Title: Vocabulary of Design
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4Vocabulary of Design
- Visibility -
- how easily a user can see what can be done and
how to do it - Mappings -
- how a control and object are related
- suffers when more functions than controls
- Feedback
- shows what has been done
- suffers when delayed or not meaningful
- Cues and affordances
- learned expectations about visual forms
5Example of bad and good design
- Elevator controls and labels on the bottom row
all look the same, so it is easy to push a label
by mistake instead of a control button - People do not make same mistake for the labels
and buttons on the top row. Why not?
From www.baddesigns.com
6Why is this vending machine so bad?
- Need to push button first to activate reader
- Normally insert bill first before making
selection - Contravenes well known convention
From www.baddesigns.com
7Goals of interaction design
- Develop usable products
- Usability means easy to learn, effective to use
and provide an enjoyable experience - Involve users in the design process
8Evolution of Human Computer interfaces
- 50s - Interface at the hardware level for
engineers - switch panels - 60-70s - interface at the programming level -
COBOL, FORTRAN - 70-90s - Interface at the terminal level -
command languages - 80s - Interface at the interaction dialogue level
- GUIs, multimedia - 90s - Interface at the work setting - networked
systems, groupware - 00s - Interface becomes pervasive
- RF tags, Bluetooth technology, mobile devices,
consumer electronics, interactive screens,
embedded technology
9Software design
- Software is more complex than many mechanical
devices. - Shift to discretionary users
- consumers have higher expectations
- Conflict of interest
- carpenters do not design houses
10Software Design
- What the software program will do
- What it will look like
- How it will communicate with the user
- User interface design includes all
11Evolution of the Software Development Process
- 1. Originally, programmers did it all
- Code/Test -gt Ship
- 2. Managers brought order
- Initiate -gt Code/Test -gt Ship
12Evolution of the Software Development Process
- 3. Testing and design became separate steps
- Today, common practice includes simultaneous
coding and design followed by bug and user
testing and then revision
13Evolution of the Software Development Process
- 4. Design must precede the programming effort
- A goal-directed approach to software development
means that all decisions proceed from a formal
definition of the user and his or her goals.
14Recap
- HCI has moved beyond designing interfaces for
desktop machines - Concerned with extending and supporting all
manner of human activities - Designing for user experiences, including
- Making work effective, efficient and safer
- Improving and enhancing learning and training
- Providing enjoyable and exciting entertainment
- Enhancing communication and understanding
- Supporting new forms of creativity and expression
15Understanding the problem space
- What do you want to create?
- What are your assumptions?
- What are your claims?
- Will it achieve what you hope it will? If so,
how?
16A framework for analysing the problem space
- Are there problems with an existing product or
user experience? - Why do you think there are problems?
- How do you think your proposed design ideas might
overcome these? - When designing for a new user experience how will
the proposed design extend or change current ways
of doing things?
17 An example
- What do you think were the main assumptions made
by developers of online photo sharing and
management applications, like Flickr?
18Assumptions and claims
- Assumptions
- Able to capitalize on the hugely successful
phenomenon of blogging - Just as people like to blog so will they want to
share with the rest of the world their photo
collections and get comments back - People like to share their photos with the rest
of the world - A claim
- From Flickrs website (2005) is almost
certainly the best online photo management and
sharing application in the world
19From problem space to design space
- Having a good understanding of the problem space
can help inform the design space - e.g., what kind of interface, behavior,
functionality to provide - But before deciding upon these it is important to
develop a conceptual model
20Conceptual model
- Need to first think about how the system will
appear to users (i.e. how they will understand
it) - A conceptual model is
- a high-level description of how a system is
organized and operates. (Johnson and Henderson,
2002, p. 26)
21What is and why need a conceptual model?
- Not a description of the user interface but a
structure outlining the concepts and the
relationships between them - Why not start with the nuts and bolts of design?
- Architects and interior designers would not think
about which color curtains to have before
deciding where the windows will be placed in a
new building - Enables designers to straighten out their
thinking before they start laying out their
widgets (p. 28) - Provides a working strategy and a framework of
general concepts and their interrelations
22Helps the design team
- Orient themselves towards asking questions about
how the conceptual model will be understood by
users - Not to become narrowly focused early on
- Establish a set of common terms they all
understand and agree upon - Reduce the chance of misunderstandings and
confusion arising later on
23Main components
- Major metaphors and analogies that are used to
convey how to understand what a product is for
and how to use it for an activity. - Concepts that users are exposed to through the
product - The relationships between the concepts
- e.g., one object contains another
- The mappings between the concepts and the user
experience the product is designed to support
24A classic conceptual model the spreadsheet
- Analogous to ledger sheet
- Interactive and computational
- Easy to understand
- Greatly extending what accountants and others
could do
www.bricklin.com/history/refcards.htm
25Why was it so good?
- It was simple, clear, and obvious to the users
how to use the application and what it could do - it is just a tool to allow others to work out
their ideas and reduce the tedium of repeating
the same calculations. - capitalized on users familiarity with ledger
sheets - Got the computer to perform a range of different
calculations and recalculations in response to
user input
26Another classic
- 8010 Star office system targeted at workers not
interested in computing per se - Spent several person-years at beginning working
out the conceptual model - Simplified the electronic world, making it seem
more familiar, less alien, and easier to learn
Johnson et al (1989)
27The Star interface
28Interface metaphors
- Designed to be similar to a physical entity but
also has own properties - e.g. desktop metaphor, search engine
- 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 - People find it easier to learn and talk about
what they are doing at the computer interface in
terms familiar to them
29Benefits of interface metaphors
- Makes learning new systems easier
- Helps users understand the underlying conceptual
model - Can be innovative and enable the realm of
computers and their applications to be made more
accessible to a greater diversity of users
30Problems with interface metaphors (Nelson, 1990)
- 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
31Don Norman
- Design of Everyday Things.
- Buy at amazon
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39RepresentedModel
User MentalModel
ImpementationModel
40Models are about expectations
- Mental Models
- The expectation a user has about a computers
behavior. - Inside the head can be trained
- User Models
- The expectation a computer has of a user
- Inside the computer can be changed directly.
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42Vocabulary of Design
- The burden of interpretation
- how much thinking is required on the users
part? - Input gaps
- how easy it is to figure out how to do it
- Output gaps
- how easy it is to figure out system state
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44Bathtub control
- Users goals
- Warm bath
- Right amount of water
- Psychological variables
- Temperature water depth
- Physical variables
- Cold water flow rate
- Warm water flow rate
45Simple design
Hot Water
Cold Water
valve
valve
Bath Tub
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48How does this map temperature and speed?
But how do you turn on the shower? Pushing the
control (arrow) is only PART of the solution (see
next slide)
49The problem another control Both controls have
to be on!
50Design exercise
Design the perfect bathtub control. 1. Assume
you have unlimited budget 2. Bath control only
no shower. 3. Think about mapping controls to
the users goals (physical variables).