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MSSE 5115 Design Process

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Title: MSSE 5115 Design Process


1
MSSE 5115Design Process Principles
  • John Kruse
  • University of Minnesota

2
Lecture map
  • Design process in the abstract
  • GUI Design
  • Overview
  • Building Blocks
  • Rules for selecting widgets
  • Selecting paradigms

3
Visual Design
Interaction Design
Information Architecture
4
Function vs. Form
  • Appearance of the system is important
  • Visual elements (perceptual elements)
  • Attributes like size, color
  • Relationships like positioning
  • Good communication by visual design
  • Aesthetics also plays major role
  • Emotions affect our thought process
  • Functional aesthetics interact
  • This course Aesthetics is secondary

5
Solutions vs needs
  • Solutions are
  • Fun
  • Deliverable
  • What comes naturally to engineers
  • Needs
  • Seem pretty obvious
  • Can be pretty subtly different
  • Often gotten wrong
  • Better understood after designing

6
After users tasks...
  • Design matching users needs with solutions
  • You can begin design before
  • Completely finishing task analysis
  • Completely finishing requirements
  • Iterate back to users

?
7
User Interaction Design
  • A plan for behavior and appearance as experienced
    by the user
  • Can be called functional requirements
  • UI designs are requirements for software
    developers
  • Who in turn design the software
  • Not design of software architecture code
  • Not client-server, object-oriented, event-driven

8
The Design Process 1
  • Nonhierarchical
  • Cant do entirely top-down
  • Radically transformational
  • Partial and interim solutions that may play no
    role in the final design
  • Nonlinear -- May require a creative leap
  • Often initiated by dissatisfaction with current
    situation
  • Uncomfortable

9
The Design Process 2
  • A conversation with materials
  • Discovery of new goals
  • Design is negotiation
  • There are lots of competing priorities
    constraints
  • Feelings of personal ownership are common
  • Nobody owns ideas, doer owns project
  • Good designers arent jealous of ideas
  • They have lots of good ideas
  • Designers have strengths weaknesses

10
Act like a designer
  • Explore
  • Generate envision possibilities
  • Tension between needs solutions
  • Know your materials tools
  • Describe
  • Critique
  • This is taught in design programs
  • Negotiate
  • Check you ego at the door

11
Think like psychologists
  • Perception
  • Modes memory
  • The Action Cycle (Normans model)
  • Know your materials tools
  • Attitude Serve the user

12
Application structure flow
  • Hub
  • Example Main window dialogs
  • Multiple focal windows specific action-oriented
    sub-windows
  • Interview

The Designer's Guide to Web Applications, Part
I Structure and Flows, By Hagan Rivers
13
This course your prototypes
  • You work with the screens, and the usability
  • Birds eye maps or plans
  • Good in general
  • Acceptable in this course
  • Focus on the user experience
  • Goals, users, tasks
  • Not abstract, not high-level

14
Lecture map
  • Design process in the abstract
  • GUI Building Blocks
  • Overview
  • Rules for selecting widgets
  • Selecting a paradigm
  • Fonts icons

15
Tasks --gt UI organization
  • Now that weve mentioned
  • Process the creative aspect of design
  • Clear communication (e.g., Tufte)
  • The Building Blocks for a GUI
  • Your toolset
  • Basic UI Paradigms
  • UI Design Patterns

16
Interaction approaches
  • Natural language
  • Command language
  • Menus
  • Object-action
  • Direct Manipulation
  • Anti-Mac
  • Form fill-in spreadsheet
  • Wizard
  • Property pages
  • Browse
  • Search

17
Natural Language
  • The Friendly Command Language?
  • No (Not quite yet)
  • For 20 years, its been almost ready
  • Human conversation requires a lot of the listener
  • intelligence
  • repairs
  • People cant say something the same way twice
  • We wont cover it now

