Designing Graphical User Interfaces - PowerPoint PPT Presentation

1 / 31
About This Presentation
Title:

Designing Graphical User Interfaces

Description:

Interface hardware - keyboards, pointing devices, speech, displays ... Actor: Connery, Sean. A C DE G H J KN O RS TV Z. Structured Menus ... – PowerPoint PPT presentation

Number of Views:46
Avg rating:3.0/5.0
Slides: 32
Provided by: Benf8
Category:

less

Transcript and Presenter's Notes

Title: Designing Graphical User Interfaces


1
Designing Graphical User Interfaces
  • Components of GUIs icons, cursors, menus,
    dialogue boxes, form fillin, error messages
  • Interface hardware - keyboards, pointing devices,
    speech, displays

2
Direct Manipulation Interfaces
  • Use of a pointing device to directly manipulate
    visible objects on the screen resulting in
    real-time feedback
  • Examples
  • Graphical user interfaces
  • Office applications - wordprocessors and
    spreadsheets
  • Desktop/windows interfaces for operating systems
  • Web browsers
  • 3D interfaces - virtual reality and games
  • Tangible interfaces

3
Advantages of direct manipulation
  • Continuous representation of objects and actions
    relies on recognition rather than recall
  • Meaningful visual metaphors - can guess what to
    do and generalise from a few examples
  • Rapid actions through physical actions rather
    than complex syntax - offload cognitive effort
    onto motor skills
  • Immediate and reversible system response

4
Disadvantages of Direct Manipulation
  • Focuses the user on only the simple/most obvious
    parts of the interface
  • May encourage action rather than planning
  • Can be time consuming for repetitive tasks
  • May be difficult to combine commands into new
    commands
  • Requires space for a large display and pointing
    device

5
Graphical User Interfaces (GUIs)
  • Dominant style of interface today
  • Composed of widgets ...

Window Icon Cursor Menus Slider Form
Dialogue Box Buttons Toolbar Hotlinks
6
For how not to do it
  • Check out the Interface Hall of Shame from from
    Isys Information Architects
  • http//homepage.mac.com/bradster/iarchitect/shame.
    htm

7
Designing icons
  • Represent object/action in a familiar manner
  • Limit number of different icons
  • Make icons stand out from background
  • Ensure that selected icon is visible from nearby
    unselected icons
  • Design icon movement animation
  • Add detail to show properties of the object
  • Design combinations of icons (e.g. file and
    trashcan)
  • Make part of a harmonious family

normal
selected
dragging
8
Designing Cursors
  • Design the cursor to provide feedback as to
    appropriate actions and progress

9
Designing Menus
  • Choice of menu structure
  • How to arrange items
  • How to present items
  • How to label items

10
Small single-level menus
  • Pull-down and pop-up varieties
  • Highlight potential selection
  • Use natural ordering if there is one
  • Dont change positions of items
  • Grey-out rather than remove unavailable options
  • Offer keyboard short-cuts for experienced users
  • Pie menu can give rapid selection

11
Simplemenus
Pull down
What is going on here?
Pop up
12
Small menus using buttons
  • Menus can be made using buttons
  • Radio buttons support one selection only
  • Check boxes support multiple selections
  • Embedded links in hypermedia
  • Iconic menus and palettes
  • Provide default selections

13
Large single level menus
  • Multiple columns where content allows
  • Scrolling menus - one or two dimensional
  • Alphasliders

A C DE G H J KN O RS TV Z
Actor Connery, Sean
14
Structured Menus
  • Menu sequences guide users through complex
    decisions one part at a time
  • Tree structured menus are commonly used for many
    choices with natural groupings
  • Speed up access for experienced users with
  • type-ahead (BLT approach)
  • bookmarks, menu macros and toolbars

15
Task Related Grouping
  • Use information from Hierarchical Task Analysis
  • Guidelines for forming menu trees
  • create groups of logically similar items
  • form groups that cover all possibilities
  • make sure that items are non-overlapping
  • use familiar terms, but ensure items remain
    distinct
  • Guidelines for presenting items at each level
  • consider ordering importance or frequency
  • keyword on the left

