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Einfhrung in Software
Engineering
8. User Interface Design
Prof. O. Nierstrasz
ESEUserInterfaceDesign
Roadmap
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Literature
Sources
> Software Engineering, I. Sommerville, 7th Edn., 2004.
> Software Engineering A Practitioners Approach, R.
Pressman, Mc-Graw Hill, 5th Edn., 2001.
Recommended reading
> Mary Beth Rosson, John M. Carroll, Usability Engineering,
2002
> Alan Cooper, About Face The Essentials of User Interface
Design, Hungry Minds, 1995.
> Alan Cooper, The Inmates are running the Asylum , SAMS,
1999.
> Jef Raskin, The Humane Interface, Addison Wesley, 2000.
> Jeff Johnson, GUI Bloopers, Morgan Kaufmann, 2000.
> The Interface Hall of Shame, http://www.frankmahler.de/mshame/
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Roadmap
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The UI design process
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Analys
Produ
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unders
base
The design process
with
user
proto
Proa
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Desig
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proto
pro
Im
Exe
fin
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Ian Sommerville 2004
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Interface Design Models
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UI Models
Implementati Mental
on Model Model
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Roadmap
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User Interface Design Principles
Principle Description
User familiarity Use terms and concepts familiar to the
user.
Comparable operations should be activated
Consistency in the same way. Commands and menus
should have the same format, etc.
If a command operates in a known way, the
Minimal surprise user should be able to predict the operation
of comparable commands.
Provide the user with visual and auditory
Feedback feedback, maintaining two-way
communication.
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Principle Description
Reduce the amount of information that
Memory load must be remembered between actions.
Minimize the memory load.
Seek efficiency in dialogue, motion and
Efficiency thought. Minimize keystrokes and mouse
movements.
Allow users to recover from their errors.
Recoverability Include undo facilities, confirmation of
destructive actions, 'soft' deletes, etc.
User guidance Incorporate some form of context-sensitive
user guidance and assistance.
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Roadmap
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GUI Characteristics
Characteristi Description
c
Multiple windows allow different information
Windows to be displayed simultaneously on the users
screen.
Usually icons represent files (including
Icons folders and applications), but they may also
stand for processes (e.g., printer drivers).
Menus bundle and organize commands
Menus (eliminating the need for a command
language).
A pointing device such as a mouse is used
Pointing for command choices from a menu or
indicating items of interest in a window.
Graphical elements can be commands on the
Graphics
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GUIs
Advantages
> They are easy to learn and use.
Users without experience can learn to use the system
quickly.
> The user may switch attention between tasks and
applications.
> Fast, full-screen interaction is possible with immediate
access to the entire screen
Problems
> A GUI is not automatically a good interface
Many software systems are never used due to poor UI design
A poorly designed UI can cause a user to make catastrophic
errors
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Direct Manipulation
Advantages
> Users feel in control and are less likely to be
intimidated by the system
> User learning time is relatively short
> Users get immediate feedback on their actions
> mistakes can be quickly detected and corrected
Problems
> Finding the right user metaphor may be difficult
> It can be hard to navigate efficiently in a large
information space.
> It can be complex to program and demanding to
execute
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Menu Systems
Advantages
> Users dont need to
remember command names
> Typing effort is minimal
> User errors are trapped by
the interface
> Context-dependent help
can be provided (based on
the current menu selection)
Problems
> Actions involving logical conjunction (and) or disjunction (or)
are awkward to represent
> If there are many choices, some menu structuring facility must
be used
> Experienced users find menus slower than command language
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Menu Structuring
Scrolling menus
> The menu can be scrolled to reveal additional choices
> Not practical if there is a very large number of choices
Hierarchical menus
> Selecting a menu item causes the menu to be replaced
by a sub-menu
Walking menus
> A menu selection causes another menu to be revealed
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Command Interfaces
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Command Interfaces
Advantages
> Allow experienced users to interact quickly with the
system
> Commands can be scripted (!)
Problems
> Users have to learn and remember a command
language
> Not suitable for occasional or inexperienced users
> An error detection and recovery system is required
> Typing ability is required (!)
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Analogue vs. Digital Presentation
Digital presentation
> Compact takes up little screen space
P
re
s
ur
e Te
m
pe
r
at
u
r
e
> Precise values can be communicated
010203040025507510
Analogue presentation
> Easier to get an 'at a glance' impression of a value
> Possible to show relative values
> Easier to see exceptional data values
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Colour Use Guidelines
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Roadmap
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User Guidance
Includes
> System messages, including error messages
> Documentation provided for users
> On-line help
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Help system use
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Error Message Guidelines
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Roadmap
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Usability Attributes
Attribute Description
How long does it take a new
Learnability user to become productive
with the system?
Speed of How well does the system
operation response match the users
work practice?
Robustness How tolerant is the system of
user error?
Recoverability How good is the system at
recovering from user errors?
Adaptability How closely is the system tied
OscarNierstrasz to a single model of work?
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Roadmap
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Is there progress?
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Now, thats progress!
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I want them all!
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Yes, I want that print thing too
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In Excel, cut doesnt mean cut
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Fun with scrolling!
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More tabs please!
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Without tabs
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Helpful tips
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Stop, please
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I cant make up my mind
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Green good red bad
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Was that an error?
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Uh ok
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Yes I mean, no
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No, I dont want to trash my disk!
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Key points
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What you should know!
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Can you answer the following
questions?
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License
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