18
Lecture map GUI Building Blocks
  • Menus
  • Object-Action paradigm
  • GUI / Direct Manipulation
  • Modes memory
  • Command Languages
  • Form Fill-in
  • Sequencing wizards

19
Menu Definition
  • A set of options presented so user can recognize,
    rather than recall
  • Graphically arrayed to be visible in parallel, or
  • If audio, sequentially presented
  • Does it scale? If the set of options is too big,
    then some menus are hidden
  • Organization is fundamental
  • Hierarchy
  • Sequential or logical order
  • Alphabetical

20
Menu selection paradigm
  • Less learning required
  • Users can recognize react
  • Can prevent many errors
  • Typically, the user selects one at a time
  • Even if composing a set of attributes
  • Clear structure to decision making
  • Menus show structure, relationship, etc
  • If structured correctly
  • Presentation sequence matters

21
What goes in menus?
  • Content, or navigation to content
  • Many web sites are menu systems
  • Objects
  • Attributes of objects
  • Actions, to apply to content
  • Cue for action (p 210 in UIDE)
  • Users can sweep the menus in the menubar

22
Menu principles 1
  • Task-related organization
  • Create groups of logically similar items
  • Design, Prototype, Test
  • Use card-sorting for initial discovery
  • Form groups that cover all possibilities

View to get MS Word markup
View layers in Visio, HF in MS sw
23
Menu principles 2
  • Use familiar terminology
  • Easy to learn, easy to remember
  • Non-ambiguous (e.g., View Properties)
  • Make sure items are distinct dont overlap
  • ? Problems with computer?
  • Either hardware or memory

24
Task-related?
25
Naming finding things
  • Naming things is not easy
  • Dont have
  • a Harvest button in health care
  • A Cancel button in scheduling
  • People call the same thing by different names
  • 100 people generate 30 names for one thing
  • The most popular will be suggested by 1/3 of them
  • For a menu system, you have to pick one
  • But test your ideas for menu item names

26
Menus ubiquitous
  • Attribute on/off
  • Option Buttons, check boxes
  • Mnemonic letters
  • Multiple-item Menus
  • Multiple-selection menus or check boxes
  • Pull-down or pop-up menus
  • Scrolling and two-dimensional menus
  • Embedded links
  • Iconic Menus, toolbars, or palettes

27
Multiple menus, nested
  • Tree-structured Menus
  • E.g. familiar examples
  • Animal, vegetable, mineral
  • Fonts, size, style, spacing
  • Prefer breadth to depth
  • Depth limit 3
  • MS PowerPoint uses 2 max
  • Limits to breadth
  • Only a screen-width for menu bar

28
Breadth vs. Depth on the Web
  • 512 items from Encarta encyclopedia in these
    structures
  • 8x8x8, 16x32, 32x16
  • no download delays
  • Results
  • 16 x 32 - best performance
  • 8 x 8 x 8 - worst performance
  • 32 x 16 - slight user preference
  • Discussion / Implications
  • Short term memory is only one factor
  • Limiting depth is more important than increasing
    breadth
  • Chunking is a likely important factor

Web Page Design Implications of Memory,
Structure and Scent For Information Retrieval.
Larson and Czerwinski, CHI 98
29
Hypertext shape performance
http//psychology.wichita.edu/surl/usabilitynews/4
2/hypertext.htm
30
Long menus can be usable
31
Tabbed dialogs
  • Tabs for navigation only
  • Not for setting attributes
  • Only a few tabs allowed
  • This limits the expansion of the application/site
  • Subsets of properties for 1 object or members of
    a family of objects
  • How may rows of tabs? One, one, or one

32
Tabs with menus
  • A tab menu should still work as a tab. If the
    user clicks on Genres, he should go to the Genres
    screen.
  • If the tab menu still works as a tab, the user
    may have two places to click
  • the label to activate the tab or
  • the menu control to open the menu
  • Be sure your menu cues work and users understand
    to click on them.

