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chapter 5

interaction design
basics
interaction design basics
• design:
– what it is, interventions, goals, constraints

• the design process
– what happens when

• users
– who they are, what they are like …

• scenarios
– rich stories of design

• navigation
– finding your way around a system

• iteration and prototypes
– never get it right first time!
interactions and interventions
design interactions not just interfaces
not just the immediate interaction
e.g. stapler in office – technology changes interaction style
• manual:
• electric:

write, print, staple, write, print, staple, …
write, print, write, print, …, staple

designing interventions not just artefacts
not just the system, but also …
• documentation, manuals, tutorials
• what we say and do as well as what we make
what is design?
what is design?
achieving goals within constraints
• goals - purpose
– who is it for, why do they want it

• constraints
– materials, platforms

• trade-offs
golden rule of design

understand your materials
for Human–Computer Interaction
understand your materials
• understand computers
– limitations, capacities, tools, platforms

• understand people
– psychological, social aspects
– human error

• and their interaction …
To err is human
• accident reports ..
– aircrash, industrial accident, hospital mistake
– enquiry … blames … ‘human error’

• but …
– concrete lintel breaks because too much weight
– blame ‘lintel error’ ?
… no – design error
we know how concrete behaves under stress

• human ‘error’ is normal
– we know how users behave under stress
– so design for it!

• treat the user at least as well as physical materials!
Central message …

the user
The process of design
what is
wanted
interviews
ethnography

scenarios
task analysis

guidelines
principles

analysis

precise
specification

design

what is there
vs.
what is wanted

dialogue
notations
evaluation
heuristics

prototype

implement
and deploy
architectures
documentation
help
Steps …
• requirements
– what is there and what is wanted …

• analysis
– ordering and understanding

• design
– what to do and how to decide

• iteration and prototyping
– getting it right … and finding what is really needed!

• implementation and deployment
– making it and getting it out there
… but how can I do it all ! !
• limited time ⇒ design trade-off
• usability?
– finding problems and fixing them?
– deciding what to fix?

• a perfect system is badly designed
– too good ⇒ too much effort in design
E3 chap-05
user focus
know your user
personae
cultural probes
know your user
•
•
•
•
•

who are they?
probably not like you!
talk to them
watch them
use your imagination
persona
• description of an ‘example’ user
– not necessarily a real person

• use as surrogate user
– what would Betty think

• details matter
– makes her ‘real’
example persona
Betty is 37 years old, She has been Warehouse Manager for five
years and worked for Simpkins Brothers Engineering for twelve
years. She didn’t go to university, but has studied in her
evenings for a business diploma. She has two children aged 15
and 7 and does not like to work late. She did part of an
introductory in-house computer course some years ago, but it
was interrupted when she was promoted and could no longer
afford to take the time. Her vision is perfect, but her right-hand
movement is slightly restricted following an industrial accident 3
years ago. She is enthusiastic about her work and is happy to
delegate responsibility and take suggestions from her staff.
However, she does feel threatened by the introduction of yet
another new computer system (the third in her time at SBE).
cultural probes
• direct observation
– sometimes hard
• in the home
• psychiatric patients, …

• probe packs
– items to prompt responses
• e.g. glass to listen at wall, camera, postcard

– given to people to open in their own environment
they record what is meaningful to them

• used to …
– inform interviews, prompt ideas, enculture designers
scenarios
stories for design
use and reuse
scenarios
• stories for design
– communicate with others
– validate other models
– understand dynamics

• linearity
– time is linear - our lives are linear
– but don’t show alternatives
scenarios …
• what will users want to do?
• step-by-step walkthrough
– what can they see (sketches, screen shots)
– what do they do (keyboard, mouse etc.)
– what are they thinking?

