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Design, prototyping and construction

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Title: Design, prototyping and construction


1
Design, prototyping and construction
2
The Task-Centered Design Process
  • figure out who's going to use the system to do
    what
  • choose representative tasks for task-centered
    design
  • plagiarize
  • rough out a design
  • think about it
  • create a mock-up or prototype
  • test it with users
  • iterate
  • build it
  • track it
  • change it

3
Overview
  • Prototyping and construction
  • Conceptual design
  • Physical design
  • Tool support

4
Two guidelines for design
  • 1. Provide a good conceptual model
  • allows user to predict the effects of our actions
  • problem
  • designers conceptual model communicated to user
    through system image
  • appearance, written instructions, system
    behaviour through interaction,
  • transfer, idioms and stereotypes
  • if system image does not make model clear and
    consistent, user will develop wrong conceptual
    model

5
Two guidelines for design (continued)
  • 2. Make things visible
  • relations between users intentions, required
    actions, and results are
  • sensible
  • non arbitrary
  • meaningful
  • visible affordances, mappings, and constraints
  • use visible cultural idioms
  • reminds person of what can be done and how to do
    it

6
Prototyping and construction
  • What is a prototype?
  • Why prototype?
  • Different kinds of prototyping low
    fidelity high fidelity
  • Compromises in prototyping vertical horizontal
  • Construction

7
What is a prototype?
In other design fields a prototype is a
small-scale model a miniature car a miniature
building or town
8
What is a prototype?
  • In interaction design it can be (among other
    things)
  • a series of screen sketchesa storyboard, i.e. a
    cartoon-like series of scenes a Powerpoint slide
    showa video simulating the use of a systema
    lump of wood (e.g. iphone)a cardboard mock-upa
    piece of software with limited functionality
    written in the target language or in another
    language

9
Why prototype?
  • Evaluation and feedback are central to
    interaction design
  • Stakeholders can see, hold, interact with a
    prototype more easily than a document or a
    drawing
  • Team members can communicate effectively
  • You can test out ideas for yourself
  • It encourages reflection very important aspect
    of design
  • Prototypes answer questions, and support
    designers in choosing between alternatives

10
What to prototype?
  • Technical issues
  • Work flow, task design
  • Screen layouts and information display
  • Difficult, controversial, critical areas

11
Low-fidelity Prototyping
  • Uses a medium which is unlike the final medium,
    e.g. paper, cardboard
  • Is quick, cheap and easily changed
  • Examples sketches of screens, task sequences,
    etc Post-it notes storyboards Wizard-of-Oz

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14
Storyboards
  • Often used with scenarios, bringing more detail,
    and a chance to role play
  • It is a series of sketches showing how a user
    might progress through a task using the device
  • Used early in design

15
Sketching
  • Sketching is important to low-fidelity
    prototyping
  • Dont be inhibited about drawing ability.
    Practice simple symbols

16
Using index cards
  • Index cards (3 X 5 inches)
  • Each card represents one screen
  • Often used in website development

17
Wizard-of-Oz prototyping
  • The user thinks they are interacting with a
    computer, but a developer is responding to output
    rather than the system.
  • Usually done early in design to understand users
    expectations
  • What is wrong with this approach?

User
gtBlurb blurb gtDo this gtWhy?
18
High-fidelity prototyping
  • Uses materials that you would expect to be in the
    final product.
  • Prototype looks more like the final system than a
    low-fidelity version.
  • For a high-fidelity software prototype common
    environments include Macromedia Director, Visual
    Basic, and Smalltalk.
  • Danger that users think they have a full
    system.see compromises

19
Compromises in prototyping
  • All prototypes involve compromises
  • For software-based prototyping maybe there is a
    slow response? sketchy icons? limited
    functionality?
  • Two common types of compromise
  • horizontal provide a wide range of functions,
    but with little detail
  • vertical provide a lot of detail for only a
    few functions
  • Compromises in prototypes mustnt be ignored.
    Product needs engineering

20
Construction
  • Taking the prototypes (or learning from them) and
    creating a whole
  • Quality must be attended to usability (of
    course), reliability, robustness,
    maintainability, integrity, portability,
    efficiency, etc
  • Product must be engineered
  • Evolutionary prototyping
  • Throw-away prototyping

