CS 4750, Section A User Interface Design - PowerPoint PPT Presentation

1 / 36
About This Presentation
Title:

CS 4750, Section A User Interface Design

Description:

The good, the bad, and the ugly. IDEO video. CS 4750a Summer 2004 ... Famous Quotations 'It is easy to make things hard. It is hard to make things easy. ... – PowerPoint PPT presentation

Number of Views:33
Avg rating:3.0/5.0
Slides: 37
Provided by: gregor67
Category:

less

Transcript and Presenter's Notes

Title: CS 4750, Section A User Interface Design


1
CS 4750, Section AUser Interface Design
Summer 2004
  • Heather Richter
  • hrichter_at_cc.gatech.edu

2
Agenda
  • Introductions
  • Course Information
  • Intro to HCI
  • The good, the bad, and the ugly
  • IDEO video

3
Heather Richter
  • B.S. in C.S. from Michigan State in 1996
  • Ph.D. expected in C.S. from Georgia Tech in
    Spring 2005
  • HCI and Software engineering focus
  • Projects
  • Meeting capture and access
  • TeamSpace
  • Informal communication
  • Digital picture frame
  • Contact info

4
TA Gillian Hayes
  • Ph.D. student in C.S. since 2002
  • Specialization in HCI and Ubicomp
  • Projects
  • Mobile, informal capture and access
  • Applications for families and caregivers of
    children with autism

5
Introductions You (Index Card)
  • Name, Degree, Research Focus, your N
  • What youd like to get out of the class
  • Previous HCI experience
  • A product/device/application you either love to
    use, or hate to use, and why

6
Course Information
  • Books
  • Interaction Design by Preece, Rogers, and Sharp.
    Wiley 2002.
  • The Design of Everyday Things, by Donald Norman,
    2002.
  • Web
  • http//www.cc.gatech.edu/classes/AY2004/cs4750a_su
    mmer/
  • Syllabus
  • Lectures
  • Team Project
  • Co-web (swiki)
  • HCI resources

7
Course Information
  • Grading
  • Quizzes (15)
  • Instead of homework and class participation
  • Group project, 4 parts (50)
  • More to come...
  • Exams (35)

8
Group project
  • Half your grade, 4 parts
  • Break into groups by end of 1st week, start
    thinking of ideas NOW
  • Original ideas, but get LOTS of help!
  • Think off the desktop and into your everyday
    lives
  • Much more in future lectures

9
Course Information
  • Resources
  • Previous courses, courses elsewhere
  • Content, lectures, projects,
  • Books
  • Web sites
  • Go further
  • Move beyond lectures book
  • Further courses
  • Step into research

10
Course Aims
  • Consciousness raising
  • Make you aware of HCI issues
  • Design critic
  • Question bad HCI design - of existing or proposed
  • Learn Design Process
  • interfaces
  • Improve your HCI design evaluation skills
  • Go forth and do good work!

11
Course Overview
  • Requirements Gathering
  • How do you know what to build?
  • Human abilities
  • Design
  • How do you build the best UI you can?
  • Evaluation
  • How do you make sure people can use it?
  • Also interface paradigms, groupware, ubiquitous
    computing

12
Now lets get started
  • What is Human-Computer Interaction?

13
HCI
  • HCI is at the interface between a human and a
    computer performing a task
  • Task - write document, calculate budget, solve
    equation, learn about Bosnia, drive home, ...
  • Task might be work, play, learning,
    communicating, etc etc
  • Yes, thats a little simplistic
  • Key points are that user has to
  • Express task (execution)
  • Interpret results (evaluation)
  • Note not just desktop computers!

