usability Standards in Computing (MUSIC). SUMI has been designed
specifically for how users feel about the system they are using. SUMI is designed to investigate users' perceptions of
the quality of software systems & collect subjective feedback from users about a software product with which they
have some experience. Users are asked to complete a standardized 50-statement psychometric questionnaire. Their
answers are analyzed with the aid of a computer program - SUMISCO. SUMI data provides a usability profile
according to five scales: perceived efficiency, affect (likeability), control, learnability and helpfulness. It also
provides a global assessment of usability.
5. OBSERVATIO(S
The most widespread view in the field of software engineering is that usability is chiefly related to the user interface
(UI). In other words, usability mainly affects the UI and not the rest of the system. Therefore, the good design
practice that separates the UI from the core functionality would be sufficient to support the development of a usable
software system (Juristo et al., 2006).
Numerous studies have been performed to increase the usability of software system by including certain
functionality like feedback, undo, cancel, form/field validation, wizard, user expertise, multilevel help, use of
different languages and alert.
1. The system status feedback is one particular kind of feedback. This usability feature informs users about what is
happening in the system [2]. As the system status feedback functionality increases the overall usability (Ub) of
software system will increase. Thus we can say that
Here it is interesting to measure (As we know, the class is the fundamental unit in OOSS) the effect of inclusion of
these features in a specific class in terms of design metrics, so that we will able to observe the design impact on
usability.
2. The undo features does undo system actions at several levels. Undo features are very expensive to add to an
existing application that wasn't designed with that capability in mind. Incorporating undo into the initial design of
the program save the developers a substantial amount of work and at the same time resulted in a more elegant,
maintainable solution. It is often very hard to implement undo in application during late stage. Undo may
significantly improve usability as it allows a user to explore, make mistakes and easily go some steps back;
facilitating learning the application's functionality. As this features increases in the system, the usability of the
system will increase. Thus we can say that
Ub ∝ Undo………………………………………… (ii)
3. Cancellation is an important usability feature, whose value is well known to UI specialists. Users require
the capability to cancel an active command for most commands. Once a command has been cancelled, the system
VIIT CAUE-2008 74
should be in the state it was in prior to the issuance of the command. This feature must be built into the system from
its inception rather than added after an initial system design and user interface has been achieved. As this feature
increases, the usability also increases. Thus we can say that
Ub ∝ Cancel……………………………………….. (iii)
4. Forms are the most interactive aspects of any software. They collect visitor information in an application
form. This interaction makes form usability a critical concern for designer of software system. From a usability
viewpoint, the worst-case scenario is a visitor who fills in and submits a form but fails to achieve the expected
result. The most common cause of such a failure is incomplete or inappropriate data input from the visitor. & we can
remove it by providing clear instructions, identifying required fields, validate the data entry & by providing
meaningful errors. Form/field validation improves data input for users and software correction as soon as possible.
Thus we can say that
7. Alert provides facility to warn the user about an action with important consequences. As this feature
increases in the system, the usability of system increases. Thus we can say that
Ub ∝ Alert………………………………………… (vii)
From equation (i), (ii), (iii), (iv), (v), (vi), and (vii) we get
Where K is the constant derived from the experience of developers and the level of CMM of the organization.
6. CO(CLUSIO(
In this paper we proposed the model of usability that depicts the relationship between usability features and usability
of the system also. Different measurement assessment of usability and some commercial tools and methods for
usability measurement also discussed. Some usability models allow us to describe completely the usability of system
by observing facts but most software developer do not apply correctly any particular model in usability
measurement, so usability is not strongly integrated into software engineering practices. We need to take account in
this direction. It is very interesting to make the relationship between object oriented design metrics and features of
usability. In future we will measure the affect hierarchy of class and the inclusion of usability feature in that class.
VIIT CAUE-2008 75
7. REFERE(CES
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The Journal of Systems and Software, pp. 1506-1516.
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Kirakowsky, J. (1996), The software usability measurement inventory: Background and usage, In Jordan, P.;
Thomas, B.; Weerdmeester, B. and McClelland, I. L. (eds.). Usability evaluation in industry, Taylor & Francis,
London, pp. 169-178.
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Journal 14, pp. 159-178.
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Usability Evaluation, In. People and Computers VIII, Proceedings of the HCI’93 Conference,
Loughborough, UK, Sept 1993, CUP.
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User Interface Design for a portable X-Ray system – a case study using
prototypes & user data elicitation technique.
S.Nitish, Prof Pradeep Yammiyavar
Design Department, IIT Guwahati
Guwahati, Assam, India
s.sivaramakrishnan@iitg.ernet.in, pradeep@iitg.ernet.in
www.iitg.ernet.in
ABSTRACT
In this paper we present how we developed and improved the user interface for a portable x-ray system using
Usability Engineering principles. We use a sample part of the user interface for the medical equipment in the exam
room to illustrate different stages of our methodology.
Starting with a task analysis several iterations of designing, prototyping and usability testing were done. This case
study showed that by involving end users and making them interact with high –fidelity prototype Interfaces in a
realistic environment resulted in lower cycle time and more efficient layouts.
1. I(TRODUCTIO(
The project presented here is about developing an improved user interface for the operating panel for portable x-ray
system. This system, a portable X-ray system, is used to take x-ray in a verity of situations. The starting point was
the existing user interface of the current system, which – according to customers and experts – offered room for
improvement.
Fortunately, management was willing to change this situation, so we went ahead with a thorough analysis of the
current user interface in the field and a subsequent redesign project. During this project we went through different
phases involving users, internal company experts and user representatives, and finally came up with an improved UI,
which can be implemented in the product.
2. SECTIO(S
2.1Description of the Problem:
During re-designing an already existing interface, various issues that bias both the designer as well as the current
users exist.
The interventional medical environment is very different from the environment found in a factory, in research or in
an office setting. For instance, in an angiography room, the primary task and focus of the performing physician is to
cure the patient in front of him/her of a disease. Operating the X-ray system tube head through the user interface in
the exam room is only a necessary tool to determine the medical state of the patient and to get the image of the
region affected/required itself. Therefore the UI of the equipment needs to be very intuitive, so as not to hinder the
user’s main tasks.
Designing an ergonomic and easy-to-use hardware UI for angiography systems provides quite a few challenges:
Interventions take place in a sterile environment, which means that the UI is covered by a sterile plastic material,
while the users additionally wear sterile gloves. This eliminates the possibility of using certain UI elements (e.g.
trackballs) from the start. For the designer existing product’s engineering constrains such as form , electrical
interconnections, materials processes etc have to be necessarily considered and act as constraints that reduce the
designers creative freedom.
The goal of this project was to improve the usability and ergonomics of the existing UI, and not to develop a
completely new UI for a totally new application. Given this, the project team also had to keep in mind that people
VIIT CAUE-2008 78
get used to a certain way of operating a system. A lot of users might find it difficult to adjust if changes are too
disruptive.
In a medical environment, safety requirements and regulations are important factors that also impose some
restrictions on designing user interaction and user interface elements. The hardware itself needs to be splash proof
and cleanable with alcohol.
Finally, the newly designed user interface should not result in excessive hardware costs.
2.2Methods
To cope with the challenges described above, we employed an iterative process for designing the new user interface
for the tube head of the portable X-ray system. The following methods were used throughout this process (Figure 1)
2.2.1Task Analysis
As a sound basis for the upcoming design of a new user interface, we needed to thoroughly analyze our users’
workflows on a variety of clinical sites, encompassing different users and different fields of usage.
Field observation was adopted as the study methodology in our user task analysis (Kirwan & Ainsworth, 1992). We
gathered additional information in semi-structured interviews during on-site visits and using questionnaires. 2
hospitals were visited, with 1 day spent in each. Observations were distributed among the different medical
applications (radiology etc.) and user groups (physicians, techs, and staff). We were specifically interested in a
systematic, representative description of system use objective statements on user and system requirements and a
reliable means of prioritizing design issues.
Task analysis supports quantitative comparisons across sites:
How many people perform a certain action?
How many people does a weak point affect?
The reason for avoiding quantification within sites is the naturalistic character of on-site observations. Observations
in the real world are necessarily less controlled than staged examinations in a lab. This creates a large variability in
the observed data, which makes quantitative analysis statistically unsound.
Task analysis does not support counting of users’ operations, i.e. the individual system interactions they need to
perform in order to fulfill an intention:
How often does the physician move the tube head?
How often does the technician press one specific button?
The reason for avoiding quantification at the operations level is the amount of time required for this kind of data
analysis. Thorough coding and analysis of video data requires at least 10 times the duration of the original video
source.
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Quantitative comparisons within sites on operations level require more controlled environments, e. g. usability
testing.
The results of our task analysis were:
Quantitative data – importance of work steps and design issues
Workflow diagrams – detailed visual representation of work habits
User profiles – actual users of the system, as a basis for generating prototype user profiles (personae)
Workflow diagrams were modeled (Balbo, Ozkan & Paris, 2004) using the K3 method (Foltz, Killich & Wolf,
2000).
K3 is a UML dialect for modeling cooperative, human work.
The data collected through observations was enhanced through interviews with physicians and medical staff. We
specifically asked them about their level of experience with X-ray systems, as well as their opinion on positive and
negative aspects of the current system.
2.2.2Design Workshops
In coming up with ideas for new interfaces, design workshops facilitate the creative process from user requirements
to design. Results of the task analysis were transformed into scenarios, and, focusing on the most severe problems
found in the clinical environment, visual designers of both software and hardware got together with usability experts
and developers. Five complete workshop days were planned to address all issues at hand.
2.2.3Prototyping
In interface design practice a prototype is defined as an easily modifiable model that represents and demonstrates a
planned design concept.
Prototyping is much like a rough draft of a document. It allows a designer to refine ideas, correct errors and permit
human-interaction measurements. .
It is a working model to test users’ reaction during design iteration cycles. In web and software interface design
prototypes can be used to not only test but also examine the appropriateness of design elements such as aesthetics,
layout, ergonomics, interaction patterns and semantics of communication.
Usability professionals often test hypothesis, ideas and design concepts using prototypes by observing users as they
make mistakes while performing ‘ tasks’ typical of intended use of the product in a controlled context.
Usability problems get identified much earlier in the design morphology of a product. Prototyping thus has many
objectives including evaluation, functional audit and user acceptance. One of the useful outputs of using prototyping
usability tests is the formation and refinement of design specifications which tend to get mixed up with or get lost in
technical or engineering jargon. .
For example a function defined in specifications as a numeric value may originate in standards but while testing it
may not be efficient for a user.
A prototype needs to be at a level that allows communication fidelity of the design concept without to much of
ambiguity. Fidelity in an interface testing prototype is a notion that at its most abstract level it implies a truthful
connection that reflects faithfulness to a final design. It is therefore important for a designer of interfaces to
gradually increase the fidelity level of a prototype as it passes through several stages towards a final version.
Aesthetics may not be a prime requirement to be fulfilled for a prototype at the initial level of testing. According to
Wong 1992, low fidelity representations such as sketches differed from the final [product in interaction patterns,
visual appearance and level of detail. Quick low- fidelity prototyping permits designers and users under test to focus
on high level if interaction thereby providing clues for the underlying information architecture. (Black –10990;
Landay et al 2001; Wong- 1992).
From the user’s side, the ability to give feedbacks and suggestions to the designer is influenced by the sum total of
all previous experiences with the existing product. A design feature that is not appropriate can be categorized as a
good feature by sheer force of habit of use for the user who probably does not find anything wrong.
VIIT CAUE-2008 80
In such situations a simulated prototype, usually a paper prototype issued by designers for the purpose of discourse,
data elicitation, user interviews etc. Low-fidelity and high fidelity prototyping was used throughout our design
process.
For the first internal presentations, initially paper prototypes and following that electronic renderings based on the
results of the design workshops were created. These “low-fidelity prototypes” were used to get a consensus on what
solutions to elaborate further.
The next sets of low-fidelity prototypes were built as 3D mockups. These plastic models were able to convey the
visual and haptic appearance of the user interface elements, but provided no functionality.
Our high-fidelity prototypes gave a pretty close impression of the appearance and haptics of the final user interface.
The most important aspect, though, was that these prototypes provided complete functionality and could be
connected to a fully functioning system as a replacement for the existing user interface in a laboratory or clinical
environment.
2.2.4Usability Testing
To get detailed feedback on the ergonomics of the new user interfaces, usability testing (Nielsen, 1994) was
conducted.
Users for the first iteration were drawn from user representatives. These “application specialists” are technologists
by training and are in close contact with end users at customers’ sites, through their work holding training courses
and assisting in adjusting newly installed systems according to the users’ needs. Thus these user representatives have
a profound knowledge of their customers’ procedures, needs and wishes.
For the second iteration, actual physicians were invited to participate in usability testing sessions. Each session
lasted 15 to 30 minutes depending on the medical application.
A crucial aspect of both usability testing phases was to provide a realistic environment that closely resembled the
actual context of use in the clinical environment. To achieve this, the usability tests were performed in the hospital
itself.
The lab environment and the nature of the tasks in the usability tests posed some technical challenges. For instance,
to allow accurate observation of the users working with the system, 2 observers were at place recording the sequence
of events and its details.
In addition to observing the users interacting with the system, the AttrakDiff (Hassenzahl, Burmester & Beu, 2001)
questionnaire was used to assess the users’ impression of the new interface. For a system in use in radiology daily
work, even subtle differences in perceived attractiveness (e.g. ergonomic quality, hedonic quality) do affect the
users’ effectiveness, efficiency and satisfaction.
At the conclusion of each testing session, we asked the participants to give their subjective statements on the most
important positive and negative aspects of the new UI.
2.3Designing the User Interface of the X ray tube unit:
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2.3.1Step 1: Understand the Users’ eeds
Through side discussions with customers, some members of the team already had an idea of issues regarding the
ergonomics of the existing UI. To keep the data collection phase free from preconceptions based on that knowledge,
new members were introduced into the team, specifically to perform the task analysis. That part of the team also did
not study too many details of current UI solutions and the technical restrictions of the radiology system beforehand.
A pilot study was performed on a customer site near the manufacturer’s site to evaluate the method and refine
interviews and questionnaires. After that, 3 more hospitals were visited to observe physicians and staff using the
radiology system in the exam room. While the focus was on the operation of the X-ray system using the controls on
the tube head, other aspects of the overall workflow and workspace were also observed and recorded. The outcome
of the task analysis can be summarized as follows:
4 sites visited (3 in Bangalore, 1 in Chennai)
1 to 2 hours spent at each site
10 cases observed
30 pages of hand written notes
12 entries in weak point table
7 unique workflows
When we began the study, we expected to find differences among the sites depending on the medical application.
Instead, we found four distinct interaction styles. How well the medical equipment supports the users in their clinical
tasks is very much dependent on how the workflow is organized among users.
Our findings were presented to application specialists and validated. These user representatives gave additional input
on the importance of individual issues.
2.3.2Step 2: Design ew UI Solutions
The weak points in the current user interface, which we inferred from the on-site observations, were rated according
to their frequency and a severity rating from our usability experts. A list of the most severe problems was compiled
and used throughout the design phase. This list was also used to check if the newly derived user interface elements
addressed these most important weak points.
A two-day workshop was held with internal experts and user representatives to brainstorm ideas on eliminating the
flaws in the current UI. It turned out that some ideas would not only address the user interface itself but major parts
of the whole equipment, e.g. the way the tube head is positioned and the x-ray machine is positioned in the room and
relative to the user using the machine.
Before starting off the design phase, we took a few typical workflows from the task analysis and transformed them
into narrative scenarios. These included the most common tasks for different user roles, which served as background
for creating new interface solutions. Sketches from the brainstorming workshop were also used as material for a
design workshop.
During the design workshop, a design “philosophy” was agreed on in order to improve on the drawbacks of the
current UI. The following guidelines were stated:
• Resemble shape
• Increase and decrease according to actual adjustments.
• As most of the users are right handed the controls must be placed accordingly
• Use color and light as a means for user guidance
In the following five-day design workshop, we came up with several ideas on individual UI elements. In internal
reviews with product managers, based on 2D renderings of the new UI, it was decided which ideas to pursue in the
following process.
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2.3.3 Step 3: Low-Fidelity Prototyping and First User Feedback
The most promising solutions were put into 3D, and plastic models were built. These low-fidelity prototypes didn’t
allow any actual movement of the controls. They were meant to give a first-hand impression shapes and sizes.
The low-fidelity prototypes were set up in a lab-like environment at our facility. To resemble the actual work
environment as closely as possible, sterile covers were put over them. The new UI was then presented to several
groups of end users and user representatives. They had the chance to touch and feel the controls and discuss pros and
cons. These comments were sorted by frequency and severity.
The first iteration led to improved shapes and a smaller size. After a second iteration of user feedback, the refined
design was taken to the next stage.
2.3.4 Step 4: High-Fidelity Prototyping
We now planned to get a better assessment of the quality of interaction with our new UI. To do this, we needed
high-fidelity prototypes that provided all the necessary functions for a formal usability test. Together with hardware
experts we went into a much more detailed definition of the UI. Exact positions of displays and push buttons, labels
and symbols etc. were specified, as well as technical requirements. The prototypes were to be connected to a fully
functional radiology tube head system. As saving development time and cost was an issue, existing electronics and
interfaces were partially reused, leading to some compromises:
The first high-fidelity prototype did feature the shapes of the raised buttons as we designed them, but the push
buttons were not located at the final positions. The covers did not have the final design, and not all functions were
working correctly when the UI was connected to the system.
In addition to this there was a proposal as to integrate a new GUI for the touch screen that is part of our UI to the
hardware prototypes. One major aspect here was using the touch screen as a touch pad within certain applications
(e.g. for controlling a mouse pointer on an image display). But due to some technicalities that arose in the course of
discussion this concept was decided to be left out, and this concept will be considered in the next version of the
product.
2.3.5 Step 5: Usability Testing With User Representatives
With the working high-fidelity UI prototypes we performed a formal usability test with experts and application
specialists in the fields of radiology.
All participants qualified as user representatives while – with one exception – not being actual users of radiology
systems. Our aim, though, was to get detailed data on the usability of the new UI, before inviting actual end users
(i.e. customers) to take part in usability testing.
The usability test was performed in a simulated lab environment at our facility. We used phantoms to represent the
patient and made it possible to enact the setup for the usability testing.
Sterile covers and gloves were used during the test scenarios. As for the tasks the participants had to fulfill, we used
scenarios from the initial phases of our study.
We had six participants taking part in the usability test. Session duration was 20 minutes on average. The main focus
was on observing difficulties in performing the task and operating the system. Interviews and questionnaires were
used to gather data on the participants’ experience with operating radiology systems, and on their subjective
impression of the new UI.