21
Conceptual design from requirements to design
  • Transform user requirements/needs into a
    conceptual model
  • a description of the proposed system in terms of
    a set of integrated ideas and concepts about what
    it should do, behave and look like, that will be
    understandable by the users in the manner
    intended
  • Dont move to a solution too quickly. Iterate,
    iterate, iterate
  • Consider alternatives prototyping helps

22
Three perspectives for a conceptual model
  • Which interaction mode?
  • How the user invokes actions
  • Activity-based instructing, conversing,
    manipulating and navigating, exploring and
    browsing.
  • Object-based structured around real-world
    objects

23
Three perspectives for a conceptual model
  • Which interaction paradigm?
  • desktop paradigm, with WIMP interface (windows,
    icons, menus and pointers),
  • ubiquitous computing
  • pervasive computing
  • wearable computing
  • mobile devices and so on.
  • Is there a suitable metaphor?
  • (contd).

24
Is there a suitable metaphor?
  • Interface metaphors combine familiar knowledge
    with new knowledge in a way that will help the
    user understand the product.
  • Three steps understand functionality, identify
    potential problem areas, generate metaphors
  • Evaluate metaphors
  • How much structure does it provide?
  • How much is relevant to the problem?
  • Is it easy to represent?
  • Will the audience understand it?
  • How extensible is it?

25
Interface metaphors
  • Interface designed to be similar to a physical
    entity but also has own properties
  • e.g. desktop metaphor, web portals
  • Can be based on activity, object or a combination
    of both
  • Exploit users familiar knowledge, helping them
    to understand the unfamiliar
  • Conjures up the essence of the unfamiliar
    activity, enabling users to leverage of this to
    understand more aspects of the unfamiliar
    functionality

26
Benefits of interface metaphors
  • Makes learning new systems easier
  • Helps users understand the underlying conceptual
    model
  • Can be very innovative and enable the realm of
    computers and their applications to be made more
    accessible to a greater diversity of users

27
Problems with interface metaphors
  • Break conventional and cultural rules
  • e.g. recycle bin placed on desktop
  • Can constrain designers in the way they
    conceptualize a problem space
  • Conflict with design principles
  • Forces users to only understand the system in
    terms of the metaphor
  • Designers can inadvertently use bad existing
    designs and transfer the bad parts over
  • Limits designers imagination in coming up with
    new conceptual models

http//www.cooper.com/articles/art_myth_of_metapho
r.htm
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34
Expanding the conceptual model
  • What functions will the product perform?
  • What will the product do and what will the human
    do (task allocation)?
  • How are the functions related to each other?
  • sequential or parallel?
  • categorisations, e.g. all actions related to
    telephone memory storage
  • What information needs to be available?
  • What data is required to perform the task?
  • How is this data to be transformed by the system?

35
Physical design getting concrete
  • Considers more concrete, detailed issues of
    designing the interface
  • Iteration between physical and conceptual design
  • Guidelines for physical design
  • Nielsens heuristics
  • Coopers About Face 2.0
  • Styles guides commercial, corporate
  • decide look and feel for you
  • widgets prescribed, e.g. icons, toolbar

36
Alan Coopers Excise Traps
  • Dont force the user to go to another window to
    perform a function that affects this window
  • Dont force the user to remember where he put
    things in the hierarchical file system
  • Dont force the user to resize windows
    unnecessarily
  • Dont force the user to move windows
  • Dont force the user to reenter personal settings

37
Coopers Excise Traps
  • Dont force the user the fill fields to satisfy
    some arbitrary measure of completeness
  • Dont force the user to ask permission to make
    changes.
  • Dont ask the user to confirm his actions.
  • Dont let the users actions result in an error.

38
Direct manipulation
  • Direct manipulation captures the idea of direct
    manipulation of the object of interest
    (Shneiderman 1983 p. 57), which means that
    objects of interest are represented as
    distinguishable objects in the UI and are
    manipulated in a direct fashion.
  • Characteristics
  • Visibility of the object of interest.
  • Rapid, reversible, incremental actions.
  • Replacement of complex command language syntax by
    direct manipulation of the object of interest.

