SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 18, 2003.

Slides:



Advertisements
Similar presentations
DEVELOPING A METHODOLOGY FOR MS3305 CW2 Some guidance.
Advertisements

Tutorial 8: Developing an Excel Application
© De Montfort University, Characteristics of Good Dialogues Howell Istance Department of Computer Science De Montfort University.
COMP 3715 Spring 05. Computer Interface Interaction between human and computer Has to deal with two things  User’s mental model Different user has different.
James Tam Design Principles And Usability Heuristics You can avoid common design pitfalls by following these rules-of-thumb for design You can inspect.
Usability Heuristics Avoid common design pitfalls by following 9 design principles Inspect an interface for usability problems with these principles.
Saul Greenberg, James Tam Design Principles And Usability Heuristics You can avoid common design pitfalls by following 9 design principles You can inspect.
Ch 11 Cognitive Walkthroughs and Heuristic Evaluation Yonglei Tao School of Computing and Info Systems GVSU.
11 HCI - Lesson 5.1 Heuristic Inspection (Nielsen’s Heuristics) Prof. Garzotto.
XP Exploring the Basics of Microsoft Windows XP1 Exploring the Basics of Windows XP.
SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 19, 2004.
SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 21, 2006.
Heuristic Evaluation Professor: Tapan Parikh TA: Eun Kyoung Choe
Part 4: Evaluation Days 25, 27, 29, 31 Chapter 20: Why evaluate? Chapter 21: Deciding on what to evaluate: the strategy Chapter 22: Planning who, what,
Exploring the Basics of Windows XP. Objectives Start Windows XP and tour the desktop Explore the Start menu Run software programs, switch between them,
Today’s class Group Presentation More about principles, guidelines, style guides and standards In-class exercises More about usability Norman’s model of.
XP New Perspectives on Microsoft Office Word 2003 Tutorial 1 1 Microsoft Office Word 2003 Tutorial 1 – Creating a Document.
Help and Documentation CSCI324, IACT403, IACT 931, MCS9324 Human Computer Interfaces.
SIMS 213: User Interface Design & Development Marti Hearst Thurs, Feb 13, 2003.
SIMS 213: User Interface Design & Development Marti Hearst Thurs, Feb 17, 2005.
Principles and Methods
User Interface Design Users should not have to adapt to a piece of software; the software should be designed to fit the user.
SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb
XP 1 Microsoft Office Word 2003 Tutorial 1 – Creating a Document.
SIMS 213: User Interface Design & Development Marti Hearst Tues Feb 6, 2001.
SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007.
Design Principles and Usability Heuristics
© 2005 by Prentice Hall Chapter 3c Designing Interfaces and Dialogues.
Usability Heuristics John Kelleher (IT Sligo). 1 "The two most important tools an architect has are the eraser in the drawing room and the sledge hammer.
SIMS 213: User Interface Design & Development Marti Hearst Thurs, Feb 14, 2002.
Saul Greenberg Design Principles and Usability Heuristics You can avoid common design pitfalls by following 9 design principles You can inspect an interface.
Word Processing Microsoft Office: Exploring Word 2011 for MAC.
Design, goal of design, design process in SE context, Process of design – Quality guidelines and attributes Evolution of software design process – Procedural,
File Management and Organisation © Copyright William Rowan 2007.
Chapter 12 Designing Interfaces and Dialogues
Laboratory Exercise # 3 – Basic File Management Office Productivity Tools 1 Laboratory Exercise # 3 Basic File Management Objectives: At the end of the.
Usability Heuristics CMPT 281.
XP New Perspectives on Introducing Microsoft Office XP Tutorial 1 1 Introducing Microsoft Office XP Tutorial 1.
Microsoft Office Word 2003 Tutorial 1 Creating a Document.
1 Lesson 6 Exploring Microsoft Office 2007 Computer Literacy BASICS: A Comprehensive Guide to IC 3, 3 rd Edition Morrison / Wells.
1 Lesson 6 Exploring Microsoft Office 2007 Computer Literacy BASICS: A Comprehensive Guide to IC 3, 3 rd Edition Morrison / Wells.
Ch 6 - Menu-Based and Form Fill-In Interactions Yonglei Tao School of Computing & Info Systems GVSU.
Key Applications Module Lesson 19 — PowerPoint Essentials
CSC 480 Software Engineering Lecture 19 Nov 11, 2002.
10 Usability Heuristics for User Interface Design.
Click to edit Master subtitle style USABILITY and USER INTERFACE DESIGN Application.
Designing Interface Components. Components Navigation components - the user uses these components to give instructions. Input – Components that are used.
XP 1 Microsoft Word 2002 Tutorial 1 – Creating a Document.
CS CS 5150 Software Engineering Lecture 11 Usability 1.
Teacher’s Assessment Assistant Worksheet Builder Starting the Program
Productivity Programs Common Features and Commands.
Microsoft Office Illustrated Introductory, Second Edition Documents Editing.
Fall 2002CS/PSY Design. Fall 2002CS/PSY System-Centered Design Focus is on the technology  What can be built easily using the available tools.
Why do we need good user interfaces?. Goals of User Interfaces Usable – how much effort to do a task? – example: often-used buttons easier to find – example:
User Support Chapter 8. Overview Assumption/IDEALLY: If a system is properly design, it should be completely of ease to use, thus user will require little.
GUI Design Spreadsheet-Based Decision Support Systems Chapter 23: Aslı Sencer MIS 463.
Office graphic copyright by Microsoft Corp.
CENG 394 Introduction to HCI Usability Heuristics.
Copyright © 2006 Prentice-Hall. All rights reserved.1 Computer Literacy for IC 3 Unit 2: Using Productivity Software Project 2: Creating and Editing Files.
Heuristic Evaluation Short tutorial to heuristic evaluation
LECTURE 18 16/11/15. MAKING THE INTERFACE CONSISTENT Consistency is one way to develop and reinforce the users conceptual model of applications and give.
Yonglei Tao School of Computing & Info Systems GVSU Ch 7 Design Guidelines.
The Excel model for information processing The Excel model is a grid of cells in which items of information are stored and processed. Any information that.
Writing to Teach - Tutorials Chapter 2. Writing to Teach - Tutorials The purpose of a tutorial is to accommodate information to the needs of the user.
Ten Usability Heuristics These are ten general principles for user interface design. They are called "heuristics" because they are more in the nature of.
Lesson 11 Exploring Microsoft Office 2007
Microsoft Word 125 S. Clark St., 4th floor, Chicago, Illinois  Telephone  Fax
Unit 2 User Interface Design.
Exploring the Basics of Windows XP
Unit 14 Website Design HND in Computing and Systems Development
Presentation transcript:

SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 18, 2003

Cooper on error dialog boxes Why are they problematic? How related to locus of attention? What are the alternatives? –Cooper is talking to programmers “Silicon Sanctimony” You should feel as guilty as for using a goto – an admission of failure in design

What happens when you cancel a cancelled operation? Do I have any choice in this? Umm, thanks for the warning, but what should I do? Uhhh… I give up on this one

Inane Dialog Boxes

Slide adapted from Saul Greenberg “HIT ANY KEY TO CONTINUE”

Design Principles and Process

Designing the Interface How to do the design itself? –Do your task analysis –Identify the important tasks and their steps Use personas to identify the important ones Use card sorting to help organize the tasks Use scenarios to give order to the task sequences –Organize these into several different designs Get the main interactions sketched out –Make sketches, or –Use a tool, such as a flow chart –An example: –Use design guidelines to help make decisions –Create low-fi prototypes to quickly assess the different designs

Design Guidelines There are LOTS of them –Based on common sense and experience Not necessarily proven –Often conflict with one another –Often don’t say HOW to implement them What do to: –Focus on those guidelines most applicable to the kind of interface under development –Focus on those emphasized in our readings Bloopers, chapter 1 Usability Engineering, chapter 5 Raskin, chapter 3 All of Don Norman’s concerns –Use common sense

All-Star Usability Design Guidelines An edited selection

Slide adapted from Saul Greenberg 1 Simple and natural dialogue Use the user’s conceptual model Match the users’ task in as natural a way as possible –minimize mapping between interface and task semantics

1 Simple and natural dialogue Present exactly the information the user needs –less is more less to learn, to get wrong, to distract... –information should appear in natural order related information is graphically clustered order of accessing information matches user’s expectations –remove or hide irrelevant or rarely needed information competes with important information on screen –use windows frugally don’t make navigation and window management excessively complex

Slide adapted from Saul Greenberg

2 Speak the users’ language Examples?

Slide adapted from Saul Greenberg 3 Minimize user’s memory load Computers good at remembering things, people aren’t! Promote recognition over recall –menus, icons, choice dialog boxes vs command lines, field formats –relies on visibility of objects to the user (but less is more!)

Slide adapted from Saul Greenberg 3 Minimize user’s memory load

Slide adapted from Saul Greenberg 3: Minimize user’s memory load Describe required input format and example, and default Small number of rules applied universally –generic commands same command can be applied to all interface objects copy, cut, paste, drag ’n drop,... for characters, words, paragraphs, circles, files

Slide adapted from Saul Greenberg 3: Minimize user’s memory load

Slide adapted from Saul Greenberg 4: Be consistent Consistency of effects –same words, commands, actions will always have the same effect in equivalent situations Consistency of language and graphics –same information/controls in same location on all screens / dialog boxes –same visual appearance across the system (e.g. widgets) e.g. different scroll bars in a single window system! Consistency of input –consistent syntax across complete system

Slide adapted from Saul Greenberg 4. Be Consistent These are labels with a raised appearance. Is it any surprise that people try and click on them?

