SlideShare une entreprise Scribd logo
1  sur  51
Télécharger pour lire hors ligne
CS3240 - Human Computer Interaction
Lecture 2 : Guidelines , Principles and Theories




 Lecturer : Dr Bimlesh Wadhwa
 dcsbw@nus.edu.sg
 dcsb @n s ed sg
Last week…




             1-2

              2-2
“Know thy user”
•    Age, gender, physical and cognitive abilities,
     education,
     education cultural or ethnic background
                                   background,
     training, motivation, goals and personality

•    Multi-layer designs based on skill level
    – Novice or first-time users
    – Knowledgeable intermittent users
    – Expert frequent users



                                                      1-3

                                                       2-3
Identify the tasks
•   Task Analysis usually involve long hours
    observing and interviewing users
•   Relative task frequencies




                                                     1-4
                                               2-4
Today …


Guidelines, Principles, and Theories




                                           1-5
                                       5
Guidelines




             1-6

              2-6
Insights by p
     g     y practitioners -
caution against poor quality.




                                1-7

                                 2-7
http://msdn.microsoft.com/en-us/library/aa511258.aspx




                                                   1-8

                                                    2-8
http://developer.apple.com

                             1-9

                              2-9
http://www.hq.nasa.gov/pao/portal/usability
htt //     h          /   / t l/     bilit

                                              1-10

                                               2-10
Navigating the interface

      p guidelines#:
• Sample g
   – Standardize task sequences
   – Ensure that embedded links are descriptive
   – U unique and d
     Use i         d descriptive h di
                          i ti headings
   – Use check boxes for binary choices
   – Develop pages that will print properly
   – Use thumbnail images to preview larger images


# NCI 2006 : National Cancer Institute’s guidelines on design of informative web
   pages

                                                                               1-11

                                                                                   2-11
Organizing the display
• High-level goals#
   – Consistency of data display
      • terminology, colors, format, capitalization
   – Efficient information assimilation by the user
      • Neat columns of data, left & right justification,
        spacing
   – Minimal memory load on the user
      • minimize recall
   – Fl ibilit f user control of d t di l
     Flexibility for        t l f data display
      • order of columns & sorting of rows to be
        changeable by users
                                                            1-12


#Smith and Mosier (1986)                                     2-12
Getting the user’s attention
• Intensity
   – use levels to draw attention
• Marking
   – underline, enclose in box, use an indicator/sign
• Size
   – large size attract attention, use upto 4 sizes
• Choice of fonts
   – Use upto 3 fonts           Inverse Video: A computer
• Blinking                      display technique whereby the
                                background and text colour
                                     g
• C l
  Color
                                values are swapped,        .
• Audio
                              On older computers this was
                                       computers,
                              the way text was displayed 1-13
                              by default.                  2-13
Principles
   More fundamental, widely applicable, & enduring.

Application of principles lead to (established)guidelines.




                                                       1-14

                                                        2-14
10 Golden rules


         ty
  miliarit
Fam




                                1-15

                                 2-15
1 Visibility

  User should see what functions are
  available and what the system is currently
  doing.




                                               1-16
1-17
2-17
2 Consistency

     Ensure consistent use of colours names
                              colours, names,
    layout and so on.



delete/insert character   delete/insert character
                            delete/insert character
delete/insert word        remove/insert word
                            remove/bring word
delete/insert line        delete/insert line line
                            destroy/create
delete/insert paragraph
d l t /i    t         h   delete/insert paragraph
                          d kill/bi th paragraph1-18
                             kill/birth t
                             l t /i              hh
3 Familiarity
Use language and symbols that the user will be
familiar ith
f ili with or use a suitable metaphor t help
                        it bl     t h to h l
them transfer similar and related knowledge from
a more familiar domain
                domain.




                                                   1-19
3 Familiarity
  Metaphors
– Metaphora : to carry over, transfer

– The transference of the relation between one set of objects
  to another set for the purpose of brief explanation.