33
Toolbars are a menu
  • Toolbars functions should be a subset of menus
  • Accessibility
  • Learning curve for beginners
  • Toolbars are quick way to get to functionality of
    menu item
  • Icons can be quickly recognized and used
  • After learning curve

34
Menus toolbars
  • Be sure tooltips relate to menus wording

Because without a little help, icons can be a
challenge
35
Should menu items disappear?
  • Windows dynamic menus
  • Standard guideline is to disable, not hide
  • Is recency of use a good enough heuristic?
  • Its a Windows setting
  • How many users can find that?

36
Should menus disappear?
  • Present vs Analyze
  • Search menu only visible in Present

37
Menus Findability
  • Most are right where you can see them
  • Sort of
  • Right-button menus require learning

38
Menus Fast key access
  • Use guideline keyboard shortcuts
  • WindowsTM mandates a few
  • Show keyboard shortcuts
  • How does WindowsTM do this?
  • Sometimes keyboard shortcuts are not faster
  • (an old argument from Tognazzini)
  • Except when one hand selects with mouse, and the
    key shortcuts dont require two hands

39
Keyboard shortcuts
  • The best of recognition and command language?
  • Menus with type-ahead
  • Important when
  • Menus are familiar
  • Response time/display rates are slow
  • Single-letter menus with type-ahead
  • Allows concatenation of menu selections into
    mnemonics
  • Mnemonics can be arbitrary
  • Supports a command-language for expert users

40
Guidelines Dropdown menu
  • List/dropdown for
  • many choices
  • keyboard-intensive users
  • computed lists
  • Advantages
  • Work for well-understood, well-ordered lists
  • Minimize screen real estate
  • Can provide quick keyboard access

41
Dropdown menus disadvantages
  • No recognition until option is visible
  • Can be tedious especially with nested menus
  • Cascading secondary menus often too difficult
  • They close too soon
  • Users dont see their option, and move on
  • Limit depth, prefer breadth
  • Invisibility hinders recognition

42
Menus for experts
  • Dropdown
  • Deeply-nested
  • Incremental matching command language

43
Menus for attributes
44
Menu controls for attributes
  • Checkbox
  • For a setting with a clear alternative
  • Option buttons
  • to make users aware of alternatives
  • for small of choices
  • Dropdown/combo
  • To conserve screen real estate
  • Long is bad
  • Without clear organizing principle

45
Guidelines Option vs Checkbox
  • Option button when you need to name both states
  • Checkboxes
  • None, one, or many
  • Option buttons
  • One and only one
  • What are the rules for each?

46
Menu controls for attributes
  • How about a command to switch the attribute or
    state, rather than a checkbox?

Turn Off
Off
Off
On
On
47
Questions
  • For menu items which are sometimes applicable,
    other times not - What are rules?
  • Remove restore or enable disable?
  • Same item, different places/names
  • Is this OK?

48
Menu or data visualization?
  • MS Treeview (Windows Explorer)
  • A common data structure
  • Selection, nesting of levels
  • Mac/Lotus Notes UIs with collapsing/ expanding
    lists
  • Combine levels of visibility
  • Drawbacks
  • Complex rules for use
  • Can drill into an empty container

49
Menus Efficiency of use
  • Menu titles are more informative with numbers
  • Animals (72)
  • Vegetables (21)
  • Apples (15)
  • Carrots (6)

50
Graphical menus
  • Visualization
  • Good mapping
  • Different flavors of treeviews

51
Lecture map GUI Building Blocks
  • Menus
  • Object-Action paradigm
  • Modes memory
  • GUI / Direct Manipulation
  • Command Languages
  • Form Fill-in
  • Sequencing wizards

52
Principle Minimize memory attention load
  • Mode When an action has different effects,
    depending upon system state
  • and that system state is not in the users
    attention
  • Modes can be very bad
  • System state not necessarily visible
  • or not in users attention
  • Wristwatches button functions
  • Toggles, checkboxes, can be bad
  • Radio/option buttons are better

Unlock
Locked
Unlocked
53
Modes
  • Modes in our radios more functionality, lowered
    usability
  • Bands (FM1, FM2, AM) which change actions of
    selector buttons
  • Better to have a lot of buttons in grouped layout
  • mODES can be a pain!
  • They can cause lost work
  • Powerpoint focus on Outline, select all, delete.

