Good and Bad Interfaces

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Presentation transcript:

Good and Bad Interfaces Terry Winograd CS447 – Software Design Experiences d.school Spring 2009

Good and Bad Interfaces

Basic Goals of Interaction Design Utility Does it do something that fulfills a need or desire for some user group? Usability Can the intended users make effective use of its capabilities? Experience Does it create an enjoyable experience?

The Interaction Cycle

The Gulfs - where thought is required The gulf of evaluation is the thinking required to understand what is being perceived -- turning the raw sensory data into an understanding of objects, properties and events. The gulf of execution is the thinking required to figure out how to get something done - turning the high-level intention into specific physical actions

Conceptual Model of A System The most important thing to design is the user’s model. Everything else should be subordinated to making that model clear, obvious, and substantial. That is almost exactly the opposite of how most software is designed. David Liddle

Going Beyond Common Sense Conceptual tools Language for analysis Principles Standards Guidelines Operational tools Systems and toolkits that embody concepts in use Methods for analyzing designs and making tradeoffs