• use and reuse throughout design
scenario – movie player
Brian would like to see the new film “Moments of Significance”
and wants to invite Alison, but he knows she doesn’t like “arty”
films. He decides to take a look at it to see if she would like it
and so connects to one of the movie sharing networks. He uses
his work machine as it has a higher bandwidth connection, but
feels a bit guilty. He knows he will be getting an illegal copy of
the film, but decides it is OK as he is intending to go to the
cinema to watch it. After it downloads to his machine he takes
out his new personal movie player. He presses the ‘menu’
button and on the small LCD screen he scrolls using the arrow
keys to ‘bluetooth connect’ and presses the select button. On
his computer the movie download program now has an icon
showing that it has recognised a compatible device and he drags
the icon of the film over the icon for the player. On the player
the LCD screen says “downloading now”, a percent done
indicator and small whirling icon. … … …
also play act …
• mock up device
• pretend you are doing it
• internet-connected swiss army knife …
but where is that thumb?

use toothpick as stylus
… explore the depths
• explore interaction
– what happens when

• explore cognition
– what are the users thinking

• explore architecture
– what is happening inside
use scenarios to ..
• communicate with others
– designers, clients, users

• validate other models
– ‘play’ it against other models

• express dynamics
– screenshots – appearance
– scenario – behaviour
linearity
Scenarios – one linear path through system
Pros:

– life and time are linear
– easy to understand (stories and narrative are natural)
– concrete (errors less likely)

Cons:

– no choice, no branches, no special conditions

– miss the unintended

• So:

– use several scenarios
– use several methods
E3 chap-05
the systems

info and help

start

navigation design

management

add user

local structure – single screen
global structure – whole site
main
screen

remove
user

add user

confirm

remove user

messages
levels
• widget choice
– menus, buttons etc.

• screen design
• application navigation design
• environment
– other apps, O/S
the web …
• widget choice

• elements and tags
– <a href=“...”>

• screen design
• navigation design
• environment

• page design
• site structure
• the web, browser,
external links
physical devices
• widget choice

• controls
– buttons, knobs, dials

• screen design
• navigation design
• environment

• physical layout
• modes of device
• the real world
think about structure
• within a screen
– later ...

• local

– looking from this screen out

• global

– structure of site, movement between
screens

• wider still

– relationship with other applications
local
from one screen looking out
goal seeking

goal
start
goal seeking

goal
start

progress with local knowledge only ...
goal seeking

goal
start

…

but can get to the goal
goal seeking

goal
start

…

try to avoid these bits!
four golden rules
• knowing where you are
• knowing what you can do
• knowing where you are going
– or what will happen

• knowing where you’ve been
– or what you’ve done
where you are – breadcrumbs
shows path through web site hierarchy
top level category
web site

live links
to higher
levels

sub-category
this page
beware the big button trap
things

other things

more things

the thing from
outer space

• where do they go?
– lots of room for extra text!
modes
• lock to prevent accidental use …
– remove lock - ‘c’ + ‘yes’ to confirm
– frequent practiced action

• if lock forgotten
– in pocket ‘yes’ gets pressed
– goes to phone book
– in phone book …
‘c’ – delete entry
‘yes’ – confirm
… oops !
global
between screens
within the application
hierarchical diagrams
the system

info and help

management

add user

remove user

messages
hierarchical diagrams ctd.
• parts of application
– screens or groups of screens

• typically functional separation
the systems

info and help

management

add user

remove user

messages
navigating hierarchies
• deep is difficult!
• misuse of Miller’s 7 ± 2
– short term memory, not menu size

• optimal?
– many items on each screen
– but structured within screen
see /e3/online/menu-breadth/
think about dialogue
what does it mean in UI design?
Minister: do you name take this woman …
Man: I do
Minister: do you name take this man …
Woman: I do
Minister: I now pronounce you man and wife
think about dialogue
what does it mean in UI design?
Minister: do you name take this woman …

• marriage service
• general flow, generic – blanks for names
• pattern of interaction between people

• computer dialogue
• pattern of interaction between users and system
• but details differ each time
network diagrams
main
screen

remove
user

confirm

add user

• show different paths through system
network diagrams ctd.
• what leads to what
• what happens when
• including branches
• more task oriented then hierarchy
main
screen

remove
user

add user

confirm
wider still
between applications
and beyond ...
wider still …
• style issues:
– platform standards, consistency

• functional issues
– cut and paste

• navigation issues
– embedded applications
– links to other apps … the web
E3 chap-05


Dix , Alan
Finlay, Janet
Abowd, Gregory
Beale, Russell

screen design and layout
basic principles
grouping, structure, order
alignment
use of white space
ABCDEFHIJKLM
NOPQRSTUVWXYZ
basic principles
• ask
– what is the user doing?

