User Interface Design User Interface Design User interfaces should be designed to match the skills, experience and expectations of its anticipated users. Users often judge a system by its interface rather than its implementation. A poorly designed interface can cause a user to make mistakes and hinder them in achieving their goals. Poor user interface design results in users not using the system. User Interface Design Make it easy to learn, simple to use, straightforward and forgiving Rhythm HCI – Human Computer Interaction • Study of people/how they learn/interpret info… Ergonomics – Hardware and Human interface Human Factors and Perception Visual perception Cognitive psych of reading and human memory Deductive and inductive reasoning User behavior and tasks Human Factors and Perception Perception Most HCI visual (size, shape, color, orientation, movement, visual quality) Trend is graphical, but still a lot of textual (font, line length, capitalization, location and color of) Cognitive psychology Short term vs Long term Memory • Remember commands, operation sequences, arcane data Human Factors Skill level and Behavior Individuals different in skill level/education/experience Personality variations Context or domain-specific knowledge more important than overall education or intelligence (example: automotive diagnostic system) Nice to match HCI with cognitive and personality style Human Factors and Tasks Rarely system do something entirely new Usually system built to automate HCI needs to provide user with easy, natural env’t to conduct tasks 4 kinds of tasks Communication: producer ->consumer of info Dialogue: user direct/control interaction with computer Cognitive tasks: performed once info obtained; associated with function of system Control tasks: user control info, cognition, order tasks Styles of HCI (4 major) Commands and query interfaces HCI purely textual Print filename.ext /forms = m456 /que=q12 Simple menu interface Can be tedious Consider number of levels Direct Manipulation WIMP – windows, icon, mouse, pointing devices Graphical, buttons, scrolling UID tool helpful Hypertext and multitasking 4 Interface Analysis and Design Models SW Engineers Design Model • Incorporate data/architectural and processing rep. of SW • Interface design should be more than incidental to design model Human Engineered User Model • Profile of end users • Novice? Knowledgeable, intermittent user? Knowledgeable, frequent users? End Users (User’s Actual Model) • System perception – image of system end user carries in their head Implementers • • • • System image; manifestation of system Look and feel of interface Supporting information (book, manuals and videos) System syntax and semantics HCI Design Process – Iterative Process 1. 2. 3. Create 4 different models of system Analyze interface Design interface Consider design issues that cover ALL interface designs 4. 5. Use tools to prototype and construct interface Evaluate/validate interface result Interface and Task Analysis Delineate human- and computer-oriented tasks Analyze users Analyze tasks • • • • Use use cases Elaborate tasks Analyze workflow – use swimlane diagrams Arrange tasks in hierarchical fashion Analyze display content Analyze work environment (eg lighting) Hierarchical task analysis Retriev e pictures fro m remo te libraries do 1, 2, 3 until pictures fo un d, 4 1 Disco ver p ossible so urces 2 Establish search terms 3 Search for p ictures 4. Request p ho tocop ies of founditems do 3.1 , 3 .2 , 3 .3 un til pictures foun d, 3 .4 if n ecessary, 3.5 3 .1 Select library 3 .2 Lo g in to catalogue 3 .3 Search for p ictures 3 .4 M odify search terms do 3.3 .1 , 3 .3. 2, 3.3 .3 3 .3. 1 Enter search terms 3 .3. 2 In itiate search 3 .3. 3 Rev iew results 3 .5 Record relevan t items Four Common Design Issues System response time (length and variability) Help facilities (manuals vs. online –integrated or add-on) Error info handling explanations; jargon; constructive; indicate negative consequences; visual/audio cues; “nonjudgmental” Command labeling Menu options -> quick keys Function keys Macros Conventions (ctrl-v) Application accessibility and internationali HCI Golden Rules Place the user in control. Reduce the user’s memory load. Make the interface consistent. HCI Guidelines General interaction • • • • • • • • • • Consistency Meaningful feedback Ask for verification Undo Reduce amount of info user memorizes Efficiency in dialogue, motion an thought System protection (forgive mistakes) Categorize function/organize screen geographically Context-sensitive help Simple short verb phrases Cont. Information display • • • • • • • • Only info needed displayed Use graph and charts Consistent labels and standard abbrev Maintain visual context Meaningful error messages CAPS, indent, etc. Windows to compartmentalize and geography “analog” displays Data input • • • • • • Minimize # input actions (macros) Consistency between info display and data input Customize input allowed (dispense w/ sure?) Tune to user’s preferred mode of input (mouse/key) Assist all input actions Eliminate “micky mouse” inputs (defaults, no .00 on $) Alternative information presentations Jan 2 8 42 Feb 28 51 M ar 3 16 4 Jan Feb M ar Ap ril 2 78 9 M ay 12 73 June 2 83 5 M ay June 4000 30 00 2 0 00 1 0 00 0 Ap ril Presentation methods 1 4 0 2 10 3 Dial with needle Pie ch art Th er m om eter Ho rizon tal bar 20 Displaying relative values Pressur e 0 1 00 200 Temp er atur e 300 40 0 0 25 50 75 100 Implementation Tools User interface development systems (UIDS) nice! Validate user input; manage I/O devices; handle errors; feedback (echo); handle windows and scrolling; connect application with interface; customization of interface Design Evaluation Prototype Evaluate prototype Impromptu feedback from “test drive” Survey users (alpha/beta testing) Before prototype Length and complexity of written spec #commands specified #actions and system states Protocols/interface style/help facilities Standards X-window system PC windows Microsoft Your UID Analyze Users Tasks – delineate human vs computer tasks Design Identify information to be displayed – how will you display it Implement prototype Evaluate/Validate it according to design issues and golden rules/guidelines
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