Title: Usability and Interface Design
1Usability and Interface Design
2Aims
- To introduce
- The importance of Usability of your Graphical
User Interface - Interface Design Issues
3Usability
Usability might commonly be known as user
friendliness, but from a designers point of
view Shneiderman (1992)1 defines usability as
combination of q Ease of
learning q High speed of user task
performance q Low user error rate q
Subjective user satisfaction q User
retention over time
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1 Shneiderman B. (1992). Designing interface
strategies for effective human-computer
interaction. Reading, MA. Addison-Wesley.
4Usability
- Larry L. Constantine, IDSA, Chief Scientist, is
one of the pioneers of software design whose
current work in usage-centered design continues a
long tradition of technical innovation and
professional leadership. - Jakob Nielsen, Ph.D., is a User Advocate and
principal of the Nielsen Norman Group.
5Constantines Usability Principles
- Structure Principle
- Organise the user interface purposefully, in
meaningful and useful ways that put related
things together and separate unrelated things. - Simplicity Principle
- Make simple, common tasks simple to do,
communicate simply in the user's own language and
provide good shortcuts that are meaningfully
related to longer procedures.
6Constantines Usability Principles
- Visibility Principle
- Keep all needed options and materials for a given
task visible without distracting the user with
extraneous or redundant information. - Feedback Principle
- Keep users informed of actions or
interpretations, changes of state or condition,
and errors or exceptions using clear, concise,
and unambiguous language familiar to users.
7Constantines Usability Principles
- Tolerance Principle
- Be flexible and tolerant, reducing mistakes by
allowing undoing and redoing--cancelling and
going back. - Reuse Principle
- Reduce the need for users to rethink and remember
by reusing internal and external components and
behaviours, maintaining consistency with purpose
rather than merely arbitrary consistency.
Maintain consistency in icons and heading styles
to offer visual cues to user's location in the
information space.
8Nielsens Usability Rules
- Visibility of project status
- The project should always keep users informed
about what is going on. e.g. Provide Thank
yous" when forms are submitted. - Match between project and real world
- Follow real-world conventions, making information
appear in a natural and logical order. Metaphors
help shopping, changing a channel, etc.
9Nielsens Usability Rules
- User control and freedom
- Support undo and redo.
- Consistency and standards
- Users should not have to wonder whether different
words, situations, or icons mean the same thing.
Follow conventions.
10Nielsens Usability Rules
- Error prevention
- Prevent a problem from occurring in the first
place. - Recognition rather than recall
- The user should not have to remember information
from one part of the project to another. - Aesthetic and minimalist design
- Every extra unit of information in a dialogue
competes with the relevant units of information
and diminishes their relative visibility.
11Nielsens Usability Rules
- Help and documentation
- Even though it is better if your project can be
used without documentation, it may be necessary
to provide help and documentation.
12Usability Testing
- Usability testing is a process that can be used
throughout the development of multimedia software
or any other. - The purpose of testing is to find problems and
make improvements to the project during its
design and development.
13- For developing effective interactive multimedia
software, dimensions of usability testing were
classified into the general categories of - learnability
- performance effectiveness
- flexibility
- error tolerance and system integrity and
- user satisfaction.
14Usability Checklist
- Relevance
- Quality
- Consistency
- Navigation
15Checking Usability
- Paper prototyping.
- Sit down and walk through the project. Draw, with
pencil and paper, the screens include
navigation,drop-down lists, etc. - Develop scenarios - "step through" them using the
paper prototype - Refine/redevelop as necessary paper is cheap!
- Create for the user.
- Test with real people.
- Honour feedback.
- Learn and apply standards.
- Commit to quality.
16Typical Usability Problems
- Bloated page design that has too many elements
- Internally focused design that hypes technology
without giving any real information - Obscure site structure that has no logical
structure - Lack of navigation support, making it very hard
to find things when combined with an obscure site
structure. - Writing style optimised for print and linear
reading, not for the way users read on screen
(they dont, they scan). (Neilson, 1998)1
1 Neilsen J (1994). Heuristic Evaluation. In
J Neilsen R Mack (Eds), Usability Inspection
Methods, NY John Wiley and Sons, Inc.
17Interface Design
What is design? Design sometimes refers to the
manner in which the pieces are put together, such
as the way a presentation will be displayed, on
what products, and in what environment. All of
these aspects reflect design considerations.1
1 Peck, Dave D (1999). Pocket guide to
multimedia. Delmar Publishers, NY. Pp 36.
18Interface Design
- In databases, the interface refers to what the
user sees on a screen. The interface is the
interaction of the person to the screen. An
interface can apply to a wide range of
applications such as -
- Multimedia presentations
- CD-ROM publishing
- Computer based training
- Web pages
- Database GUIs
19Interface Design
Interface design is a part discipline (following
conventions and good design principles). Design
is part science (usability). Design is part art
(creating screen layouts that are informative,
intuitive and visually pleasing).
20Interface Design
What is interactivity? Interactivity, refers to
an action that the user makes to control the
events being viewed on the screen.1
- A record may be saved.
- New screen opened.
- Exit the application.
1 Peck, Dave D (1999). Pocket guide to
multimedia. Delmar Publishers, NY. Pp 197.
21Interface Design
- Designing for differences
- Disabilities
- Cultural issues
- Factors for success
- The following concepts contribute to the success
of an interface - user-centred design
- the power of event-driven programming
- Affordances, Metaphors, and Manipulation
22Interface Design Principles and Guidelines
- Be consistent Effort may be required by the
designer to ensure that this consistency is
achieved, it requires attention to detail. - Use similar objects to perform similar functions
throughout your product. That way, what users
learn in one screen they can use in another. This
quality helps users learn quickly and builds
their confidence. - Present lists in useful orders
- Arrange information in logical groups Clustering
(and aligning) objects so that those which belong
together are seen together enhances the meaning
of the components.
23Interface Design Principles and Guidelines
- Minimise pointer movement
- If one button responds to a single mouse click
then every button should respond to a single
click. - Let the user control the interaction
- Give immediate, obvious feedback for every user
action - Use sound, colour, animation and multimedia clips
carefully
24Interface Design Navigation Elements
- Buttons
- Menus
- Icons
- Drop-down lists
25Basic Concepts
- Human Perception
- The use of balance
- The use of harmony when expectancy, patterns,
and balance are used together, they should create
harmony.
26Basic Concepts
Patterns.
27Summary
- You have been introduced to Usability Issues.
- Each element of the interface you create should
be designed with Usability in mind.
28NEXT WEEK
- Read chapter on Usability
- Practice creating Queries using the QBE grid.
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