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User Interface Design: Methods of Interaction

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directly on screen. Immediate feedback - e.g. selected icon is ... Menus: All interaction choices available as on-screen prompts. Types. Pull-down (up) ... – PowerPoint PPT presentation

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Title: User Interface Design: Methods of Interaction


1
User Interface Design Methods of Interaction

2
Accepted design principles
  • Interface design needs to consider the following
    issues
  • 1. Visual clarity
  • 2. Consistency
  • 3. Compatibility
  • 4. Informative feedback
  • 5. Explicitness
  • 6. Appropriate functionality
  • 7. Flexibility control
  • 8. Error prevention correction
  • 9. User guidance support
  • 10. Consideration of system usability problems

3
  • 1. visual clarity
  • Aids in reading and assimilating information
  • 2. Consistency
  • the system should look and behave consistently
  • colour usage,information location
  • cursor positioning (text boxes),dialogue styles
    (buttons, check boxes, radio buttons)
  • information formats (string or integer entry)
  • 3. Compatibility
  • adhering to user expectations of the real world
    and systems
  • colour (red alarm, stop)
  • interaction compatibility (mouse and scroll-bars)

4
  • 4. Informative feedback
  • precise messages should be given
  • provision of progress
  • provision of error messages that are meaningful
  • indicative progress prompts
  • appropriate system responses (i.e. Message boxes
    with suitable content and context)
  • 5. Explicitness
  • is there an evident structure to the system
  • appropriate screen sequences and metaphors
  • 6. Appropriate functionality
  • are devices well chosen
  • are task functions suitably designed

5
  • 7. Flexibility and control
  • is the interface flexible in operation and
    control
  • navigation operators
  • selection of information display rate
  • undo facility
  • short-cuts ()
  • can the interface be tailored
  • 8. Error prevention and detection
  • does the system validate inputs inform of error
    detection
  • error handling (validate user inputs)
  • providing error messages for errors (message
    boxes)
  • making errors easy to correct
  • avoiding problems by providing an example

6
  • 9. User guidance and support
  • good simple design
  • online or available document support
  • informative, easy to use system design
  • good guidance throughout
  • good help facilities (typically a screen or so
  • 10. System usability problems
  • working out the system
  • simple structuring
  • Users know what to do next

7
Practical Application
  • Forms
  • Windows
  • Use of natuaral language commands and input
  • Direct manipulation
  • Metaphors
  • Icons
  • Menus

8
Form-filling
  • Suitable for
  • - all user types
  • Advantages
  • - quick and easy to create
  • - easy to use and learn
  • Disadvantages
  • - unsophisticated
  • - primarily suitable for data entry and
    retrieval

9
Form-filling example
10
Form-filling
  • VB implementation
  • Tab index
  • Keypress Event to jump to next textbox
  • Use of conversion and standard error detection

11
Direct Manipulation
  • Essential features
  • Explicit actions
  • - user points at, and manipulates objects
  • directly on screen
  • Immediate feedback
  • - e.g. selected icon is highlighted, the
    effect is
  • immediate
  • Incremental effects
  • - e.g. icon dragged across display moves
  • continuously

12
Direct Manipulation
  • Offers easily reversible actions
  • Provides gradual learning
  • Layered functionality
  • Pre-validation
  • only valid interactions have an effect
  • invalid operations are ignored
  • examples
  • video adventure games, can only go where coded
  • word processors only coded functions
  • paint packages only coded functions
  • In VB can characterised by using
  • Scroll bars
  • Check Boxes
  • Windowing
  • List Boxes
  • Option Buttons
  • Drag and Drop

13
Direct Manipulation
  • Disadvantages
  • - limitations of metaphor (can be fatal to
    interface)
  • - ambiguity of graphical representation
  • - use of screen space
  • - difficult to design and program
    (exhaustiveness)
  • - system facilities not explicit (all
    functionality is hidden)
  • - cognitive complexity of holistic view of the
    system
  • Design guidelines
  • - follow general screen design guidelines
  • e.g. avoid screen clutter, etc. (refer to
    lecture 9)
  • - test metaphor limitations
  • - test icon and visual design representations

14
  • Menus All interaction choices available as
    on-screen prompts
  • Types
  • Pull-down (up)
  • Cascading
  • On-screen
  • Type selection

Menu 1. Weather 2. News 3. Sport 4.
LifeStyle Press (1), (2), (3) or (4) to enter
your choice
15
Menus
  • Suitable for
  • - novice users, to access system options
  • Advantages
  • - easy to use (reduces memorization)
  • - easy to learn
  • - structures the users decisions
  • - easy to program
  • disadvantages
  • - limited choices per menu
  • - slow to use in large systems
  • - full screen interference
  • - slow response times

16
Menus
  • Design guidelines
  • - group logically related options
  • - menu option order
  • - operational order or frequency of use
  • - limit options to 7 per menu approximately,
    and
  • avoid excessively deep hierarchies
  • - network structuring may save search time
    but
  • will confuse cognitive model
  • - avoid where have I been?, where am I now?
  • - provide escape routes
  • - provide short-cuts (function keys)
  • - prevent serious selection errors

17
Metaphor - examples
The Desktop Metaphor
Virtual environment metaphor
18
Icons
  • simple visual menus
  • Suitable for novice users, to access system
    options
  • advantages
  • - very easy to learn as visual
  • - easy to use
  • - language independent (to a degree)
  • - provides holistic view of system

19
Icons
  • Disadvantages
  • uses a lot of screen space
  • need text back up
  • need good icon builder software to build
    effective icons
  • abstract concepts difficult to design (show
    directory)
  • Design guidelines
  • must effectively map from users cognitive world
    to the world of the system
  • must be visually distinct from each other
    (functions families)

20
Icons
  • Design structure
  • - Objects
  • - model principle visual features
  • - Actions
  • - add image to represent dynamic
  • situations
  • Best empirical results from concrete object and
    abstract symbol,
  • - e.g. go to bottom of a document

21
Icons
  • very abstract computing commands may be difficult
    to represent, e.g. show directory
  • avoid visual complexity (increases search time)
  • in time more experienced users rely on positional
    constancy of icon, rather than the icon design
    itself

22
Recap
  • Interface design is the formal approach to one of
    the three main subject areas we are focusing on
    in this course
  • Interface considerations
  • Input / Output
  • Data Storage
  • variables files and structures
  • Process control
  • Sequence
  • Selection
  • Iteration
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