– A resemblance , an agreement or likeness between things
  in some circumstances or effects, when the things are
  otherwise entirely diff
    th  i      ti l different.
                            t




                                                            1-20
3 Familiarity
 Metaphor – Example

• The Desktop - started at Xerox PARC

• Idea was to organize information in a way to allow
  people to use it in the way they use information on
  their desktops.

   – make the screen act as if there were objects on it.

     Computer objects as visible, moveable objects.
          p       j             ,             j
     Objects represented as icons. Objects can be
     “picked up” and “moved” on a surface. Objects can
            p
     be “copied”
                                                              1-21
3 Familiarity




        1-22
3 Familiarity

Evolving Desktop




                           1-23
3 Familiarity

Evolving Desktop




                           1-24
3 Familiarity
Evolving Desktop
Coffee Table Top
       Table-Top




                           1-25
3 Familiarity

Metaphors - Mis-matched
    p

 VCR buttons on print interface
                      interface.




                                           1-26
3 Familiarity
Metaphor - Key points

Metaphors help borrow behaviors from systems familiar to
    p        p                        y
  users.

Metaphor isn't always necessary.

Some metaphors don't cross cultural/local boundaries well
                                                     well.




                                                             1-27
4 Affordance

Design things so it is clear what they are for




                                                 1-28
5 Constraints
• Provide constraints so that people do not try to
  do things that are inappropriate
                     inappropriate.




                                                     1-29
6 Navigation

 Provide support to enable users to move
 around the parts of the system.
      d th     t f th       t




                                           1-30
7 Feedback

 Rapidly feed back information from the
 system to people so that they know what
 effect their actions have had
                           had.



 The user should never have to think
 "did th t work?"
      that    k?"


                                           1-31
8 Recovery

 Enable recovery from actions particularly
                       actions,
 mistakes and errors, quickly and
 effectively.
 effectively




                                             1-32
9 Flexibility

 Allow multiple ways of doing things so as
 to accommodate users with different
 levels of experience and interest in the
 systems.




                                             1-33
10 Style – Aesthetically Pleasing

  Designs should be visually
  appealing, polite, pleasant, friendly.




                                           1-34
Theories
            Th   i

Descriptive, Explanatory or Predictive
D    i ti    E l    t       P di ti
    Motor, perceptual, or cognitive


          D         R             Y
                                    1-35

                                     2-35
Descriptive , Explanatory, Predictive


              • H l f li d
                Helpful in developing consistent
                               l i        i t t
Descriptive     terminology for objects and
                actions.


              • D
                Describe sequence of events and
                     ib             f     t     d
Explanatory     where possible cause and effect


              • Enable designers to compare
Predictive
P di ti         proposed d i
                         d designs f execution1-36
                                    for   ti
                time or error rates
                                                   2-36
• Helpful in developing consistent
Descriptive          terminology for objects and
                     actions.
                     actions



User interface styles : menus, form fill-ins, commands

User personality styles :
Technical attitude: novice, knowledgeable, expert
                          ,        g     , p

Technical aptitude: spatial visualization, reasoning
                                                       1-37

                                                        2-37
• Describe sequence of events
                                q
Explanatory          and where possible cause and
                     effect
                                 State and Action alternatives
                                 should be visible.
Norman’s Action Theory;

                                 There should be a good
•Forming the goal                conceptual model and
•Forming th i t ti
 F     i the intention           consistent system image.
•Specifying the action
•Executing the action
 Executing                       Interface should reveal good
                                 mappings that reveal the
•Perceiving the system state     relationship between stages.
•Interpreting the system state
      p     g      y
•Evaluating the outcome          Users should receive        1-38

                                 continuous feedback.            2-38
• Enable designers to compare
Predictive      p p
                proposed designs for execution
                               g
                time or error rates


 Fitts’ Law

  It is a model of human psychomotor
                         p y
    behavior developed in 1954.