14
Why should we care?
  • Computers (in one way or another) now affect
    every person in our society
  • Increasing utilize computers at work and home
  • Tonight - count how many in your home/apt/room
  • We are surrounded by unusable and ineffective
    systems!
  • Its not the users fault!!
  • Product success may depend on ease of use, not
    necessarily power
  • But not always Macintosh OS vs. Microsoft
    Windows

15
Famous Quotations
  • It is easy to make things hard. It is hard to
    make things easy. Al Chapanis, 1982
  • Learning to use a computer system is like
    learning to use a parachute if a person fails
    on the first try, odds are he wont try again.
    anonymous

16
Goals of HCI
  • Allow users to carry out tasks
  • Safely
  • Effectively
  • Efficiently
  • Enjoyably

17
Usability
  • Important issue
  • Combination of
  • Ease of learning
  • High speed of user task performance
  • Low user error rate
  • Subjective user satisfaction
  • User retention over time

18
UI Design / Develop Process
  • User-Centered Design
  • Analyze users goals tasks
  • Create design alternatives
  • Evaluate options
  • Implement prototype
  • Test
  • Refine
  • IMPLEMENT

19
Know Thy Users!
  • Physical cognitive abilities ( special needs)
  • Personality culture
  • Knowledge skills
  • Motivation
  • Two Fatal Mistakes
  • Assume all users are alike
  • Assume all users are like the designer

You Are Here
20
Design Evaluation
  • Both subjective and objective metrics
  • Some things we can measure
  • Time to learn
  • Speed of performance
  • Rate of errors by user
  • Retention over time
  • Subjective satisfaction

21
How Improve User Interfaces?
  • Educate software professionals
  • Do NOT wait til the end
  • Good UI can not be pasted on top of
    poorly-designed functionality
  • Draw upon accumulating body of knowledge
    regarding HCI interface design
  • Integrate UI design methods techniques into
    standard software development methodologies now
    in place

22
Its HARD!
  • Design is more difficult when the designer takes
    responsibility.
  • Think about the user(s), the situation and make
    the system appropriate.
  • Co-evolution makes it even harder.

23
And a little history
?
WIMP (Windows)
User Productivity
Command Line
Batch
?
1980s - Present
1960s 1970s
1940s 1950s
Time
24
Batch Processing
  • Computer had one task, performed sequentially
  • No interaction between operator and computer
    after starting the run
  • Punch cards, tapes for input
  • Serial operations

25
Paradigm Command Line (Mid 1960s)
  • Computers too expensive for individuals -gt
    timesharing
  • increased accessibility
  • interactive systems, not jobs
  • text processing, editing
  • email, shared file system

Need for HCI
26
Paradigm WIMP / GUI
  • Windows, Icons, Menus, Pointers
  • Graphical User Interface
  • Timesharingmulti-user now we need multitasking
  • WIMP interface allows you to do several things
    simultaneously
  • Has become the familiar GUI interface
  • Xerox Alto, Star early Apples

27
PCs with GUIs
  • Xerox PARC - mid 1970s
  • Alto
  • local processor, bitmap display, mouse
  • Precursor to modern GUI,windows, menus,
    scrollbars
  • LAN - Ethernet

28
Xerox Star - 1981
  • First commercial PC designed for business
    professionals
  • desktop metaphor, pointing, WYSIWYG, high degree
    of consistency and simplicity
  • First system based on usability engineering
  • Paper prototyping and analysis
  • Usability testing and iterative refinement

29
Xerox Star - 1981
  • Commercial flop
  • 15k cost
  • closed architecture
  • lacking key functionality(spreadsheet)

30
Key Historical Event
  • Design of the first Mac 1983-1984
  • The computer for the rest of us

31
Apple Macintosh - 1984
  • Aggressive pricing - 2500
  • Not trailblazer, smart copier
  • Good interface guidelines
  • 3rd party applications
  • High quality graphics and laser printer

32
Next Paradigms?
  • Several candidates, including
  • Ubiquitous Computing
  • Mobile Computing
  • 3D Interaction

33
Paradigm Ubiquitous Computing
  • Person is no longer user of single device but
    occupant of computationally-rich environment
  • Can no longer neglect macro-social aspects
  • Desktops, laptops, PDAs, cell phones,

34
Paradigm Mobile Computing
  • Devices used in a variety of contexts
  • Employ sensors to understand how user is working
    with devices

35
Course Aims
  • 1. To make you notice interfaces, good and bad
  • Youll never look at doors the same way again
  • 2. To help you realize no one gets an interface
    right on the first try
  • Yes, even the experts
  • Design is HARD
  • 3. To teach you tools and techniques to help you
    iteratively improve your designs
  • Because you can eventually get it right

36
Examples of good and bad
Write a Comment
User Comments (0)
About PowerShow.com