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Design

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What can be built easily using the available tools on this ... Want creativity, but want pragmatism. Fall 2001. CS 6750. 14. Idea Creation. Ideas come from ... – PowerPoint PPT presentation

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Title: Design


1
Design
  • The light bulb goes on

2
Agenda
  • Revisit Norman
  • Idea generation
  • Design principles
  • Video

3
Design Choices...
4
Design is Easy?
  • Why didnt anyone complain about not being
    prepared for the HW assignment?

5
System-Centered Design
  • Focus is on the technology
  • What can be built easily using the available
    tools on this particular platform?
  • What is interesting to me, as the developer, to
    build?

6
User-Centered Design
  • Design is based on users
  • Tasks
  • Abilities
  • Needs
  • Context
  • Mantra Know the user!

7
Design Process
  • How do we come up with new (good) designs for
    interactive systems?
  • Why is it so difficult?
  • Revisit Normans Design of Everyday Things

8
Good Design
  • Invites person to use it properly
  • Visual affordance
  • The perceived and actual fundamental properties
    of an object that help convey how it should be
    used -- (D. Norman)

9
Guidelines for Design
  • 1. Provide a good conceptual model
  • User has mental model of how things work
  • Build design that allows user to predict effects
    of actions
  • 2. Make things visible
  • Visible affordances, mappings, constraints
  • Remind person of what can be done and how to do it

10
Why is Design Difficult?
  • 1. Increasing complexity/pressure
  • Number of things to control has risen
    dramatically
  • Display is increasingly symbolic/artificial
  • Feedback is more complex and subtle
  • Errors are increasingly serious/costly

11
Why Difficult?
  • 2. Marketplace pressures
  • Time is money
  • Adding functionality (complexity) is now easy and
    cheap
  • Adding controls/feedback is expensive
  • Design usually requires several iterations before
    success

12
Why Difficult?
  • 3. People often consider cost and appearance over
    human factors design
  • Style over substance
  • Bad design may not be visible

13
Why Difficult?
  • 4. Creativity is challenging
  • Cant just make a copy
  • Want creativity, but want pragmatism

14
Idea Creation
  • Ideas come from
  • Imagination
  • Analogy
  • Observation of current practice
  • Observation of current systems
  • Borrow from other fields
  • Animation
  • Theatre
  • Information displays
  • Architecture
  • ...

How do we create and develop new interface ideas
and designs?
15
Interface Metaphors
  • Metaphor - Application of name or descriptive
    term to another object which is not literally
    applicable
  • Use Natural transfer - apply existing knowledge
    to new, abstract tasks
  • Problem May introduce incorrect mental model

16
Metaphor Creation (1)
  • Prepare
  • What functions are needed
  • What are users problems?

17
Metaphor Creation (2)
  • Generate
  • Use metaphor that matches users conceptual tasks
  • Given choice, choose metaphor closest to way
    system really works
  • Ensure emotional tone is appropriate to users

18
Metaphor Creation (3)
  • Evaluate
  • Evolve

19
Idea Creation
  • Methods for creating and developing interface
    ideas
  • ?

20
Idea Creation Methods
  • 1. Consider new use for object
  • 2. Adapt object to be like something else
  • 3. Modify object for a new purpose

21
Idea Creation Methods
  • 4. Magnify - add to object
  • 5. Minimize - subtract from object
  • 6. Substitute something similar

22
Idea Creation Methods
  • 7. Rearrange aspects of object
  • 8. Change the point of view
  • 9. Combine data into an ensemble

23
Design Guidelines/Principles
  • General guidelines (rules of thumb) to help
    create more usable systems
  • Can be subtle, even contradictory


24
Design Principles
  • 1. Use simple and natural dialog in users
    language
  • Match users task in a natural way
  • Avoid jargon, techno-speak
  • Present exactly info that user needs

X.25 connection discarded dueto network
congestion. Locallimits now in effect
Insufficient funds to withdraw 100
VS.
Less is more!
Fewer unnecessary windows, prompts, dialogs
25
Fun Examples
26
Design Principles
  • 2. Strive for consistency
  • Sequences, actions, commands, layout, terminology
  • Makes more predictable

Help
Cancel
OK
Apply
Cancel
Done
27
Design Principles
  • 3. Provide informative feedback
  • Continuously inform user about what is occurring
  • Most important on frequent, substantive actions
  • How to deal with delays?

28
Design Principles
  • 4. Minimize users memory load
  • Recognition is better than recall
  • Describe required input format, include example
    and default
  • Use small of generally applicable commands

Date _ _ - _ _ _ - _ _ (DD-Mmm-YY, e.g.,
02-Aug-93)
29
Design Principles
  • 5. Permit easy reversal of actions
  • Undo!
  • Reduces anxiety, encourages experimentation

30
Design Principles
  • 6. Provide clearly marked exits
  • Dont want the user to feel trapped
  • Examples
  • Cancel button on dialogs
  • Interrupt/resume on lengthy operations (modeless)
  • Quit - can exit anytime
  • Reset/defaults - restore on a property sheet

31
Design Principles
  • 7. Provide shortcuts
  • Enable frequent users to perform often-used
    operations quickly
  • Keyboard mouse
  • Navigation between windows/forms
  • Reuse
  • Provide history system

- abbreviations - menu shortcuts - function
keys - command completion - double click vs. menu
selection
32
Design Principles
  • 8. Support internal locus of control
  • Put user in charge, not computer
  • Can be major source of anxiety

Enter next command vs. Ready for next command
33
Design Principles
  • 9. Handle errors smoothly and positively
  • 10. Provide useful help and documentation
  • (More to come later in course on these two)

34
Video
  • Design of home automation controls
  • Univ. of Maryland

35
Good Bad Designs
  • www.baddesigns.com
  • www.iarchitect.com

36
Upcoming
  • Posters!
  • Graphic design
  • Dialog design
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