Onno Kubbe kubbe@cs.vu.nl Design Rule Ontology Onno Kubbe kubbe@cs.vu.nl 12/2/2018.

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Presentation transcript:

Onno Kubbe kubbe@cs.vu.nl Design Rule Ontology Onno Kubbe kubbe@cs.vu.nl 12/2/2018

Introduction Design Rule Ontology: definition of subject and explanation You will learn A vocabulary on design rules and describe a problem with this vocabulary. 12/2/2018

Overview Design Rules Principles Guidelines Standards 12/2/2018

Standards Set by national or international bodies Change Hardware (e.g. ISO 9241) Theory: physiology or ergonomics/human factors Software (e.g. ISO 14915) Theory: psychology or cognitive science Change In hardware change is more ‘set in stone’ vs software ‘easier to change’ 12/2/2018

Guidelines Incompleteness of theories underlying design makes it difficult to provide standards. Solution: create suggestive and general guidelines. Problems: Level of abstraction Page 279 12/2/2018

Principles Abstract design rules with high generality and low authority Learnibility Flexibility Robustness Begin chapter 7 12/2/2018

Learnability Concerns the features of the interactive system that allows novice users to understand how to use it initially and then to attain a maximal level of performance. Predictability Synthesizability Familiarity Generalizability Consistency 12/2/2018

Flexibility The multiplicity of ways in which the end-user and the system exchange information Dialog initiative Multi-threading Task migratability Substitutivity Customizability 12/2/2018

Robustness In a work or task domain a user is engaged with a computer to achieve some set of goals. The robustness of that interaction covers features that support the successful achievement and assessment of the goals. Observability Recoverability Responsiveness Task Conformance 12/2/2018

Golden Rules and heuristics Shneiderman’s 8 golden rules of interface design Norman 7 principles for Transforming Diffictult Tasks into simple ones Page 282 book 12/2/2018

Excercise A windows XP design flaw? (handout) What design principles are violated in your opinion and why. Imagine you are a designer for Microsoft: What priority should ‘repair’ have and why. If you relate this ontology to the DUTCH design method where can you use it in the process? Motivate. 12/2/2018

Summary What have we learned Questions 12/2/2018

Literature Human-computer Interaction, A. Dix, J. Finlay, G.D. Abowd, R. Beal, 2004, chapter 7 pp. 258-287 12/2/2018

Onno Kubbe kubbe@cs.vu.nl Design Patterns Onno Kubbe kubbe@cs.vu.nl 12/2/2018

Introduction Design Patterns: definition of subject and explanation You will learn how to use Design Patterns in your project 12/2/2018

Design Patterns Origin Architecture -> computer science -> HCI Why patterns To find an invariant solution to a recurrent problem with a specific context Formats Architecture: “quality without a name” Computer Science: “re-use, flexibility and efficiency of the sysem” HCI: “usability” 12/2/2018

Usability What is usability A stakeholders perspective A method of measuring usability The jump to HCI design patterns 12/2/2018

A stakeholder perspective on usability Designer Engineer User 12/2/2018

Usability indicators Learnability Memorability Speed of performance Error rate Satisfaction Task completion 12/2/2018

A users perspective on Design Patterns A UID Design pattern should state the impact on at least one of the usability indicators (more refined def of design pattern) Amsterdam Collection of UID Design Patterns 12/2/2018

Pattern Languages What is a pattern Language - mental model Structure and organization Connecting patterns by Aggregation Specialization Association Pattern languages in interaction design: structure and organization 12/2/2018

A pattern language for Interaction Design Posture Purpose: personal, social, commercial Experience Main user goals and tasks on a high level Task Solutions to small user problems that are part of a higher level ‘experience’ Action Specific uses of well known widgets or describe custom made widgets. Paper pattern languages in interaction design: structure and organization 12/2/2018

Examples Posture: news site, portal Experience: shopping, informing, browsing Task: poll, forum, guided tour Action: login, exit, choices 12/2/2018

Excercises A website about dog cognition http://www.cs.vu.nl/ai/asr/Projects/dog-cognition/index.html What design patterns are used? Are they connected someway? Is there a narrative here? Motivate your answer. If you relate design patterns to the DUTCH design method where can you use it in the process? Motivate. In your detailed design can you recognize patterns that you use or can use? As always motivate your answer. 12/2/2018

Summary What have we learned How to Questions 12/2/2018

Literature Patterns as tools for User Interface Design., van Welie M., van der Veer G.C., Eliens A. Breaking down usability, van Welie M., van der Veer G.C., Eliens A. Proceedings of Interact ’99, Edinburgh Scotland Pattern Languages in Interaction Design: Structure and Organisation, van Welie M., van der Veer G.C., Interact 2003 Wed design patterns, Mobile UI patterns, http://www.welie.com (2006) Common ground: a pattern language for human-computer interaction: http://www.mit.edu/~jtidwell/common_ground_onefile.html http://www.cs.kent.ac.uk/people/staff/saf/patterns/gallery.html (2006) 12/2/2018