                                             1-39

                                                 2-39
Fitts’ Law

It is a model of human psychomotor
  behavior developed in 1954.




                                     1-40

                                      2-40
Fitts’ Law

 It is a mathematical model that predicts
 how long will it take to point at a target.

It takes into account the size of the object
  and h
     d how f f
            far from th mouse it i
                     the          is.




                                               1-41

                                                2-41
Fitts’ Law




   If the target is larger , the user can use large
   movements of mouse to get to the object despite
   the di t
   th distance.                                     1-42

                                                      2-42
Fitts’ Law




   If the target is small, the user can use large
   movements to cover the distance and then make
   fine
   fi movements to get to the object.
                    t t      t t th bj t          1-43

                                                    2-43
Fitts’ Law
                  As designers, we want to
                  keep objects large enough
                  and close enough to where
                  people are ‘looking’ !
                              looking




  If the target is kept near, the time to reach
  the target reduces
              reduces.
                                                  1-44

                                                   2-44
Fitts’ Law
The time to move and point to a target of width W at a distance
  A is a logarithmic function of the spatial relative error (A/W)


    MT = a + b log2(A/W + c)

• MT is the movement time
• a and b are device dependent constants.
• c is a constant of 0, 0.5 or 1
• A is the distance (or amplitude) of movement from start to
  target center
• W is the width of the target which corresponds to “accuracy”
                         target,                     accuracy
                                                               1-45

                                                                2-45
Fitts’ Law




             1-46

              2-46
Fitts’ Law




             1-47

              2-47
Fitts’ Law




             1-48

              2-48
Motor, Perceptual, Cognitive Theories

             • Motor skill performance predictions
  Motor
               e.g. key stroking, pointing times.



             • Predicting reading times for free text,
Perceptual     lists,
               lists formatted displays auditory
                               displays,
               tasks

             • In understanding short term, long term,
               sensory memory; its role in problem
                      y         y;         p
Cognitive
               solving and play ; and productivity as 1-49
               a function of response time               2-49
Lecture 2- key points


Design principles and guidelines emerge from
p
practical experience.
            p



Golden rules of Interface Design – VCFAC
                              g
NFRFS

                                               1-50

                                                2-50
Lecture 2- key points


Traditional psychological th i must b
T diti     l      h l i l theories t be
extended and refined to accommodate complex
human learning memory and problem solving
        learning,
required in user interfaces.



In spite of growing set of theories, guidelines
and principles user interface is a complex and
highly creative process.                          1-51

                                                   2-51

Contenu connexe

En vedette

Princípio de carreira como startup
Princípio de carreira como startupPrincípio de carreira como startup
Princípio de carreira como startupLucas Schirm
 
LOS AVIONES Y SU EVOLUCION
LOS AVIONES Y SU EVOLUCIONLOS AVIONES Y SU EVOLUCION
LOS AVIONES Y SU EVOLUCIONLiseeeth
 
Deficientes Visuais tem, de fato, acesso à inclusão digital através de Softwa...
Deficientes Visuais tem, de fato, acesso à inclusão digital através de Softwa...Deficientes Visuais tem, de fato, acesso à inclusão digital através de Softwa...
Deficientes Visuais tem, de fato, acesso à inclusão digital através de Softwa...Bruno Croci
 
Planificacion
PlanificacionPlanificacion
PlanificacionPauly1975
 
Psicología del color sofia betancourt bahamon
Psicología del color sofia betancourt bahamonPsicología del color sofia betancourt bahamon
Psicología del color sofia betancourt bahamonsofia3622
 
Apostila de legislação agente de organização escolar
Apostila de legislação   agente de organização escolarApostila de legislação   agente de organização escolar
Apostila de legislação agente de organização escolarphilosophical01
 
Andreica florina maria-Cambio Climático
Andreica florina maria-Cambio ClimáticoAndreica florina maria-Cambio Climático
Andreica florina maria-Cambio Climáticoflorinamaria17
 