54
Example Passwords a la mode
  • Login can be quick, easy, heads-down
  • ltusernamegt, lttabgt, ltpasswordgt
  • Except when 2 login sites are
  • Similar in many respects
  • But different in where focus starts
  • Then, my password is part of MSN search
  • Do they display searches on the wall like at
    Google?

55
Cell Phone Examples
  • Setting Speed Dial different between 2 Verizon
    phones
  • LG Mode
  • Main menu gt Contacts gt Speed Dial
  • Find a Speed Dial number, then find Contact to
    associate with it
  • Motorola with Video Object/Action
  • Contact gt Edit
  • Speed Dial is an attribute

56
More Modes
  • Normans stopwatch examples
  • Fun with projectors at a meeting
  • Had just plugged in the ethernet cable
  • Projector not plugged in
  • Presenter looking at his own screen
  • Moved mouse, got no corresponding cursor movement
  • Surprised by lack of feedback

57
Thinkpad numeric keypad
  • To enable or disable the numeric keypad, press
    and hold Shift and then press NumLk (ScrLk).
  • If the numeric keypad is enabled, press and hold
    Shift to use the cursor- and screen-control keys
    temporarily.
  •   Note The functions of the cursor- and
    screen-control keys are not printed on the keys

58
Lotus Notes Email
  • When does right button menu provide access to the
    persons phone number?
  • Only sometimes

59
Object-Action Interface paradigm
  • Task
  • Objects
  • Actions
  • The level-zero, starting-point design
  • Put objects on UI
  • Menus, Images
  • Put actions in menus
  • Interface
  • Objects
  • Actions

ObjectAction should help with the modes problem
60
Noun first or verb first?
  • We talk
  • Subject, then Verb, then Object Noun
  • Sally threw the ball
  • For CHI
  • Object, then Verb is better Users attention is
    on content
  • Noun-verb attention sequence
  • content, command
  • Verb-noun attention sequence
  • content, command, content
  • Its a mode one more switch of attention
  • Less easy to back out

61
Noun-verb example
  • Application to requisition products
  • Before redesign
  • 1. Choose dept, 2. Choose item, 3. Confirm
    (Cancel)
  • There was a default department
  • Users failed to select the correct when at a
    different-than-usual computer
  • After
  • 1. Choose item
  • 2. To which dept to deliver

62
Lecture map GUI Building Blocks
  • Menus
  • Object-Action paradigm
  • Modes memory
  • GUI / Direct Manipulation
  • Command Languages
  • Form Fill-in
  • Sequencing wizards

63
Direct Manipulation paradigm
  • Object-Action paradigm
  • Visual representations of domain objects
  • and object attributes (location, shapes, etc.)
  • Control locus of attention action intuitively
  • Control cursor motion through physically obvious
    and intuitively natural means
  • Provide rapid response and display
  • Display results of an action immediately

64
Direct Manipulation Attributes
  • Visual, labeled icons/cursors for actions
  • Rapid, incremental changes
  • Easily reversible actions
  • User does not need to remember syntax
  • Order of actions not strictly enforced
  • Or not necessary to remember
  • One row per object, with attributes
  • Incorrect syntax is impossible

65
Direct Manipulation Benefits
  • Novices learn quickly
  • Intermittent users can retain concepts
  • Experts work rapidly
  • Error messages are rarely needed
  • Users see if their actions are furthering their
    goals
  • Users experience less anxiety
  • Users gain confidence and mastery