• think
– what information, comparisons, order

• design
– form follows function
available tools
• grouping of items
• order of items
• decoration - fonts, boxes etc.
• alignment of items
• white space between items
grouping and structure
logically together ⇒ physically together
Billing details:
Name
Address: …
Credit card no

Delivery details:
Name
Address: …
Delivery time

Order details:
item

quantity cost/item cost

size 10 screws (boxes)

……

7

…

3.71

…

25.97

…
order of groups and items
• think! - what is natural order
• should match screen order!
– use boxes, space etc.
– set up tabbing right!

• instructions
– beware the cake recipie syndrome!
… mix milk and flour, add the fruit
after beating them
decoration
• use boxes to group logical items
• use fonts for emphasis, headings
• but not too many!!

ABCDEFHIJKLM
NOPQRSTUVWXYZ
alignment - text
• you read from left to right

(English and

European)

⇒ align left hand side
Willy Wonka and the Chocolate Factory
Winston Churchill - A Biography
Wizard of Oz
Xena - Warrior Princess

fine for special effects
but hard to scan

boring but
readable!

Willy Wonka and the Chocolate Factory
Winston Churchill - A Biography
Wizard of Oz
Xena - Warrior Princess
alignment - names
• Usually scanning for surnames
⇒ make it easy!



Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale

Alan
Janet
Gregory
Russell



Dix
Finlay
Abowd
Beale



Dix , Alan
Finlay, Janet
Abowd, Gregory
Beale, Russell
alignment - numbers
think purpose!
which is biggest?

532.56
179.3
256.317
15
73.948
1035
3.142
497.6256
alignment - numbers
visually:
long number = big number
align decimal points
or right align integers

627.865
1.005763
382.583
2502.56
432.935
2.0175
652.87
56.34
multiple columns
• scanning across gaps hard:
(often hard to avoid with large data base fields)

sherbert
toffee
chocolate
fruit gums
coconut dreams

75
120
35
27
85
multiple columns -

2

• use leaders

sherbert
toffee
chocolate
fruit gums
coconut dreams

75
120
35
27
85
multiple columns • or greying

3

(vertical too)

sherbert
toffee
chocolate
fruit gums
coconut dreams

75
120
35
27
85
multiple columns -

4

• or even (with care!) ‘bad’ alignment

sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
white space - the counter

WHAT YOU SEE
white space - the counter

WHAT YOU SEE
THE GAPS BETWEEN
space to separate
space to structure
space to highlight
physical controls
• grouping of items
– defrostsettings
defrost settings
– typeof food
of food
type
– time to cook
time to cook
physical controls
• grouping of items
• order of items
1) of heating
1) typetype of heating
2) temperature
2) temperature
3) time to cook
3) time to cook
4) start
4) start

1

2
3
4
physical controls
• grouping of items
• order of items
• decoration
– different colours
different colours for
for different functions
different functions
– lines around related
lines around related
buttons
buttons (temp up/down)
physical controls
• grouping of items
• order of items
• decoration
• alignment
– centered text in buttons
centred text in buttons
? easy to scan ?
? easy to scan ?
physical controls
• grouping of items
• order of items
• decoration
• alignment
• white space
– gaps to aid grouping
gaps to aid grouping
E3 chap-05
user action and control
entering information
knowing what to do
affordances
entering information
Name:

Address: Lancaster

• forms, dialogue boxes
– presentation + data input
– similar layout issues
– alignment - N.B. different label lengths

• logical layout

Alan Dix


?

Name:

Alan Dix

Address: Lancaster

Name: Alan Dix

– use task analysis (ch15)
Address: Lancaster
– groupings
– natural order for entering information
• top-bottom, left-right (depending on culture)
• set tab order for keyboard entry

N.B. see extra slides for widget choice
knowing what to do
• what is active what is passive
– where do you click
– where do you type

• consistent style helps
– e.g. web underlined links

• labels and icons
– standards for common actions
– language – bold = current state or action
affordances
mug handle

• psychological term
• for physical objects
– shape and size suggest actions
• pick up, twist, throw

– also cultural – buttons ‘afford’ pushing

• for screen objects
– button–like object ‘affords’ mouse click
– physical-like objects suggest use

• culture of computer use
– icons ‘afford’ clicking
– or even double clicking … not like real buttons!