102058 202 evaluación_nacional
102058 202 evaluación_nacional102058 202 evaluación_nacional
102058 202 evaluación_nacionalMirella_guzman
 
Entrevista Adriana Falangola (UFPE) - Ressarcimento SUS
Entrevista Adriana Falangola (UFPE) - Ressarcimento SUSEntrevista Adriana Falangola (UFPE) - Ressarcimento SUS
Entrevista Adriana Falangola (UFPE) - Ressarcimento SUSPortal DSS Nordeste
 
Internet en España y en el mundo 2011
Internet en España y en el mundo 2011Internet en España y en el mundo 2011
Internet en España y en el mundo 2011SoyArmenio
 

En vedette (20)

Princípio de carreira como startup
Princípio de carreira como startupPrincípio de carreira como startup
Princípio de carreira como startup
 
Boletin az n.102-iee
Boletin az n.102-ieeBoletin az n.102-iee
Boletin az n.102-iee
 
Resdes precentacion
Resdes precentacionResdes precentacion
Resdes precentacion
 
LOS AVIONES Y SU EVOLUCION
LOS AVIONES Y SU EVOLUCIONLOS AVIONES Y SU EVOLUCION
LOS AVIONES Y SU EVOLUCION
 
Deficientes Visuais tem, de fato, acesso à inclusão digital através de Softwa...
Deficientes Visuais tem, de fato, acesso à inclusão digital através de Softwa...Deficientes Visuais tem, de fato, acesso à inclusão digital através de Softwa...
Deficientes Visuais tem, de fato, acesso à inclusão digital através de Softwa...
 
Planificacion
PlanificacionPlanificacion
Planificacion
 
Psicología del color sofia betancourt bahamon
Psicología del color sofia betancourt bahamonPsicología del color sofia betancourt bahamon
Psicología del color sofia betancourt bahamon
 
Apostila de legislação agente de organização escolar
Apostila de legislação   agente de organização escolarApostila de legislação   agente de organização escolar
Apostila de legislação agente de organização escolar
 
Derechos de autor
Derechos de autor Derechos de autor
Derechos de autor
 
Vagas vest2012
Vagas vest2012Vagas vest2012
Vagas vest2012
 
T C U
T C UT C U
T C U
 
As empresas y organigramas
As empresas y organigramasAs empresas y organigramas
As empresas y organigramas
 
Andreica florina maria-Cambio Climático
Andreica florina maria-Cambio ClimáticoAndreica florina maria-Cambio Climático
Andreica florina maria-Cambio Climático
 
102058 202 evaluación_nacional
102058 202 evaluación_nacional102058 202 evaluación_nacional
102058 202 evaluación_nacional
 
Practica 1 cianuro
Practica 1   cianuroPractica 1   cianuro
Practica 1 cianuro
 
Entrevista Adriana Falangola (UFPE) - Ressarcimento SUS
Entrevista Adriana Falangola (UFPE) - Ressarcimento SUSEntrevista Adriana Falangola (UFPE) - Ressarcimento SUS
Entrevista Adriana Falangola (UFPE) - Ressarcimento SUS
 
Pymes
PymesPymes
Pymes
 
Internet en España y en el mundo 2011
Internet en España y en el mundo 2011Internet en España y en el mundo 2011
Internet en España y en el mundo 2011
 
Conceitos
ConceitosConceitos
Conceitos
 
redes de computadora
redes de computadoraredes de computadora
redes de computadora
 

Similaire à blah

LNotes_INFS336_chap02.ppt
LNotes_INFS336_chap02.pptLNotes_INFS336_chap02.ppt
LNotes_INFS336_chap02.pptjorair
 
Freescale-SCAD IDUS 421 // IACT 720
Freescale-SCAD IDUS 421 // IACT 720Freescale-SCAD IDUS 421 // IACT 720
Freescale-SCAD IDUS 421 // IACT 720Dave Malouf
 
