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Chapter 11
Designing the User
Interface layer
Overview
User interfaces handle inputs and outputs that
involve the system user directly
Design the inputs and outputs involved for each use case
Topic Overview
This topic will:
examine differences between user interfaces and system
y
interfaces
to a user the user interface is the system
Describe:
the three principles of user-centered design
the
h three
h metaphors
h off HCI
User interface
Requires
q
user interaction to pproduce inputs
p and outputs
p
Perceived by
user senses
(seen, heard etc)
Physical
y
Artifacts
manipulated by
user
Conceptual
(abstract concepts
and actions)
Figure 11-1
Ph i l perceptual,
Physical,
t l andd conceptual
t l aspects
t off the
th user interface
i t f
Confusion
e.g., too
t muchh detail
d t il on screens
Panic
e.g.,
g long
g delays/response
y
p
times
Unless messages inform users (LoadingPlease
Wait) users are unsure of what is happening or if
the system
y
is OK?
Boredom
e.g., too much help detail for experienced users
slow
l progress through
h
h screen
Frustration
Users cannot undo a change
g or quit
q
the system
y
no system acknowledgment for a users change
Abandonment
use of the old system or other sources by managers
Compensatory Activity
Add tasks to suit the system inadequacies
e.g., manual reformatting or sorting by clerical staff
Direct Reprogramming
directly adapt system to suit specific needs
Figure 11-2
The fields contributing to the study of HCI
Cognitive Considerations
From Don Normans book, The Psychology
(Design) of Everyday Things
Affordances, Constraints, and Mappings
Mental Models
Affordances
are the perceived properties of an object that
determine how it can be used.
Knobs
b are for
f turning
i andd buttons
b
are for
f pushing
hi etc.
Affordances of a Teapot?
S
Something
h
wrong hhere?
?
Affordances in Screen-Based
I t f
Interfaces
In ggraphical,
p
screen-based interfaces, all that the designer
g
has available is control over perceived affordances
Display screen, pointing device, selection buttons, keyboard
These afford touching,
touching pointing,
pointing looking,
looking clicking on every pixel of
the display.
Transfer Effects
People transfer their expectations from
f ili objects
familiar
bj t to
t similar
i il new ones
positive transfer: previous experience applies to
new situation
negative
g
transfer: pprevious experience
p
conflicts
with new situation
Cultural Associations
red = danger, green = go
But these differ in different places, for example:
Cars
C
America: drive on the left
Britain: drive on the right
Faucets
America: counter-clockwise
co nter clock ise is on
Britain: counter-clockwise is off
Mental Models
People have mental models of how things
work:
how does an ATM work?
how does your computer boot?
Mental Models
Mental models are built from
affordances
constraints
mappings
positive transfer
cultural associations/standards
instructions
interactions
Document
Involves browsing and entering data on electronic
documents using hypertext and hypermedia
Note: the WWW is based on this metaphor
Dialog
C
Carrying
i on a conversation
i with
i h the
h computer by
b
sending and receiving messages
Figure 11-3
The desktop metaphor is based on direct manipulation
manipulation,
shown on a display screen
Figure 11-4
The document metaphor example with
h
hypermedia
di in
i a Web
W b browser
b
Figure 11-5: The dialog metaphor expresses the concept that the
user and the computer system interact by sending messages
Figure 11-6
The users language
g g
and the computers
language used to
i l
implement
t an e-mail
il
application based on the
natural dialogg between
a manager and an
assistant
Direct Manipulation
An interface that behaves as though the interaction was with a realreal
world object rather than with an abstract system
Central ideas
Direct Manipulation
Consequences
Items can be represented as icons
Items can be picked
picked up
up and moved
moved on
a surface
Items can be thrown
thrown out
out into a trash can
Items can be copied
Dialog Designs
Inputs and outputs are obtained from use cases and scenarios
Menus
M
should
h ld reflect
fl the
h overall
ll system structure from
f
the
h
point of view of the user
Each subsystem might be represented as a menu,
menu with each menu option
representing a use case
Menus should also include options that are not based on use cases (such
as system controls, user help)
Menus might employ hotkeys (such as Control and C to Copy) to reflect
different user
userss expertise
Some Menu options might also be available from controls on the
form/screen, for example F1, a Help Office Assistant, etc
Figure
g
11-8
One overall menu hierarchy
design for the RMO customer
support system (not all users
will have all of these options
available)
Figure 11-9
Example of a
Storyboard for the
DownTown Videos
rent videos dialog
Figure 11-11
A class diagram showing interface classes
making up the ProductQueryForm
Figure 11-12: An example of a sequence diagram showing specific interface objects making up the
ProductQueryForm for the Look up item availability dialog (not all problem domain objects are shown)
Effective?
