© De Montfort University, 20011 Characteristics of Good Dialogues Howell Istance Department of Computer Science De Montfort University.

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Presentation transcript:

© De Montfort University, Characteristics of Good Dialogues Howell Istance Department of Computer Science De Montfort University

© De Montfort University, Why…? Applying guidelines for information presentation and appropriate use of window objects can still result in applications that are difficult to use There are general principles for designing good human- computer dialogues that should be observed These relate to the application as a whole, rather than individual pieces of information or input mechanisms These are often called ‘heuristics’ i.e. rules of thumb that can often be traced back to considerations of user characteristics

© De Montfort University, 2001 Heuristics (after Neilsen) use simple and natural dialogue sequences speak the users language minimise user memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors (These re-appear in the evaluation section)

© De Montfort University, 2001 Shneiderman’s ‘Golden Rules’ Here is another similar list strive for consistency enable frequent users to use shortcuts offer informative feedback design dialogues to yield closure offer simple error handling permit easy reversal of actions support internal locus of control reduce short term memory load

© De Montfort University, 2001 Windows Interface Guidelines directness user in control consistency forgiveness feedback aesthetics simplicity set of general principles for interface design in Microsoft's software development documentation

© De Montfort University, Many common elements… Nielsen use simple and natural dialogue sequences speak the users language minimise user memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors Shneiderman strive for consistency enable frequent users to use shortcuts offer informative feedback design dialogues to yield closure offer simple error handling permit easy reversal of actions support internal locus of control reduce short term memory load Microsoft directness user in control consistency forgiveness feedback aesthetics simplicity Be consistent

© De Montfort University, Consistency…… important to enable user to build a reliable model of how the interface works makes the interface familiar and predictable by providing a sense of stability allows users to transfer existing knowledge to new tasks and focus more on tasks because they need not spend time trying to remember the differences in interaction. important through all aspects of the interface, names of commands, layout of information, and operational behaviour.

© De Montfort University, 2001 Consistency in car design.. what is about car design which lets people transfer driving skills between different makes of car? keeping key design features consistent (type of steering control, arrangement of pedals, operation of gears) still permits individual styling of cars consistency doesn't mean all cars look the same List 4 features associated with the 'drivability' of graphical interfaces

© De Montfort University, 2001 Consistency Layout –consistent use of screen areas so the user knows where to look for instructions, error messages and status information. Information coding –colour –highlighting Commands –usage of command names –standard key bindings e.g. ESC always cancels previous command F1 always displays help screen –syntax Format for data entry

© De Montfort University, 2001

Screen from Currency Trading Information System

© De Montfort University, Another Screen from Same Currency Trading Information System

© De Montfort University, Many common elements… Nielsen use simple and natural dialogue sequences speak the users language minimise user memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors Shneiderman strive for consistency enable frequent users to use shortcuts offer informative feedback design dialogues to yield closure offer simple error handling permit easy reversal of actions support internal locus of control reduce short term memory load Microsoft directness user in control consistency forgiveness feedback aesthetics simplicity Feedback to user

© De Montfort University, 2001 Feedback from the system Every action the user makes should produce a perceptible response. The intention is to reduce user uncertainty that the system has: –received the last input, –is currently doing something about it, –or is waiting for the next input. Commands should result in some visible change to the interface –E.g ‘mail has been sent’ in response to a ‘Send’ command –Presentation of objects on screen updated to reflect their current state Task analysis should enable appropriate information to be identified as feedback for a specific task

© De Montfort University, 2001 Feedback: Response Time Response time for feedback should be appropriate to the type of user action: –e.g. response to keystroke - instantaneous; response to command input - may take longer Provide ‘system busy’ feedback if time will exceed a few seconds or is unpredictable Provide indication of how many transactions remain, for example as a bar chart or as a percentage. This largely disappeared as a problem with fast single user PCs and has re-appeared with distributed web-based applications