Information Technology Curriculum
Information Technology CurriculumInformation Technology Curriculum
Information Technology Curriculumguest8097d3
 
Unit 7 performing user interface design
Unit 7 performing user interface designUnit 7 performing user interface design
Unit 7 performing user interface designPreeti Mishra
 
CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6Dr. Ahmed Al Zaidy
 
Uses For Technology In Sped
Uses For Technology In SpedUses For Technology In Sped
Uses For Technology In Spedtcarteronw
 
CSE 5930 Assignment 2 Documentation
CSE 5930 Assignment 2 DocumentationCSE 5930 Assignment 2 Documentation
CSE 5930 Assignment 2 DocumentationSalocin Dot TEN
 
e3-chap-03 (1).ppt
e3-chap-03 (1).ppte3-chap-03 (1).ppt
e3-chap-03 (1).pptreb20
 
e3-chap-03.power point presentaion on interst rate
e3-chap-03.power point presentaion on interst ratee3-chap-03.power point presentaion on interst rate
e3-chap-03.power point presentaion on interst rateseidmohammed44
 
e3-chap-03.ppt
e3-chap-03.ppte3-chap-03.ppt
e3-chap-03.pptKingSh2
 
Lecturvxxxxxxxxxxxxxxxxxxxxxxxxe 17.pptx
Lecturvxxxxxxxxxxxxxxxxxxxxxxxxe 17.pptxLecturvxxxxxxxxxxxxxxxxxxxxxxxxe 17.pptx
Lecturvxxxxxxxxxxxxxxxxxxxxxxxxe 17.pptxaliyafatimauwu
 
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutGames Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
 
A Investigation of Cisco Technologies & Access Solutions
A Investigation of Cisco Technologies & Access SolutionsA Investigation of Cisco Technologies & Access Solutions
A Investigation of Cisco Technologies & Access SolutionsNTID
 

Similaire à blah (20)

asdfas
asdfasasdfas
asdfas
 
LNotes_INFS336_chap02.ppt
LNotes_INFS336_chap02.pptLNotes_INFS336_chap02.ppt
LNotes_INFS336_chap02.ppt
 
Freescale-SCAD IDUS 421 // IACT 720
Freescale-SCAD IDUS 421 // IACT 720Freescale-SCAD IDUS 421 // IACT 720
Freescale-SCAD IDUS 421 // IACT 720
 
Information Technology Curriculum
Information Technology CurriculumInformation Technology Curriculum
Information Technology Curriculum
 
Design rule 3
Design rule 3Design rule 3
Design rule 3
 
Design rule 3
Design rule 3Design rule 3
Design rule 3
 
Unit 7 performing user interface design
Unit 7 performing user interface designUnit 7 performing user interface design
Unit 7 performing user interface design
 
CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6CIS375 Interaction Designs Chapter6
CIS375 Interaction Designs Chapter6
 
Uses For Technology In Sped
Uses For Technology In SpedUses For Technology In Sped
Uses For Technology In Sped
 
Final
FinalFinal
Final
 
HCI
HCIHCI
HCI
 
CSE 5930 Assignment 2 Documentation
CSE 5930 Assignment 2 DocumentationCSE 5930 Assignment 2 Documentation
CSE 5930 Assignment 2 Documentation
 
e3-chap-03 (1).ppt
e3-chap-03 (1).ppte3-chap-03 (1).ppt
e3-chap-03 (1).ppt
 
e3-chap-03.power point presentaion on interst rate
e3-chap-03.power point presentaion on interst ratee3-chap-03.power point presentaion on interst rate
e3-chap-03.power point presentaion on interst rate
 
e3-chap-03.ppt
e3-chap-03.ppte3-chap-03.ppt
e3-chap-03.ppt
 
ch3-interaction.pdf
ch3-interaction.pdfch3-interaction.pdf
ch3-interaction.pdf
 
ch3-interaction.pdf
ch3-interaction.pdfch3-interaction.pdf
ch3-interaction.pdf
 
Lecturvxxxxxxxxxxxxxxxxxxxxxxxxe 17.pptx
Lecturvxxxxxxxxxxxxxxxxxxxxxxxxe 17.pptxLecturvxxxxxxxxxxxxxxxxxxxxxxxxe 17.pptx
Lecturvxxxxxxxxxxxxxxxxxxxxxxxxe 17.pptx
 
