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Vocabulary of Design

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Title: Vocabulary of Design


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Vocabulary 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

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Example 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
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Why 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
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Goals 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

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Evolution 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

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Software 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

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Software Design
  • What the software program will do
  • What it will look like
  • How it will communicate with the user
  • User interface design includes all

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Evolution 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

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Evolution 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

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Evolution 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.

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Recap
  • 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

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Understanding 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?

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A 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?

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An example
  • What do you think were the main assumptions made
    by developers of online photo sharing and
    management applications, like Flickr?

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Assumptions 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

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From 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

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Conceptual 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)

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What 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

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Helps 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

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Main 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

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A 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
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Why 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

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Another 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)
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The Star interface
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Interface 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

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Benefits 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

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Problems 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

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Don Norman
  • Design of Everyday Things.
  • Buy at amazon

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RepresentedModel
User MentalModel
ImpementationModel
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Models 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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Vocabulary 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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Bathtub control
  • Users goals
  • Warm bath
  • Right amount of water
  • Psychological variables
  • Temperature water depth
  • Physical variables
  • Cold water flow rate
  • Warm water flow rate

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Simple design
Hot Water
Cold Water
valve
valve
Bath Tub
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How 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)
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The problem another control Both controls have
to be on!
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Design 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).
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