‘affords’
grasping
appropriate appearance
presenting information
aesthetics and utility
colour and 3D
localisation & internationalisation
presenting information
• purpose matters
– sort order (which column, numeric alphabetic)
– text vs. diagram
– scatter graph vs. histogram

• use paper presentation principles!
• but add interactivity
– softens design choices
• e.g. re-ordering columns
• ‘dancing histograms’ (chap 21)

name

size

chap10
chap1
chap5
chap10
chap1
chap11
chap14
chap12
chap20
chap13
chap8
chap14
……

17
12
12
16
51
17
262
22
83
27
22
32
…
aesthetics and utility
• aesthetically pleasing designs
– increase user satisfaction and improve productivity

• beauty and utility may conflict
– mixed up visual styles ⇒ easy to distinguish
– clean design – little differentiation ⇒ confusing
– backgrounds behind text
… good to look at, but hard to read

• but can work together
– e.g. the design of the counter
– in consumer products – key differentiator (e.g. iMac)
colour and 3D
• both often used very badly!
• colour
–
–
–
–

older monitors limited palette
colour over used because ‘it is there’
beware colour blind!
use sparingly to reinforce other information

• 3D effects
– good for physical information and some graphs
– but if over used …
e.g. text in perspective!! 3D pie charts
bad use of colour
•
•
•
•

over use - without very good reason (e.g. kids’ site)
colour blindness
poor use of contrast
do adjust your set!
– adjust your monitor to greys only
– can you still read your screen?
across countries and cultures
• localisation & internationalisation
– changing interfaces for particular cultures/languages

• globalisation
– try to choose symbols etc. that work everywhere

• simply change language?
– use ‘resource’ database instead of literal text
… but changes sizes, left-right order etc.

• deeper issues
– cultural assumptions and values
– meanings of symbols
e.g tick and cross … +ve and -ve in some cultures
… but … mean the same thing (mark this) in others

 
E3 chap-05
prototyping
iteration and prototyping
getting better …
… and starting well
prototyping
• you never get it right first time
• if at first you don’t succeed …

design

prototype

re-design

evaluate

OK?

done!
pitfalls of prototyping
• moving little by little … but to where
• Malverns or the Matterhorn?

1.
2.