16
A complex multi-level menu
17
Breadth or depth?
  • Depth number of levels
  • Ideally, no more than 3 to 4 levels
  • More levels leads to navigation problems
  • Breadth number of items per level
  • Ideally, no more than 8 items/level
  • More than this leads to scanning problems

18
  • Beyond this, broad generally better than deep
  • N number of items
  • B branch factor at each level
  • D tree depth
  • Time to select item at each level, t k c
    log b
  • Total traversal time, T D t
  • However, also balance breadth and depth according
    to system response time and display rate
  • slow response time suggests shallower
  • slow display rate suggests narrower

D
N BD
B
19
A word about response times
  • System response times may vary greatly,
    especially when networks are involved
  • Too slow - users are frustrated
  • Too quick - users make mistakes
  • The ideal varies with user and task
  • Visual indication of progress and estimated wait
    time is important for longer response times
    (e.g., web interfaces)

20
Menu maps and menu networks
  • Users may benefit from
  • printed menu maps
  • cross-links that turn trees into graphs
  • But watch out for extra cognitive overhead

21
Designing Dialogue Boxes
  • Dialogue boxes used for complex actions and may
    combine menus, buttons and forms
  • top-left to bottom-right sequencing
  • clustering and emphasis
  • small enough not to obscure background
  • display close to appropriate background items
  • clear how to complete and cancel

22
Exampledialoguebox
23
Designing Form Fillin
  • Meaningful title
  • Comprehensible but short instructions
  • Logical grouping and sequencing of fields
  • Visually appealing layout
  • Familiar field labels
  • Consistent terminology and abbreviations
  • Visible space and boundaries for data entry
  • Convenient cursor movement
  • Error correction for characters and fields

24
  • Error prevention
  • Error messages for unacceptable values
  • Optional fields clearly marked
  • Explanatory messages for fields
  • Completion signal
  • Special formats for coded fields
  • Telephone
  • Times
  • Dates
  • Currency
  • But watch out for multiple nationalities

25
Designing Error Messages
  • Avoid words such as
  • ILLEGAL, BAD, ABORTED, ERROR, FATAL
  • Positive tone and suggest how to correct
  • Enable additional information to be quickly
    accessed
  • Opinions divide over optimum placement
  • near to source of error
  • consistent position on screen
  • dialogue box in middle of screen
  • Careful use of sound may help
  • Do not embarrass the user

26
Repair Mechanisms
  • UNDO/REDO commands should be pervasive, applying
    to any operation where this is logically possible
  • UNDO/REDO should be inverse operations
  • UNDO/REDO sequences can be useful

27
Style Guides
  • Detailed guidelines for a specific software or
    organisational environment
  • Microsoft msdn.microsoft.com/library
  • Apple developer.apple.com/techpubs/macosx/Essenti
    als/AquaHIGuidelines
  • Example guidelines from apple
  • Use pop-up menus to present up to 12 mutually
    exclusive choices that the user doesnt need to
    see all the time
  • Dont use pop-up menus
  • For more than 12 items use a scrolling list
  • For 4 or fewer items use radio buttons
  • When more than one selection is appropriate (such
    as text styles in which you can select bold and
    italic) use checkboxes or pull-down menus in
    which checkmarks appear

28
Devices
  • Keyboards
  • Pointing devices
  • Visual displays

29
Keyboards
  • Layout
  • Scholes (QWERTY)
  • Dvorak and ABCDE
  • natural keyboards that help avoid RSI
  • function keys, arrow keys and number pads

30
Pointing devices
  • Direct
  • lightpen
  • touchscreen
  • Indirect
  • mouse
  • trackball
  • joystick
  • Touchpad and nipples

31
Visual Displays
  • Display technologies include
  • Raster-scan cathode ray tubes (CRT)
  • Liquid crystal displays
  • Plasma panels
  • LEDs
  • Video projection
  • They differ in terms of
  • size, refresh rate, resolution, surface flatness,
    surface glare, contrast, brightness, sharpness,
    tolerance for vibration, size and weight, and cost
Write a Comment
User Comments (0)
About PowerShow.com