66
Direct-Manipulation Example 1
  • Drag Drop
  • Windows Mac desktop displays
  • Windows Explorer
  • Moving text / contents in MS Word, Excel, etc.
  • Problems with modes
  • Graphical editing tools

http//www.cs.umd.edu/hcil/spotfire/
67
WIMP GUIs
  • Window
  • Icon
  • Menu
  • Pointer
  • Implicitly, weve been talking about this

68
Fitts Law GUIs
  • Fitts Law Quicker hit higher accuracy with
    pointing device for targets that are
  • Larger
  • Closer
  • This explains why Mac menubar is better
  • Its a mile high
  • Because mouse stops at top of screen
  • Even if users gesture doesnt

69
Fitts Law examples
  • Why is Windows Taskbar at the bottom of the
    screen?
  • Why might user-sized windows be better than
    maximized ones?
  • Bruce Tognazzini, www.asktog.com
  • A redesign example in home health care
  • Compare the next two screens

70
Fitts Law Comparison
  • Option A Main-Header-Detail.
  • Small click targets
  • Farther mouse travel
  • Option B redesign has
  • Larger click targets (entire text)
  • Shorter mouse excursions
  • Inferred (programmatic) click for Q when A
    clicked
  • Designs also differ in layout of information.

71
Problems with Direct Manipulation 1
  • Can only work with visible objects
  • Spatial or visual representations can be too
    spread out
  • Designs may force valuable information off of the
    screen
  • Must select each object by hand
  • Sometimes easier to do by description
  • Sometimes more accurate to specify in text

72
Problems with DM - 2
  • Precision is limited to motor control input
    device
  • Typing commands with keyboard may be faster
  • Too much mousing can hurt (Carpal Tunnel)
  • Keyboard equivalents are much appreciated
  • There may be no good place to put a mouse

73
Problems with DM - 3
  • Users must learn the graphical representations
  • The graphical representation may be misleading
  • High-level flowcharts and database-schema can
    become confusing
  • Need proper perceptual-motor tuning
  • Try scrolling accurately in Excel
  • Or in the standard Mac text editor

74
A Mac Principle Use familiar metaphors
  • Can be limiting, e.g. Trash multiple devices
  • Phelps tractor had inappropriate metaphor
  • Features may not map (Typewriter)
  • Folders infinitely nested is not real-world

75
The Anti-Mac Interface
  • The basic principles of the Anti-Mac interface
    are
  • The central role of language
  • A richer internal representation of objects
  • A more expressive interface
  • Expert users
  • Shared control

76
Lecture map GUI Building Blocks
  • Menus
  • Object-Action paradigm
  • Modes memory
  • GUI / Direct Manipulation
  • Command Languages
  • Form Fill-in
  • Sequencing wizards

77
Command language paradigm
  • In the beginning, there was command language
  • Kind of like, how we talk
  • Print that File
  • Is this just old stuff?
  • No
  • Cell phone voice commands
  • Programming

78
Command Languages Good
  • Does not require lots of real estate
  • Visual UIs require lots of real estate
  • Its hard to fit new stuff on a GUI
  • Does not even require a visual UI
  • Telephone key/voice UIs
  • Hands-free (voice) control

79
Command Language Good
  • Fast user input, once learned
  • Can yield fast responses
  • Extensible
  • Freedom from real estate makes it extensible
  • User-defined command strings sets can be named,
    stored, invoked
  • Can apply a command to a set of objects
  • Easier to program, since syntax gets checked
    after the user has guessed

80
Command Language Bad
  • Depends on recall, not recognition
  • Recall cmds, and correct syntax
  • Steep learning curve
  • Commands may seem arbitrary to users
  • dir, cat
  • More commands ( options) --gt more training
    errors
  • Verb-noun, unless theres a selection mechanism