need a good start point
need to understand what is wrong

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E3 chap-05

  • 2. interaction design basics • design: – what it is, interventions, goals, constraints • the design process – what happens when • users – who they are, what they are like … • scenarios – rich stories of design • navigation – finding your way around a system • iteration and prototypes – never get it right first time!
  • 3. interactions and interventions design interactions not just interfaces not just the immediate interaction e.g. stapler in office – technology changes interaction style • manual: • electric: write, print, staple, write, print, staple, … write, print, write, print, …, staple designing interventions not just artefacts not just the system, but also … • documentation, manuals, tutorials • what we say and do as well as what we make
  • 5. what is design? achieving goals within constraints • goals - purpose – who is it for, why do they want it • constraints – materials, platforms • trade-offs
  • 6. golden rule of design understand your materials
  • 7. for Human–Computer Interaction understand your materials • understand computers – limitations, capacities, tools, platforms • understand people – psychological, social aspects – human error • and their interaction …
  • 8. To err is human • accident reports .. – aircrash, industrial accident, hospital mistake – enquiry … blames … ‘human error’ • but … – concrete lintel breaks because too much weight – blame ‘lintel error’ ? … no – design error we know how concrete behaves under stress • human ‘error’ is normal – we know how users behave under stress – so design for it! • treat the user at least as well as physical materials!
  • 10. The process of design what is wanted interviews ethnography scenarios task analysis guidelines principles analysis precise specification design what is there vs. what is wanted dialogue notations evaluation heuristics prototype implement and deploy architectures documentation help
  • 11. Steps … • requirements – what is there and what is wanted … • analysis – ordering and understanding • design – what to do and how to decide • iteration and prototyping – getting it right … and finding what is really needed! • implementation and deployment – making it and getting it out there
  • 12. … but how can I do it all ! ! • limited time ⇒ design trade-off • usability? – finding problems and fixing them? – deciding what to fix? • a perfect system is badly designed – too good ⇒ too much effort in design
  • 14. user focus know your user personae cultural probes
  • 15. know your user • • • • • who are they? probably not like you! talk to them watch them use your imagination
  • 16. persona • description of an ‘example’ user – not necessarily a real person • use as surrogate user – what would Betty think • details matter – makes her ‘real’
  • 17. example persona Betty is 37 years old, She has been Warehouse Manager for five years and worked for Simpkins Brothers Engineering for twelve years. She didn’t go to university, but has studied in her evenings for a business diploma. She has two children aged 15 and 7 and does not like to work late. She did part of an introductory in-house computer course some years ago, but it was interrupted when she was promoted and could no longer afford to take the time. Her vision is perfect, but her right-hand movement is slightly restricted following an industrial accident 3 years ago. She is enthusiastic about her work and is happy to delegate responsibility and take suggestions from her staff. However, she does feel threatened by the introduction of yet another new computer system (the third in her time at SBE).
  • 18. cultural probes • direct observation – sometimes hard • in the home • psychiatric patients, … • probe packs – items to prompt responses • e.g. glass to listen at wall, camera, postcard – given to people to open in their own environment they record what is meaningful to them • used to … – inform interviews, prompt ideas, enculture designers
  • 20. scenarios • stories for design – communicate with others – validate other models – understand dynamics • linearity – time is linear - our lives are linear – but don’t show alternatives
  • 21. scenarios … • what will users want to do? • step-by-step walkthrough – what can they see (sketches, screen shots) – what do they do (keyboard, mouse etc.) – what are they thinking? • use and reuse throughout design
  • 22. scenario – movie player Brian would like to see the new film “Moments of Significance” and wants to invite Alison, but he knows she doesn’t like “arty” films. He decides to take a look at it to see if she would like it and so connects to one of the movie sharing networks. He uses his work machine as it has a higher bandwidth connection, but feels a bit guilty. He knows he will be getting an illegal copy of the film, but decides it is OK as he is intending to go to the cinema to watch it. After it downloads to his machine he takes out his new personal movie player. He presses the ‘menu’ button and on the small LCD screen he scrolls using the arrow keys to ‘bluetooth connect’ and presses the select button. On his computer the movie download program now has an icon showing that it has recognised a compatible device and he drags the icon of the film over the icon for the player. On the player the LCD screen says “downloading now”, a percent done indicator and small whirling icon. … … …