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutGames Design 2 - Lecture 12 - Usability, Metaphor and Layout
Games Design 2 - Lecture 12 - Usability, Metaphor and Layout
 
A Investigation of Cisco Technologies & Access Solutions
A Investigation of Cisco Technologies & Access SolutionsA Investigation of Cisco Technologies & Access Solutions
A Investigation of Cisco Technologies & Access Solutions
 

Plus de Tianwei_liu

LifeBloom_test_192371
LifeBloom_test_192371LifeBloom_test_192371
LifeBloom_test_192371Tianwei_liu
 
Electronic+Gaming
Electronic+GamingElectronic+Gaming
Electronic+GamingTianwei_liu
 
Business+Case+Competition
Business+Case+CompetitionBusiness+Case+Competition
Business+Case+CompetitionTianwei_liu
 
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0AFYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0ATianwei_liu
 
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0AFYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0ATianwei_liu
 
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0AFYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0ATianwei_liu
 
Final+Year+Project
Final+Year+ProjectFinal+Year+Project
Final+Year+ProjectTianwei_liu
 
Eon nus hci_master_class
Eon nus hci_master_classEon nus hci_master_class
Eon nus hci_master_classTianwei_liu
 

Plus de Tianwei_liu (20)

LifeBloom_test_192371
LifeBloom_test_192371LifeBloom_test_192371
LifeBloom_test_192371
 
Electronic+Gaming
Electronic+GamingElectronic+Gaming
Electronic+Gaming
 
Business+Case+Competition
Business+Case+CompetitionBusiness+Case+Competition
Business+Case+Competition
 
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0AFYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
 
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0AFYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
 
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0AFYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
FYP%3A+P2P+Bluetooth+Communication+Framework+on+Android%0A
 
Final+Year+Project
Final+Year+ProjectFinal+Year+Project
Final+Year+Project
 
This+is+blah
This+is+blahThis+is+blah
This+is+blah
 
Insane+Studd
Insane+StuddInsane+Studd
Insane+Studd
 
Insane+Studd
Insane+StuddInsane+Studd
Insane+Studd
 
Insane+Studd
Insane+StuddInsane+Studd
Insane+Studd
 
Insane+Studd
Insane+StuddInsane+Studd
Insane+Studd
 
Insane+Studd
Insane+StuddInsane+Studd
Insane+Studd
 
Project2
Project2Project2
Project2
 
Project2
Project2Project2
Project2
 
Project2
Project2Project2
Project2
 
alsdkj
alsdkjalsdkj
alsdkj
 
alsdkj
alsdkjalsdkj
alsdkj
 
This+is+blah
This+is+blahThis+is+blah
This+is+blah
 
Eon nus hci_master_class
Eon nus hci_master_classEon nus hci_master_class
Eon nus hci_master_class
 

