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Design

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General guidelines (rules of thumb) to help create more usable systems ... Avoid jargon, techno-speak. Present exactly info that user needs. Less is more! ... – PowerPoint PPT presentation

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Title: Design


1
Design
  • Principles!
  • Documents of your design
  • Prototyping

2
Agenda
  • Design guidelines
  • Rules of thumb
  • Displaying your designs
  • Storyboards
  • Lo-Fi
  • Wizard of Oz
  • Visual Basic
  • Dialog design

3
Design Guidelines/Principles
  • General guidelines (rules of thumb) to help
    create more usable systems
  • Can be subtle, even contradictory

4
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
  • Less is more!

5
Design Principles
  • 2. Strive for consistency
  • Sequences, actions, commands, layout, terminology
  • Makes more predictable
  • Dialog boxes all having same closure options

6
Design Principles
  • 3. Provide informative feedback
  • Continuously inform user about what is occurring
  • Most important on frequent, substantive actions
  • in file
  • How to deal with delays?
  • Special cursors
  • Done graphs

7
Design Principles
  • 4. Minimize users memory load
  • Recognition is better than recall
  • Make visible!
  • Describe required input format, include example
    and default
  • Date _ _ - _ _ - _ _ (DD-MM-YY)
  • Use small of generally applicable cmds

8
Design Principles
  • 5. Permit easy reversal of actions
  • Undo!
  • Reduces anxiety, encourages experimentation

9
Design Principles
  • 6. Provide clearly marked exits
  • Dont want the user to feel trapped
  • Examples

10
Design Principles
  • 7. Provide shortcuts
  • Enable frequent users to perform often-used
    operations quickly
  • Keyboard mouse
  • Navigation between windows/forms
  • Reuse

11
Design Principles
  • 8. Support internal locus of control
  • Put user in charge, not computer
  • Can be major source of anxiety

12
Design Principles
  • 9. Handle errors smoothly and positively
  • 10. Provide useful help and documentation
  • (More to come later in course on these two)

13
Storyboarding
  • Pencil and paper simulation or walkthrough of
    system look and functionality
  • Use diagrams
  • Show key snap shots
  • Quick easy

14
Other Ways
  • Tutorials Manuals
  • Maybe write them out ahead of time to flesh out
    functionality
  • Forces designer to be explicit about decisions
  • Putting it on paper is valuable

15
Computer Methods
  • Prototyping
  • Artifact that simulates planned system, but does
    not implement all features
  • Good for trying out ideas
  • Engaging
  • Speed is of the essence
  • Be wrong fast!
  • Facilitates iterative design and formative
    evaluation

16
Dilemma
  • You cant evaluate design until its built
  • But
  • After building, changes to the design are
    difficult
  • Simulate the design, in low-cost manner

17
Prototyping Dimensions
  • 1. Representation
  • How is the design depicted or represented?
  • The more visual, the better
  • 2. Scope
  • Is it just the interface (mock-up) or does it
    include some computational component?

18
Dimensions (contd)
  • 3. Executability
  • Can the prototype be run?
  • 4. Maturation
  • What are the stages of the product as it comes
    along?
  • Evolutionary

19
Terminology (1)
  • Horizontal prototype
  • Very broad, covers a lot of the interface
  • Detailed functionality for each item is missing
  • Vertical prototype
  • Few commands implemented
  • Each implemented command works well in detail

20
Terminology (2)
  • Early prototyping
  • A few screens to get across the basic idea
  • Late prototyping
  • Test the details
  • Details are slow and buggy, but they work

21
Terminology (3)
  • High-fidelity prototype
  • Media used resembles final interface
  • Low-fidelity prototype
  • Materials unlike final interface
  • Drawings, sketches, storyboards, paper

22
Prototyping Tools
  • 1.Draw/Paint programs
  • Draw each screen, good for look
  • Photoshop, Paintshop Pro, Corel Draw,
    Paintbrush..
  • Diagrams!

23
Prototyping Tools
  • 2. Scripted simulations/slide shows
  • Put storyboard-like views down with (animated)
    transitions between them
  • Can give user very specific script to follow
  • Often called chauffeured prototyping
  • Examples Hypercard, Macromedia Director,
    Powerpoint, HTML

24
Prototyping Tools
  • 3. Interface Builders
  • Tools for laying out windows, controls, etc. of
    interface
  • Have build and test modes that are good for
    exhibiting look and feel
  • Generate code to which back-end functionality can
    be added through programming
  • Examples Visual Basic, UIMX, ...

25
Prototyping Technique
  • Wizard of Oz - Person simulates and controls
    system from behind the scenes
  • Use mock interface and interact with users
  • Good for simulating system that would be
    difficult to build

26
Wizard of Oz
  • Method
  • Behavior should be algorithmic
  • Good for voice recognition systems
  • Advantages
  • Allows designer to immerse oneself in situation
  • See how people respond, how specify tasks

27
Prototyping Tools
  • Good features
  • Easy to develop modify screens
  • Supports type of interface you are developing
  • Supports variety I/O devices
  • Easy to link screens and modify links
  • Allows calling external procedures program
  • Allows importing text, graphics, other media
  • Easy to learn and use
  • Good support from vendor

28
Dialog Design
  • How does a user interact with the interface?

29
Dialog Styles
  • 1. Command languages
  • 2. WIMP - Window, Icon, Menu, Pointer
  • 3. Direct manipulation
  • 4. Speech/Natural language
  • 5. Gesture, pen, VR

30
Command Languages
  • Earliest UI interaction paradigms
  • Examples
  • MS-DOS shell
  • UNIX shell
  • dBase
  • GPSS

31
CL Attributes
  • Work primarily by recall, not recognition
  • Heavy memory load
  • Little or nothing is visibleso
  • Poor choice for novicesbut...