Drag and drop files
39
One of the earliest commercially available
direct manipulation interfaces was MacPaint
40
Direct Manipulation
  • Advantages
  • Visually presents task concepts.
  • Easy to learn.
  • Errors can be avoided more easily.
  • Encourages exploration.
  • High subjective satisfaction.
  • Recognition memory (as opposed to cued or free
    recall memory) 
  • Disadvantages
  • May be more difficult to program.
  • Not suitable for small graphic displays.
  • Spatial and visual representation is not always
    preferable.
  • Metaphors can be misleading since the the
    essence of metaphor is understanding and
    experiencing one kind of thing in terms of
    another (Lakoff and Johnson 1983 p. 5), which,
    by definition, makes a metaphor different from
    what it represents or points to.
  • Compact notations may better suit expert users.

41
Dont Mode me in
  • UNIX vi is an example of evil modes
  • same actions have different meanings depending on
    context
  • edit replaces your file with t
  • Paint programs are a good example of good
    modes.
  • Modes are visible

42
Rules for modes
  • Use modes consistently
  • Do not initiate modes unexpectedly
  • Make modes visible
  • Make it easy to escape modes
  • without consequences.

43
Physical design getting concrete
  • Different kinds of widget (dialog boxes,
    toolbars, icons, menus etc)
  • menu design
  • icon design
  • screen design
  • information display

44
Icon design
  • Good icon design is difficult
  • Meaning of icons is cultural and context
    sensitive
  • Some tips
  • always draw on existing traditions or standards
  • concrete objects or things are easier to
    represent than actions
  • From clip art, what do these mean to you?

45
Screen design
  • Two aspects
  • How to split across screens
  • moving around within and between screens
  • how much interaction per screen?
  • Individual screen design
  • white space balance between enough
    information/interaction and clarity
  • grouping items together separation with boxes?
    lines? colors?

46
Screen design individual screen design
  • Draw user attention to salient point, e.g.
    colour, motion, boxing
  • Animation is very powerful but can be distracting
  • Good organization helps grouping, physical
    proximity
  • Trade off between sparse population and
    overcrowding

47
Principles of Visual interface design
  • Avoid visual noise and clutter
  • Use contrast, similarity, and layering to
    distinguish and organize elements
  • Provide visual structure and flow at each level
    of organization
  • Use cohesive, consistent, and contextually
    appropriate imagery
  • Integrate style and function comprehensively and
    purposefully
  • Alan Cooper, Robert M. Reimann. About Face 2.0
    The Essentials of Interaction Design. Page 227.

48
Organization of Screen Elements
  • Balance
  • Symmetry
  • Regularity
  • Predictability
  • Sequentiality
  • Economy
  • Unity
  • Proportion
  • Simplicity
  • Groupings

49
Balance
  • Equal weight of screen elements
  • Left to right, top to bottom

50
Balance
Unstable
51
Balance
  • Left column processed - Right column noted as
    same
  • Both columns need to be understood by visual
    processing system

52
Symmetry
  • Replicate elements left and right of the center
    line

53
Symmetric
Asymmetric
54
Regularity
  • Create standard and consistent spacing on
    horizontal and vertical alignment points

55
Regularity
  • Left column processed - 2 right columns noted as
    same
  • Location size of each object processed

56
Predictability
  • Put things in predictable locations on the screen

57
Predictable
Spontaneous
58
Predictability
  • User expects title menu bar on top of screen
  • Visual scene needs to be completely processed -
    objects not in expected places

Icon
Search for Movies
File Edit View Insert Window Help
Enter Keywords
Kung Foo
Grasshopper
Old blind guy
Cancel
OK
Icon
OK
Enter Keywords
Kung Foo
Grasshopper
Old blind guy
File Edit View Insert Window
Help
Search for Movies
Cancel
59
Sequentiality
  • Guide the eye through the task in an obvious way
  • The Eye is attracted to
  • bright elements over less bright
  • Isolated elements over grouped
  • graphics before text
  • color before monochrome
  • saturated vs. less saturated colors
  • dark areas before light
  • big vs. small elements
  • unusual shapes over usual ones