81
Command language principles
  • Consistent Argument Ordering helps
  • SEARCH message id, file no
  • TRIM message id, segment size
  • Inconsistent order of arguments hinders
  • SEARCH message id, file no
  • TRIM segment size, message id
  • Do optional arguments go last?
  • That can disrupt the intuitive order of args

82
Visual Studio
  • A pretty good blend of command language menu
  • Menu-based or command language

83
Lecture map GUI Building Blocks
  • Menus
  • Object-Action paradigm
  • Modes memory
  • GUI / Direct Manipulation
  • Command Languages
  • Form Fill-in
  • Sequencing wizards

84
Form Fill-in
  • Appropriate when
  • Content is user-generated
  • Many fields of data must be entered
  • Supports particular kinds of content
  • Categorized
  • Open-ended
  • Most information can be visible
  • Few instructions are required for many types of
    entries

85
Form Fill-in
  • Users must be familiar with
  • Field-label meanings
  • Keyboards
  • Use of TAB key or mouse to move the cursor
  • Use of the ENTER and/or RETURN key.
  • Permissible field contents
  • Error correction methods

86
Form Fill-in Guidelines 1
  • Meaningful title
  • Familiar field labels
  • Consistent terminology and abbreviations
  • Comprehensible instructions
  • Visually appealing layout of the form
  • Optional / Required fields clearly marked
  • Visible space and boundaries for data-entry
    fields

87
Form-Fill-in Guidelines 2
  • Logical grouping and sequencing of fields
  • Convenient cursor movement
  • Data is accepted retained when the control
    loses focus
  • No matter how that happens
  • Efficiency
  • Sensible defaults (e.g. Quantity 1, not 0)
  • Start form with focus in the appropriate field

88
Form-Fillin Guidelines 3
  • Business Rules must be made clear
  • Error handling
  • Error prevention
  • Correction for individual characters and entire
    fields
  • Error messages for unacceptable values
  • Explanatory messages for fields
  • Completion signal

89
Input fields Editable?
Microsoft Windows user interface guidelines
Then
Microsoft Windows user interface guidelines
Vista
90
Input fields Editable?
Apple Macintosh user interface guidelines
91
Form-Fillin Components
  • Specialized controls prevent datatype errors
  • Text fields
  • Regular
  • Coded Fields (Masked Edit)
  • Telephone numbers, Social-security numbers, Money
  • Special Data
  • Times, Dates
  • List and combo boxes
  • Combo vs dropdown

92
Tables grids
  • Two-dimensional organization
  • Display (output) or input interface
  • Can be used for List of items with attributes
  • Possibly a form fill-in paradigm
  • In-cell editing can be difficult
  • Focus is tricky
  • Keystroke/navigation behavior can differ from
    users expectations
  • Example is MS DataGridView

93
Grouping functions
  • Tabs
  • Dialogs
  • Wizard
  • Open property sheets
  • Graphical representations
  • User interface design patterns

94
Application structure flow
  • Hub
  • Example Main window dialogs
  • Multiple focal windows specific action-oriented
    sub-windows
  • Interview

The Designer's Guide to Web Applications, Part
I Structure and Flows, By Hagan Rivers
95
Dialog Boxes
  • Combination of menu and form-fillin techniques.
  • Related to a specific task.
  • Display near the appropriate related info
  • External Relationship
  • Smooth appearance and disappearance
  • Distinguishable but small boundary
  • Size small enough to reduce overlap problems
  • Clear how to complete/cancel
  • Standard buttons (OK, Cancel)

96
Parameters for dialog boxes
  • Modal or nonmodal
  • Application modal or system modal
  • Time-out or persistent
  • Always-on-top or not

97
Dialog persistence Guideline Do what makes sense
  • Who requested it
  • User (directly) or System
  • Should user complete the dialog task first
  • Does it set modes

98
Information visualization
  • Perceptual tasks
  • Timelines, calendars
  • Treemaps, marketmaps
  • treecones
  • Fisheye views
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