2.3.6 Step 6: Modify the Design and Produce Improved High-Fidelity Prototypes
The most severe weak points found during usability testing were addressed. While some problems observed were
largely artifacts due to the high-fidelity prototypes not being exactly as specified, a few major issues resulted from
design decisions taken in an earlier phase.
The design was adjusted accordingly and a second set of functional prototypes was built. This time, the positions of
push buttons and the cover of the modules were manufactured according to the design.
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2.3.7 Step 7: Don’t Take a Chance: Usability Testing with Physicians
We conducted the second usability test in the same environment and under the same conditions as described in step
5. This time – instead of user representatives – actual physicians were invited to our lab.
3 medical doctors from the fields of radiology took part in the usability test. Most of them had several years of work
experience (3-4 years on average) and were familiar with portable radiology tube head systems by other
manufacturers as well as with our current system. Sessions lasted 20 to 30 minutes.
It emerged very clearly that the most severe issues of the previous test were not present anymore in the improved UI.
Naturally, minor findings still occurred, but the general concept proved to be a success.
The results of the two usability tests were compared with each other to determine the extent of the improvement. A
comparison with the existing UI (prior to our project) was also made.
2.3.8 Step 8: Specify the Final User Interface
Taking up the minor issues ensuing from the usability test with customers, we defined a few small changes to some
of the UI elements. The overall concept was kept, in the knowledge that it would provide a definitive improvement
over the UI currently implemented in the system. Specifying the final requirements for the user interface was the last
step before starting development of the product version.
2.4Findings
To give a more detailed idea of the content of our work, we will now discuss one part of the UI as an example.
When working with a radiology system, one of the tasks is to collimate the X-ray image: the visible part of the
image is mechanically restricted to the region of interest. This helps to reduce radiation and also to improve the
image quality, because focusing only on the currently relevant region of the anatomy facilitates the automated tuning
of contrast and brightness.
For the task of collimating, both the previous UI and the redesigned UI provide a module that houses several
displays and push buttons. While the old version technically provides the functionality needed, on the basis of our
field research, customer feedback and our own experience, its usability could be improved.
Three major problems were:
1. The first major problem was that there was frequent crossing over of hands by the user as the reset button
was placed to the right hand top and the adjustments involving the increase and decrease of the kV and the mAs .A
person using the right hand cannot simultaneously operate both mAs and kV.
2. The positions of the increase and decrease buttons were more illogically placed as left and right rather than
placing it as up and down buttons.
3. The third problem that users face was that the buttons necessary to collimate the x-ray was much away
from the user and the user faced accessibility problems. This factor was under due consideration apart form the
interface design itself.
VIIT CAUE-2008 84
There are 2 sets of buttons on the module for operating collimators and filters. They all look and feel completely
alike, so they get confused very easily.
In our new design, we followed the philosophy stated above (Step 2 of Designing the User Interface). Major
properties of the new module are:
The shape and position of the buttons are strategic and very obvious for the user to use.
The orientations and the handedness of the buttons were made easier and the display screens were made larger to
increase visibility.
.The effects of these changes were impressive. While none of the users was told about the newly implemented
possibility of reorienting the buttons, each one of them found out immediately and didn’t have any trouble in
differentiating between adjusting the voltage and the current separately. Also, without even actually using it, every
user was able to tell which button was responsible for what part of the collimators and filters.
The end users' assessments of the overall result ranged from “the direction is right” to “a vast Improvement”. The
new concept will be implemented step-wise in the product. The touch screen, which was rated very well by the
participants in the usability test, will be implemented in the next product version together with some small changes
in the remaining modules.
3. CO(CLUSIO(S
As to the first part of the study, analyzing workflows at a variety of sites with different users and different fields of
usage generated distinct workflow diagrams. “Superimposing” these workflows on top of each other, allowed us to
see common trends in work patterns across teams. Consideration of the context of use – encompassing different
users and different fields of usage – enabled us to design better solutions without adding new weak points. Including
competitors’ products in our analysis helped us recognize whether the observed workflows were merely artifacts of
our current system design.
After the initial design phase, we evaluated the workflow with the UI as it was improved at each step of the
development process. This allowed a good appreciation of the improvements made from step to step. It also helped
us recognize erroneous decisions that were made in the process and avoid them in the next step.
Involving internal company experts and user representatives in the concept phase and in the first usability test helped
to save time, as we were able to eliminate one iteration with end users. Testing with real users in the medical domain
causes quite some effort, as expectations regarding the state of a new product are very high.
To make efficient use of a physician’s expertise it is beneficial to allow detailed and realistic interactions. In
contrast, paper prototypes can be useful for assessing whether the general approach of a new concept is correct, but
it’s not possible to reliably rate its ergonomic quality based on that alone. Our process of gradually increasing the
level of detail represented in the prototypes helped us start off with reasonable costs and still come up with high-
fidelity prototypes that were pretty close to a final product. The data from the second usability test on the actual
usability of the new UI would not have been available using only low fidelity prototypes.
Working with application specialists in several phases of the project proved effective because of their profound
knowledge of procedures, customers and their wishes and requirements. Embedding the new prototypes in a realistic
scenario gave us detailed and exact information on what parts to change and how. This process proved to be
successful as no issues of the highest severity rating occurred in the final usability test with customers.
Acknowledgements: We’d like to thank everyone involved in the project for their enthusiasm and efforts. Among
the large number of people involved, we'd specifically like to express our gratitude to the support staff of St.John’s
hospital (Bangalore), and Hindu mission hospital (Chennai). Our very special thanks go to the participants in the
field study in hospitals: physicians, techs, and staff – and last but not least the patients who didn’t object to having
us in the examination room.
Finally we would like to thank TDI group Bangalore, for providing the opportunity to help carry out the studies at
various places.
VIIT CAUE-2008 85
4. REFERE(CES
Balbo, S., Ozkan, N. and Paris, C. (2004). Choosing the Right Task-Modeling Notation: A Taxonomy. In Diaper, D.
and Stenton, N. A. (Eds.). The Handbook of Task Analysis For Human-Computer Interaction,
445-465.
Foltz, C., Killich, S. and Wolf, M. (2000). K3 User Guide. Aachen: Institut für Arbeitswissenschaft (IAW) der
RWTH Aachen.
Hassenzahl, M., Burmester, M. and Beu, A. (2001). Engineering Joy. IEEE Software, 1&2, 70-76.
Kirwan, B. and Ainsworth, L. K. (Eds.) (1992). A Guide to Task Analysis. London: Taylor and Francis.
Philipp Quaet-Faslem and Judith Regn, (2007), User Interface Design for Interventional X-Ray Systems
VIIT CAUE-2008 86
Font Selection Menus: Are they usable?
Suchit Dubey, Subhrajit Das
Department of Design, Indian Institute of Technology Guwahati,
Guwahati, INDIA
suchit@iitg.ernet.in, s.das@iitg.ernet.in
http://www.iitg.ac.in/design/index.htm
ABSTRACT
We analyse the usability of Font Selection Menus (FSM) of professional graphic design softwares. A
usability test was conducted with a sample of design students of Indian Institute of Technology
Guwahati. The experiment highlighted that the huge quantity of fonts were difficult to be managed
and to be used effectively with the current menus. Finally we proposed an alternative menu design to
address some of the problems faced by the users of graphic design software.
1. I(TRODUCTIO(
TM
Adobe Illustrator is software for professional graphical designers. A graphic designer uses typography, visual arts
and page layout techniques to produce the final result. The successive versions of Adobe Illustrator TM have seen
considerable changes in the Graphical User Interface and menu designs; however the Font Selection Menu (FSM)
has been unchanged. The designers use the menu for the selection of typefaces, point size, leading (line spacing),
letter-spacing (tracking), kerning etc and the existing design of FSM poses obstacles for the users of different
expertise. We conducted a usability audit in the usability engineering lab at the Indian Institute of Technology (IIT)
Guwahati to identify the problems related to FSM and propose alternate solutions.
2. FO(T MA(AGEME(T
Users are overwhelmed by the constantly growing quantity of fonts. A number of fonts are available on the internet
for free downloads and trial. The users select the fonts according the tasks at hand. For example, if the designer has
to design a poster for an invitation to a conference he uses formal fonts like Verdana or Times New Roman.
Similarly, for designing a poster on retro theme, he uses grunge fonts like 28 days later, trashed etc. Users tend to
find fonts on basis of usage such as making posters, ads, books etc. They might use the fonts on the basis of themes
such as cool, casual, fun or techno; by inspiration such as serif, san serif, script or even different languages such as
Hindi, Punjabi, Gujarati etc.
VIIT CAUE-2008 87
font by clicking in the menu. The linear and alphabetic mode imposed by today’s font search tools is also frustrating
since it does not provide any logical order of the fonts.
4. USER TESTI(G
4.1 People
We used an opportunistic sample of 15 people. They were a mix of graduate and postgraduate students of
Department of Design at Indian Institute of Technology Guwahati. Twelve were male and the age range was 18-25
years old. We classified them into three groups of varying software proficiency. The groups were novice, moderate
and expert. There were five people in each group. They were familiar with the QWERTY keyboard layout, and used
it daily.
4.2 Activity
Two experiments were conducted to identify the problems of the existing FSM in Adobe Illustrator CS3 TM. In the
first experiment the test subjects were asked to write a line of text in the font which best describes their personality.
In the second experiment the subjects were asked to design a poster which contained three groups of text. The first
group was to be written in a serif font and the second in a san serif font. The subjects were asked to write the third
group of text in the font which had the characteristic of keyword “history”. The experimenter had previously defined
VIIT CAUE-2008 88
certain fonts with specific characteristics in the “history” section. As shown in the figure 4. The subjects were asked
to fill a post test questionnaire on their experiences of using the FSM.
4.3 Context
Participants were seated at a viewing distance of approximately 70 cm from the computer. This was located at a
standard desk in a shared lab – a reasonably naturalistic environment, and the equipment felt to the users like a
normal PC.
4.4 Observations
The completion times of the subjects are given in the figure 5. The expert subjects preferred going to the primary
FSM to select their fonts. The primary FSM does not show the preview of the selected text as the workspace is
occupied by the drop down list. The expert subjects then used the secondary FSM. The secondary FSM doesn’t
show the preview of the font, therefore the subjects tried a few font options before proceeding to their selection. In
the second experiment, the majority subjects chose the Arial font for the san serif option. Times New Roman and
Charlemagne were selected by most for the serif and the “history” option respectively.
Figure 5. The test results of the two tasks given to the users
VIIT CAUE-2008 89
using scrollbar to quickly browse fonts. Instead, it uses an up and down button which scrolls the fonts one at a time
and thus it takes a long time to view and choose the font.
The secondary FSM in Illustrator CS3 TM is a pop up menu box positioned on the right side of the workspace. It
also displays the fonts alphabetically in a drop down list. The drop-down list is shorter in size and also features a
scrollbar. But it does not show the preview of the font nor the selected text.
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Figure 8. Hierarchical grouping of the fonts
The user sees the preview of the selected text in the desired font type by rolling over font in the drop down list.
The user can select the desired font by left clicking the font. When the user has not selected any text, he can see the
preview of the font by going to the drop down list and right clicking over the fonts. In this case, a small popup
window would appear displaying the font preview(figure 9).
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An Assessment of Factors Affecting Performance of Call Center Advisors in
India
Kiran Sabnis1, and Dr. Sanjay Tripathi2
1,2
User Interaction Design Group, Tech Mahindra
Off Karve Road, Pune, India
1
kiran.sabnis@techmahindra.com , 2sanjay.tripathi@techmahindr.com
1,2
www.techmahindra.com
ABSTRACT
In past few years, India is witnessing an exponential growth in business process outsourcing domain. A large
number of foreign companies are looking forward to take the advantage of skilled manpower abundance and
low operation cost in India. Previously many researchers have done research to optimize the operational cost
of such call centers, but almost no emphasis has been given to the interaction and usability aspects of call
center. However, call center is a classical example of computer supported collaborative work (CSCW) and
Human- computer –interaction which involves complex human- human as well as human computer
interaction. This paper is a result of usability study done in few call centers in India who provide customers
support to big telecom service providers. Telecom service provider is often interested to reduce their call
handling time. It is often ignored that system performance and application design contribute to the core
usability and interaction problem and results into increased call handling time. Many a times only call center
advisors (human performance) is taken into consideration to determine the overall performance based on
quantifiable time and number of calls related metrics. In this paper, we have tried to establish the fact that
system performance, application performance and user experience related factors altogether are responsible
for affecting the call center advisors’ performance. An analytical approach is being adopted to identify the
problems and outcome has been presented in this paper.
1. I(TRODUCTIO(
“Customer Support’ has got deep routes with the Indian culture and its tradition of ‘Guru-Shishya’ (Master –
Disciple) relationship. In ancient days, the masters were supported 24X7 by their disciples in taking the appropriate
care. In the current context also the customers are treated as Masters and their care is taken by customer support
advisors when in difficulty [Bhagwad Gita, Book 1, verse 2.3]
Increasingly industries try to foster relationships with their customers. It is a well-worn argument that in a
competitive global business environment, companies are attempting to re-learn the lessons of village traders and get
up close and personal with their customers. The difference is that, instead of a few dozen customers, modern
companies have literally millions of customers. So attaining that personal touch is no mean feat. Billions of dollars
have been dispensed into customer relationship management (CRM) systems over the last decade, in the hope that
an overarching understanding of each customer and detailed, easily accessible customer information would enable
consistent customer communication – whether the contact be made by phone, email, face-to-face or through direct
mail. Overall, to date, providing good customer service is central to many organizations. It is more and more
common that a large part of customer service is provided through call centers.
However, at certain point of time US and Europe based companies realized that the cost involved in providing
customer support is rapidly withering as the local wages shooting up. In mid 90s India became the favorite
destinations of such companies to outsource customer support due to various favorable conditions like young
workforce, English language proficiency and of course lower wages. The voice channel based Customer Support
business in India has been started in mid 90s and got picked up rapidly to become a matured business model by
2001. As per the published data, BPO business generates about 23% of total IT revenue in India [CAI, 2007] and the
export from BPO is about 37% of total IT exports in 2006-07. There are about 10,000 customer support centers in
various parts of India [Dataquest, 2004]. As an estimate total of 4.25 Lac employees work in various call centers of
India.
Once the industries were able to reduce their operational cost they have soon realized that customer satisfaction is
one which contributes considerably to their successful business model. This is predominantly the case for telecoms
VIIT CAUE-2008 92
companies, who face an environment of cutthroat competition and traditionally high customer defection rates, with
research showing that mobile operators suffering annual customer churn of 33.4%. Despite a relatively robust level
of investment in loyalty activity, the sector has still not managed to achieve a solid basis of customer satisfaction,
and with a historically fickle customer base, telecoms companies face rising inertia. By combining channels that
naturally reflect the behavior of the consumer, mobile operators are gaining market advantage and brand presence.
By using affinity collaborations, companies are starting to successfully nurture relationships with their customers,
building a brand that they are less likely to defect from. Call handling time, successful resolution, right first time
resolution etc. became the central theme to satisfy their customer to gain their loyalty and competitive edge over the
competitors. All this demands a high professional engagement of call service advisors (CSAs) and their emotional
commitment to support the remotely saying customers. This needs a deep drilled study on call centre system as well
as the user of these systems, their concerns and issues regarding the working environment. A research was indeed
necessary to understand the interaction aspects underneath the routine call center system. There are several
interactions that take place during the telephone call to a call centre. The customer is the person who is interested in
the product or service, but she is not directly interacting with the computer system. The agent is interacting both
with the computer and with the customer. As the interaction is carried out over the phone, the customer is not able to
see the computer. Indeed, the customer might not even be aware that a computer system is involved. We call these
sorts of collaboration Computer-Human-Human- Interaction (CHHI). Factors that affect performance are greatly
depending on interaction taking place in call centre kind of activities. The interactions that take place at a call centre
are ‘between the customer and agent’, the agent and computer, and indirectly between the customer and computer
[annete]. These complex interactions resulting in various problems such extended call handling time, problems
facing in using various integrated application tools etc.
The current paper presents research study done on reporting on interaction factors affecting the performance in
computer assisted customer support activities in a call centre as per the demand of one biggest telecom companies of
United Kingdom.
2. KEY (OTIO(S
There are number of call centre specific terms one needs to know to understand the overall mechanism of how the
call centre works. We are mentioning here those important terms for the ease of reader to understand the problem.
A call center is a set of resources (communication equipment, employees, computers, etc.) which enable the
delivery of services via the telephone [Avramdis & L'Ecuyer, 2005]). Often it is operated by a company to
administer incoming product support or information inquiries from consumers. Most major businesses use call
centers to interact with their customers. Examples include utility companies, and customer support for computer
hardware and software. Some businesses even service internal functions through call centers. Examples of this
include help desks and sales support. A classic example is the voice channel based Customer Support business.
Inbound calls are those initiated by customers calling in to the call center. A customer can be blocked, i.e., receive a
busy signal, if all of the center’s phone lines are busy at the time he calls. At first, calls may be connected to an
interactive voice response (IVR) unit. The most up-to-date technology of speech-recognition allows IVRs to
interpret complex user commands, so customers may be able to “self-serve”, i.e., complete the service interaction at
the IVR. Otherwise, calls are passed from the IVR to an automatic call distributor (ACD).
An ACD is a switch, which routes each call to an individual CSA; if no qualified CSA is available, then the call is
placed in a queue. Modern ACDs are sophisticated, allowing routing rules based on many criteria. A queued
customer may have choice to abandon without receiving service. Customers, usually aided by a predictive dialer
that tries to anticipate the number of free agents at the time customers are reached. A mismatch occurs whenever the
called party answers but cannot be served immediately.
Performance measures: Typically, call center managers are interested in many performance measures viz.
(1) the service level (SL); this is the fraction of calls that wait less than an acceptable wait time (typically 20 to 30
seconds), usually observed separately by pre-selected target periods (e.g., each hour, day, etc.) and, in multi-skill
centers, by call type;
(2) the abandonment ratio; this is the fraction of calls that abandon;
(3) the expected wait time;
(4) the number of outbound calls completed;
VIIT CAUE-2008 93
(5) the number of mismatches.
