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MScIT HCI

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Title: MScIT HCI


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MScIT HCI
  • Web GUI design

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IBMs CUA guidelines - taster
  • Design Principles
  • Each principle has supporting implementation
    techniques. The two design principles are
  • Users can develop a conceptual model of the
    interface.
  • Users can develop a conceptual model of how an
    application should work. The user interface
    should confirm the conceptual model by providing
    the outcome users expect for any action. This
    occurs only when the application model is the
    same as the users' conceptual model.
  • Users can be and should be in control of the
    dialog.
  • Allow users to control the dialog. Traditional
    applications that are sequential in nature do not
    support this principle. Putting users in control
    means that users should be able to perform any
    action in any sequence they want to complete
    their tasks.

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Nielsens Deadly Sins
  1. Long download times. This is more critical than
    ever. You have 10 seconds before users get bored
    and leave.
  2. Lack of navigation support. Don't assume users
    know as much about your site as you do.
  3. Outdated information. Hire a Web gardener.
    Maintenance is a cheap way to enhance the content
    on your Web site.
  4. Frames. They break the fundamental user model of
    the Web page. URLs don't work You cannot
    bookmark the page and return to it.
  5. Annoying animation. Mainstream users care more
    about useful content.
  6. Orphan pages. Pages that lack logos, links or
    other hints to indicate what site they're part
    of. Always indicate what site the page is on and
    provide a link to the homepage.
  7. Long, scrolling pages. No longer a catastrophe,
    but still a problem. People don't like to scroll.

7
Nielsens Usability Heuristics 1-5
1. Visibility of system status The system should
always keep users informed about what is going
on, through appropriate feedback within
reasonable time.
2. Match between system and the real world The
system should speak the users' language, with
words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow
real-world conventions, making information appear
in a natural and logical order.
3. User control and freedom Users often choose
system functions by mistake and will need a
clearly marked "emergency exit" to leave the
unwanted state without having to go through an
extended dialogue. Support undo and redo.
4. Consistency and standards Users should not
have to wonder whether different words,
situations, or actions mean the same thing.
Follow platform conventions.
5. Error prevention Even better than good error
messages is a careful design which prevents a
problem from occurring in the first place.
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Nielsens Usability Heuristics 6-10
6. Recognition rather than recall Make objects,
actions, and options visible. The user should not
have to remember information from one part of the
dialogue to another. Instructions for use of the
system should be visible or easily retrievable
whenever appropriate. 7. Flexibility and
efficiency of use Accelerators -- unseen by the
novice user -- may often speed up the interaction
for the expert user such that the system can
cater to both inexperienced and experienced
users. Allow users to tailor frequent actions.
8. Aesthetic and minimalist design Dialogues
should not contain information which is
irrelevant or rarely needed. Every extra unit of
information in a dialogue competes with the
relevant units of information and diminishes
their relative visibility. 9. Help users
recognize, diagnose, and recover from
errors Error messages should be expressed in
plain language (no codes), precisely indicate the
problem, and constructively suggest a solution.
10. Help and documentation Even though it is
better if the system can be used without
documentation, it may be necessary to provide
help and documentation. Any such information
should be easy to search, focused on the user's
task, list concrete steps to be carried out, and
not be too large.
9
Nielsen reported that users identified
navigability as the most important quality of an
interface
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A Tree
A Net
A Star
A List
Possible Web architectures
11
Online Commerce Example Fred is ordering plants
from an online nursery. (The arrow indicates
clicking on a link and moving to the next page.)
Step (a) Fred collects the products that he wants
to buy by clicking any of the Add Item links in
the catalog. Step (b) Fred checks the order
form for correctness and clicks on the Payment
link when done with the form. Step (c) Fred
enters credit card information and clicks Submit
Step (d) Fred sees that his purchase was
approved.
12
Before leaving the store, Fred realizes that he
forgot to buy the dibble that he needs to plant
the tulip bulbs, so he uses the Back button to
return to the pages of the catalog. As he goes
back from (d) to (c) to (b) to (a), he realizes
that hes backed up over all of the ordering
information.
Now he wonders about the state of his
purchase Will his credit card be charged? Will
he get the items he has ordered? Does he have to
reorder? When he clicks on the Add item link
again, will he get an empty order form, or the
one he has been using? It is difficult for users
to answer these questions, especially when they
first encounter the situation. Designers should
encourage users to kick the back habit. Instead
of encouraging or requiring the use of the Back
button, applications should have navigation
buttons to take users directly to where they need
to go.
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Prototyping cycle (Steve Draper)
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Case Study - Student database
List of students - append ?students to the URL
above. Enroll a student - call with a form that
supplies Student and Major Dismiss a student
call with a form that supplies Student List of
classes append ?classes Add a class form
provides Classname and Instructor Delete a class
form provides Classname Classes for student
form provides Student Students in class form
provides Classname Take a class form provides
Student and Classname Drop a class form
provides Student and Classname
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