60
Screen design splitting functions across screens
  • Task analysis as a starting point
  • Each screen contains a single simple step?
  • Frustration if too many simple screens
  • Keep information available multiple screens open
    at once

61
Membership Form
Name
Dues
Address
Pubs
City
Total
State
Zip
OK
Cancel
Sequential
Membership Form
Name
OK
Cancel
Address
Pubs
State
Dues
City
Zip
Total
Random
62
Economy
  • Use as few styles, fonts, colors, display
    techniques, dialog styles, etc., as possible

63
Membership Form
Name
Dues
Address
Pubs
City
Total
State
Zip
OK
Cancel
Economical
Membership Form
Name
Dues
Address
Pubs
City
Total
State
Zip
OK
Cancel
Busy
64
Unity
  • Make items appear as a unified whole (for visual
    coherence)
  • Use similar shapes, sizes, or colors
  • Leave less space between screen elements than at
    the margin of the screen

65
Unity
Fragmentation
66
Proportion
  • Create groupings of data or text by using
    aesthetically pleasing proportions

67
Pleasing Proportions
68
Simplicity
  • Minimize the number of aligned points
  • Use only a few columns to display screen elements
  • Combine elements to minimize the number of screen
    objects
  • Within limits of clarity

69
Simplicity
  • Only four alignments need to be processed
  • A total of nine alignments need to be processed

Membership Form
Name
Dues
Address
Pubs
City
Total
State
Zip
OK
Cancel
Membership Form
Name
Address
Pubs
City
Total
State
OK
Zip
Cancel
70
Size
Preserve Proportions of original height of
original width
Simple
Size Uniformity Height Width
Preserve Proportions of original of original
Complex
71
Groupings
  • Use visual arrangements to provide functional
    groupings of screen elements
  • Align elements in a group
  • Evenly space elements in a group
  • Provide separation between groups
  • Use additional group elements sparingly
  • color borders add complexity

72
Simple Grouping
  • Similar elements aligned vertically
  • Vertical distance between similar objects small

73
Boxed Grouping
  • Boxes add additional complexity to form
  • Spatial arrangement adequate

Membership Form
Name
Dues
Address
Pubs
City
Total
State
Zip
OK
Cancel
74
Background Grouping
  • Color adds additional visual complexity
  • Spatial arrangement adequate

Membership Form
Name
Dues
Address
Pubs
City
Total
State
Zip
OK
Cancel
75
Alignment Grids and the Users Logical Path
  • Align labels. Labels for controls stacked
    vertically should be aligned with each other
    left-justification is easier for users to scan
    than right justification, although the latter may
    look visually cleaner-if the input forms are the
    same size. (Otherwise, you get a Christmas tree,
    ragged-edge effect on the left and right.)
  • Align within a set of controls. A related group
    of check boxes, radio buttons, or text fields
    should be aligned according to a regular grid.
  • Align across controls. Aligned controls (as
    described previously) that are grouped together
    with other aligned controls should all follow the
    same grid.
  • Follow a regular grid structure for larger-scale
    element groups, panes, and screens, as well as
    for smaller grouping of controls.
  • Alan Cooper, Robert M. Reimann. About Face 2.0
    The Essentials of Interaction Design. (Wiley,
    2003). Page 230.

76
Aligned grid layout
77
Screen-based Controls
  • Widgets
  • elements of screen displays
  • interaction toolkits
  • ready-made interaction objects
  • predefined behaviors
  • customizable properties

78
Functions of Widgets
  • Selecting options and commands
  • Entering and editing data values
  • Displaying data

79
Kinds of Widgets
  • Buttons
  • Text entry/read-only
  • Selection
  • Combination entry/selection
  • Specialized or custom
  • Presentation

80
Design issues
  • Labels and graphics
  • Layout and organization
  • Activation

81
Labels and Graphics
  • Use labels and captions
  • Use standard names when appropriate
  • Use regular system font
  • Clearly tie the text to the control
  • Maintain consistent heights and widths
  • Use common shapes (mostly rectangles)
  • Pick icons that map to the actions
  • Supplement icons with text descriptions

82
Layout and Organization
  • Provide adequate spacing
  • Limit the number of controls on one screen
  • Keep related controls together
  • Use visual enclosure of groups where appropriate

83
Aligning list boxes
  • Align list boxes vertically rather than
    horizontally.
  • Horizontally aligned list boxes are more
    difficult for the user to use, as the controls
    cannot be scanned easily.