blah

  • 1. CS3240 - Human Computer Interaction Lecture 2 : Guidelines , Principles and Theories Lecturer : Dr Bimlesh Wadhwa dcsbw@nus.edu.sg dcsb @n s ed sg
  • 2. Last week… 1-2 2-2
  • 3. “Know thy user” • Age, gender, physical and cognitive abilities, education, education cultural or ethnic background background, training, motivation, goals and personality • Multi-layer designs based on skill level – Novice or first-time users – Knowledgeable intermittent users – Expert frequent users 1-3 2-3
  • 4. Identify the tasks • Task Analysis usually involve long hours observing and interviewing users • Relative task frequencies 1-4 2-4
  • 6. Guidelines 1-6 2-6
  • 7. Insights by p g y practitioners - caution against poor quality. 1-7 2-7
  • 11. Navigating the interface p guidelines#: • Sample g – Standardize task sequences – Ensure that embedded links are descriptive – U unique and d Use i d descriptive h di i ti headings – Use check boxes for binary choices – Develop pages that will print properly – Use thumbnail images to preview larger images # NCI 2006 : National Cancer Institute’s guidelines on design of informative web pages 1-11 2-11
  • 12. Organizing the display • High-level goals# – Consistency of data display • terminology, colors, format, capitalization – Efficient information assimilation by the user • Neat columns of data, left & right justification, spacing – Minimal memory load on the user • minimize recall – Fl ibilit f user control of d t di l Flexibility for t l f data display • order of columns & sorting of rows to be changeable by users 1-12 #Smith and Mosier (1986) 2-12
  • 13. Getting the user’s attention • Intensity – use levels to draw attention • Marking – underline, enclose in box, use an indicator/sign • Size – large size attract attention, use upto 4 sizes • Choice of fonts – Use upto 3 fonts Inverse Video: A computer • Blinking display technique whereby the background and text colour g • C l Color values are swapped, . • Audio On older computers this was computers, the way text was displayed 1-13 by default. 2-13
  • 14. Principles More fundamental, widely applicable, & enduring. Application of principles lead to (established)guidelines. 1-14 2-14
  • 15. 10 Golden rules ty miliarit Fam 1-15 2-15
  • 16. 1 Visibility User should see what functions are available and what the system is currently doing. 1-16
  • 18. 2 Consistency Ensure consistent use of colours names colours, names, layout and so on. delete/insert character delete/insert character delete/insert character delete/insert word remove/insert word remove/bring word delete/insert line delete/insert line line destroy/create delete/insert paragraph d l t /i t h delete/insert paragraph d kill/bi th paragraph1-18 kill/birth t l t /i hh
  • 19. 3 Familiarity Use language and symbols that the user will be familiar ith f ili with or use a suitable metaphor t help it bl t h to h l them transfer similar and related knowledge from a more familiar domain domain. 1-19
  • 20. 3 Familiarity Metaphors – Metaphora : to carry over, transfer – The transference of the relation between one set of objects to another set for the purpose of brief explanation. – A resemblance , an agreement or likeness between things in some circumstances or effects, when the things are otherwise entirely diff th i ti l different. t 1-20
  • 21. 3 Familiarity Metaphor – Example • The Desktop - started at Xerox PARC • Idea was to organize information in a way to allow people to use it in the way they use information on their desktops. – make the screen act as if there were objects on it. Computer objects as visible, moveable objects. p j , j Objects represented as icons. Objects can be “picked up” and “moved” on a surface. Objects can p be “copied” 1-21
  • 25. 3 Familiarity Evolving Desktop Coffee Table Top Table-Top 1-25
  • 26. 3 Familiarity Metaphors - Mis-matched p VCR buttons on print interface interface. 1-26
  • 27. 3 Familiarity Metaphor - Key points Metaphors help borrow behaviors from systems familiar to p p y users. Metaphor isn't always necessary. Some metaphors don't cross cultural/local boundaries well well. 1-27
  • 28. 4 Affordance Design things so it is clear what they are for 1-28
  • 29. 5 Constraints • Provide constraints so that people do not try to do things that are inappropriate inappropriate. 1-29
  • 30. 6 Navigation Provide support to enable users to move around the parts of the system. d th t f th t 1-30
