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32 Cards in this Set

  • Front
  • Back
User Interface Design
- should be designed to match skills, experience and expectations of user
Human Factors influencing User Interface
- Limited Short-Term Memory (7 items of information)
- People Make Mistakes (inappropriate alarms increase stress resulting in more mistakes)
- People are Different (physical capabilities differ; do not just design for your own capabilities)
- People have Different Interaction Preference (some like pictures; some like text)
Heuristics of UI Design (10)
1) Visibility of System Status (let user know status of sys.)
2) Match between System and the Real World
3) User Control and Freedom (undo & redo buttons)
4) Consistency and Standards (avoid confusing wording)
5) Error Prevention (prevent prob. from occurring)
6) Recognition rather than Recall (use pictures)
7) Flexibility and Efficiency of Use (accelerators-speed up syst. for expert user while still catering to novice)
8) Aesthetic and Minimalist Design (avoid including irrelevant information)
9) Help User Recognize, Diagnose and Recover from Errors
10) Help & Documentation (supply doc. if necessary)
Design Issues (2)
1) How should info. from user be provided to the computer system?
2) How should info. from th computer syst. be provided to the user?
Interaction Styles (5)
1) Direct Manipulation
2) Menu Selection
3) Form fill-in
4) Command Language
5) Natural Language
Direct Manipulation
- Adv: fast, intuitive, easy to learn
- DisAdv: hard to implement, only suitable if there is a visual metaphor for tasks and objects
- Application: video games, CAD systems
Menu Selection
- Adv: avoids user error, little typing require
- DisAdv: slow for expert users, can become complex
- Application: most general purpose systems
Form fill-in
- Adv: simple data entry, easy to learn checkable
- DisAdv: takes up a lot of screen-space, causes prob. where user options do not match the form fields
- Application: Stock contol, Personal loan processing
Command Language
- Adv: powerful and flexible
- DisAdv: hard to learn, poor error management
- Application: Operating Systems, command & control systems
Natural Language
- Adv: accessible to casual users, easily extended
- DisAdv: requires more typing, unreliable
- Application: information retrieval systems
Web Based Interfaces (2)
- Many are based on web forms
- Form field can be menus, free text input or radio buttons
Information Presentation (5)
- Information usually needs to be presented to the user
- The information may be presented directly (text) or transformed (graphical)
- Keep information software and presentation software separate
- Static Information (initial info. that doesn't change)
- Dynamic Info. (info. that changes during session)
Information Display Factors (5)
- Does user want precise info. or data relationships?
- How quickly do info. values change? & Must change be indicated immediately?
- Must user take action in response to change?
- Is there a Direct Manipulation Interface?
- Is info. textual or numerical? & Are relative values imp.?
Digital Presentation
- Compact (takes up little screen space)
- Precise values can be communicated
Analogue Presentation
- Easier to get a quick impression
- Possible to show relative values
- Easier to see exceptional data values
Data Visualization (2)
- Need to display large amounts of info.
- Reveals relationships between entities and trends in the data
Color Display
- Adds an extra dimension to an interface and can help the user understand complex info. structures
- Can highlight exceptional events
Color Use Guidelines
- Limit number of colors used & be conservative
- Use color change to show changes in system status
- Use color coding to support the task that users are trying to perform
- Use color coding in a consistent way
- Be careful with color pairings (red with blue is bad!)
- Be aware of color blindness
Error Messages
- They are critically important
- Poor messages can mean that a user rejects rather than accepts a system
- Messages should be polite, concise, consistent, and constructive
- Background and experience of users should be the determining factor in message design
Design Factors in Message Wording (5)
1) Context
2) Experience
3) Skill Level
4) Style
5) Culture
User Interface Design Process
- It is an iterative process involving communication between users and designers
- 3 Core Activities
- User Analysis (understand users want with syst.)
- System Prototyping (experiment with prototypes)
- Interface Evaluation (let users exp. with prototypes)
User Analysis
- Understand what users want to do with a system
- Must be described in terms the users and designers can understand
- Use scenarios to describe typical episodes of use
UI Requirements (3)
- Help user choose appropriate search terms
- Let users select collections to search
- Let users carry out searches and request copies of relevant material
Analysis Techniques (3)
- Task Analysis ( models steps involved in completing a task)
- Interview and Questionnaires (ask users about the work they do)
- Ethnography (observes the user at work)
Interviewing (3)
- Design semi-structured interviews based on open-ended questions
- Users can then provide information they think is essential
- Group interviews (allows users to discuss what they do)
Ethnography (3)
- Involves an external observer questioning workers at work about their work in an unscripted way
- Valuable because many user tasks are difficult to describe/explain
- Helps understand the role of social and org. influences on work
UI Prototyping
- Goal is to allow users direct experience with the interface
- Without such direct experience it would be impossible to judge the usability of an interface
- 2 Stages to Prototyping
1) Paper prototyping (early in process)
2) The design is then refined (made more sophisticated)
Paper Prototyping (3)
- Work through scenarios using sketches of the interface
- Use a storyboard to present a series of interactions with the system
- It's an inexpensive and effective way to get user reactions
Prototyping Techniques (3)
1) Script-driven (develop scripts using SW)
2) Visual Programming (use a language designed for rapid development)
3) Internet-based (use a web browser and associated scripts)
Usability Attributes (5)
1) Learnability
2) Speed of Operation
3) Robustness
4) Recoverability
5) Adaptability
Evaluation Techniques (4)
1) Questionnaires
2) Video recording and evaluation of system use
3) Instrumenting code to collect info. on user errors
4) Code the SW to collect on-line user feedback
Design Principles (6)
1) User Familiarity (base interface on user-oriented terms and concepts)
2) Consistency (commands and menus should have same format)
3) Minimal Surprise (user should be able to predict the operation of comparable commands)
4) Recoverability (resilience to user errors allowing user to undo actions)
5) User Guidance (supply help systems or manuals)
6) User Diversity (should facilitate different types of users)