3. STATEME(T OF PROBLEM
Telecom service providers, in this case, wish to improve the overall service quality with their customer and
identified call centre operation as one of the major areas to improve. However, there are four entities involved
altogether to make this happen, service provider (one who contracts call centre to provide service to their
customers), application performance group ( one who provides application support services to the call centers), user
interaction design group ( one who determines the interaction pattern to provide better user experience for CSAs)
and finally the call centre itself. Business drivers for service provider here, are to improve system performance,
reduce call handling time (CHT), and improve customer satisfaction. Objectives for application performance group
are, to identify bottleneck in application performance and in network layer performance. It has been commonly
observed that call handling time is related to system performance, application performance, and CSAs interaction
with the various tools used to answer the customers query. To improve customer satisfaction, however, it was
indeed important to identify issues pertaining to tool usage and finding out the factors e.g. call handling time
especially common to affect the user experience. Interesting part of the call centre is the use of technological means
to support the customer in a very complex customer- client- support environment.
From a computer supported collaborative work (CSCW) and HCI point of view, we believe study of such settings
addresses a number of important issues. First, many authors in CSCW have argued for understanding technology in
a context that appreciates the work-oriented character of interaction with it and around it [Bowers, 1995]. Second,
CSCW has an appreciation of the fact that assessing factors of performance in measuring interaction level difficulty
of using information technology tools (as in call centers), and this is true even of traditional single-user computer
systems and the activities users perform in relation to them [Bowers, 2000]. In a typical call centre, employees are
often recruited and get trained in using the computer based systems. They do not possess thorough domain
knowledge about what they assist the customers but they are trained to fetch the required information to deliver the
answer. If we look at the performance measure from the industry perspective, this does not take the system usability
and human factors of interaction into account. Those performance measures are quantitative and measured in terms
of time fractions or no. of calls handled. Our client asked also to investigate indirect factors which may or may not
have direct influence on those performance measures.
A. System performance
- Application performance
- Network layer performance
B. Long call handling time (reduction of call handling time)
C. Problem with various tool integration
- Usability factors in using different applications
- Usability factors pertaining to a particular application
D. Lower customer satisfaction
4. SETTI(G A(D METHOD
4.1 Approach
A. System performance assessment has been done using ACE agents. (ACE is a monitoring tool)
ACE Agents were installed on Siebel Application Server and in two Client machines to collect the Network and
Application traces. Data regarding CPU utilization and memory utilization were also collected from the servers. To
assess the application performance ACE has been used to monitor the data and a Siebel server has been used to
record the data on CPU utilization. Also network and application traces were collected using these ACE agents.
B. As described below, two-tiered approach for the user experience study has been proposed
1.Overall usability assessment: including initial expert evaluation of the system, to rate the usability of
the project, identify issues and see what should be retained in the new design:
VIIT CAUE-2008 94
2.Users study: with users from different groups and experience levels, to identify exactly how they are
using the system and how they want the new system to work: We conducted a field study at a call center in
India that supports retail telecom customers located in United Kingdom. There are about 110 Customer
Support Advisors (CSA) working in 2 shifts of 8 hours and provide support for 16X7. As the time taken to
respond a customer is a key to overall customer experience, the focus of our study was to look at the
association model between key parameters and their respective contribution for improving the productivity
of the advisors.
Apart from this, detailed interviews sessions were conducted with 11 advisors [5 Agents, 2 Team Leaders, 2
Managers and, 2 members of Quality department
4.2 Methodology:
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4.1 Large call handling time
We conducted the detailed study of inbound calls received by the call center and identified that total of 5000 calls
are received every day. Average call handling time was found 11.41 minutes (N=43, SD= 1.482).
16
14
Avergae handelling time (in minutes)
12
10
6
1 4 7 10 13 16 19 22 25 28 31 34 37 40 43
Figure 1. The caption comes after the illustration or photograph and is centered. Any diagram or
figure that has been previously published should be referenced. This photograph appears courtesy of
[XYZ, 2006].
Instances of customer being put ‘On Hold’ was found in 6 of the 15 studied calls. Average ‘Hold’ time was found
25% of the total calls duration (CHT).
We further analyzed these calls on various parameters such as nature of call (inquiry, fault guidance, complaint,
follow-up etc), total call duration, profile of the caller, type of the caller e.g. first time or repeat caller etc. The study
VIIT CAUE-2008 96
revealed that 10% of the calls are recorded everyday for quality audits. We further studied the 10% of the recorded
call in details and categorized them into four slabs.
a. calls shorter than 5 min
b. 5 min to 10 min
c. 10 min to 15 min
d. calls more than 15 min.
As our study focused on the impact of tools usage on CSA performance, we analyzed the calls between 5 min and
15 min and found out that 44% of the calls lie in this slab. Calls shorter than 5 min were not considered for
following reasons – there was negligible usage of tools, calls were made after support hours and couldn’t got
attended by CSAa, calls got abruptly cut before the customer had any worthwhile interaction with the CSAs.
Similarly calls exceeding 15 min were not considered since these calls involved relatively low usage of tools as
CSAs provide guidance to online customers for making some physical setup and it did not require using any tool
during such times.
There were few technical reasons which affected the customer’s satisfaction like some calls got abruptly cut before
the customer had any worthwhile interaction with the agent.
Also, incorrect selection in IVR (Interactive Voice Response) options - A common Scenario was found which
hampered the overall customer satisfaction. B2C agents receive calls regarding Order Chasing. They ask the
customer to‘re-dial’ and select correct option in the IVR. Agents could not forward the call to the relevant
department. Agents can neither put the customer back in the IVR menu
4.2 Appropriation of various tools integration
The detailed study revealed that the CSAs use 20 different types of software tools (3 COTS, 8 Web-based
applications, 9 Client- server applications) having diverse range of interfaces and functionalities e.g. Order placing
and tracking, line testing, fault finding, online help, service support and provisioning etc.
Different entry parameters in different tools were supposed to use e.g. Tel. No. (in Cust. Info & Silver K-Runner),
UI Code (in Siebel), SEBU code (in Net Lynk), CBUK / Tel No. (in ECO). Many times CSAs were forced to use
some tools e.g. Customer Info / Silver K-Runner to get UI Code for use in Siebel. In doing so multiple ‘Searches’
have been done by CSAs and which hampered system performance and consequently increased CHT.
It was also observed that CSAs perform multiple tasks, often in parallel or in rapid succession and they face
intermittent interruptions and difficulty in shifting various tasks while talking with customers on telephone. The
VIIT CAUE-2008 97
CSAs use multiple media types, such as sticky pads, calendar entries, electronic to-do list or reminders to support
customer queries e.g. scheduling out bound calls, escalations to their managers, their performance incentives etc.
In our study we found a number of usability problem among the software tool used by CSAs. Agents record every
customer interaction in Siebel. Entry parameter to Siebel was the UI Code – it does not allow ‘Search’ on telephone
number and therefore forces use of other tools (e.g. Customer Info) to get the UI Code. Customer details - Date of
Birth and Address not displayed upfront therefore authenticating customer thus involves an additional step.
Significant scrolling – both horizontal and vertical – was one major cause tod by CSAs which hampered their
productivity. 11% agents expressed that Siebel is the most complex to use Tool. 65% agents expressed that ECO is
the most complex Tool. We have recorded few of the agents Quotes regarding the use of ECO:
“ECO takes long to log a fault”
“Please make some amends in the tool such as ECO - as it is very slow and causes inconvenience to us as well as to
customers”
“ECO is very slow and it freezes all other tools”
“ eed to work on ECO as in priority basis as it runs too slow and never work when we needed the most.”
There are unnecessary multiple steps while logging a fault in ECO. After each step (a question > and a pre-decided
answer) there is a server trip which increases the time, this frustrates CSAs.
4.3 Duplication of work due to multiple tools
Multiple interaction models across various tools result in inconsistent user experience, which hampers productivity.
We have asked CSAs to rate problem caused by duplication of work on a scale of 1 to 7(relevant to non-relevant). It
was found a mean of 3.4.
3
Duplication of work
67% of the software tools are complex to use Call handling process not streamlined with business process.
Insufficient data in tools due to information scattered across tools. 68% of the agents expressed that “Slow (tools)
performance” was their biggest difficulty
A lot of Copy- Paste operation was performed by CSA e.g. taking notes between Siebel, Fusion and Lotus 123 /
Word / Notepad to maintain for his records.
VIIT CAUE-2008 98
We found that there was huge inconsistency in data format e.g. Address formats in various tools were different.
One of the major problem we found that lack of any set process for handling customer queries. Agents seem to serve
customers by their experience and theoretical knowledge more, than by processes. We asked one team proactively
created a ‘sequential tasking chart’ and after that we found that the CHT reduced significantly.
Agents were also not updated through any system about changes in Business Processes. ‘Knowledge-base’ not
updated regularly. Agents sometimes refer Knowledge Base while supporting calls related to error codes, but are
unaware of the latest changes.
0
Too many Tools Duplication of work Inadequate reference
Intra-navigation too Lack of training Insufficient data in
68% of the agents expressed that “Slow (tools) performance” was their biggest difficulty, which was caused by the
low system and application performance. “Too many Tools” is second difficulty in terms of severity, which also
results in “Duplication of work” and “Inter-tool navigation” Agents had to remember multiple usernames and
passwords. Agents committed mistakes; consulted colleagues while entering username / password. Session time-out
was also one major cause which hampered productivity and increased CHT. Multiple interaction / interface styles
resulted in inconsistent user experience. Insufficient data in tools is mainly due to information scattered across tools.
Acknowledgements: We would like to thank a team of managers and advisors for their excellent support during the
user study at their Noida and Chennai call centers.
7. REFERE(CES
Avramdis, A. N., & L'Ecuyer, P. (2005). Modelling and Simulation of Call Centers. Proceedings of the 2005
Winter Simulations Conference (pp. 144-152). New York: ACM Press.
Bowers, J. and Martin, D.(2000). Machinery in the New Factories: Interaction and Technology in a Bank’s
Telephone Call Centre, CSCW’00, December 2-6, Philadelphia, PA. ACM, NY
Bowers, J., Button, G. and Sharrock, W.(1995) Workflow from within and without. Proceedings of ECSCW95
Computer Association of India, (2007). Retrieved from http://www.compassindia.com/news-main-bpo.php/ on
13th June 2008.
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Steel, A. (2003). “Understanding and Enhancing Call Centre Computer- Human-Human Interaction”,
proceedings of CHI 2003, April 5-10, Ft. Lauderdale, Florida, USA. ACM 2003
Steel, A. 2003. Understanding and enhancing call centre computer-. In CHI '03 Extended Abstracts on Human
Factors in Computing Systems (Ft. Lauderdale, Florida, USA, April 05 - 10, 2003). CHI '03. ACM, New York,
NY, 690-691.
Data quest (2004). Retrieved from http://dqindia.ciol.com/ on 24th July 2007
ABSTRACT
The past decade has witnessed a significant rise in the web usage. And making such information and services
accessible in a convenient manner, there is a need for a unified interface in the form of a one-stop source for
information and service delivery. A ‘Web Sites’ of the country can ideally emerge as a tool to facilitate the user.
This increase has led to the recognition of need of websites, which can do the needful with ease and satisfy the user.
Developing a web site that satisfies all the needs of the user is not a simple task. It needs a continuous assessment of
user behavior and requirements. The Human-Computer Interaction (HCI) discipline is concerned with design,
evaluation and implementation of interactive computing systems for human use; and with the study of human
dimensions and the surrounding phenomena. HCI and System Usability Design have greater significance in
electronic government as the usability problems can adversely affect millions of people.
Various methods are available to evaluate the usability of a website. Applying all these methods to determine
usability is not only time consuming but also practically infeasible. There is a need to identify the scenario where
these methods are best applicable. This paper receives the existing usability evaluation methods and proposes the
situations in which they are best applicable. The needs or expectation of the user depends upon the type of the web
site. Our approach identifies those methods that are best suitable for different category of web sites. Such
identification shall reduce the overhead that will be incurred on efforts or cost to implement all the methods.
1. I(TRODUCTIO(
In the digital era, dependence on web has increased for all purposes e.g. online shopping, online transactions, e-
learning etc. Therefore the usage of the web site plays a significant role. It is highly anticipated that worldwide there
will be a major shift from yesterday's static Web to the new dynamic and interactive Web applications. The demands
for e-government “Interactive Web applications” have been continuously increasing. As government organizations
have begun to enhance transparency, communication and interactions with citizens and businesses through e-
government offerings, developing “Interactive Web applications” has become an imperative for e-government. The
“Interactive Web applications” will increase citizen participation and awareness by making it easy to obtain up-to-
date maps and reports of services, facilities, and statistics and will empower citizens and businesses for true e-
democracy. Human factors and system usability are the ignored imperatives in most e-government projects. As per
the World Bank report, approximately 35% of e-governance projects in developing countries are total failures;
approximately 50% are partial failures and only 15% can be seen as full successes.
Under such circumstances, they shall be motivated to use those web sites that enable them to perform the task
sufficiently, effectively and satisfactorily. The term “Effectively” means completeness and accuracy with which user
can achieve specified goals. “Efficiency” means how quickly a task can be completed. Satisfaction helps in retaining
the user and motivates the user to revisit the web site. Web Usability, a field of Human Computer Interaction caters
to these aspects of web usage. Web usability, explores how and people access the web site. According to ISO9241-
11(Smith, 1996) usability is “The degree to which a product can be used by specific users to reach specific goals
with efficiency, effectiveness and satisfaction in a given use context”. In simple terms we can define usability as a
quality of system that makes it easy to use, easy to learn, easy to remember and subjectively pleasing. Developing a
usable web site needs continuous evaluation/testing of the usability at each step. Testing is a destructive process that
2. EVALUATIO( METHODS
Various methods are available to evaluate the usability. These methods can be grouped into three categories
depending upon the involvement of the user: Testing, Inspection, and Inquiry [www.usabilityhome.com].
2.1 Testing Approach:
In this approach the user plays an important role. The usability experts assign a task to one or more representatives
of the users and observe them while performing the task. This information helps in identifying how the user
interface supports the users in performing their task and what is different from user’s expectations. Some of the
testing methods are:
2.1.1 Coaching Method: This technique can be used for usability test, where the participants are allowed to ask
questions from an expert coach while performing the specific task and the observer observe both how user interacts
with the system and interactions between he participant and the coach(Nielson, 1993). The observer analyzes what
kind of questions a user asks and what types of answers help the users. The objective of this technique is to define
the user needs, as well as try to avoid the need for the questions by redesigning. But this requires skilled and careful
coaches.
2.1.2 Co-discovery Learning: The observers assign a task to two test users and tell them to perform together. The
observers what they are thinking about while working on the tasks (Nielson 1993: Duman and Redish). Compared to
thinking-aloud protocol, this technique makes it more natural for the test users to verbalize their thoughts during the
test.
2.1.3 Performance Measurement: This technique is used to obtain quantitative data about users’ performance when
they perform the tasks during usability test. For example, the time required to complete a specific task, the number
of task of various kinds that can be completed within a give time limit, the ratio between successful interactions and
errors, the time spent recovering from errors, the number of user errors, the number of commands or other features
that were never used by the user, the frequency of use of the manuals and/or the help system, and the time spent
using them etc. This data when analyzed helps to draw the conclusion. In this method, the user is not allowed to
interact with others (Nielson 1993: Soken et al., 1993).
2.1.4 Remote Testing: This means that the tester(s) cannot observe the testing process directly. They observe the test
users’ screen through computer network, and may be able to hear what the test user says during the test through
speaker telephone (Harston et al.)
2.1.5 Retrospective Testing: In this method a test user performs a specific task during the test and a videotape is
made of this usability test session. The tester(s) can collect more Information by reviewing the recording of the
usability test session with the test user (Nielson, 1993). Ask the test user questions and let the test user describe what
he/she is doing and why.
2.1.6 Teaching Method: During a usability test, first the test user interacts with the web site, so that they get familiar
with it and acquire sufficient knowledge to accomplish the task. Then, the test user is asked to explain to the novice
user how the system works and demonstrate to him/her a set of pre-determined task (Vora et al, 1995).
2.1.7 Thinking Aloud: During testing, provide the test users a set of tasks to perform and ask them to explain what
they’re thinking about while performing the task. It allows testers to understand how the user interacts with system
(Nielson, 1993). The observer records the situation in which the sequence of steps dictated by the web site to
accomplish their task goal is different from they expected. The main objective of this method is to better understand
the user’s mental model and interaction with the system.
Coaching Method Y N Y
Co-discovery Learning Y N Y
Performance Measurement Y Y N
Remote Testing Y Y Y
Retrospective Testing Y Y Y
Teaching Method Y N Y
Thinking Aloud Y N Y
Heuristic Evaluation Y Y N
Field Observation Y N Y
Focus Group Y N Y
Interviews Y N Y
3. OUR APPROACH
3.1 Categorizing Web Sites: In the present scenario where several websites have been designed to help the user in
accomplishing their tasks, it is difficult to categories the websites into groups. Grouping of the web sites can be done
on the basis of the organization, data or information contained in the website and the purpose for which it was
intended for. One such categorization of websites is on the basis of prime audience of the site (Banati et al., 2004).
These are:
3.1.1 Information- Oriented Sites: These sites ideally present lots of information to its user e.g. an E-learning site.
The key factors that influence the usability in such websites is easy and reliable access of information. Users of
these sites are primarily interested in simple, precise and relevant information. So the focal issues of information
oriented web site are its content and the crucial factors that can improve the usability are Effective Search,
Consistency, Strong and Unambiguous Presentation Style and Navigational Ease.
3.1.2 Service-Rendering Sites: The main aim of these sites is to provide quality-oriented services to its audience e.g.
governance site. These types of site are characterized by numerous and timely transactions. Time is the crucial factor
for such type of sites. It was observed that the most important factor influencing such a site is the technique of query
processing both internally and externally. Good efficient internal searching implementation along with strong user
enabled interface influences the usability of the system. So the main issue of information oriented web site is time
3.2 Suitable Methods for Web Sites: However, this categorization is not pure because of obvious overlap. The need
and the objectives of each type of web sites are different and the expectations of the user also vary according to the
type of the web site. So the methods need to evaluate usability or state the user’s requirements depending upon the
type of the web site. Since it is impractical to use all the available methods, our approach is to select those methods
that are best suited for a particular type of web site.
3.2.1 Information-Oriented Sites: On the basis of the characteristics of Information-Oriented Sites it has been found
that the usability attribute “Learnability” is the most important attribute for Information-Oriented Web Sites (Bedi.
P. et. al., 2005). So the evaluation methods that enhance the learnability like Coaching Method, Co-Discovery
Method, Remote Testing, and Teaching Method. And Thinking Aloud will be more suitable for assessing these
types of web sites.
3.2.2 Service-Oriented Sites: It has been observed that usability attribute “Efficiency” is the most significant attribute
for the service rendering website (Bedi., P. et al., 2005). Therefore the usability evaluation methods those provide
the efficiency such as Performance Measurement, Remote Testing, Retrospective Method and Heuristic Method are
more preferable.
