acs 367 interface design chapter 2 galitz, wilbert o. the essential guide to user interface design
TRANSCRIPT
ACS 367 Interface Design
Chapter 2
Galitz, Wilbert O. The Essential Guide to User Interface Design
Graphical User Interface
User interface– collection of techniques & mechanisms to
interact with something
GUI
Use pointing device – primary interaction mechanism – equivalent to human hand
Interact with objects – visible to user– used to perform tasks
Perform operations/actions on objects– access & modify
Direct Manipulation
System portrayed as extension of real world– (real-time)
Continuous visibility of objects and actions WYSIWYG
Actions – rapid & incremental– visible display of results– easily reversible
Indirect Manipulation
Used when direct manipulation not feasible– operation difficult to conceptualize/depict
graphically– graphics capability limited– limited space or screen real estate– operation and action learning overload
Substitutes words & text– pull-down or pop-up menus for symbols– typing for pointing
GUI: Advantages
Symbols recognized faster than text Faster learning Faster use and problem solving Easier remembering More natural Exploits visual/spatial cues Fosters more concrete thinking
GUI: Advantages (2)
Provides context Fewer errors Increased feeling of control Immediate feedback Predictable system responses Easily reversible action Less anxiety concerning use
GUI: Advantages (3)
More attractive May consume less space Replaces national languages Easily augmented with text displays Low typing requirements Smooth transition form command language
system
GUI: Disadvantages
Greater design complexity Learning still necessary Lack of experimentally derived design
guidelines Inconsistencies in technique and terminology May consume more screen space Hardware limitations
GUI: Disadvantages (2)
Ease of use– best determined by design not interaction style
Consider user preference for interaction style
Content of graphical screen critical for usefulness: more confusion not less if– wrong presentation– cluttered presentation
GUI Success Dependent
On skills of designer
On application of established principles of usability
Hall of Fame– Examples of good interfaces – won’t
see many! Hall of Shame– Examples of poor interfaces
www.webpagesthatsuck.com
Bad Design
How do you cancel?
UI Development Process
Design cycleUser-centered designTask analysisRapid prototypingEvaluationProgrammingIteration
Design Goals
Aesthetically pleasing Clarity Compatibility Comprehensibility Consistency Control
Design Goals (2)
Directness Efficiency Familiarity Flexibility Forgiveness Predictability Recovery
Design Goals (3)
Responsiveness Simplicity Transparency Trade-Offs
Design Process Problemsby Gould
Nobody gets it right the first time Development full of surprises Good design requires living in sea of
changes Making contracts to ignore change will
never eliminate the need for change
Design Process Problems (cont.)by Gould
People will still make mistakes using best designed system
Designers need good tools Must have behavioral design goals like
performance design goals
Five Commandments in Designing for People
1.Gain complete understanding of users & their tasks
2.Solicit early & ongoing user involvement
3.Perform rapid prototyping and testing
4.Modify and iterate the design as much as necessary
5.Integrate the design of all the system components
Design Team
Balanced design team with expertise in:– development– human factors– visual design– usability assessment– documentation– training
Design Team
Select team who can effectively– work together– communicate with each other
Keep team together– locate in close proximity
Usability
Little to do with icons or flashy graphics Starting goal:
– let users get work done without spending a lot of time dealing with working the computerworking the computer
Additional goal:– help users work better and faster withwork better and faster with
application than without it.
Development of Guidelines
Designers of Lisa & Macintosh – importance of good user interface design– publish ideas to others
» development of set of human interface guidelines
Development of Guidelines
Most important guidelines were the design principles -- universal
Design principles not tied to platform– based on human abilities and psychology– not dependent on conventions of a particular
platform
10 Basic Principles (drove design of Macintosh)
Consistency– allows users to learn something once and then
apply it again & again Aesthetic integrity
– good design is understated– user can concentrate on information/content
10 Basic Principles (drove design of Macintosh)
Perceived stability– let user control changes – for any change user should know about and
okay See-and-point, Not Remember-and-type Direct manipulation
– lets user feel as if they directly control the world inside the computer
10 Basic Principles (drove design of Macintosh)
Metaphors from the real world– way to make an interface understandable to
new users WYSIWYG -- What You See Is What You Get
– not something like ^bThis is a bold phrase^b
– but like this -- This is a bold phrase
10 Basic Principles (drove design of Macintosh)
Feedback and dialog– never keep the user guessing
– study showed: when no visible response to button click user assumed machine was hung and restarted it in 8.5 seconds
Forgiveness– humans make mistakes
– computer should allow for human mistakes
User control
Additions to the Basics
Constraints Intelligence Elegance Transparency Attention to detail
Additions to the Basics: Constraints
Reduce complexity Example of Japanese vending machine
– lead customer through the process– general to specifics
» notify when new mail arrives?
» If yes, then -- beep, put up a notifier window, or both
Additions to the Basics: Intelligence
Augment constraints with intelligence so computer helps user to make proper choice
Minor tasks taken care of– formatting phone numbers– option of automatically aligning objects
Know when to stop– let users override or turn off features
Additions to the Basics: Elegance
Elegant products– don’t do everything– what they do, they do extremely well– and they make it look easy
Meet users requirements/needs in most simple and straightforward way
Just say “No” -- to feature creep 80/20 solution
Additions to the Basics: Transparency
Interface transparent when user doesn’t really notice or think about it not because user can’t see it
Hide features in plain sight -- no need to search for a particular feature
Avoid technical jargon (computerese)– “SysErr Code: -34” or “The disk is full”
Additions to the Basics: Transparency
Keep status messages simple– general statement about what’s happening– concise statements
Don’t interrupt (or if you must do it quietly)– problem when background process (like printer
out of paper) interrupts a foreground task (writing paper/developing slide)
» results in increase in stress level for user performing foreground task
Additions to the Basics: Attention to Detail
Sentence in text:– “We worry about all this… because your users
notice it to.” What is the author’s credibility? The text’s?
Additions to the Basics: Attention to Detail
Details can destroy user’s faith/confidence in an application
Development problems don’t concern the user --
The user wants a program that looks and works exactly the way it should