84
Aligning radio buttons

This
Not this
85
Activation
  • Provide keyboard equivalents
  • Control activation
  • Movement among controls within a screen
  • Provide feedback for actions
  • Gray out unavailable choices

86
Buttons
  • Initiates an action
  • to activate a command (an alternate to menu
    choice or command line entry).
  • to display another window or menu selection
  • Always visible
  • provides convenient access to frequently-used
    commands
  • standard shapes and screen location for similar
    commands.
  • Logical organization

87
Buttons
  • Types
  • Command buttons -- text as labels
  • Bar buttons (menu buttons)
  • -- graphics and/or text as labels
  • Radio buttons

Next
Microsofts Button Types
88
Which one is better?
Plan Choice
Limited
Basic
Superior
Premium
Plan Choice
Plan Choice
Limited
Limited
Basic
Basic
Superior
Superior
Premium
Premium
89
Button Design Issues
  • Labels
  • Shapes and Graphics
  • Location and layout
  • Organization
  • Activation

90
Buttons -- labels
  • Use standard button labels when available
  • Provide meaningful action description
  • Use regular system font
  • unless for some special purposes
  • Center the label text
  • Provide consistency across all screens

91
Buttons --shape and graphics
  • Use rectangular shape whatever possible
  • Maintain consistent button heights and widths
  • Design graphics/icons that have natural mapping
    to the actions
  • Enhanced graphics with text description

92
Buttons -- Organization
  • Maintain consistency in button locations across
    screens and windows
  • provide adequate spacing between buttons and
    other screen controls
  • Restrict the number of buttons on one screen
  • Follow standards
  • Keep related buttons together

93
Buttons -- Activation
  • Consider different actions for
  • mouse enter/exit .. mouse down/up/
  • Consider keyboard equivalents for actions
  • Provide feedback for actions
  • highlight the button when the button is selected
  • Gray out unavailable choices.

94
Text Entry/Read-Only Controls
  • Text boxes
  • Editable/read-only (fields vs. labels)
  • single line/multiple lines
  • fixed size/resizable
  • fixed length/variable lengths
  • visual box/non-visual box
  • scrollable /non-scrollable
  • Properties
  • background/foreground colors
  • sizes/fonts/styles of text
  • alignments

95
Text Box Design
  • Provide descriptive caption
  • Logical arrangement of multiple fields
  • Consider the cursor movement from one field to
    another.
  • Provide large enough boxes for fixed-length data
  • Select reasonable fonts/sizes/colors
  • Design highlight to attract attention

96
Selection Controls
  • Present all options or choices on the screen
  • Radio Buttons
  • Check Boxes
  • Palettes
  • List Boxes
  • Combo Boxes
  • Drop-Down/Pop-Up
  • Single Selection/Multiple Selection?

97
Selection Design
  • Choice Description
  • Meaningful and clear description for the value or
    effects of the choice
  • Use single line of text whenever possible
  • Organization
  • Meaningful order of choices
  • Consider adding a enclosure box
  • Activation
  • Provide visual feedback
  • Provide default values

98
List Box or Combo Box?
  • List box
  • unlimited number of choices
  • possible multiple choices
  • consumes screen space
  • can be set to different size
  • easy to see the choices
  • Combo box
  • unlimited number of choices
  • highlight the selection
  • conserves screen space
  • Extra step to display all the choices

99
More Selection Controls
  • Spin Boxes
  • Attached Combo Boxes

0.5
Left Margin
Font Style
Regular
Regular
Italic Bold Bold Italic
100
Other Controls
  • Scroll Bars
  • Sliders
  • Toggle Switches
  • Tab pages
  • Contain tabbed divider pages

101
Presentation Controls
  • Provide additional information to screen elements
  • Tooltips
  • a small popup window attached to an object
  • shows only when the mouse moves over the object
  • Static Text Fields -- labels
  • Group Boxes
  • Combined controls in one box
  • Progress Indicators

102
Message Design
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