3.2.3 Business-Oriented Sites: It has been found that “Satisfaction” is the most important attribute for the Business-
Oriented Web site (Bedi., P. et. Al., 2005). Thus the evaluation methods that enhance the satisfaction like Coaching
Method, Co-Discovery Method, Remote Testing, Retrospective Method, Teaching Method, Thinking Aloud,
Plurastic Walk Through, Field Observation, Focus Group and Interviews are best suited for Service Rendering Web
Sites.
Identifying the methods which are best suited for each category of website helps in reduction of efforts, cost and
resources. This is of particular relevance as testing process often suffers due to resource crunch. However, this
approach only minimizes the efforts involved and can be applied under resource constraints. Assessing usability
through application of all the methods has potential of uncovering more usability defects (but is time and effort
consuming). Our approach proposes to assess usability with minimal efforts. The approach only highlights the best
possible application of the evaluation methods, but cases can exist where these methods can be successfully
employed for other category of websites.
4. CO(CLUSIO(
The Human-Computer Interaction (HCI) discipline is concerned with design, evaluation and implementation of
interactive computing systems for human use; and with the study of human dimensions and the surrounding
phenomena. HCI and System Usability Design have greater significance in electronic government as the usability
problems can adversely affect millions of people.
The paper reviews the different techniques to evaluate the web usability. However, it is not feasible to apply all
those methods to measure usability due to time and cost constraints. A need was felt to identify the best possible
method to access usability of websites. This paper presented one such way of categorizing the usability evaluation
methods based on the nature of websites. The approach considers the nature of website and the most significant
attribute affecting the usability of that kind of websites. Such an identification can help in minimizing the efforts and
cost incurred in usability evaluation in comparison to the resources expended if all the methods are applied.
6. AK(OWLEDGEME(T
I would like to express my sincere thanks and appreciation to all those, who in one-way or other have contributed to
the study. At the outset, I would like to thanks Dr. Nitin Nayak, Director & Dean Faculty of Management Studies,
Bharati Vidyapeeth University’s, Institute of Management and Entrepreneurship Development, Pune, for providing
valuable guidance and support during the work. I would like to express my gratitude towards Dr. Sushil Sharma,
Associate Professor, Ball State University, Indiana, USA for providing valuable inputs and constant encouragement.
I would also like to thank Bharati Vidyapeeth University, Pune for all the administrative support during the work.
7. REFERE(CES
Banati, H., and Grover P.S. (2004), A Structured Approach to Study Usability, in Proceedings of National
Conference on Software Engineering Principles and Practices, Patiala, India.
Bedi, P., and Banati, H. (2005), Prioritizing Web Usability Attributes using Intuitionist Fuzzy Sets. Proc. Of the
2005 International Conference on Software Engineering Research and Practice, SERP’05, Las Vegas, Nevada,
U.S.A., Vol. II, pp.570-576.
Bias, R.G., (1994). The Pluralistic Usability Walk-through: Coordinated Empathies, in Nielsen, J. and Mack, R.
L.,(Eds.), Usability Inspection Methods. New York: Wiley.
Bruno V., Tam A., Thom J. (2005), Characteristics of Web Applications that Affect Usability: A Review Proc. Of
the 19th Conference of the Computer-human Interaction Special Interest Group (CHISIG) of Australia on Computer-
human interaction: citizens 2005.
Dumas and Redish, A Practical Guide to Usability Testing “Co-discovery”. Ablex Publishing. p. 31.
Greenbaum, T. L., (1997), the Handbook for Focus Group Research, Thousand Oaks, CA: Sage Publications.
Nielsen, J. (1993), Usability Engineering. Boston: Academic Press.
Nielsen, J. and R. L. Mack (1994), Usability Inspection Methods. New York: Wiley.
Hackos and J. C. Redish (1998), User and Task Analysis for Interface Design. John Wiley and Sons: New York.
N. Soken, B. Reinhart, P. Vora, and S. Metz (1993), Methods for Evaluating Usability (Section 5B), Honeywell,
Dec. 1993.
Robin, J. Handbook of Usability Testing “Testing two participants at a time.” John Wiley and Sons: New York, p.
240.
Smith, W. (1996), ISO and ANSI- Ergonomics Standard for Computer Products. A Guide to implementation and
Compliance (eds.). Prentice Hall: New Jersey.
Wharton, C., Rieman, J., Lewis, C. and Polson, P. (1994), “The Cognitive Walk-through Method: A Practitioner’s
Guide.” In Nielsen, J. and Mack: R. L., (eds.), Usability Inspection Methods: New York: Wiley.
Banati, H., and Bajaj M. (2007), A Strategic Approach to evaluate web Usability, In Proceedings of National
Conference on Mastering Change for Organizational Excellence, Gwalier, India.
supply-chain management systems, financial applications, e-government, distance learning, and entertainment,
among others. These applications have been incorporated into everyday life of both individuals and enterprises,
leading to increasing requirements of quality and performance, with ensuing growth in complexity.
Also, the impact of the internet technologies is forcefully reaching into new domains. Social based-computing is
fundamentally changing the way people and businesses interact with the Web and with each other. The Web is
becoming the platform of choice for delivering business services, and is being leveraged and marketed as a general
purpose computing platform. However, high complexity of integrated business solution application demands much
more user experience solution and rich interactivity associated with those than ever. Current web technologies have
their limits when it comes to the usability and user experience. Rich Internet Application has been newly proposed
to the solution for such a problem [2].
Introduction of any new technology demands skill updation, including domain specific formal trainings. Due to
various reasons it is not always possible for software service companies to provide adequate training and skill
updation opportunity for their employees. Authors’ company has started working in RIA domain at the very
beginning of year 2007. We have found that finding appropriate resources at reasonable price was another major
problem. To cope with such a situation where company was bound to deliver the product within the agreed time
schedule, started thinking in the direction of evolving rapid RIA development methodology.
In this paper we propose a methodology for rapid development of Rich Internet Applications (RIA). This
methodology has been evolved as an in-house experience while working on an immediate requirement placed by the
client to achieve in a limited period of time. We are claiming this as a simplified approach as this was completely
done in agile way and is extremely light weight to use at any level of operation. The emphasis of work lies
principally on two (key) words i.e. rapid development and untrained team. Rapid development is what we meant that
One utmost important feature of this framework was to incorporate synchronized training sessions during the whole
span of development lifecycle. As compared to traditional software development framework it has got only 50%
coding and testing of proportionate distribution where as other half ensured the visual and user experience quality
compliance.
Since the developers were not trained in any RIA development technology, an internal resource, who was expert in
RIA development technology kept always ready to support the developers to solve the critical problems faced by
them. Additionally he was conducting everyday one hour session on specific component of RIA (e.g. how to
Stage 1: Benchmarking: Project management decided that for rapid development there must have some target
application against which new application could be benchmarked.
7. REFERE(CES
[1] Bozzon, A., Comai, S., Fraternali, P., and Carughi, G. T. (2006). Capturing RIA concepts in a web modeling
language. In Proceedings of the 15th international Conference on World Wide Web (Edinburgh, Scotland, May 23 -
26, 2006).
[2] Joshua Duhl, (2005 ). “White paper: Rich Internet Applications”, IDC.
[3] Brambilla, M., Ceri, S., Facca, F. M., Celino, I., Cerizza, D., and Valle, E. D. ( 2004 ). Model-driven design and
development of semantic Web service applications. ACM Trans. Inter. Tech. 8
2. I(TRODUCTIO(
Summery views are the most crucial entry point for a management console, and have different meanings for
different users. A summary view for an enterprise of thousands of objects should make information accessible and
usable to help people achieve such different goals.
The example used is from an enterprise tool for storage management. This tool which is used in data centers allows
configuring and managing the storage resources, allocating storage as per demand, monitor the storage usage and
report on the same to stakeholders. These all are done based on the service level agreements in between the party
who wants to use the storage and the party (data center in this case) who is providing and managing it for them.
For example: 5 Faulted Applications is some numbers or data. Application app_001 is faulted is a fact or a piece of
information Application app_001 is faulted because of the over-utilization of storage is knowledge which provides
high value to the user.
Responding quickly to the changing needs and market opportunities is a critical requirement in an enterprise. In a
traditional view, the user spends most of the time in locating an object and reaching a decision. Lack of access to the
right information is one of the very important factors impacting users’ performance. This exercise was an attempt to
reduce the decision taking time by providing analysis to collate information and possibilities related to any object or
incident.
3. THE CASE
3.1 The Product Analysis
The example is a centralized GUI for a storage management enterprise tool. It offers centralized monitoring of tasks,
alerts and generic grouping of objects using a polling mechanism to update the UI. Other performance factors
include quick discovery and display of enterprise wide objects like hosts, storage assets, etc.
At the same time, the product lacked some key features like trending information, capacity planning and forecasting
which are required for enterprise management software. It also doesn’t provide any help in analysis or decision-
making. It was clear that to improve the performance of user tasks, a different information design/display approach
than listing of objects, was required.
3.2 User Research and Task Analysis
The first step in designing the UI is to understand the users. Good summary view should address users’ primary
goals with respect to monitoring and critical actions. It should be able to answer all questions posed by the user.
For example:
How is the health of the enterprise or my business unit?
Does the summary view provide me alerts to issues or problems which are critical to my business needs?
Does it help me in making the decisions that impact my business?
Findings of the analysis provided top requirements of strategic importance from the users’ perspective. For a storage
management product, achieving service level objectives through effective management of storage and reducing costs
are the performance objectives for all types of users.
The top level monitoring requirements for the enterprise storage tool summary view are:
Storage Availability: Make sure that the storage is available for all the users based on their business
requirements. Information about unused storage and best utilization methods and the next storage buy or
how long can one defer the buy
Alerts / Errors Alerts on the critical failures of storage objects, network and other services and also about
forthcoming problems.
Performance: Monitor and measure performance of storage resources and make sure that it is matching
with the business needs.
Capacity: Monitor the storage capacity and plan storage accordingly
Putting these requirements together provides a cross-analysis of ‘how’ the objects are instead of ‘what’ is out there,
in a well-analyzed form which helps users to take critical decisions.
It is difficult to arrive at a clutter-less view that comprises all the top goals across the user groups. We chose to
provide different views based on the user login, but as a typical dashboard view, we considered the Storage
Manager/Administrator view.
For example: Dashboard shows the information at the enterprise level. But, if the user is interested in
the status of a specific business unit then the user just scopes the dashboard view to that business unit to
get a focused picture.
4.1 Displays
We introduced health information on the category tab. The number of such tabs is limited to the top level categories
of the enterprise, in this case – Application, Servers and Storage. This helps user to get an overall picture at a glance.
One category tab is active by default.
Faulted information and alerts are displayed in tables to offer a detailed view of the main information with its related
aspects as clues. Complementary visual cues offer easy analysis and assimilation.
The table below the category health tab shows the details of the faulted information of the active tab. User can click
on tabs to see faulted information details of those tabs in the table area.
Showing health in charts and relevant faulted information in tables help users to associate and remember things
easily. This provides a complete picture for the users.
Figure 6. Graphs used to show the global storage health in dashboard at a glance
4.2 avigation
Users can click on the summary health tab to view the faulted table below. Clicking on a link on the health tab takes
the user to the filtered information in the specific category. After drilling down to a certain level, the user can ‘lock
the scope’ which enables her to explore the dashboard and all other views at the same level.
4.3 Co-relating Information
Information displayed from a single perspective fails to tell the complete story to the user. Users may need to go to
other views to explore and troubleshoot. The dependent object information could be difficult to comprehend in a
complex environment like that of an enterprise.
To show a complete picture, the multiple facets of the information need to be explored to build a well integrated
information view.
For example: Application App_001 is slow gives the status of that application. But, it doesn’t indicate
any possibility of slow performance. But, information and status about the server it’s running on, the
storage resource it is using and its replication status gives a complete picture of the event.
Providing all the necessary possibilities in a single view saves time in identifying, locating and analyzing the status.
Arriving at a conclusion involves lots of analysis considering the increased complexity due to the varying
Figure 7. Related factors / clues about the main information with name of the faulted application as the key
information. The rest, database, servers, other related features coming into play, etc. are other related aspects
of the respective faulted application.
4.4 Threshold
Threshold settings allow the user to define a higher and lower limit on the monitoring parameters of objects. This is
directly linked with the performance and availability related service level objectives. Threshold helps the user to
monitor utilization; performance or growth levels of storage, the resources based on the limits, and read impending
problems, if any.
For example: If storage utilization by one business unit is nearing the threshold then it should warn the
user before there are any critical alerts and it fails to meet availability related objectives.
Figure8. Threshold in the dashboard. The figure illustrates storage usage for applications, and its state with
respect to the set threshold, in the selected time frame.
4.5 Actions
Dashboard makes the analysis of ‘why is it so’ but ideally should also recommend ‘what needs to be done’ at the
same place. In reality, the recommended actions need complete and perfect analysis of the possibilities. Again
considering the scope of the project, we suggested having common actions that can be arrived at directly, and do not
require applying fuzzy logic.
For example: If utilization of a storage resource is reaching its higher threshold limits, then it provides
the status to the user along with an appropriate action like ‘provision storage’ attached to it.
With the earlier summary view, the user tasks would be like this:
Of the time spent to achieve this objective; the user spends ~50% to get the exact information through 6-7
views/steps and ~40% of time to assess the different possibilities. How could we reduce the time consumed?
Show the critical information upfront using different filters, threshold limits, minimizing the time taken to
reach the right information (Tasks 1-6).
Identify important related factors and bring to users’ knowledge of the different possibilities for the
events. It provides the clues with an integrated, ready-to-analyze information view, where the user can look
at all the factors simultaneously (Tasks 7-9).
Decide and act (Tasks 10-11)
With the proposed approach, the same use-case scenario would be:
1. On dashboard, user gets to see the critical storage resources listed and identifies the
desired resource from the list
2. Analyzes all the related factors like server, replication status with help of the clues
provided. (User can check the details, if needed)
3. Concludes that the server has problems causing the slow performance
4. Clicks to go to details for recommended actions or requests for maintenance of the
server
The show-exceptions method is the key to handle the ever growing enterprise object scenario. The case study works
as a ready take-away template for other management consoles which could be used with minor tweaks if required.
7. ACK(OWLEDGEME(TS
We would like to thank Product Management and GUI Engg. Team who were part of the core team in the exercise
of dashboard building.
8. REFERE(CES
Domain specific:
Domain Architecture presentations by core stakeholders from product management and development
Design specific:
Microsoft System Architecture: Internet Data Center Solution / Operations Architecture Guide
“Dashboard Development and Deployment”, A Methodology for Success, a white paper by Noetix Corporation
“Identifying Information Design Heuristics”, a white paper by Rebecca Sukach, Technical Writer Manager at
Computer Associates
“About: Information Design”, by Sue Walker, a head of Typography and Graphic
Communication at the University of Reading and Mark Barratt, a partner in the information design consultancy
Text Matters
“Just in Time and Just Enough” an article by Thom Quine
“Designing for Understanding within a Context of Rapidly Changing Information”, an article by Maureen
MacKenzie-Taylor, Senior Research Associate, Communication Research Institute of Australia
“Information Design: What is it and Who does it?” by Terry Irwin, Design Consultant and Educator working
with businesses and design schools throughout the USA.
“Understanding umbers”, an introductory essay to Richard Saul Wurman’s book Understanding USA by
Nigel Holmes
White papers on dashboards, information management from www.bitpipe.com
Books
“Information Architects” by Richard Saul Wurman
“Information Graphics” by Robert Harris
ABSTRACT
This paper studies the usability issues involved in the design of a speech based mobile interface for the textually
low/non literate user base in the Indian context to come up with a set of heuristics for an effective speech based
mobile interaction for the stated user base.
A study on 15 low literate subjects in Guwahati, Assam was conducted to identify the key usability issues involved,
the mental model of mobile phone of the focus group and the preferred alternative to textual interaction in a mobile
interface. The user research methods adopted were contextual interviews, task analysis and retrospective interviews.
The study indicated a preference for verbal interaction, a need for the interaction to be “human-like” and for the
speech recognition system to be tolerant to variations in spoken language.
In accordance with the results of the study a set of usability heuristics were developed for the design of a usable
mobile interface for the low literate involving audio-visual interaction and operated through speech input/output.
Certain specifications for the speech recognition system were also developed to ensure satisfactory accuracy rate
while keeping the input output process easy to use for the focus group. A prototype was created to demonstrate the
working of the interface as well as that of the speech recognition system.
KEYWORDS
Recognition, Template matching, Speech based navigation
1. I(TRODUCTIO(
About 35% of India’s population comprises textually non-literate individuals, which translates into a figure of
around 360 millions. Among women, the percentage of illiterates is around 45% according to the 2001 census.
Several others are only semi and marginally literate, that is though they have the knowledge of the alphabet; they are
not skilled enough to use it effectively for communication purposes.
The textually non/low literate population constitute a large section of the emerging user base for mobile handsets in
India and other developing countries.
The need for mobile communication, both synchronous and asynchronous, in the said user segment is accentuated
by the nature of their work, irregular lifestyles and frequently shifting bases.
The government provides several kiosk based services to the rural masses to facilitate communication. However,
non literacy becomes a barrier in the usage of such devices too. The most common mode of learning and
information transfer for this user group is the word of mouth
2. RESEARCH METHODOLOGY
The study was conducted in the following stages:
1) Literature Survey and analysis of state of the art research in the area
2) User Study Phase I: Interviews and Task Analysis to validate results inferred from literature survey and fix
7. CO(CEPTUALIZATIO(
A solution was conceptualized based on the above mentioned heuristics to optimize usability and recognition
accuracy. A low fidelity prototype was developed of the concept formed. The following are some of the salient
features of the proposed solution:
7.1 “Humanizing” the interaction
On the basis of the observations in the testing phase II it was inferred that a perceived human presence is critical in
making the users feel at ease with the device. This is particularly true for accomplishing tasks that in their real life
they rely on others to perform for them. That is, the device here acts as an intermediary between the user and the
task, a simulation of the literate assistant.
Based on the above and correlating it with the effectiveness of video as a medium as demonstrated in one of the
reference papers, it was decided to use an animated “human assistant” on the mobile interface who could be seen
interacting with the users through spoken words and performing essential tasks for them.
Such an interface extends the similarity with human-human interaction further and therefore is perceived as more
familiar and congruent with the day to day experiences of the target user group. This is also in congruence with is
Nisbette’s theory of “Perception of Control”, Ref[5] according to which the East Asians (represented by Chinese
subjects in the experiment) are seen to perform better in a task when they have a perceived (real or illusory)
collective control over the environment as opposed to Westerners who feel more comfortable with a perceived
individual control.
