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Design Rule Ontology

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Human-computer Interaction, A. Dix, J. Finlay, G.D. Abowd, R. Beal, 2004, chapter 7 pp. 258-287 ... pattern language for human-computer interaction: http://www. ... – PowerPoint PPT presentation

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Title: Design Rule Ontology


1
Design Rule Ontology
  • Onno Kubbe
  • kubbe_at_cs.vu.nl

2
Introduction
  • Design Rule Ontology definition of subject and
    explanation
  • You will learn A vocabulary on design rules and
    describe a problem with this vocabulary.

3
Overview
  • Design Rules
  • Principles
  • Guidelines
  • Standards

4
Standards
  • Set by national or international bodies
  • Hardware (e.g. ISO 9241)
  • Theory physiology or ergonomics/human factors
  • Software (e.g. ISO 14915)
  • Theory psychology or cognitive science
  • Change
  • In hardware change is more set in stone vs
    software easier to change

5
Guidelines
  • Incompleteness of theories underlying design
    makes it difficult to provide standards.
  • Solution create suggestive and general
    guidelines.
  • Problems Level of abstraction

6
Principles
  • Abstract design rules with high generality and
    low authority
  • Learnibility
  • Flexibility
  • Robustness

7
Learnability
  • Concerns the features of the interactive system
    that allows novice users to understand how to use
    it initially and then to attain a maximal level
    of performance.
  • Predictability
  • Synthesizability
  • Familiarity
  • Generalizability
  • Consistency

8
Flexibility
  • The multiplicity of ways in which the end-user
    and the system exchange information
  • Dialog initiative
  • Multi-threading
  • Task migratability
  • Substitutivity
  • Customizability

9
Robustness
  • In a work or task domain a user is engaged with a
    computer to achieve some set of goals. The
    robustness of that interaction covers features
    that support the successful achievement and
    assessment of the goals.
  • Observability
  • Recoverability
  • Responsiveness
  • Task Conformance

10
Golden Rules and heuristics
  • Shneidermans 8 golden rules of interface design
  • Norman 7 principles for Transforming Diffictult
    Tasks into simple ones

11
Excercise
  • A windows XP design flaw? (handout)
  • What design principles are violated in your
    opinion and why.
  • Imagine you are a designer for Microsoft What
    priority should repair have and why.
  • If you relate this ontology to the DUTCH design
    method where can you use it in the process?
    Motivate.

12
Summary
  • What have we learned
  • Questions

13
Literature
  • Human-computer Interaction, A. Dix, J. Finlay,
    G.D. Abowd, R. Beal, 2004, chapter 7 pp. 258-287

14
Design Patterns
  • Onno Kubbe
  • kubbe_at_cs.vu.nl

15
Introduction
  • Design Patterns definition of subject and
    explanation
  • You will learn how to use Design Patterns in your
    project

16
Design Patterns
  • Origin
  • Architecture -gt computer science -gt HCI
  • Why patterns
  • To find an invariant solution to a recurrent
    problem with a specific context
  • Formats
  • Architecture quality without a name
  • Computer Science re-use, flexibility and
    efficiency of the sysem
  • HCI usability

17
Usability
  • What is usability
  • A stakeholders perspective
  • A method of measuring usability
  • The jump to HCI design patterns

18
A stakeholder perspective on usability
  • Designer
  • Engineer
  • User

19
Usability indicators
  • Learnability
  • Memorability
  • Speed of performance
  • Error rate
  • Satisfaction
  • Task completion

20
A users perspective on Design Patterns
  • A UID Design pattern should state the impact on
    at least one of the usability indicators (more
    refined def of design pattern)
  • Amsterdam Collection of UID Design Patterns

21
Pattern Languages
  • What is a pattern Language
  • - mental model
  • Structure and organization
  • Connecting patterns by
  • Aggregation
  • Specialization
  • Association

22
A pattern language for Interaction Design
  • Posture
  • Purpose personal, social, commercial
  • Experience
  • Main user goals and tasks on a high level
  • Task
  • Solutions to small user problems that are part of
    a higher level experience
  • Action
  • Specific uses of well known widgets or describe
    custom made widgets.

23
Examples
  • Posture news site, portal
  • Experience shopping, informing, browsing
  • Task poll, forum, guided tour
  • Action login, exit, choices

24
Excercises
  • A website about dog cognition
  • http//www.cs.vu.nl/ai/asr/Projects/dog-cognition
    /index.html
  • What design patterns are used? Are they
    connected someway? Is there a narrative here?
  • Motivate your answer.
  • If you relate design patterns to the DUTCH design
    method where can you use it in the process?
    Motivate.
  • In your detailed design can you recognize
    patterns that you use or can use? As always
    motivate your answer.

25
Summary
  • What have we learned
  • How to
  • Questions

26
Literature
  • Patterns as tools for User Interface Design., van
    Welie M., van der Veer G.C., Eliens A.
  • Breaking down usability, van Welie M., van der
    Veer G.C., Eliens A. Proceedings of Interact 99,
    Edinburgh Scotland
  • Pattern Languages in Interaction Design
    Structure and Organisation, van Welie M., van der
    Veer G.C., Interact 2003
  • Wed design patterns, Mobile UI patterns,
    http//www.welie.com (2006)
  • Common ground a pattern language for
    human-computer interaction http//www.mit.edu/jt
    idwell/common_ground_onefile.html
  • http//www.cs.kent.ac.uk/people/staff/saf/patterns
    /gallery.html (2006)
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