  • 31. 7 Feedback Rapidly feed back information from the system to people so that they know what effect their actions have had had. The user should never have to think "did th t work?" that k?" 1-31
  • 32. 8 Recovery Enable recovery from actions particularly actions, mistakes and errors, quickly and effectively. effectively 1-32
  • 33. 9 Flexibility Allow multiple ways of doing things so as to accommodate users with different levels of experience and interest in the systems. 1-33
  • 34. 10 Style – Aesthetically Pleasing Designs should be visually appealing, polite, pleasant, friendly. 1-34
  • 35. Theories Th i Descriptive, Explanatory or Predictive D i ti E l t P di ti Motor, perceptual, or cognitive D R Y 1-35 2-35
  • 36. Descriptive , Explanatory, Predictive • H l f li d Helpful in developing consistent l i i t t Descriptive terminology for objects and actions. • D Describe sequence of events and ib f t d Explanatory where possible cause and effect • Enable designers to compare Predictive P di ti proposed d i d designs f execution1-36 for ti time or error rates 2-36
  • 37. • Helpful in developing consistent Descriptive terminology for objects and actions. actions User interface styles : menus, form fill-ins, commands User personality styles : Technical attitude: novice, knowledgeable, expert , g , p Technical aptitude: spatial visualization, reasoning 1-37 2-37
  • 38. • Describe sequence of events q Explanatory and where possible cause and effect State and Action alternatives should be visible. Norman’s Action Theory; There should be a good •Forming the goal conceptual model and •Forming th i t ti F i the intention consistent system image. •Specifying the action •Executing the action Executing Interface should reveal good mappings that reveal the •Perceiving the system state relationship between stages. •Interpreting the system state p g y •Evaluating the outcome Users should receive 1-38 continuous feedback. 2-38
  • 39. • Enable designers to compare Predictive p p proposed designs for execution g time or error rates Fitts’ Law It is a model of human psychomotor p y behavior developed in 1954. 1-39 2-39
  • 40. Fitts’ Law It is a model of human psychomotor behavior developed in 1954. 1-40 2-40
  • 41. Fitts’ Law It is a mathematical model that predicts how long will it take to point at a target. It takes into account the size of the object and h d how f f far from th mouse it i the is. 1-41 2-41
  • 42. Fitts’ Law If the target is larger , the user can use large movements of mouse to get to the object despite the di t th distance. 1-42 2-42
  • 43. Fitts’ Law If the target is small, the user can use large movements to cover the distance and then make fine fi movements to get to the object. t t t t th bj t 1-43 2-43
  • 44. Fitts’ Law As designers, we want to keep objects large enough and close enough to where people are ‘looking’ ! looking If the target is kept near, the time to reach the target reduces reduces. 1-44 2-44
  • 45. Fitts’ Law The time to move and point to a target of width W at a distance A is a logarithmic function of the spatial relative error (A/W) MT = a + b log2(A/W + c) • MT is the movement time • a and b are device dependent constants. • c is a constant of 0, 0.5 or 1 • A is the distance (or amplitude) of movement from start to target center • W is the width of the target which corresponds to “accuracy” target, accuracy 1-45 2-45
  • 46. Fitts’ Law 1-46 2-46
  • 47. Fitts’ Law 1-47 2-47
  • 48. Fitts’ Law 1-48 2-48
  • 49. Motor, Perceptual, Cognitive Theories • Motor skill performance predictions Motor e.g. key stroking, pointing times. • Predicting reading times for free text, Perceptual lists, lists formatted displays auditory displays, tasks • In understanding short term, long term, sensory memory; its role in problem y y; p Cognitive solving and play ; and productivity as 1-49 a function of response time 2-49
  • 50. Lecture 2- key points Design principles and guidelines emerge from p practical experience. p Golden rules of Interface Design – VCFAC g NFRFS 1-50 2-50
  • 51. Lecture 2- key points Traditional psychological th i must b T diti l h l i l theories t be extended and refined to accommodate complex human learning memory and problem solving learning, required in user interfaces. In spite of growing set of theories, guidelines and principles user interface is a complex and highly creative process. 1-51 2-51