Termed as “secondary control” (Weisz et al, 1984), this collective control over environment is brought about by or
accommodation to existing reality including group needs.
The perceived need for a human presence and reassurance of any action observed in the women under consideration
here can be linked to the collective (or secondary) control theory of Nisbette.
Finally this implies that the mobile interaction follows the same interaction model that the user is accustomed to in
real life, viz. instructing a literate person to help them achieve certain specified tasks. This ensures minimum
cognitive load and high learnability of the device. The personality and the vocal quality Ref[7] of the interacting
“human assistant” were fixed on the basis of a study of preferences conducted and was made to emulate a girl.
7.2 Keyword Spotting
Use of this technology enables receptiveness to natural speech input i.e. it allows users to:
a) Use more than one alternative word to denote the same input
b) Use phrases and sentences including the required keywords rather than input the keywords precisely – provision
for “unstructured input”
7.3 Binary Classification of input words
The navigation model was designed such that the user has only two options to choose from at any point. Though this
has the drawback of limiting the overall number of functions available, it aids in implementing heuristic 4.
8. CO(CLUSIO(
From the studies conducted, it was inferred that “humanization” of the interaction and sensitivity to natural speech
input are essential attributes for a usable speech based mobile interface for the low literate. Adherence to the
aforementioned heuristics is likely to enhance the effectiveness of the interaction.
9. TABLES, FIGURES A(D EQUATIO(S
9.1 Tables
Table 1: Results for Interview (Section 4.7)
We would like to thank Nokia Research Centre, Beijing for sponsoring of the first author’s internship during which
this research was inspired. The support, discussions, and encouragement given by the Nokia team to both the
authors during their visits to Nokia center in Beijing is acknowledged. We would also like to thank the Department
of Design at IIT Guwahati and all the users (subjects) who participated in the interviews and experiments.
2. Indrani Medhi and Kentaro Toyama, “Full-Context Videos for First-Time, Non-Literate PC Users”
Microsoft Research Labs India Pvt Ltd, Bangalore, India.
3. Madelaine Plauché, International Computer Science Institute (ICSI), USA and Madhu Prabaker,
Carnegie Mellon University, USA, “Tamil Market: A Spoken Dialog System for Rural India”
4. Indrani Medhi, Aman Sagar, and Kentaro Toyama, “Text Free UI for literate and semi-literate users”
7. Nass, Ulla G. Foehr, Michael Somoza, “The Effects of Emotion of Voice in Synthesized and Recorded
Speech - Clifford”
ABSTRACT
Despite being in its infancy, multi-touch technology has generated considerable excitement about its potential
impact on interactive media. This paper summarizes some important studies on how multi-touch technology affects
user interface (UI) design principles. Based on such empirical findings, it also sheds light on fundamental principles
of UI design for touch interfaces, based on the general capabilities and physiology of humans.
KEYWORDS
Multi-Touch, User Interface (UI) Design, Frustrated Total Internal Reflection (FTIR), Human Computer Interaction
(HCI)
1. I(TRODUCTIO(
We are gradually moving into an era of information technology where end-user experience with UIs is being given
utmost importance. UI design technology is advancing rapidly to complement conventional HCI with advanced
forms of haptic interactions.
A haptic interface is a computer-pointing technology that is based on the sense of touch. These “Touch Interfaces”
enable users to compute without the use of conventional input devices such as a mouse, keyboard, etc., see Figure 1.
1.2.1 Portability: Consider the cost of making this technology usable on one side vis-à-vis the potential it has to
reduce hardware. For example, a usable on-screen keyboard, along with fingers, can render the physical keyboard
and mouse obsolete in the near future. Thus, such usable technology can not only optimize device space and
increase its mobility, but can also reduce hardware costs.
1.2.3 Subtlety: Different pointing devices like the mouse, keyboard, and stylus, though appropriate and excellent in
their contextual use, are not capable of conveying the subtlety that the human body can. Advancements in sensor
and microprocessor technologies are most likely to compel designers and engineers to design interfaces that are
based on natural human gestures conveyed by the hands, lips, eyes, tongue, etc. An appropriate amalgamation of
hardware and software can make these interaction techniques quite intuitive.
2 RESEARCH QUESTIO(
Until recently, best practices in UI design have been developed for interfaces that are designed to be manipulated by
conventional input devices, such as a mouse, keyboard, stylus etc. In his book, Design of Everyday Things, Donald
Norman suggests that when designing a product, the following principles should be taken into consideration:
Visibility – By just looking, the user should be able to identify the state of the device and alternatives
for action.
Affordances – The designer must provide a good conceptual model to the user, which has
consistency in the presentation of operations and results, as well as a coherent and consistent system image.
Good Mappings – It should be possible for the user to determine the relationship between actions
and results, controls and their effects, and system state and visible items.
Feedback – The user must receive full and continuous feedback about the results of actions.
How will these principles be affected by the different aspects of multi-touch technology, namely, angle of touch
surface, finger input, heavy data input, touch targets, layout, control behavior, gestures, and accessibility?
3 EXPERIME(TAL PROCEDURES
Technique: Frustrated Total Internal Reflection (FTIR) technology is the most widespread representation of multi-
touch technology today, as well as the cheapest. However, a detailed explanation of the FTIR technology is beyond
the scope of this paper. For more information on FTIR, please visit http://cs.nyu.edu/~jhan/ftirsense/index.html.
Equipment: A cardboard box, plexiglass, tracing paper, and a webcam were used to build the hardware portion of
the multi-touchpad, see Figures 2 and 4, at Human Factors International (HFI). This hardware was then connected to
a PC via a USB port. Natural User Interface’s (NUI’s) MT mini software package v1 (visit
http://ssandler.wordpress.com/MTmini/ for free download), which processes FTIR-based interactions, has been
installed on the PC.
Sufficient ambient light is required for the functioning of this interface. The results are best when the room lighting
is even (no bright lights shining from any one direction onto the multi-touchpad).
The photo application, which was used for testing, offered the scalability of zooming in and out. The distance
between the clickable items was a very significant factor in deciding pointing and clicking by using the mouse
pointer, when compared to existing non-multi-touch Windows OS or Mac OS. It affects the affordances of these
items. When the user zoomed out to a considerable extent, the visibility of the item became negligible. To work
around this, the touch target can be made larger than the visual element representing it; such targets are called as
‘iceberg tips’. Alternatively, there are adaptive targets, by which you predict the next interface element the user will
touch.
Following are the problems with fingers as input mediums:
With a pointing device, one has to drag a cursor across the computer screen, whereas on a multi-touch
screen, one has to pick it up and place it.
Fingers have natural oils and can get slippery, which can make manipulating things difficult. Due to
friction, the movement of fingertips on a glass surface is not as fluid as the movement of a mouse on the
mouse-pad.
There could be smaller issues like improper formation of a blob if fingers have long nails; in such cases the
touch event can even go unregistered.
4.3 Touch Targets
In general, interface elements should be no smaller than 1cm (0.4"). The translation of 1 cm depends on the pixel
density or Pixels Per Inch (PPI) of the screen. The PPI of a computer display is related to the size of the display in
inches and the total number of pixels in the horizontal and vertical directions. This measurement is often referred to
as dots per inch (DPI), though that measurement more accurately refers to the resolution of a computer printer. PPI
is determined by dividing the width (or the height) of the display area in pixels by the width (or the height) of the
Table 1. Some common screen sizes and the corresponding minimum button size. This table appears
courtesy of Ubuntu UME Guide Designing For Finger UIs
Size of Size of Size of Size of
Screen Aspect Screen 1/4" 1/3" 0.4" 1/2"
Resolution Pixels/Inch
size ratio dimensions button button button button
(px) (px) (px) (px)
(800 4.1" 800x480 5:3 ~3.5" x 2.1" 225 56 75 90 112
MID 4.8" 800x480 5:3 ~4.1" x 2.46" 195 48 65 78 97
~4.28" x
MID 5" 800x480 5:3 187 46 62 74 92
2.57"
Q1 7" 1024x600 5.12:3 ~6.0" x 3.54" 170 42 56 68 85
~7.63" x
8.9" 1280x768 5:3 168 42 56 67 84
4.58"
~1.94" x
iPhone 3.5" 320x480 2:3 160 40 53 64 80
2.91"
Pad 3 7" 800x480 5:3 ~6" x 3.5" 133 33 44 53 66
15.4"
15.4" 1440x900 8:5 13" x 9.2" 110 27 36 44 55
Laptop
15"
15" 1024x768 4:3 12" x 9" 85 21 28 34 42
LCD
A 90px button - sized to be 0.4" on the N800 - is more than 1" wide on a 15" LCD.
Figure 11. The area covered by hand of Avg. human on the surface is approximately 7.6 inches * 3.4 inches.
4.5.1 Label: In his book, Designing for People (2003, Allworth Press), Henry Dreyfuss mentions that the area
covered by the hand of an average human would be approximately 7.6 inches * 3.4 inches, see Figure 11, which
6 ACK(OWLEDGEME(TS
Our sincere thanks to the NUI (Natural User Interface) community for providing the MT mini software v1 that was
utilized to create the experimental setup. We also wish to thank our colleagues at Human Factors International who
have participated in and supported our research.
7 REFERE(CES
Dan Saffer, (2008), Interactive Gestures: Designing Gestural Interfaces, OREILLY
Donald Norman, (2002), The Design of Everyday Things, Basic Books
Henry Dreyfuss, (2003), Designing for People, Allworth Press
Anand Agarawala’s BumpTop (2007)
(http://bumptop.com/)
Han, J. Y. (2005),
http://cs.nyu.edu/~jhan/ftirsense/index.html
MTmini Software Package v1
(http://ssandler.wordpress.com/MTmini/)
Ubuntu UME Guide Designing For Finger UIs (2007),
(https://help.ubuntu.com/community/UMEGuide/DesigningForFingerUIs)
ABSTRACT
Web2.0 is more a marketing concept that came into existence after a brainstorming session between Tim O’Reilly &
Media Live International. It changed the way user interacts with the web and opened a new dimension in the way
users’ collaborate among themselves. The research is carried out to understand the basic difference between Web2.0
& Web1.0 in order to develop a user interface for selling e-books as well as hard copy books that combines the
features of Web2.0 in it.
Key words: Web 2.0, user activity, scenario, Web1.0.
1. I(TRODUCTIO(
The term Web 2.0 is a concept that has revolutionized the way the Web interacts with its users today. As already
stated above it came into existence after a brainstorming session between Tim O’Reilly & Media Live International
but became notable after the first O’Reilly Media Web 2.0 conference in 2004.
According to Tim O’Reilly:
“Web 2.0 is the business revolution in the computer industry caused by the move to the internet as platform, and an
attempt to understand the rules for success on that new platform”.
Since the term has been coined, technologists have given numerous definitions of it. Some relate it from the user’s
point of view while some from the technological point of view. But what exactly do we mean by the term Web 2.0 is
the question of the hour. Without going into much detail of what philosophers are defining it today we will be
following some simple exercises to find out for ourselves the meaning of Web 2.0 since our aim is to develop a user
interface for selling e-books as well as hard copy books that combines the features of Web2.0 in it.
P.S: Alexa and compete are service providing companies which operates websites that provides information on web
traffic to other websites. The data was collected on 10/06/08 and hence there may be difference in the present data
offered by these companies.
In these websites we found various sections devoted to various groups of users, such as:
a) Parents.
b) Kids.
c) College students.
d) Artists.
e) Teaching staffs.
f) Professionals.
g) Administrators.
h) Investors.
i) Poets.
And the products they concentrate on are mainly, e-books, hard copy books. They have also classified the types of
reading materials such as journals, magazines, practice papers, teaching guides, academic books, travelling guides.
They also provided stationeries that are related to such types of users who visit their sites on the basis of their
interest, DVD’s, games and PC’s, gifts and cards. The features of these websites which are of utmost importance to
us are compared in the tables below:
Table 1. Features comparison
Features Links to Reading What’s free Recording’s Signed and
various groups and broadsides limited
Websites
websites editions
www.allenandunwin.com Y
www.asia2000.com.hk Y
www.bosonbooks.com Y
www.cadmuseditions.com Y Y
4. DESIG( PHASE
This is the last and final phase of our research .Up till now we had collected various data regarding what is
happening in the world today and the trend of the present industry. Now we will concentrate in answering the
question that how we can incorporate our ideas in the present trend of selling books. So first we started creating a
factual scenario.
We identified one profile by visiting various social networking community sites. A nursery school teacher of US
whose name is Celia James, has migrated from one nursery school to the other, now she wants to deliver the same
lectures (presentations) she gave in her previous school to her present school students. The problem is that she is
unable to share her thoughts with her fellow colleagues of the previous school while she is reading some books .So
she wants to interact with her past colleagues as she used to be with her colleagues while reading books in a reading
room.
Now using this scenario we began analyzing the user’s activities and we came up with this model:
Users
Registe Unregister
red ed
Wants to see the present trends
in the industries / what new Wants to register /wants to
products are arriving? find registered users.
Registered
My book Books pending to be
bought/ books
His important bought/wish list
View
Search within the
book/search wiki / search
Google
Change font style
/background color Shared items/ related
items/comments/reading
groups
Figure 1. The screenshots of the web interface the main page and the user’s profile page.
8. CO(CLUSIO(
For a successful design of an interface we have to understand the activities of the users first. We have to provide
such kinds of services that help in their tasks /activities but do not interfere with it. The primary motto should be to
make them do their task in a more lucid way. If the design solutions interfere with the activities of the users or
hinder his/her natural way of working then it’s a rather disastrous solution. The solutions should always act as a
catalyst in his activities.
Acknowledgements
Thanks are due to Mr. Nizar Jamal ,COO, Impelsys Inc.for his valuable encouragement extended to the author on
a training program at Bangalore which resulted in the inspiration to work further.
9. REFERE(CES
1. O'Reilly Tim “What Is Web 2.0;Design Patterns and Business Models for the ext Generation of Software”
(http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html) last viewed on 20/08/08.
2. Anderson Paul “What is Web 2.0? Ideas, technologies and implications for education”
(www.jisc.ac.uk/media/documents/techwatch/tsw0701bword.doc ) last viewed on 15/08/08.
Keywords: Artificial intelligence, Expert system, Chaining, Error handling, Instructional design, usability.
1. I(TRODUCTIO(
Users tend to get frustrated when working on complex and confusing software applications. As a result, users make
mistakes when working with these applications. There are many error handling techniques available, but almost all
of them are non intelligent; they neither keep track of the errors nor the operations of the user. The help prompts are
mostly abrupt, which not only annoys the users but also wastes their valuable time. Moreover, when working on a
new software application the user may not know where exactly to start looking. Searching for ‘Getting Started’ is
time consuming.
Software displays error messages when users commit a blunder or follow a faulty work path. This leads to the
key idea behind this paper: Can the software intelligently guess the kind of task the user intended to perform
from the errors generated? Can it 'understand' and present a task-specific help to the user? How do we make the
software understand the intentions of the users and help them complete their tasks? The only solution is to make
the software think, In other words, make it intelligent.
The need for such applications in the coming generations is required so as to enhance the user experience using a
more collaborative approach. Such applications can assist users in completing tasks easily while working on any
software application. This brings about learnability and error free usage of the software.
For the software to act as an intelligent system it should have a pre – saved database of different types of errors
users make, with which it can compare when the user actually commits an error. The system will be based on a
knowledge database of errors. The Knowledge Base is an inherent part of an expert system.
2. RELATED RESEARCH
2.1 Expert Systems
An expert system, also known as a knowledge based system, is a computer program that contains the knowledge and
analytical skills of one or more human experts, related to a specific subject. This class of program was first
developed by researchers in artificial intelligence during the 1960s and 1970s and applied commercially throughout
the 1980s. An expert system is a software system that incorporates concepts derived from experts in a field and uses
3. IMPLEME(TATIO(
3.1 Methodology
The idea is demonstrated using a 3D modeling software named ‘Solid Works’. A 3D modeling software is complex
enough to learn and confusing enough to work with. It has a variety of options which can lead to various types of
errors like Capture, Mode and Description. The main challenge was to find out the errors that are frequently
committed by the different groups of users with limited and medium level expertise with the software. For this, a
think aloud testing was carried out on the software with 7 users to extract the most frequent errors that are
committed while working on the software. A video was also recorded when the task was performed to support the
retrospective verbalization sessions with the user. Out of the 7 users, 5 were novice users and 2 were intermediate
users. These errors were later categorized based on the task the user was trying to perform and a database of task
specific errors was created. This database is used as a knowledge base for the expert system.
3.2 Experimental Set-up
The think aloud test was performed with 7 users out of which 5 were novice users and 2 were intermediate users.
The users were multi dimensional and their concepts and mental models change which created a big difficulty to
find the errors. The path that was followed by each user was different in accomplishing a task. The various paths
followed by the users in accomplishing a task led to different kinds of errors. The testing was aimed at extracting
and documenting all such kinds of errors. Each user was given three tasks:
2D to 3D conversion:
Error1-Tick operations neglected
Error2-Confusion revolve/extrude
Error3-Workflow of revolve
Error4-Viewport as sketch tools
Error5-Draft/revolve – confusion
Error6-View modes/extrude
The ultimate goal of any software tutorial is to help the user to learn quickly, efficiently and effectively. Many
software applications these days are being tested for their learnability and performance. Systems are transformed
into intelligent systems and the concept of artificial intelligence is being applied in a variety of fields.
Why shouldn’t the magnificent concept of AI be applied to software applications? The ultimate task is to
generate and build intelligent software which can guide users to perform tasks effectively, with minimal input from
them and without subjecting them to undue stress.
Acknowledgements: We would like to thank our user segment for providing us some valuable suggestions and
interesting findings.
5. REFERE(CES
Patent number: 5659747; Filing date: 22 Apr 1993; Issue date: 19 Aug 1997 Inventor: Satoshi Nakajima Assignee:
Microsoft Corporation
www.wikipedia.org
www.google.com
A guide to Artificial Intelligence and Expert systems.
Project: Intelligent Video, Department of Design, Indian Institute Technology Guwahati, Departmental Working
papers -2007
Error Handling for Business Information Systems, version 1.1, Klaus Renzel, software design & management,
München.