Slide adapted from Saul Greenberg 5: Provide feedback Continuously inform the user about –what it is doing –how it is interpreting the user’s input –user should always be aware of what is going on > Doit What’s it doing? > Doit This will take 5 minutes... Time for coffee.

Slide adapted from Saul Greenberg 5. Provide feedback Should be as specific as possible, based on user’s input Best within the context of the action

Slide adapted from Saul Greenberg 5. Provide feedback What did I select? What mode am I in now? How is the system interpreting my actions?

Slide adapted from Saul Greenberg Provide feedback Drawing Board LT Multiple files being copied, but feedback is file by file.

Slide adapted from Saul Greenberg 5. Provide feedback Response time –how users perceive delays 0.1 second max: perceived as “instantaneous” 1 seconds max: user’s flow of thought stays uninterrupted, but delay noticed 10 seconds: limit for keeping user’s attention focused on the dialog > 10 seconds: user will want to perform other tasks while waiting

Slide adapted from Saul Greenberg How do I get out of this? 6. Provide clearly marked exits

Slide adapted from Saul Greenberg 6. Provide clearly marked exits Users don’t like to feel trapped by the computer! –should offer an easy way out of as many situations as possible Strategies: –Cancel button (for dialogs waiting for user input) –Universal Undo (can get back to previous state) –Interrupt (especially for lengthy operations) –Quit (for leaving the program at any time) –Defaults (for restoring a property sheet)

Slide adapted from Saul Greenberg 7. Provide shortcuts Experienced users should be able to perform frequently used operations quickly Strategies: –keyboard and mouse accelerators abbreviations command completion menu shortcuts function keys double clicking vs menu selection –type-ahead (entering input before the system is ready for it) navigation jumps e.g., going to location directly, and avoiding intermediate nodes –history systems WWW: ~60% of pages are revisits

Keyboard accelerators for menus Customizable toolbars and palettes for frequent actions Split menu, with recently used fonts on top Scrolling controls for page-sized increments Double-click raises object- specific menu Double-click raises toolbar dialog box

Slide adapted from Saul Greenberg 8: Deal with errors in a positive and helpful manner People will make errors! Errors we make –Mistakes arise from conscious deliberations that lead to an error instead of the correct solution –Slips unconscious behaviour that gets misdirected en route to satisfying goal –e.g. drive to store, end up in the office shows up frequently in skilled behaviour –usually due to inattention often arises from similarities of actions

Slide adapted from Saul Greenberg Designing for slips General rules –Prevent errors before they occur –Detect and correct errors when they do occur –User correction through feedback and undo Examples –mode errors have as few modes as possible (preferably none) make modes highly visible –capture errors instead of confirmation, make actions undoable allows reconsideration of action by user –loss of activation if system knows goal, make it explicit if not, allow person to see path taken –description errors in icon-based interfaces, make sure icons are not too similar, check for reasonable input, etc.

Slide adapted from Saul Greenberg 8 Deal with errors in a positive and helpful manner Prevent errors –try to make errors impossible –modern widgets: only “legal commands” selected, or “legal data” entered Provide reasonableness checks on input data –on entering order for office supplies 5000 pencils is an unusually large order. Do you really want to order that many?

Slide adapted from Saul Greenberg 9. Provide help Help is not a replacement for bad design! Simple systems: –walk up and use; minimal instructions Most other systems: –feature rich –some users will want to become “experts” rather than “casual” users –intermediate users need reminding, plus a learning path Volume 37: A user's guide to...

Slide adapted from Saul Greenberg Types of help Tutorial and/or getting started manuals –short guides that people are likely to read when first obtaining their systems encourages exploration and getting to know the system tries to get conceptual material across and essential syntax –on-line “tours”, exercises, and demos demonstrates very basic principles through working examples

Slide adapted from Saul Greenberg Types of help Reference manuals –used mostly for detailed lookup by experts –on-line hypertext search / find table of contents index cross-index

Slide adapted from Saul Greenberg Types of help Reminders –short reference cards expert user who just wants to check facts novice who wants to get overview of system’s capabilities –keyboard templates shortcuts/syntactic meanings of keys; recognition vs. recall; capabilities –tooltips text over graphical items indicates their meaning or purpose

Slide adapted from Saul Greenberg Types of help Context-sensitive help –system provides help on the interface component the user is currently working with Tool tips Macintosh “balloon help” Microsoft “What’s this” help –brief help explaining whatever the user is pointing at on the screen

Slide adapted from Saul Greenberg Types of help Wizards –walks user through typical tasks – but problematic if user gets stuck

Slide adapted from Saul Greenberg Types of help Tips –migration path to learning system features –also context-specific tips on being more efficient –must be “smart”, otherwise boring and tedious

Summary Design is a creative process, with many options Your design should reflect –The results of the interviews, task analysis –Existing conventions when applicable –Design guidelines when applicable Usability testing helps you decide which of several options to pursue