32
CL Attributes
  • Advantages for experts
  • Speed
  • Functionality
  • Power
  • Script, macros
  • Screen Resource efficient

33
CL Advantages
  • Advantages for experts
  • Speed, conciseness
  • ls ltretgt
  • Can express actions beyond a limited set
  • Flags, pipes
  • Repetition, extensibility
  • Scripts, macros
  • Easier implementation, less overhead
  • Power
  • Wild cards

34
CL Dangers
  • With added power, comes added responsibility and
    danger
  • UNIX
  • rm -r
  • Deletes every file that you have, and you cant
    get them back

35
CL Reflection
  • Command languages are often maligned (for good
    reason)
  • But increased functionality can win out over bad
    UI (e.g., UNIX)
  • Try to get both
  • Avoid excess functionality (comes at cost)

36
CL Design Goals
  • Consistency
  • Good naming and abbreviations
  • Doing your homework in design can help alleviate
    some of the negatives

37
Consistency
  • Provide a consistent syntax
  • In general Have options and arguments expressed
    the same way everywhere
  • UNIX fails here because commands were developed
    by lots of different people at different
    organizations
  • No guidelines provided

38
Order
  • English SVO subject verb object
  • CL S assumed (you)
  • Is VO or OV better? rm file
  • file rm
  • V dO iO vs. V iO dO
  • print file calvin
  • lpr -Pcalvin file

39
Syntax
  • Pick a consistent syntax strategy
  • Simple command list
  • e.g, vi, minimize keystrokes
  • Commands plus arguments
  • realistic, can provide keyword parameters
  • cp fromfoo tobar
  • Commands plus options plus arguments
  • what you usually see

40
Terminology
  • Keep terminology consistent
  • Same concept expressed with same options
  • Useful to provide symmetric (congruent) pairings
  • forward/backward
  • next/prev
  • control/meta

41
Example
  • vi text editor
  • w - forward word
  • b - backward word
  • Wouldnt f be better for forward?
  • f already used
  • How about fw and bw?
  • Extra keystrokes

42
Ordering
  • Keep ordering consistent
  • VO seems to be the most natural
  • Typically need to pick where options go
  • Example
  • ln -s file1 file2 (I can never remember)
  • Think of cp file1 file2

43
Names and Abbreviations
  • Specificity versus Generality
  • General words
  • More familiar, easier to accept
  • Specific (typically better)
  • More descriptive, meaningful, distinctive
  • (Nonsense does surprisingly well in small set)

44
Abbreviations
  • Abbrevs. allow for faster actions
  • Expert performance begins to be dominated by
    motor times such as of keystrokes
  • Not good idea for novices
  • (Allow but dont require)
  • IBM CMSi and DEC VMS had shortened commands-
    first uniqe characters were enough
  • filelist -- f, fi, fil, file, filel, fileli,
    filelis, filelist

45
Picking Good Abbrevs.
  • Strategies
  • Simple truncation (works best, but conflicts)
  • Vowel drop plus truncation (avoid conflicts)
  • First and last letters
  • First letters of words in a phrase
  • Standard abbrev from other contexts
  • qty, rm, bldg
  • Phonics
  • xqt

46
Abbrv Gdlns
  • Use single primary rule (with single fallback for
    conflicts)
  • Use fallback as little as possible
  • Mark use of fallback in documentation
  • Let user know primary and secondary rules
  • Truncation is good but generates conflicts
  • Fixed length is better than variable length
  • Dont use abbrevs in system output

47
WIMP
  • Focus Menus, Buttons, Forms
  • Predominant interface paradigm now (with some
    direct manipulation added)
  • Advantages
  • ?

48
Menus
  • Key advantages
  • 1 keystroke or mouse operation vs. many
  • No memorization of commands
  • Limited input set

49
Menus
  • Many different types
  • pop-up
  • pull-down
  • radio buttons
  • pie buttons
  • hierarchies

50
Menu Items
  • Organization strategies
  • Create groups of logically similar items
  • Cover all possibilities
  • Ensure that items are non-overlapping
  • Keep wording concise, understandable

51
Bad Example
  • Travel web page links
  • Flight page
  • 3 Best Itineraries
  • Flights Prices
  • Timetables
  • Fares
  • Which do you choose for reservations?

52
Presentation Sequence
  • How does Mac, Netscape, etc, do it?
  • Use natural if available
  • Time
  • e.g. Breakfast, Lunch, Dinner
  • Numeric ordering
  • e.g. Point sizes for font

53
Presentation Sequence
  • Choices
  • Alphabetical
  • Group related items
  • Frequently used first
  • Most important first
  • Conventional order (MTWRF)
  • Dont change the order on the fly!

54
Presentation Sequence
  • User studies
  • Novices alpha gt functional gt random
  • Experts categorization
  • How would you do it in general?

55
Presentation Sequence
  • One possible methodology (first-gtlast)
  • Natural order (if exists)
  • Frequency of use
  • Order of use
  • Categorical
  • Alphabetical
  • Dont change dynamically!
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