1. I(TRODUCTIO(
User experience design is being recognized as an essential factor of business strategies to earn sustainable
competitive advantage in present business scenario. It is also understood that the user experience is one of the core
factors which forms the customer’s impression of the company’s offerings. It helps in building the brand by
providing a distinctive differentiation to the company from its rivals. [12]
User experience design is being recognized as an essential factor of business strategies to earn sustainable
competitive advantage in present business scenario. It is also understood that the user experience is one of the core
factors which forms the customer’s impression of the company’s offerings. It helps in building the brand by
providing a distinctive differentiation to the company from its rivals. [12]
Before getting in to quantifying an experience it is necessary to know what is it and how it can be defined for
purpose of our research .There are innumerable concepts, terms and definitions for user experience. Few of them
have a solid empirical foundation.
In trying to define experience we come across a simple yet comprehensive approach to define this vague entity as
follows
Experiences can be defined as “the apprehension of an object, thought, or emotion, through the senses or mind” [1].
How ever we understand, every moment the mind reacts and as these emotions change, the experience takes shape.
Since these reactions in the mind are subjective to the individuals, the experience they produce could also be called
subjective. [2]
Every designer tries to stimulate the right kind of emotion in a majority of people to give them the desired
experience. This research project is to figure out what are the factors which contribute to a desirable customer
experience and different ways to evaluate the same to generate business benefits.[2, 3, 4, 5]
It is believed that customer experience and reaction to design are most lucid and important in ecommerce domain.
For establishing this research goal and for the benefit of further research, ecommerce domain has been chosen for
this research study. From here on the research concentrates on Ecommerce domain to establish its methodology.
While a stimuli works as the core philosophy of the company to produce various sub channels;(could be called
stimulus) as the manifestation of this philosophy which in turn and in time produces various end stimulants to
stimulate the customer to a designed and desired experience. A designed and desired experience has to have a
narrative to drive it; so user or customer experience also takes the user on a drive on a defined path. The better the
storytelling, the better is the experience. It is also very important to notice that a desired experience is not only about
a good story told brilliantly but also about an unbroken narrative; a story which has many manifestations and the
user finds ways to come back to the main narrative while traveling through the complex of space and time. Here we
can see the importance of the stimulants as the end of a complex process which can manifest in different forms to
stimulate the user to the same experience.
An example of an unbroken narrative could be the ‘Apple’ products which existing in different space time frames
hold a strong common bond and thus the customer can relate to them every time it launches a new product.
Methodology diagram towards the evaluation framework for e-commerce is been worked out as follows.
Knowledge of business goals, aspired results from branding, intended user experience, Triggers and drivers, Target
audience, are some which we should essentially know before evaluating UX of any application. These facts help us
provide a ground to evaluate the UX of any product.
Based on the pre-test know-how an insight in the form of observation and inferences should be developed.
Following are some insights to be developed:
Making the user personas depending on business goals, mapping users with personas with the help of tacit
information, Time and budget-volume/expenses mapping, Mapping users by explicit information gathering and
figuring user experience requirements. These insight lead to a favorable test conditions
4.2 Data capturing, tests and pilots
The entire pre-test know-how gives insight as to what is to be tested in user experience and the benchmarks to test it
with. It is also very important to figure out what to capture, as these requirements change from application to
application. In this regard we must know, what to capture. This information should then be verified with tests and
pilots. Various other effects should also be measured at this point, such as quantifying the effect of technology used
and features of the site
4.3 Analysis and assimilation of data
This assimilation would produce a framework of user experience evaluation which would map business goals, user
personas, technology, and user reactions.
Assimilation of results: Assimilation of various results and interdependencies of reaction matrix and driving factor
to analyze the effect of each on the other. This would provide a greater insight and narrowed problem areas
Business goal Index of a question = (Question tagging area importance rating) x (Question relevance Rating)
This index is multiplied to the rating of reaction matrix to find the relation between user’s goal and business goal.
(Please refer the excel matrix)
ABSTRACT
This paper is targeted towards the usability professionals and designers to understand how Search
Engine Optimization (SEO) is integral to their work in delivering holistic user experience. We
highlight key areas of SEO that all stakeholders of web development process need to be aware of to
create designs optimized for function and positive user experience. We present some pointers that
allow designers and usability professionals to verify and validate their designs based on the needs of
the user and the search engine alike.
Keywords: User Experience, Search Engine Optimization, Optimization Techniques
1. I(TRODUCTIO(
While building web interfaces, we often build efficient and elegant ways to accomplish user experience goals, but
many times our users do not use them. Most of the times it is not sufficient to just design the content or the web
interface alone. We need to analyze the entire interaction pattern of users with the web to deliver better user
experience. Figure 1 depicts how most users like to reach an online content; search being the most popular activity.
In August 2007, 95% of the worldwide internet audience conducted 61 billion searches with an average of 80
searches per user in a month [14].
Acknowledgements: We thank our colleagues, seniors and the management at Human Factors International for
their guidance and valuable feedback.
5. REFERE(CES
[1] M Thomas, University of Hildesheim (2006), Conference on Hypertext and Hypermedia, Implementation and
Evaluation of a Quality-Based Search Engine, pp. 73-84.
[2] X Bo, L Zhangxi (2006), ACM International Conference Proceeding Series, The Impact of Search Engine
Optimization on Online Advertising Market, pp. 519-529.
[3] L Effie, R Virpi, P O S V Arnold, K Joke, H Marc (2008), CHI '08 extended abstracts on Human factors in
computing systems, Towards a shared definition of user experience.
[4] W Melius, M Mongezi (2004), SAICSIT '04, Website navigation architectures and their effect on website
visibility: a literature survey.
[5] S Craig, H Monika, M Hannes, M Michael (2005), Analysis of a Very Large Web Search Engine Query Log.
[6] Research-Based Web Design and Usability Guidelines, US Department of Health and Human Services,
Chapter 2, Optimizing the User Experience.
KEYWORDS
Homepage Testing, Portal, User Evaluation, Prototype Testing, Usability
1. I(TRODUCTIO(
“Search” emerged as the boundary-less medium in the era of globalization. The leading Indian portal had
organically grown homepage. As per Alexa rating, client being one of the top 5 Indian web portal and the only
India-based website to appear in first 100 websites wanted to revamp the homepage to compete with other portals
and to give users a delightful experience
2. BACKGROU(D
2.1 Problems faced by leading Indian Portal:
The market is now in its second stage of evolution, where the USP of any particular site is likely to be its user
friendliness. While leading Indian portal has been offering innovative and user friendly products, it understood that
its revamp must also be perceived to be user friendly. It therefore, found it imperative to test its revamp amongst its
users to identify any usability bugs that may exist.
The study objective was to understand if the organically grown homepage is a deterrent for users. Client wanted to
Obtain a Go-No go decision on the new homepage designs created by Client for active users of client
portal, existing users of portal services and new users of portal.
Understand navigation paths and usability frustration points of new users of portal for each of the
homepage options
Users’ awareness of services on Sorts cards with services/products into two piles – service
homepage and ability to access the exists/does not exist .Points out link where service can be
service availed
Figure 3.
Study
Evaluation.
3.5 Study evaluation
Each usability lab was evaluated and identified following zones on the homepage.
blind zones
hidden zones
confusing zones
mystifying zones
unpleasant zones
3.6 Findings
3.6.1 Overt Stated preference among prototype: Ranking
60% respondents ranked intermediate prototype as 1
Not a single respondent ranked short prototype as 1
40% respondents ranked current IA as 1unpleasant zones
3.6.2 Overt Stated preference among prototype: Marks on 10
Mode value for intermediate was 8
Mode value for Short was 6
Typical data points from a usability test are the moderator’s detailed notes and recordings of screen
flows combined with video captures of participants’ facial expressions. While this data is crucial for a
meaningful analysis of WHAT, WHEN and HOW, it does not satisfactorily answer the WHY in
researcher’s mind.
Eye-tracking, as a technique can provide insights to help the researcher understand WHY the
participant interacted with the interface in a certain way. It effectively captures details such as a
participant’s eye movements and fixation points across the screen during task progression. It provides
valuable data about screen elements which were looked at frequently as well as the ones ignored by
the participant during the task flow. Eye-tracking data coupled with detailed notes from the think-
aloud protocol can fetch valuable insights in improving the effectiveness of the interface design.
1. I(TRODUCTIO(
Usability testing aims to understand not only where the user fails to accomplish a task but also why the task is
difficult for the user. Test moderators with good interviewing skills probe and encourage users to think aloud so that
researchers can get an insight into what the users are thinking.
User comments may not always be clear or as descriptive as researchers would like them to be. In such cases,
‘looking’ through the users’ eyes can help the researchers. The physiological functioning of human eyes provides a
spontaneous and an almost coherent connection between user behavior and process of cognition.
This technique of seeing and capturing the interface through users’ eyes is eye-tracking.
Figure 1. Fig 1.a shows the saccadic movement of the eye when shown a picture of the bust of
efertiti. This picture appears courtesy of Yarbus in "Eye Movements and Vision" Plenum Press, ew
York; 1967. Fig. 1.b. illustrates the heat maps generated on the picture of Mona Lisa. This
photograph appears courtesy of Thierry Baccino, 2005.
Figure 2. Fig 2.a depicts the plotting of gaze pattern of an individual user. Fig 2.b shows the heat
map of a group of users after the test. These pictures appear courtesy Matteo Penzo, 2005.
2.2.4 Fields for eye- tracking research
Eye-tracking research spans a lot of disciplines such as cognitive science, psychology and psycholinguistics, human-
computer interaction (HCI), marketing and branding research, adult-adolescent-infant research, gaming, virtual
reality and vehicle simulations to name a few.
Usability professionals are using eye-tracking to test Web usability, advertising, marketing, desktop applications,
and even in environments such as ATMs.
3. EYE-TRACKI(G DEVICES
3.1 Eye-tracking devices
There are three main types of devices that are prevalent in the industry.
Head-worn eye-tracking gear: The user wears the eye tracker on the head. The eye tracker uses
infrared light reflected from the cornea for this type of eye tracking. It also uses mechanical eye trackers
that use corneal movement to track gaze direction. This is a comparatively inexpensive apparatus,
however it is obtrusive as the user has to wear it throughout the test.
Reflected infrared but not worn: This device uses reflector equipment that throws infrared light and
captures the reflection of one or both eyes. This reduces obtrusiveness as the user does not have to wear
any gear. The user is however conscious of the equipment, as it is placed between the monitor and the
user.
Integrated eye tracker: This is the new generation Eye Tracker. The eye-tracker is integrated with the
LCD monitor. Users may not notice the eye tracker. The user is therefore looking at the interface on the
monitor without any obtrusive element and can focus completely on the task.
Figure 3. Fig 3.a. shows a head worn eye tracker. The image appears courtesy Daniel C. Richardson
and Michael J. Spivey, 2005. Fig 3.b shows a table mounted eye-tracker. The image appears courtesy
Live Research, 2008. Fig 3.c shows an integrated eye tracker. The image appears courtesy Steve
Outing, 2004.
4. PROTOCOLS FOR EYE-TRACKI(G RESEARCH
4.1 Protocols for eye- tracking research
Use of eye-tracking in usability testing is a relatively new phenomenon. The eye tracking tool captures
comprehensive data about gaze paths based on saccades and fixations. These gaze paths and heat maps can be
generated using the eye-tracking software.
Researchers cannot tell from the data alone the reason for a user to fixate on a particular area. Fixations on
content or an image can be for various reasons such as difficulty in comprehension, fluctuation or lack of
interest, complexity of content or inability to recall to memory. To overcome the lack of interpretative strength
of the eye tracking tools, researchers rely on the users to give valuable feedback on where and why they are
looking at certain screen elements on the interface.
Some protocols that can be used in testing with eye trackers include:
Think-Aloud Protocol: Users are encouraged to describe their thoughts while they are
interacting with the content on the monitor. This helps capture spontaneous comments in real time
while the test is on.
Retrospective Protocol: Users give feedback after the test. However there is a chance of the
feedback being erroneous due to possible inability to recall to memory, and possible editing or
fabrication of thoughts.
Post Experience Eyetracked Protocol (PEEP): Experienced moderators notice the points
where more probing needs to be done. After the test is done through mostly unobtrusive task
completion, user is shown the video recording of the eye tracking and encouraged for retrospective
reporting. The comparison between protocols is as under:
6. CO(CLUSIO(
Eye-tracking technique provides unique insights into users’ mental models and their behaviour online. Looking
through the users’ eyes can reveal a lot about an interface – what is attracting user’s attention and what is being
ignored or not seen at all.. This is more than just screen capture recording. The screen capture may give
information about where users have clicked on the screen, but the preceding eye movement indicated by the gaze
plots helps understand the decision making process. Understanding factors influencing a user’s decision help
designers redesign to better the experience for the users and add value to the business.
Acknowledgements: We would like to sincerely thank following for their contribution to this research paper:
ABSTRACT
Global companies are increasingly looking at off shoring the usability engineering aspect of software projects.
This paper examines why India would be a preferred as an offshore center for Usability. The hybrid offshore
usability models adapted by the Usability Engineering Practice of MphasiS are elaborated along with cases studies
to discuss the off shored usability.
1. I(TRODUCTIO(
In the new global industry trends, Usability has gone beyond a mere concept and has become an important activity
of the software development lifecycle. Companies worldwide are looking at software service companies for User
Experience Design solution as part of software development lifecycle. Offshore usability is gaining importance as it
helps to minimize the project cost.
The term Usability implies a large scope of activities ranging from understanding user requirements to performing
usability tests. Apart from the obvious monetary savings, offshoring usability offers advantages such as a
availability to a larger pool of trained practitioners, exposure to larger user base across geographies that can be
leveraged using techniques such as remote usability testing. For projects where development has been off-shored,
having a usability specialist ensures that the usability will not be given the short shift in the race to meet deadlines.
9
Forrester’s Q1 2007 Customer Experience Peer Research Panel Report
10
Joshi, A, Interaction Design in India – Past, Present and Future
11
Dr. Katre, Dinesh, Article on website, Opportunity India: Interaction Design Market Potential ,
www.hceye.org/HCInsight-KATRE12.htm
12
Vidya Lakshmipathy with Kerry Bodine and Steven Geller (Sept 6 2006), Forrester Best Practices, in Usability
Moves Offshore - Best Practices For US Firms Working With Usability Teams In India
The future will see more of offshore usability to leverage the larger pool of talent available at offshore locations,
faster turn around time as teams work 24x7 in tandem with the delivery teams and a greater saving in terms of
project costs.
In order to successfully meet the challenges involved in offshore usability, companies must have a well-defined user
experience design process, quality process and deliverables integrated with different phases of the User experience
design process. User experience professionals stationed offshore must work in close collaboration with onsite
counterparts using multiple channels of electronic and audio-visual communication. A well-defined process and
clearly defined deliverables can mitigate risks associated with offshore usability and ensure that the solution is
implemented. Companies should invest in training to hone usability skills and evangelism to integrate the process
strongly with the larger software development lifecycle.
Key words: Remote Usability Test, User Experience, Human Computer Interaction, User requirements, User
Centered Design Methodology
1. I(TRODUCTIO(
Moderated remote usability testing is an alternative usability testing technique. In a remote usability test the
tester/moderator utilizes technology and the internet to moderate, observe and record sessions with users/participants
sitting in different geographic locations.
Remote usability tests are now ubiquitous and popular. Improved internet and fast broadband connections have
made it easier to conduct, observe and record remote usability sessions. Screen sharing software and remote control
applications ensure moderators and observers get a real time view to the user’s actions and comments.
2. BE(EFITS OF REMOTE USABILITY TESTS
Conducting a remote usability tests are similar to conducting classical in-person usability evaluation, but there are
some facts that have to be considered prior to beginning the session- scheduling, recruitment, environment setup and
test execution. Well executed remote usability tests have numerous benefits in terms of cost effort and time.
Some of the key benefits have been elaborated below.
□ Reduced costs: Classical in-person tests are expensive and time consuming today, as user groups are
geographically dispersed. Formal usability labs in many cities are few and far between. Prices of hiring facilities and
recruitment agencies in emerging economies like China, India and Brazil are very high. Remote usability testing
reduces dependence and expense on third party facilities. Expenses are avoided in the following ways:
o Reduced travel expenses both for usability experts and for participants.
o Parallel testing and no travel ensure start to finish timelines are shortened. Thus engaging moderators and
usability specialists is cheaper.
o Facilities and recruitment costs are substantially lower for RUTs as they require less specialized facilities.
o Incentive to participants is lower.
□ Reach a wide group of participants: The most convincing advantage of remote usability testing is that it
allows moderators to reach a geographically wide and culturally heterogeneous user group with minimal effort.
□ Strategic participant recruiting: Remote usability tests allow a strategic participant recruiting because
hard to reach participants or specialized user groups can be hired without excessive effort.
□ Real environment experience: Remote usability testing provides insights which are missed in a sterile
laboratory environment. A crying child at home or a ringing phone in office are real distracters which participants
need to deal with on a day to day basis while attempting tasks on the application in question. Participants are less
anxious and uncomfortable as they are in a familiar environment or in the comfort of their own homes.
3. Unfamiliar technology negatively affects user performance: Success of a RUT is dependent on the level
of familiarity the participants have with the technology being used to test. The more familiar and comfortable the
participant feels working remotely and using online meeting/application-sharing technology, the better the results.
□ How to fix:
i. It is recommended to use technology that is simple and ubiquitous over a sophisticated but unfamiliar tool.
ii. Check participants comfort levels with the different applications available prior to finalizing testing mode.
For instance Webex is not the smoothest screen sharing application, but as it’s widely used among office goers. Thus
it is often the preferred application as participants are already comfortable with it.
4. Intrusive testing instruments discourage participants: Participants are uncomfortable and not keen to
install appellate or tools on local machines. In a recent multi country remote usability study, 40% of total participant
group refused to install applications prior to the usability test.
5. Unreliable technology makes RUT infeasible: Software crashes, tele-conferencing lines that don’t work,
unreliable internet connections are a reality of technology dependence.
□ How to fix:
i. Careful planning, dry runs, pilots usually catch major obstacles before they occur.
ii. Research participant’s environments to identify possible technology limitations.
iii. Many regions like Brazil, interior China, countries from the former eastern bloc and south-east Asia only
have dial up connections at home. Thus conducting a RUT using a screen sharing application is not feasible. In a
resent study, participants were requested to take the test from a chosen location which had dedicated broad band
connection. The recruitment agency provided a hostess who greeted the participants and assisted them with the
technology.
iv. It is advisable to keep the voice and visual communication on two different media. This ensures that incase
one goes down, the moderator can still guide the participant to recover.
v. During pre-test introductions, provide a contingency plan or phone number if catastrophe hits and all fail.
6. Long and badly designed sessions test participant’s boredom levels: Remote usability tests are more
tiring for all parties involved than in person tests. Classical usability test protocols are too long and inefficient.
