UI Design Principles Categories

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Presentation transcript:

UI Design Principles Categories Learnability Support for learning for users of all levels Flexibility Support for multiple ways of doing tasks Robustness Support for recovery Always think about exceptions, suitability Fall 2002 CS/PSY 6750

1. Learnability Principles Ease with which new users can begin effective interaction and achieve maximal performance Predictability Synthesizability Familiarity Generalizability Consistency Fall 2002 CS/PSY 6750

Predictability I think that this action will do…. Operation visibility Can see avail actions e.g. menus vs. command shell grayed menu items Fall 2002 CS/PSY 6750

Synthesizability Support for user in assessing the effect of past operations on current system state Moving a file in UNIX shell vs. Mac/Windows Is same feedback needed for all users, all apps? Fall 2002 CS/PSY 6750

Familiarity Does UI task leverage existing real-world or domain knowledge? Really relevant to first impressions Use of metaphors Potential pitfalls Are there limitations on familiarity? Fall 2002 CS/PSY 6750

Generalizability Can knowledge of one system/UI be extended to other similar ones? Example: cut & paste in different applications Does knowledge of one aspect of a UI apply to rest of the UI? Aid: UI Developers guidelines Fall 2002 CS/PSY 6750

Consistency Likeness in behavior between similar tasks/operations/situations In different things interacting output screen layout Is this always desirable for all systems, all users? Fall 2002 CS/PSY 6750

2. Flexibility Principles Multiplicity of ways that users and system exchange information Dialog Initiative Multithreading Task migratability Substitutivity Customizability Fall 2002 CS/PSY 6750

Dialog Initiative Not hampering the user by placing constraints on how dialog is done User pre-emptive User initiates actions More flexible, generally more desirable System pre-emptive System does all prompts, user responds Sometimes necessary Fall 2002 CS/PSY 6750

Multithreading Allowing user to perform more than one task at a time Two types Concurrent Input to multiple tasks simultaneously Interleaved Many tasks, but input to one at a time Fall 2002 CS/PSY 6750

Task migratability Ability to move performance of task to entity (user or system) who can do it better Spell-checking, safety controls in plant For what kinds of tasks should the user be in control? Fall 2002 CS/PSY 6750

Substitutivity Flexibility in details of operations Allow user to choose suitable interaction methods Allow different ways to perform actions, specify data, configure Allow different ways of presenting output to suit task & user Fall 2002 CS/PSY 6750

Customizability Ability of user to modify interface By user - adaptability Is this a good thing? By system - adaptivity Fall 2002 CS/PSY 6750

3. Robustness Principles Supporting user in determining successful achievement and assessment of goals Observability Recoverability Responsiveness Task Conformance Fall 2002 CS/PSY 6750

Observability Can user determine internal state of system from what she perceives? Browsability Explore current state (without changing it) Reachability Navigate through observable states Persistence How long does observable state persist? Fall 2002 CS/PSY 6750

Recoverability Ability to take corrective action upon recognizing error Difficulty of recovery procedure should relate to difficulty of original task Forward recovery Ability to fix when we can’t undo Backward recovery Undo previous error(s) Fall 2002 CS/PSY 6750

Responsiveness Users perception of rate of communication with system Response time Time for system to respond in some way to user action(s) Users perceptions not always right Consistency important Response OK if matches user expectations Fall 2002 CS/PSY 6750

Task Conformance Does system support all tasks user wishes to perform in expected ways? Task completeness Can system do all tasks of interest? Task adequacy Can user understand how to do tasks? Does it allow user to define new tasks? Fall 2002 CS/PSY 6750