© De Montfort University, Many common elements… Nielsen use simple and natural dialogue sequences speak the users language minimise user memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors Shneiderman strive for consistency enable frequent users to use shortcuts offer informative feedback design dialogues to yield closure offer simple error handling permit easy reversal of actions support internal locus of control reduce short term memory load Microsoft directness user in control consistency forgiveness feedback aesthetics simplicity Reduce memory load

© De Montfort University, Minimise user memory load Basic rule: don’t expect the user to remember what has already been done, make this visible at the interface E.g if a command is made up of a number of pieces of data entered by the user in sequence, display these rather than expect the user to remember the data already entered E.g Journeys from Leicester to Dundee on Tuesday 6 th November to arrive before Help the user remember where they are in a transaction sequence

© De Montfort University, Feedback: American Airlines site Data previously entered Place in transaction sequence

© De Montfort University, Many common elements… Nielsen use simple and natural dialogue sequences speak the users language minimise user memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors Shneiderman strive for consistency enable frequent users to use shortcuts offer informative feedback design dialogues to yield closure offer simple error handling permit easy reversal of actions support internal locus of control reduce short term memory load Microsoft directness user in control consistency forgiveness feedback aesthetics simplicity Appropriate user support

© De Montfort University, 2001 Appropriate user support HELP messages –important to recognise different types of help; –should be available when required and context-specific; –can the user get help about what responses are possible at a given point in a dialogue. ERROR messages –should explain what is wrong and what corrective action is required; –should use ‘jargon’ familiar to the user; –often this support is poorly designed in terms of what information is given to the user.

© De Montfort University, Many common elements… Nielsen use simple and natural dialogue sequences speak the users language minimise user memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors Shneiderman strive for consistency enable frequent users to use shortcuts offer informative feedback design dialogues to yield closure offer simple error handling permit easy reversal of actions support internal locus of control reduce short term memory load Microsoft directness user in control consistency forgiveness feedback aesthetics simplicity Flexibility

© De Montfort University, 2001 Flexibility Measure of how well a dialogue can cater for different levels of user skill. Provide alternative means of achieving the same goal which match different models of how the interface works. –e.g. word selection: cursor to start of word and double click, click and drag, click and shift-click. –e.g. word deletion: word highlighted and Control +X key, select ‘Cut’ menu option, backspace.

© De Montfort University, 2001 Flexibility Adapt to the skill level of the user by: –providing accelerators: allow user to answer ahead, provide key bindings for menu options; –providing macro facility; –accepting abbreviations for command words; –accepting synonyms (alternative names); –allowing user to choose level of instructions or help.

© De Montfort University, Many common elements… Nielsen use simple and natural dialogue sequences speak the users language minimise user memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors Shneiderman strive for consistency enable frequent users to use shortcuts offer informative feedback design dialogues to yield closure offer simple error handling permit easy reversal of actions support internal locus of control reduce short term memory load Microsoft directness user in control consistency forgiveness feedback aesthetics simplicity User in control

© De Montfort University, 2001 User in control user initiates actions, not the computer or software use techniques to automate tasks, but implement them in a way that allows the user to chose or control the automation. users must be able to personalize aspects of the interface, such as colour, fonts, or other options

© De Montfort University, 2001 Minimal user input Balance between number of keystrokes or mouse movements/clicks and memory load. Reducing keying errors increases speed of data entry. Allow selection from a list rather than typing in a value (recognise rather than recall). Edit a command that has produced an error rather than retyping the command. Do not request input of information which can be derived automatically or which has been entered previously. Use default values.

© De Montfort University, 2001 Forgiveness (after Microsoft) Users like to explore an interface and often learn by trial and error. An effective interface allows for interactive discovery. It provides only appropriate sets of choices and warns users about potential situations where they may damage the system or data, or better, makes actions reversible or recoverable.

© De Montfort University, 2001 Summary of main characteristics Consistency Adequate feedback from system Reduce memory load Appropriate User Support –navigation information –instructions –error messages –provision of help Flexibility Minimal user input Forgiveness