□ How to fix:
i. Tests should be limited to 60-90 minutes. Beyond this most participants loose interest and just go through
the motions.
ii. Test protocols should be designed carefully. A group of short micro tasks work better than one long macro
task. Thus, try and break tasks down to ensure participants are not confused.
iii. Action intensive tests should be kept at the beginning of the session while opinion based light discussions
towards the end.
iv. Provide the participant with a participant’s protocol to ensure they comprehend the task correctly.
v. Be more active with probes and follow up questions to keep the energy levels up.
7. Unfamiliar diction and third language simultaneous translation are challenging: Conducting tests in a
language that the user is not 100% comfortable always proves to be a hurdle. Using a translator to translate a
moderator’s questions and vice versa usually doubles the total test time and is very inefficient.
□ How to fix:
i. As far as possible tests should be conducted in the participant’s language of choice. Moderator’s diction and
accent should ideally match the participant’s. However this is not always possible. English language moderators
should work towards cultivating a flat global intonation. A distinct regional drawl, be it Texan, Irish or Indian is not
desirable.
ii. Incase test need to be conducted in a third language the following double conference call set up can be used.
9. Inappropriate scheduling & logistics: Though a minor issue, scheduling and logistics usually become a
massive sore point during the project. Often incorrect time difference calculations have led to missed test sessions,
skewed schedules, overworked moderators and tired body clocks.
□ How to fix:
i. To ensure scheduling is worry free, correctly gather the locations of all parties involved.
ii. Use a multi location scheduling tool or create one on Excel. Do not try doing it manually. It is never error free
and not worth spending time on.
iii. The participants and moderator should be given the first and second preference of time slots.
iv. Never push a participant to take a test at the crack of dawn or at the end of the day. They are likely to be pre-
occupied or too tired.
v. As far as possible try and ensure moderators do not have to stay up too many nights.
10. Remotely testing handheld embedded devices are challenging: Due to lack of good, cheap and
ubiquitous screen sharing applications, remote testing of embedded devices is not very common.
□ How to Fix:
i. One can overcome the issue by conducting the test on a PC based simulator. However such tests are usually
restricted to testing the interface of the embedded device. Data for form-factor, size, hard key interactions and
weight can only be partially collected.
3. CO(CLUSIO(
The days of the vagabond usability tester who covered 7 countries in 4 weeks, sat through numerous sessions behind
a one way viewing mirror while a local language moderator conducted the test are numbered. With each passing day
the challenges of remote usability testing are diminishing. Specialized remote testing software further simplifies the
process. Remote testing techniques ensure moderators are equipped to address cultural and interpersonal issues. In
an era when users are dotted across the world, techniques like remote usability testing are imperative, not an
optional experiment.
KEYWORDS
Onsite Usability, Offshore Usability, Onsite-Offshore Usability methodology, Usability Engineering, Remote
testing.
PURPOSE A(D SCOPE
This paper attempts to address
1. The grass root level problems and challenges between the onsite and offshore usability teams within an
offshore organization who have executed several projects in this onsite-offshore model and
2. How to bridge those gaps effectively and efficiently amongst themselves
BACKGROU(D STUDY A(D FI(DI(GS
A total of 17 projects were studied and 12 usability professionals were interviewed. Given the area of offshore
usability being still in its nascent stages [4] and the small sample size of interviewees, the findings are reported
informally here.
Mature Clients:
In 11 of the projects studied, the client had a complete understanding of Usability and also had an in house Usability
team. This model had a Sr. Usability specialist leading the offshore team from onsite and was a key part of the
client’s onsite Usability team. He had to work closely with the on-site’s Usability team, stakeholders and the
business analysts, gather and analyze data, have a few concepts made (if required). This data along with their
understanding was passed on to the offshore team as a work request which would clearly state what is expected to be
delivered, as per the project plan. The onsite usability specialist would then follow-up by calling the offshore team
to clarify doubts/ queries.
Embryonic/Puerile Clients:
The other 6 projects were executed where the client had minimal knowledge of Usability or User Experience
Design. In this model the Sr. Usability specialist would handle the entire project right from data gathering, analysis,
suggesting solutions based on the research findings, project scoping and planning and testing the product with the
actual users. The offshore team was involved in building concepts, converting the concepts into wireframes and
further developing visual designs adhering to clients branding guidelines
Gaps of Understanding
o Prepare a detailed offshore work request which is focused on the
Problem statement
Precise analyzed data
Initial thoughts/ Initial Concepts
What specific deliverables are needed by the offshore
Concept sketches
Wireframes
Informal Testing
Visual design
Before the Sr. UE specialist could fathom the requirements to be off shored they had to spend extra hours
understanding the requirement in details. They then had to start offloading work giving the offshore team precise
instructions what needs to be delivered at the end of the day. The challenge was to understand the requirement,
analyze it and then communicate it with minimal knowledge sharing gaps to the offshore team within a very short
time frame.
Offshore Challenges
Some of the challenges that the offshore team faces are:
ot adequate knowledge about the client or project
o exposure to real users
o direct coordination with the onshore clients UE team members
o knowledge of the working methods of the onshore UE team
Interaction limited to only one onsite Usability professional
Exposed to only the data sent across by this professional
Limited time to explore/ research due to quick turnaround deliverables
o feel of career growth path as offshore UE team members do only focused and often mundane work
which builds frustration
These are issues pointed by most of the offshore usability professionals interviewed. They don’t feel belonged or
connected or a part of the client team or project. They feel they are working with “Blinders on” and who are “only
dictated to”. This in turn builds dissatisfaction within the team.
SUGGESTED SOLUTIO(
However we try to lessen the gap between the onsite – offshore team there are bound to be gaps, many of which are
related to effective and timely communication. Let us look at how we can have these gaps minimized.
Below are mentioned some suggestions that are not “tried and tested” however believed to be potential solutions to
smoothen out the issues between the onsite-offshore models.
Onsite Activities
Once the onsite usability specialist is oriented with the client and the projects, they need to educate the
offshore team with the same.
They can send pictures of the client location and each project member, their name and attitude with whom
he/she works
The offshore resources who work for a particular project should be formally introduced to all the onsite
project teams
Offshore Activities
Conduct research on the domain from other sources to supplement the gap in knowledge and to bridge the
gap
Brainstorm with the other offshore team members while coming up with different concepts/ interactions
Participate in onsite remote usability tests
Conduct remote usability tests
Members from vernacular background need to work on their communication gaps
Members also need to get some client communication training
CO(CLUSIO(
Offshore companies who work on the onsite-offshore models would definitely faced some or more of these
challenges. The proposed solutions would help these teams to work efficiently and effectively.
REFERE(CES
[1] Offshore Usability
Jakob Nielsen's Alert box, September 16, 2002 http://www.useit.com/alertbox/20020916.html
[2] Meeting the Demand for Usability Expertise: An Offshore Model
Eric Schaffer, Ph.D., CUA, CPE, Kath Straub, Ph.D., CUA, Human Factors International
[3] Usability Engineering – an Emerging Opportunity for Indian IT - Jhumkee Iyengar
[4] Usability Issues in Offshore Development: an Indian Perspective - Jhumkee Iyengar
[5] Atlas, Terry. Bangalore Big Dreams, USNews.com. 2005
[6] Katre Dinesh S. HCI in India is catching with On-duty-self-learning
HCI Practitioner, HCI Inspirations, www.hceye.org, June 2005
ABSTRACT
In most of the organizations working in user experience design, a methodology is already in place. It is popularly
known as User Centered Design (UCD). Generally, the design practitioners are content with a well-developed UCD.
However, is UCD solely enough to carry out winning projects that make the organization proud?
During every project, designers often restrict themselves from doing many important things - because they are
simply unaware or are anxious about timelines. This generally leads to project performance that is not of an
excellent caliber. Though, your client might accept the deliverables, applying design management principles will
ensure client delight and organizational success.
1. I(TRODUCTIO(
Client: “Seems like you have not looked at our requirements. This is not what I wanted, or what we discussed.”
Manager: “Why are we spending time on this for so long? Have you read the proposal? Is this adding any value to
the project?”
Peer: “I think we discussed this in our meeting yesterday. This screen should have been ready by now. I am afraid
this is going to delay the deliverables.”
Designer: “The design is not yet signed-off, but if you are running out of time, you can use this screen to develop the
HTML”
We hear such interactions during the course of a design project. It’s assumed that designers need to take care of lots
of things in parallel - designing screens, maintaining quality, managing teams, delivering on time, managing
customer expectations, and so on. While different situations demand different approaches; designers usually get
overwhelmed with what to do, why, how and when. With speed being the most important aspect these days, certain
critical steps are overlooked. By the time their impact is realized, the engagement quality has suffered a dent.
How can we address this issue? How can we reduce the frustrations, stress and fear?
Here is an insight, compiled after interacting with many design managers, project managers and designers. The
common theme that surfaced was Design Management. It is ‘managing’ design – delivering good design without
losing customer focus, while achieving the (UE) organizational goals. In addition, some discussions also led to the
soft skills designers are expected to acquire in order to get these things done effectively.
This article is a sincere attempt to compile these insights, get feedback, and build further research. These findings
may not be exhaustive, but would serve as a starting point at a broader level.
2. CLIE(T CE(TRIC DESIG( MA(AGEME(T
The client has a specific set of expectations from every project. Very often we see that with some initial plan and
interactions with the end customer, the project gets kicked-off, and the project team - within few days is neck deep
into completing the deliverables. Once the project team starts chasing the timelines, they tend to miss tracking the
client expectations.
Here are a few design management suggestions that will help designers manage their designs better, especially
keeping the client in mind. Consciously focusing on these ingredients during the project will greatly help.
2.1 Know the client as a person
The very first thing you need to do is to build a strong rapport with the clients. Talk to them, reach out to them. The
conversations do not necessarily need to be project centric. Try not to start the first call with a project plan or a
Figure 1. Snapshot of a project plan. Activities are listed in the left pane with the dates on the top. Orange color
denotes internal review. Internal reviews are must to ensure good design.
Some of the very basic ingredients of project planning are the details of the resources working on the project, the
activities, and the schedule. It’s assumed that the project plan is only meant for meeting the deadline. But project
costing is one important aspect that needs to be considered in planning. It not only helps the organization but also
helps the designers to act more like individual consultants on the projects rather than an employee working on an
assigned project. It also helps in assigning the resources and days appropriately.
A workflow diagram clearly illustrates where the work gets triggered, how it flows and where it ends. Workflow is a
good mechanism not only to keep a track of the work but it also helps in managing the staff. It clearly answers the
Who, What, and When of a project.
A good thing to remember is to update the project plan and the workflow plan at regular intervals.
3.3 Summarize the project
As discussed earlier, delivering design with value and on time is imperative from the organization’s perspective. It is
a good idea to document the project name, background, client details, industry and domain, team members, design
scope, activities, challenges, solutions and concepts after the end of the project. This summary report (that can also
be shared with the client) can be called the project exit report. One of the biggest benefits of creating a project exit
report is that fellow designers can refer to it any time when a similar project gets triggered, use it as a training
material or build case studies to showcase to the potential customers. It also acts as lessons learnt document if those
aspects are consciously covered. The document can be a high value deliverable if you can involve the client into it.
Table 2. Keywords: Organization Centric Design Management
Methodology Project plan
Process Workflow
Proposal Value additions
Project costing Exceeding client expectations
Design brief document Project exit report
ABSTRACT
The study flows from a deep understanding of actual people who will use product and their environment and context
of use. The choices of methods, techniques and processes depend on context and country. There is a need of
usability practice. The common approach is also not sufficient; there is a need of formal standards to connect
practice around the world.
1. I(TRODUCTIO(
Design and process standards are difficult to create and hard to enforce. Although many groups have tried to create
general design standards or patterns, the diversity of industry and content has made it difficult to create strong
standards to embody usability knowledge and practice. We will look at three popular usability standards and two
governmental programs, and consider how effective they have been in both fostering good usability practice and in
creating an international consensus on practice.
Figure 1. The user centered design cycle activities described in ISO 13407 can be seen as a cycle that can only be
completed when the evaluation of a product shows that it meets the requirements.
The activities in ISO 13407 are:
1. Acknowledge the need for user centered design and plan for it.
2. Understand and specify the context of use
3. Specify user requirements.
4. Produce design solutions.
5. Evaluate designs against requirements.
3.1 Acceptance of ISO 13407
A brief examination of presentations on user centered design at industry conferences easily shows the influence of
this standard. Whether it is mentioned by name, or whether the process described simply mirrors the one in the
standard, it is clear that the industry has embraced at least the principles and broad outline of this standard.
The standard has also found acceptance in government documents. The Quality Framework for UK Government
Websites [5], published by the office of the E-Envoy, says that, “Underpinning this is an increasing focus on human
centered design issues, supported by the standards ISO13407 and ISO TR 18529.”
This leads to the obvious question of the value of such an elastic standard. The very vagueness of this standard may
be in its favor. Corporate usability processes can claim to be derived from it, with little fear of contradiction.
Government documents can cite it without introducing the substantial burden of detailed requirements. It also has
value in building a consensus around an approach that incorporates usability into a design and development process.
It allows for experimentation and innovation around the common core understanding, in an emerging discipline, it.
Despite the fact that this standard is simply a high-level description of an approach, the approach itself is novel for
many organizations. By being loosely descriptive, it enables organizations to take steps towards a UCD process
under its umbrella.
A project at the US National Institute for Standards and Technology (NIST) took a different approach. The Industry
Usability Reporting (IUSR)[6] project was started to explore ways that software purchasers could compare the
usability of competitive products.
As with ISO 13407, one of the industry goals was to encourage better usability practice. The group felt that “one
way to encourage software developers to integrate usability engineering into their development process is for
purchasers to require evidence of product usability.”[7]
With no agreed-on usability metrics or standard conformance tests, the project focused instead on reporting. The
Common Industry Format (CIF)[8], is a template for reporting on the results of a summative usability testing. By
insisting on a standard presentation of test data (and therefore a test that would produce that data), they were able to
create a way to compare two products, even in the largely qualitative world of usability testing.
The CIF template is a standardized table of contents for any report:
• Title page (identifies the product tested, the dates of the test and report and the people who led the test)
• Executive summary
• Introduction
• Product description
• Test objectives
• Test method
• Test participants
• Test context
• Tasks and scenarios
• Test facility
• Participant’s computing environment
• Experimental design
• Procedure
• Usability Metrics
• Efficiency metrics
• Effectiveness metrics
• Satisfaction metrics
• Results
• Data analysis
• Performance results
• Appendices
• Participant questionnaires
• Participant instructions
• Release notes
Figure 2. The Quick Tips are available as a wallet card in over a dozen languages.
5. RESEARCH-BASED GUIDELI(ES
The “Research-Based Web Design and Usability Guidelines” are an excellent example of a “bottom up” approach.
These guidelines are offered as a set of best practices, and address specific common problems or design elements in
web sites, and thus provide building blocks out of which a usable site could be created.
This program was created by the usabilty.gov group, originally housed at the National Cancer Institute, and now a
joint program of the Department of Health and Human Services and the General Services Agency. Because of its
connection to a scientific research community, this project took an unusual approach to determining the content of
these guidelines, following a peer review process. A panel of experts evaluated a list of over 500 candidate
guidelines for their relative importance. This was used to reduce the set of guidelines, and to clarify the remaining
ones. Then, a second panel of experts classified each as having strong or weak strength of evidence in both academic
research and general design practice. Guidelines that had no support from either research or practice were dropped.
In the end, 187 guidelines were accepted for publication. They are presented with the aggregate score for both
“Strength of Evidence” and “Relative Importance” and are divided in 17 groups that range from the general (Content
Organization) to the specific (Links):
1. Design Process and Evaluation
2. Optimizing the User Experience
3. Accessibility
4. Hardware and Software
5. Page Layout
6. Navigation
7. Scrolling and Paging
8. Headings, Titles, and Labels
9. Links
10. Text Appearance
11. Lists
12. Screen-based Controls
13. Graphics, Images, and Multimedia
14. Writing Web Content
15. Content Organization
16. Search
5.1 Acceptance of the research-based guidelines
It is hard to assess the acceptance of these guidelines. They are offered as advice, but with no other force behind
them. They have, however, generated some acceptance on the strength of the work that went into creating them.
6. CO(CLUSIO(
There is need to study and promote shared practice.
In all three of the standards examined here, there is strong international support:
• ISO 13407 is an international standard and used as the basis for user centered design practice around the
world.
• The CIF has been reported in papers in several countries, and is being fast-tracked for ISO status.
• The WCAG has been used as the basis for both international web design and legal regulations in many
countries.
There is especially strong anecdotal evidence that ISO 13407 represents a truly international view of standard
practice, as the same diagram and list of activities has been spotted in conferences and company Web sites around
the world. What is not clear is whether the standard created this consensus, or describes a shared understanding.
Either way, it is valuable.
7. REFERE(CES
[1] Usability Professionals’ Association, ”What is User Centered Design”
http://www.usabilityprofessionals.org/usability_resources/about_usability/what_is_ucd.html
[2] Wikipedia, “Usability” http://en.wikipedia.org/wiki/Usability
[3] ISO 13407:1999 Human-centered design processes for interactive systems.
[4] User Focus “ISO 13407” http://www.userfocus.co.uk/resources/iso9241
/iso13407.html
[5] Office of the E-Envoy. “Quality Framework for UK Government Website Design: Usability issues for
government websites”, July, 2003 http://e-government.cabinetoffice.gov.uk /assetRoot/04/00/37/39/04003739.pdf
[6] NIST Industry Usability Reporting Project http://www.nist.gov/iusr/
[7] Butler, Wichansky, Laskowski et al, “The Common Industry Format: A Way for Vendors and Customers to Talk
About Software Usability" in Computer-Human Interaction Conference 2003
[8] ANSI (2001). Common Industry Format for Usability Test Reports (ANSI NCITS 354-2001). New York:
American National Standards Institute, Inc.
ABSTRACT
This paper presents an overview on e-publishing and web 2.0. It delivers how user activity, participation,
collaboration is changing with the change in web trend in the e-publishing industry. It involves a study from
identification of the users, user groups, profiles, their activities, preferences and prominence, features etc., for
different websites that are specifically chosen in relation to that of e-publishing domain. As the trend changes in
technology the collaboration among the users also changes which helps them enhancing the ideas with their newer
discoveries. So, can we implement those into an e-publishing website? This paper tries to explain the underlying
facts of e-publishing websites. It evaluates the possibilities of implementing the new web features into those
websites.
Keywords: e-publishing, UI (user interface), web2.0, user activity, web interface, features.