  • 23. also play act … • mock up device • pretend you are doing it • internet-connected swiss army knife … but where is that thumb? use toothpick as stylus
  • 24. … explore the depths • explore interaction – what happens when • explore cognition – what are the users thinking • explore architecture – what is happening inside
  • 25. use scenarios to .. • communicate with others – designers, clients, users • validate other models – ‘play’ it against other models • express dynamics – screenshots – appearance – scenario – behaviour
  • 26. linearity Scenarios – one linear path through system Pros: – life and time are linear – easy to understand (stories and narrative are natural) – concrete (errors less likely) Cons: – no choice, no branches, no special conditions – miss the unintended • So: – use several scenarios – use several methods
  • 28. the systems info and help start navigation design management add user local structure – single screen global structure – whole site main screen remove user add user confirm remove user messages
  • 29. levels • widget choice – menus, buttons etc. • screen design • application navigation design • environment – other apps, O/S
  • 30. the web … • widget choice • elements and tags – <a href=“...”> • screen design • navigation design • environment • page design • site structure • the web, browser, external links
  • 31. physical devices • widget choice • controls – buttons, knobs, dials • screen design • navigation design • environment • physical layout • modes of device • the real world
  • 32. think about structure • within a screen – later ... • local – looking from this screen out • global – structure of site, movement between screens • wider still – relationship with other applications
  • 33. local from one screen looking out
  • 35. goal seeking goal start progress with local knowledge only ...
  • 38. four golden rules • knowing where you are • knowing what you can do • knowing where you are going – or what will happen • knowing where you’ve been – or what you’ve done
  • 39. where you are – breadcrumbs shows path through web site hierarchy top level category web site live links to higher levels sub-category this page
  • 40. beware the big button trap things other things more things the thing from outer space • where do they go? – lots of room for extra text!
  • 41. modes • lock to prevent accidental use … – remove lock - ‘c’ + ‘yes’ to confirm – frequent practiced action • if lock forgotten – in pocket ‘yes’ gets pressed – goes to phone book – in phone book … ‘c’ – delete entry ‘yes’ – confirm … oops !
  • 43. hierarchical diagrams the system info and help management add user remove user messages
  • 44. hierarchical diagrams ctd. • parts of application – screens or groups of screens • typically functional separation the systems info and help management add user remove user messages
  • 45. navigating hierarchies • deep is difficult! • misuse of Miller’s 7 ± 2 – short term memory, not menu size • optimal? – many items on each screen – but structured within screen see /e3/online/menu-breadth/
  • 46. think about dialogue what does it mean in UI design? Minister: do you name take this woman … Man: I do Minister: do you name take this man … Woman: I do Minister: I now pronounce you man and wife
  • 47. think about dialogue what does it mean in UI design? Minister: do you name take this woman … • marriage service • general flow, generic – blanks for names • pattern of interaction between people • computer dialogue • pattern of interaction between users and system • but details differ each time
  • 49. network diagrams ctd. • what leads to what • what happens when • including branches • more task oriented then hierarchy main screen remove user add user confirm
  • 51. wider still … • style issues: – platform standards, consistency • functional issues – cut and paste • navigation issues – embedded applications – links to other apps … the web
  • 53.  Dix , Alan Finlay, Janet Abowd, Gregory Beale, Russell screen design and layout basic principles grouping, structure, order alignment use of white space ABCDEFHIJKLM NOPQRSTUVWXYZ
  • 54. basic principles • ask – what is the user doing? • think – what information, comparisons, order • design – form follows function
  • 55. available tools • grouping of items • order of items • decoration - fonts, boxes etc. • alignment of items • white space between items
  • 56. grouping and structure logically together ⇒ physically together Billing details: Name Address: … Credit card no Delivery details: Name Address: … Delivery time Order details: item quantity cost/item cost size 10 screws (boxes) …… 7 … 3.71 … 25.97 …
  • 57. order of groups and items • think! - what is natural order • should match screen order! – use boxes, space etc. – set up tabbing right! • instructions – beware the cake recipie syndrome! … mix milk and flour, add the fruit after beating them
  • 58. decoration • use boxes to group logical items • use fonts for emphasis, headings • but not too many!! ABCDEFHIJKLM NOPQRSTUVWXYZ
  • 59. alignment - text • you read from left to right (English and European) ⇒ align left hand side Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz Xena - Warrior Princess fine for special effects but hard to scan boring but readable! Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz Xena - Warrior Princess
  • 60. alignment - names • Usually scanning for surnames ⇒ make it easy!  Alan Dix Janet Finlay Gregory Abowd Russell Beale Alan Janet Gregory Russell  Dix Finlay Abowd Beale  Dix , Alan Finlay, Janet Abowd, Gregory Beale, Russell
