Creating the Initial Design - PowerPoint PPT Presentation

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Creating the Initial Design

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Small targets harder and slower to hit with a mouse than big targets. long mouse movements slower than short ones. icons pack differently than text ... – PowerPoint PPT presentation

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Title: Creating the Initial Design


1
Creating the Initial Design
  • Do v. dont

2
Borrow
  • Good quality, tested techniques
  • Users already understand features
  • Reduced design and implementation effort
  • - within boundaries -- i.e. look and feel
    patent concerns

3
Existing Frameworks
  • Windows
  • Macintosh
  • X/Motif
  • Java/Swing

4
Advantages
  • Style guide describes features, advice
  • Software tools may exist

5
Existing Applications
  • Incorporate good existing tools where needed --
    spreadsheets and databases, for example
  • saves development time
  • users already familiar with these
  • commercial grade

6
Existing Interaction Techniques
  • Programs whose interfaces serve as models of good
    practice
  • Be knowledgeable about these commonly used
    programs
  • Example tool palette v. menus

7
Tool palette v. menus
  • Select enter a mode
  • graphical spec
  • Mode ok because
  • cursor indicates mode
  • user is aware
  • easy to get out
  • icons show choices
  • pack well
  • good to rep graphics
  • Select one-time action
  • text shows choices
  • list representation
  • better for hard-to-draw operations

8
Modes
  • Considered bad
  • example - vi -- what you type can be text or a
    command, depending on the mode, little feedback
    to tell you which is which

9
Geometry and Motion
  • Small targets harder and slower to hit with a
    mouse than big targets
  • long mouse movements slower than short ones
  • icons pack differently than text
  • more keystrokes -gt slower
  • switching mouse lt-gtkeyboard slower

10
Memory Considerations
  • Recognize v. recall
  • hard to remember from step to step
  • have help available where needed
  • info used together should be presented together
  • interface should present key info (like mode)

11
Problem-Solving Concerns
  • Interface should help user select relevant
    operations
  • label ops to match user tasks
  • feedback on results
  • undo
  • gray out irrelevant choices

12
Attention Concerns
  • To get users attention
  • big change in display
  • near where user is looking
  • auditory signals harder to ignore

13
Be conventional
  • Users will be happier with familiar techniques

14
Support diversity
  • Different users may prefer different interaction
    styles
  • physical limitations may prevent use of certain
    features
  • mouse v. keyboard for blind users, or problems w/
    motor control
  • multi-key combination

15
The Clustering Principle
  • Organize the screen into visually separate blocks
    of similar controls, preferably with a title for
    each block of controls
  • similar commands on same menu
  • buttons for a given function grouped together and
    visually delineated (box, white space, color)

16
Why cluster?
  • Helps users search for the command they need
  • Helps user acquire conceptual organization of the
    program

17
Visibility Reflects Usefulness
  • Make frequently used controls obvious, visible,
    and easy to access
  • Hide or shrink controls used less often

18
Why VRU?
  • Users can quickly search small set of controls
  • more extended search okay for rare functions

19
Intelligent Consistency Principle
  • Use similar screens for similar functions
  • once users learn where controls are on one
    screen, they can apply this knowledge to other
    screens
  • Screens shouldnt look alike if they do
    drastically different things

20
Color as Supplement
  • Dont rely on color to carry information
  • Use color sparingly to emphasize info provided
    through other means

21
Color whys
  • Easier to misuse color than to use it well
  • mean of color varies w/ culture
  • (red danger, death, life)
  • color-blindness
  • Design in blackwhite -- add color judiciously
    later

22
Reduced Clutter Principle
  • Dont put too much on the screen
  • See earlier principles
  • one or two type styles
  • small number of colors
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