1. I(TRODUCTIO(
The advancement in the web technology boosts the human network by creating a different era. Evolution of latest
web trends makes the mankind more associative, co-operative and collaborative than ever before. The various sites
that we browse today for our day to day information become more exciting and user friendly where users are given
the freedom, offering them the options through which they can connect to a network, share their information and
perform various activities. This results in the rise of economic value of the web to businesses as users can perform
more activities online.
E-publishing industry is one of the most rising industries in the world today. E-publishing has empowered the
information delivery of books, journals, newsletters, magazines, research papers to be distributed faster, better, and
most importantly in a dynamic and interactive way in electronic format. The latest development of web technology
has enabled people to generate and distribute their own content, share and reuse them. Making UI for an e-
publishing site is indeed a challenging task as it has to be created out considering several factors. Web 2.0 is a
virtual platform where users relinquish many of the controls they are used to. It binds the local and global together in
a single relationship of information making it more interactive with less control. An in depth study of the web 2.0
site has been done in this paper to know about type of users, their activities, trends, special features, user
customization, user content generation, user interaction level.
Bill Trippe and David R. Guenette have stated, “Perhaps more than anything else, the in-house publisher’s challenge
is to keep up with the rapidly changing requirements of his or her customer base. And this is a customer base that
increasingly expects the improved interfaces and functionality of the Web and other media”, (e-Publishing Systems:
Build or Buy? , New millennium publication). The discussion limits to the usability of current tools that the in-house
publishers are providing to the end users. This paper tries to analyze the factors for providing users with interactive
interfaces which improve the stickiness to meet business objectives of publishing industry.
We can say that the web 2.0 sites are much more user specific as they are aimed at particular user groups. The
common activities that are found from the websites are - chatting and messaging, information sharing, blogging,
conferencing etc. On the other hand common features include sharing of files, discussion forum, news and press
releases, downloading/uploading, customizing options etc. Features and activities are interrelated as features make it
possible for the users to perform their activities. So it is evident from the analysis that web 2.0 is a platform
providing users a better level of interactivity. It is a much better communication than web 1.0 where it begins its
place not only for businesses to broadcast information to people but involving people as a part of the information
also.
2.2 Web 2.0 community sites
The reason behind this study is the growing popularity of the social networking sites. These sites serve the purpose
of online networking among people around the globe. They are primarily about connecting with friends, family and
acquaintances one already has in his real life. This particular study on the community sites were done mainly to
identify certain factors like-why people visit these sites? What are their stickiness factors? What makes these
websites more special than the others? Can we bring or introduce the features of community sites in e-publishing
The above figure shows user groups and their activities for different websites. The common activities e.g., chatting,
sharing photograph, videos, articles, organizing event, has made the user relations much easier and closer. Thus an
interest among the users is built up which pull them towards these websites. From the analysis the stickiness factors
for these websites are identified as-
• To be in contact with friends.
• To get the reply from friends.
• Sharing of thoughts and ideas with likeminded people.
• Viewing photographs, videos.
• To get updated the recent news and events.
• Updating the content of the account.
After the study question arises, can we use those web 2.0 features in e-publishing web interfaces to make them more
interesting, interactive and user friendly?
The process of introducing new web 2.0 features into the e- publishing site may have many pros and cons. We can
say that features found in web 2.0 analysis e.g., sharing of files can be used in the e-publishing interface. This may
facilitate the end users (readers) to share the files (e.g., PDFs or any document) they read to their friends which may
in turn increase the no. of readers for that publishing industry. A question of product security may appear in this case
also which is a major concern for an e-publishing industry. Implementation of features like discussion forum, blog
may attract the readers in a publishing site which would lead them knowing different facts e.g., getting the right
product (books, e-newsletter, magazine etc.), new book releases, about the author etc. Other features e.g., News and
press releases, downloading and uploading options, language customization, RSS, tagging, search option are
available in most of the e-publishing sites today.
As far as the religious publisher is concerned features like religious calendars, horoscope and astrology might proof
to be helpful factors in meeting their business objectives. The screenshots of the interface are shown in the figure 1.
which was made as a part of internship with an e-publishing company.
Introducing the community features into these (religious publisher) sites would probably make them more
interesting for the users as they could share their thoughts about any product with others. Some e-publishing
industries have already brought in these features in their product.
The main focus for the web interface design for e-publishing site would be on the user’s primary activities. e.g.,
Searching, reading online or offline, publishing, book ordering etc. So developing new features, related to these
activities would make the web interface more intuitive and interesting. On the other hand, providing features for the
secondary activities (for publishing websites)e.g., chatting, making friendship etc. might not make any sense to the
industry as it may lead the industry to a different direction where such type of site would no longer remain as an e-
publishing site.
So it is arguable that we can’t simply put some unique features into an e-publishing web interface to make it
interesting for the users. It has to follow some certain user activity and feature relationship.
4. CO(CLUSIO(
Evolution of web 2.0 has a great impact over the e-publishing industry. It has changed the strategy of information
delivery and sharing of publishing industry to compete with other marketing opponents. It is essential to look upon
the changes the web technology is getting every day. The paper has reviewed and analyzed some popular web 2.0
sites and tried to figure out the possibilities of implementation of the web 2.0 features into the e-publishing web
interfaces. It has made an outline for designing the interface for the e-publishing industry.
Acknowledgements: Thanks are due to Mr. Nizar Jamal (COO and CTO), Ulhas Anand, (product manager ), Sapna
Jayaram ( Usability Dept.),Impelsys,India for providing an opportunity to work in their company as part of summer
training project in May 2008 and igniting our interest in immersive environment research.
Harmelen, Mark., Independent Consultant and School of Computer Science, University of Manchester.,
“Web 2.0 technologies for content sharing”.
http://franklin-consulting.co.uk/LinkedDocuments/Introduction%20to%20Web%202.doc
O'Reilly, Tim., “What is web2.0”.
http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
Study abroad.com,“Web 2.0 – What is it, and why is it changing the world?”,
http://www.educationdynamics.com/downloads/white-papers/White-Paper-Web-2-0.doc
Last viewed on 13.08.08
Trippe, Bill. and Guenette, David R., “e-Publishing Systems: Build or Buy”, New millennium publication.
http://www.ids-publishing.com/Common/Paper/Paper_82/e-publishing.pdf
Lewis, Mark., chief development officer, EMC .,“Information delivery in a Web 2.0 world”
http://resources.zdnet.co.uk/articles/comment/0,1000002985,39288093,00.htm?r=8
Anderson , Paul., “What is Web 2.0?- Ideas, technologies and implications for education”.
www.jisc.ac.uk/media/documents/techwatch/tsw0701bword.doc
1. I(TRODUCTIO(
HCI has become an integral part of normal everyday life in the 21st Century. However there is an increased reliance
on multimedia technologies that means the applications and usability of HCI are often complex and highly variable.
Effective HCI invoke collaboration across traditional disciplinary boundaries. Moreover, these harmonious
partnerships require simultaneous engagement with the physical and social sciences. The model for effective HCI
presented in this paper transcends interdisciplinary differences and promotes effective multidisciplinary HCI
systems design. An increasing number of practitioners acknowledge that the solutions to complex social problems
require multidisciplinary collaboration (Boyer, 1990). Consequently, this requires a sophisticated problem analysis
by the system’s development team across a normally disparate range of disciplines. Developing multidisciplinary
teams across areas that have worked previously in isolation is challenging. We present a model for effective HCI
called the “HCI cycle”, where multidisciplinary teams work together to design effective systems.
Here we present two case studies applying the HCI cycle. The case studies are on multidisciplinary education
course design. The HCI cycle provides “empowerment architecture” for user participation via active project team
membership as well as representation in a design-persona.
2. THE HCI CYCLE
The main stages of this cycle include: observations, reflections – both personal and use of a “design- persona”, the
integration of multidisciplinary knowledge and informing science through design and re-design. To make the
necessary connections between our observations, reflections, theory and practice we need to give them operational
meaning. Marion Bogo and Elaine Vayder have adapted the work of Kolb, on experiential learning and applied it to
social work education to develop what they call the “integration of theory and practice loop” (1987, p.2), (ITP loop).
This loop can be applied to a wide variety of both direct and indirect practice situations. In the words of Bogo and
Vayda, “It can be microscopic or macroscopic depending on what facts are retrieved. The choice of a lens and the
degree of magnification depends on the practice situation and the specific intent.” (1987, p.2). When applying the
ITP loop firstly, the factual elements of a practice situation are “retrieved”. Secondly, “reflection” focuses on the
effectiveness of the retrieved information combined with identifying personal assumptions, attitudes and values that
may impinge upon the practice situation. For instance, class, cultural and gender assumptions and biases must be
Figure 1: Human-Computer Interaction Cycle (adapted from Bogo and Vayda (1987) Integration of Theory and
Practice - ITP Loop)
This is particularly important when considering the interacting relationships of HCI in computer systems designed to
address complex problems or issues. Systems which implement sound HCI practice combine a human-dimension
that is represented by the social organization and work, to engage the human-machine aspect of the technical
requirements, see Figure 2.
3. CASE STUDIES
Case Study 1 :
HCI cycle in Bioinformatics education: Crossing the interdisciplinary barrier.
Observations
Bioinformatics is a new and rapidly evolving discipline that has emerged from the fields of experimental molecular
biology and biochemistry, and from the artificial intelligence, database, pattern recognition and algorithms
disciplines in computer science. Largely because of the inherently interdisciplinary nature of bioinformatics
research, academia has been slow to respond to strong industry and government demands for trained scientists to
develop and apply novel bioinformatics techniques to the rapidly-growing, freely-available repositories of genetic
and proteomic data. While some institutions are responding to this demand by establishing graduate programs in
bioinformatics, the entrance barriers for these programs are high, largely due to the significant amount of
prerequisite knowledge in the disparate fields of biochemistry and computer science required for sophisticated new
approaches to the analysis and interpretation of bioinformatics data. Increasingly students wish to complete this in a
minimum amount of time with maximum learning and skills related to living sciences as well as allied computing
areas. They want to clearly see how these outcomes are going to maximize employment and career opportunities in
bioinformatics.
Reflections: Personal and Persona
It is tempting to embrace new technologies and put courses on-line. This provides students with the flexibility they
desire as well as providing them with a wealth of information. However student’s feedback tells us this is not what
students are wanting and that education extends beyond reading copious amounts of materials on line, chatting to
lecturers and other students electronically, and meeting assessment requirements. Many students prefer for face-to-
face learning. It is only a small minority who prefer this on-line learning. Students value quality learning
experiences that meet their educational needs in India as well as abroad. This often includes flexible delivery
(Hooks, 1994). The “persona” is a hypothetical student who is on a journey through the bioinformatics degree
course. The challenge with routine tasks and procedures is how to create a personal and “user friendly” environment.
The persona assists by bringing the student to life as a reference point. The persona is given an identity as someone
who plans to study in your degree program. A brainstorming process with members of the program team (mentioned
in integration phase) responsible for the design and delivery of the degree course in bioinformatics is useful in
identifying the main features of the persona. Planning and decision-making around educational experiences and
administrative processes are done thinking about what this person’s experience will be like.
5. REFERE(CES
Bogo, M. & Vayda, E. (1987). The practice of field instruction in social work. Toronto: University of Toronto Press.
Boyer, E. (1990). Scholarship reconsidered: Priorities of the professoriate. Carnegie Foundation for the
Advancement of Teaching.
Conflict Resolution Network. (2000). Conflict resolution instruction manual. Chatswood, NSW: CRN.
Cooper, A. (2004). The inmates are running the asylum: Why high tech products drive us crazy and how to
restore the sanity (2nd ed.). Pearson Higher Education.
Flinders University. (n.d.). Teaching for learning. Retrieved from www.flinders.edu.au
Freydenson, E. (2002). Bringing your personas to life in real life. Retrieved 9/9/05 from:
http://boxesandarrows.com/archives/002343.php
Giroux, H. & Shannon, P. (Eds.) (1997). Education and cultural studies: Toward a performative practice.
New York: Routledge.
Grudin, J. & Pruitt, J. (2002). Personas, participatory design and product development. USA: PDC.
Gilda Pour, World Transactions on Engineering and Technology Education 2003 UICEE),Vol.2, o.3,
Pervasive computing reforming software engineering education
Giroux, H. & Shannon, P. (Eds.). (1997). Education and cultural studies: Toward a performative practice.
New York: Routledge.
Hawkins, L. & Sefton, R. (1989). Flexible learning options for social welfare education. In D. James & T.
Vinson (Eds.), Advances in social welfare education, pp. 39-47.
Hourihan, M. (2002). Taking the ‘you’ out of user: My experiencing using personas” Retrieved 9/9/05
from: http://boxesandarrows.com/archives/002330php
Hooks. (1994). Teaching to transgress education as the practice of freedom. New York: Routledge.
Kolb, D. (1984). Experiential learning: Experience as the source of learning and development. New Jersey:
Prentice Hall.
ABSTRACT
While the usability and educational effectiveness of an e-learning application are not one and the same, the two
arguably have very much in common. Even though many organizations have made great strides in their ability to
develop and deliver e-learning programs to their employees, customers, and suppliers, the usability of these e-
learning applications is often lacking or entirely overlooked. Given the large investments organizations are making
in online training, and the unique needs of learners, it would be sensible to address the usability of e-learning
applications. Doing so will help ensure that users can actually access the necessary material, have optimal levels of
satisfaction with the learning experience, and enable the organization to maximize its e-learning investment.
1. I(TRODUCTIO(
A large number of organizations have adopted e-learning programs, far fewer have addressed the usability of their
learning applications. More attention should be devoted to assuring the usability of e-learning applications if
organizations are to fully benefit from their investments.
Today large percentage of organizations have actively developed and implemented online learning programs. The
reasons are clear: e-learning programs can be highly versatile and they have the capability to provide on-demand
training that transcends geographic and time boundaries. Program offerings are frequently diverse and address the
needs of employees, customers, and suppliers. The versatility, convenience, and scope of offerings would seemingly
suggest that all is well for these adopters of e-learning applications. However, training practitioners within many
organizations are discovering that individuals are, for the most part, not embracing the new medium of instruction to
the extent that it was initially hoped. In fact, online learning programs typically exhibit higher dropout rates when
compared with traditional instructor-led courses.
To be sure, there are a large number of reasons for the lack of adoption: quality of courses, relevancy of content,
comfort level with the technology, availability of technical support, ability to interact with peer learners, and so
forth. Another major contributor—often left off this list—is poor usability, which is characteristic of many e-
learning applications. It appears that far more energy is focused on the technology involved in developing
instructional content rather than ensuring that users will be able to use the technology effectively.
3. ITERATIVE DESIG(
The foundation of the iterative design process is a competitive analysis to see how other organizations deliver e-
learning successfully. What products are they using? How is it being developed and implemented? How do their
learners feel about the e-learning application? By combining the knowledge gained from the competitive analysis
with what you already know about your learners, you can develop a highly effective and efficient e-learning
application.
Even so, regardless of how comprehensive your efforts have been to gain insight into the end users and apply what
was learned from the competitive analysis, it’s unlikely that the first product development cycle will attain final
release standards. The key is to perform rapid, systematic, and successive evaluations of the application throughout
the development cycle rather than as a one-time effort immediately preceding its release. That is, usability
evaluations should occur over several instances within the development process. Doing so will enable you to resolve
usability issues before they become costly problems to address.
Ongoing testing. Understand that usability is a process. Accordingly, you need to conduct usability evaluations
(ideally, with actual users) periodically on an ongoing basis to ensure that the e-learning application maintains high
levels of usability. The point is that the needs, environments, constraints, and so forth, of learners may change, and
awareness of these occurrences enables the organization to make necessary adjustments. Further, ongoing testing is
the only true way for developers to feel confident about the ease of use of the e-learning application following its
release. Some may even contend that engaging in ongoing testing also demonstrates to learners that their needs are
important and, therefore, encourages their use of the e-learning application.
5. LEAR(ABILITY TESTI(G
What is learnability?
• Is the learner motivated to finish the course? Is the course engaging?
• Do the instructional strategies interest the learner? Simply put, does the learner ‘get’ the theme?
• Is the instructional flow clear to the learner? Is the learner comfortable with the content?
• Is the course free of obstacles (too much audio, too much text, bugs, navigational errors and so on) that may
hinder learning?
Learnability testing is inspired by usability testing. In simple words, usability testing is a controlled experiment that
tests how well people use a particular product. The user performs a series of tasks while the observer watches him
and takes notes. Usability testing is conducted at several stages and feedback implemented to refine the design.
Where usability testing checks whether a product is ‘usable’, learnability testing checks whether an e learning
application is ‘learnable’. The main objective of learnability testing is to remove all obstacles that hinder the
learning experience.
During testing the observation for different elements are done based on following criteria.
Table 2: Above observations could be supported by quantitative output and subsequent analysis of the following
questionnaire survey
Criteria 1 2 3 4 5 (A
Strongly Disagree Neutral Agree Strongly
Disagree Agree
Content
Vocabulary and terminology used are appropriate
for the learners.
Abstract concepts (principles, formulas, rules, etc.)
are illustrated with concrete, specific examples.
Learning & Support
The courses offer tools (taking notes, job-aids,
recourses, glossary etc.) that support learning
User Demographics
Based on the methodology cited above, participants were recruited and the profiles were as follows:
4 4 4
4
3.5 3.5 3.5 3.5
3 3 3 3 3
3
2.5 2.5 2.5
2 2 2 2
2
1
1
0
Navigation Look and Audio quality Ease of use Interactivity Learnability Content Online Help Readability Motivation
feel of the Quality
Module
7. CO(CLUSIO(S
Usability is definitely critical in e Learning applications. But adopting usability practices in the development cycle
of Learning modules is very challenging as usability has a different facet when it comes in learning. Learnability is a
major parameter of evaluation under usability & usability testing of these applications should include evaluation of
this parameter.
A lot of study should be done in the topic so as to institutionalize usability in learning applications.
8. REFERE(CES
1. Melis, E., Buedenbender, J., Andres, E., Frischauf, A., Goguadse, G., Libbrecht, P., Pollet, M. & Ullrich, C.
(2001). ActiveMath:
A Generic and Adaptive Web-Based Learning Environment, Artificial Intelligence and Education, 12 (4), 385-407.
Nielsen, J. (1994). Usability Engineering. San Francisco: Morgan Kaufmann.
Markus Weber
ergosign GmbH
Saarbruecken, Germany
weber@ergosign.de
A M
C 7
G P
J R
Kiran Sabnis 91 S
Sameer Chabukswar 26
Sameer Chavan 24
Shivkumar Parthasarathy 22
Subhrajit Das 86
Suchit Dubey, 86
V.V.Kimbahune 218
Whitney Quesenbery 3