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User Interface Engineering: Fostering Creative Product Development

Jared M. Spool, Carolyn Snyder and Will Schroeder

User Interface Engineering
800 Turnpike Street, Suite 101
North Andover, MA 01845
(508) 975-4343 spool.chi@xerox.com

© ACM

Keywords

Prototyping, low-fidelity prototyping, process management, product development, contextual inquiry, modeling, practi- cal techniques, group dynamics

MISSION

User Interface Engineering is a seven-year old company researching and consulting on what makes products usable. Our mission is to encourage and foster creative product development teams that build applications users will use and value. We do this not only by demonstrating the technology used in building better product interfaces, but also through the processes which produce that technology.

We accomplish this through research, training, consulting, and publication. Training, consulting and publication serve to transfer the techniques and technologies developed in our research. Our work emphasizes innovative applications of usability to the challenges facing today's product developers.

OUR CLIENT'S ENVIRONMENT

Our clients work in the world of production software devel- opment for products and in-house systems. This world is characterized by rapidly evolving applications. Technical requirements for applications are constantly changing as is the hardware on which they are based. New production techniques are required to deliver usable applications. Our goal is to provide these organizations with the capabil- ity to deliver better applications faster - to do this we:

Our courses and consulting work are done interactively. All participants are included and get "hands-on" experience. Nielsen et al [1] have documented the learning from a short course what we intuitively believe, that learning reinforced by participatory exercises are usually retained far better than material entrusted to lecture or demonstration. A large part of the task is helping groups and teams work together. We have found that this capability is often an essential ingredient of our work.

Application development work for clients is always based on the workshop model. Part of the deal is that the client learns the technique so that the new methods begin to be integrated into their development work. If we don't transfer the technology then the client will be back where they started minus their investment in us.

Our belief and experience indicate that these objectives can be combined so that they support one another and together make up a viable way to do business and give good service.

HOW IT ALL FITS TOGETHER

Our model of development and change for practices and techniques is evolutionary. Changes are made in small steps and increments, and each change is tested on a real-world scale before final adoption. Our research shows us how development processes can be improved and builds the supporting knowledge base. Our workshops give us a framework for testing improvements in technique on real- world problems with real world constraints. Techniques are packaged and taught so that acceptance and change in the organization can also be evolutionary. These techniques remain effective even if only one person accepts them, or if only one department implements them. Enhancing the ability to work cooperatively is fundamental to all of our training.

RESEARCH AND FIELD WORK

We normally think of research as a process which separates problems into parts and studies the parts in isolation. We carry out this type of study ourselves and also for and in support of our clients.

In our workshops we cannot isolate or even scale down problems. We address them as a whole because we are developing actual products and no factor can be ignored. Historically we have become more successful as our ap- proach broadens. For example, the ability to facilitate group decision making is as important in the timely production of effective products as any other technique. Our "field experiments" are short because of the nature of the business - in a rapidly evolving market new products must be produced quickly. We are usually hired to increase that pace. So our research loses relevance to what we do if its results are not constantly checked against the business environment.

RESEARCH PROJECTS

Productivity analysis, in which users perform the same tasks with two or three different software packages, allows testing whether packages which have competed with one another in the marketplace for a substantial time have the differences that support their marketing claims. The sur- prising results of a series of these studies in which the charting capability in three spreadsheet packages was com- pared led us to question the productivity - in fact the overall effectiveness - of wizards.

A recent project involved a simulation for testing the integration of speech recognition with word processing software. The goal was to discover "natural" uses for the voice mode alongside mouse and keyboard with word processing software. With "Wizard of Oz" techniques, very high level voice commands were accepted and carried out by a commercial word processing package. By varying the rules governing the acceptance and ability of the simulation to process commands, we explored and began to define the boundaries of what users would value and/or tolerate in such a system. A key service was facilitation of the design team's decision-making process. Putting together the simulation involved reaching consensus (for the purpose of testing in order to get data) on semantic questions over which science has been divided for decades.

We have recently completed a test series on the productivity and effectiveness of software wizards. Wizards appear in applications more and more frequently, their effective use is a matter of concern to our clients, and there is little in the literature for guidance. We began by developing a taxonomy of wizard components and functions and an appropriate user model. Then we designed and conducted usability and productivity tests on 12 wizards found in several commercially successful software packages. The result of this testing is data indicating in detail which design strategies used by the developers of wizards were effective and which were not.

WORKSHOPS/TRAINING

Paper prototyping was used to specify a system for new account processing. The application was the client's first move from mainframe to GUI, and was conceived, modeled, and tested with real account reps within a week. The project was a key step in overall re-engineering of the client's business.

Usability testing was conducted using the most recent build of molecular modeling software. Users were PhD's modeling molecules on workstations. Paper prototyping was used to test a new release of a multi-media authoring system for re-use of published multi-media objects. This mocked-up interface was evaluated with developers of interactive television prototyping.

Contextual inquiry was used to create accurate models of both the users of an application development environment and the range of typical tasks addressed by the package for a developer entering the market.

WHAT'S NEXT?

User Interface Engineering will continue to research what it takes to build usable products. We will be disseminating this information through our courses, training and publica- tions to those people who need to develop effective applica- tions.

References

1. Nielsen, J, Bush, R M, Dayton, T, Mond, N E., Muller, M J., Root, R W. Teaching Experienced Developers to Design Graphical User Interfaces. Human Factors in Computer Systems. CHI '92 Conference Proceedings, May 1992, pp. 557-564