Does the data serve an effective purpose?
is it really information?
Consistent?
Is the data grouping the same from
application to application?
Input Design
Will the input screen be:
Simple?
Are the screens uncluttered?
ttoo many menu choices
h i
too many control options
Input Design
Will the input screen be:
Easy to use?
Is there sufficient explanation or direction?
Help, Error Messages
Are
A there
h
any assumptions
i
off Specialised
S i li d Knowledge?
K
l d ?
Help, Error Messages
Provide
ov de a good co
conceptual
ceptua model
ode
allows users to predict consequences of actions
communicated through the image of the system
Design Guidelines
Good Representations
capture essential elements of the event / world
deliberately leave out / mute the irrelevant
appropriate for the user, their task, and their interpretation
Affordance
The appearance of any control should suggest its functionality
Figure 11-7
The eight golden rules for designing interactive interfaces
These need to be known and applied
Rule 1: Be Consistent
Consistency of effects
same words
words, commands
commands, actions will always have
the same effect in equivalent situations
Consistencyy of input
p
consistent syntax across complete system
Rule 1: Be Consistent
These are labels with a
raised
a sed appearance.
appea a ce
Is it any surprise that
people try and click on
them?
abbreviations
command completion
menu shortcuts
function keys
double clicking vs menu selection
type-ahead
yp
((entering
g input
p before the system
y
is readyy for it))
navigation jumps
e.g., going to location directly, and avoiding intermediate nodes
> Doit
> Doit
This will take
5 minutes...
Time
for
coffee
.
Strategies:
User-Centered Design
Technique that places the user as the central focus
for the development
p
process.
p
It:
Focuses early on users and their work
Understand user styles and preferences
User-centered Design
Standard Approaches:
N
Needs
d assessment
Task analysis
Initial design
N d assessmentt techniques:
Needs
t h i
Observation
Interviews
Study existing successful designs
User-Centered Design
g Overview
Needs assessment
Find out
who the users are
what their goals are
what tasks theyy need to pperform
Task Analysis
Characterise what steps users need to take
Create
C t scenarios
i off actual
t l use
Decide which users and tasks to support
Then Design
g based on this
Evaluation
Test the interface by walking through tasks
Obvious but do this before implementation
User-Centered Design
Interview
Prepare a list of questions about how people do their tasks
currently and what extras they would like to have.
Interview at least three people
Ask them what, if anything, must be in the system in order
for them to prefer it over the current system
Examine existing interfaces for their goal and see how they
handle the necessary tasks.
Task Analysis
Characterise what happens when users
perform
f
typical
i l tasks
k
Tools:
Prepare a table of user communities
versus user tasks
Who versus What
Think Outside-in
versus Inside-out
I id
Do not expect others to think or behave
as you do
as you would like them to
Next Step-Rapid
p
p Prototyping
yp g
Build a mock-up
p of the design
g
Use low-fidelity techniques
paper sketches
k t h
cut, copy, paste
video segments
Why Do We Prototype?
To get feedback on our design faster
saves money
Low implementation
i l
i skills
kill
allows non-programmers to participate
Summary
To the user, the user interface is the system
Design the interaction between the user and
the computer
p
(HCI)
(
)
Define an overall user-interface concept for
the system early in the project
Focus on users and their work
Ensure
E
usability
bilit
Apply iterative development
Summary (continued)
Metaphors are used to describe the user interface
Dialog
Emphasizes the interaction between the user and computer
Document
Desktop
Dialog design
Identify
Id tif dialogs
di l
based
b d on use cases