  • 61. alignment - numbers think purpose! which is biggest? 532.56 179.3 256.317 15 73.948 1035 3.142 497.6256
  • 62. alignment - numbers visually: long number = big number align decimal points or right align integers 627.865 1.005763 382.583 2502.56 432.935 2.0175 652.87 56.34
  • 63. multiple columns • scanning across gaps hard: (often hard to avoid with large data base fields) sherbert toffee chocolate fruit gums coconut dreams 75 120 35 27 85
  • 64. multiple columns - 2 • use leaders sherbert toffee chocolate fruit gums coconut dreams 75 120 35 27 85
  • 65. multiple columns • or greying 3 (vertical too) sherbert toffee chocolate fruit gums coconut dreams 75 120 35 27 85
  • 66. multiple columns - 4 • or even (with care!) ‘bad’ alignment sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
  • 67. white space - the counter WHAT YOU SEE
  • 68. white space - the counter WHAT YOU SEE THE GAPS BETWEEN
  • 72. physical controls • grouping of items – defrostsettings defrost settings – typeof food of food type – time to cook time to cook
  • 73. physical controls • grouping of items • order of items 1) of heating 1) typetype of heating 2) temperature 2) temperature 3) time to cook 3) time to cook 4) start 4) start 1 2 3 4
  • 74. physical controls • grouping of items • order of items • decoration – different colours different colours for for different functions different functions – lines around related lines around related buttons buttons (temp up/down)
  • 75. physical controls • grouping of items • order of items • decoration • alignment – centered text in buttons centred text in buttons ? easy to scan ? ? easy to scan ?
  • 76. physical controls • grouping of items • order of items • decoration • alignment • white space – gaps to aid grouping gaps to aid grouping
  • 78. user action and control entering information knowing what to do affordances
  • 79. entering information Name: Address: Lancaster • forms, dialogue boxes – presentation + data input – similar layout issues – alignment - N.B. different label lengths • logical layout Alan Dix  ? Name: Alan Dix Address: Lancaster Name: Alan Dix – use task analysis (ch15) Address: Lancaster – groupings – natural order for entering information • top-bottom, left-right (depending on culture) • set tab order for keyboard entry N.B. see extra slides for widget choice
  • 80. knowing what to do • what is active what is passive – where do you click – where do you type • consistent style helps – e.g. web underlined links • labels and icons – standards for common actions – language – bold = current state or action
  • 81. affordances mug handle • psychological term • for physical objects – shape and size suggest actions • pick up, twist, throw – also cultural – buttons ‘afford’ pushing • for screen objects – button–like object ‘affords’ mouse click – physical-like objects suggest use • culture of computer use – icons ‘afford’ clicking – or even double clicking … not like real buttons! ‘affords’ grasping
  • 82. appropriate appearance presenting information aesthetics and utility colour and 3D localisation & internationalisation
  • 83. presenting information • purpose matters – sort order (which column, numeric alphabetic) – text vs. diagram – scatter graph vs. histogram • use paper presentation principles! • but add interactivity – softens design choices • e.g. re-ordering columns • ‘dancing histograms’ (chap 21) name size chap10 chap1 chap5 chap10 chap1 chap11 chap14 chap12 chap20 chap13 chap8 chap14 …… 17 12 12 16 51 17 262 22 83 27 22 32 …
  • 84. aesthetics and utility • aesthetically pleasing designs – increase user satisfaction and improve productivity • beauty and utility may conflict – mixed up visual styles ⇒ easy to distinguish – clean design – little differentiation ⇒ confusing – backgrounds behind text … good to look at, but hard to read • but can work together – e.g. the design of the counter – in consumer products – key differentiator (e.g. iMac)
  • 85. colour and 3D • both often used very badly! • colour – – – – older monitors limited palette colour over used because ‘it is there’ beware colour blind! use sparingly to reinforce other information • 3D effects – good for physical information and some graphs – but if over used … e.g. text in perspective!! 3D pie charts
  • 86. bad use of colour • • • • over use - without very good reason (e.g. kids’ site) colour blindness poor use of contrast do adjust your set! – adjust your monitor to greys only – can you still read your screen?
  • 87. across countries and cultures • localisation & internationalisation – changing interfaces for particular cultures/languages • globalisation – try to choose symbols etc. that work everywhere • simply change language? – use ‘resource’ database instead of literal text … but changes sizes, left-right order etc. • deeper issues – cultural assumptions and values – meanings of symbols e.g tick and cross … +ve and -ve in some cultures … but … mean the same thing (mark this) in others  
  • 90. iteration and prototyping getting better … … and starting well
  • 91. prototyping • you never get it right first time • if at first you don’t succeed … design prototype re-design evaluate OK? done!
  • 92. pitfalls of prototyping • moving little by little … but to where • Malverns or the Matterhorn? 1. 2. need a good start point need to understand what is wrong