1 Multimedia Design
2 Usability No matter how powerful or potentially useful a multimedia software application or web site design is, if it can not be worked by the intended user then it is worthless Communication is at least as important as computation
3 Multimedia Design
4 Iterative Design Evaluate with real users Identify user needs or problems Design a solution Prototype the solution
5 Darn these hooves! I hit the wrong switch again! Who designed these instrument panels, racoons? Multimedia Design
6 The Interactive Cycle Evaluates and understands the display Interprets input events to make changes Data model for the application information Updates to the display Formulates goals and actions, generates inputs Updates to the display Data model changes
7 Gulfs of Understanding Don Norman has identified two gulfs in a user’s understanding that cause the interactive cycle to break down Gulf of Evaluation Gulf of Execution
8 Gulf of Evaluation Users must interpret what they see on the screen and evaluate it relative to their ultimate goals There are many ways in which this evaluation might fail: Ergonomic – Text too small to read Text has poor contrast with background colour
9 Gulf of Evaluation
10 Gulf of Evaluation
11 Gulf of Evaluation
12 Gulf of Evaluation Design and layout – Items may be ineffectively grouped and so the users misses an important relationship Critical information incorrectly placed All information may appear the same without emphasis or highlights Relevant information must not only be on the screen, but in a form which is immediately obvious
13 Gulf of Evaluation
14 Gulf of Evaluation
15 Gulf of Execution This arises when the user does not know what sequence of input events will accomplish the desired goal There are several things that might cause this gulf The user does not know what the system can do The operation of objects on the screen are not obvious e.g buttons, links, scroll bars etc. Inadequate feedback
16 Gulf of Execution
17 Gulf of Execution
18 Gulf of Execution
19 Consistency and Simplicity Be consistent in your use of: Size Colour Location Wording Function Sequencing
20 Consistency and Simplicity
21 Consistency and Simplicity
22 Consistency and Simplicity
23 Human Memory Issues 7 items +/- 2 Short term memory is approx. 30 seconds to 2 minutes User should not need to buffer information from one screen to the next
24 If only I had turned up to the lecture I would know what is on this slide
25 Human Memory Issues Avoid stacking Design for task closure Recognition rather than recall
26 Status Indicators Whenever the system is performing a potentially lengthy process the user should be given feedback e.g status bar, hourglass, loading screen System should have response time suitable for task
27 Design Guidelines General text format rules: Only use two levels of intensity Use underlining, bold, inverse video etc. sparingly Use no more than 3 different fonts Serif fonts are easier to read, but sans-serif can look more modern Capitalise as you would in normal sentences
28 Design Guidelines
29 Design Guidelines
30 Design Guidelines Colour is perhaps the most overused feature in multimedia designs Use no more than 4 colours on a screen No more than 7 in an application Generally blue or black backgrounds with white or yellow characters respectively give the best contrast, but not necessarily the best look! Blue should not be used for text as it is one of the hardest colours to read
31 Design Guidelines Consider colour conventions carefully Red: passion, romance, fire, violence, aggression. Red means stop, warning or forbidden in many cultures Purple: creativity, mystery, royalty, mysticism, rarity, associated with death in some cultures Blue: loyalty, security, conservatism, tranquillity, coldness, sadness Green: nature, fertility, growth, envy, go, environment Yellow: brightness, illumination, illness, cowardice Black: power, sophistication, contemporary style, death, morbidity, evil White: purity, innocence, cleanliness, truth, peace, coldness, sterility
32 Colour Harmony One of the most challenging aspects of visual design is developing effective colour harmonies that strike a balance between monotony and over stimulation
33 RGB Colour Wheel Primary colours Secondary colours Tertiary colours
34 Design Guidelines Sound: Use harsh and soft audio tones for warnings and positive feed back respectively Sound can add to a site or application, but can also be annoying It is always a good idea to provide the option to turn the sound off
35 Display Issues Maintain display inertia Static objects such as buttons, words and icons that appear on many screens should always appear in the same location Location, shape and size of objects should be kept as consistent as possible
36 Display Issues Organise the screen to manage complexity Eliminate unnecessary information Use concise wording or easy to recognise icons User performance suffers when less that 25% of the screen is white space 50% white space is recommended for textual displays Related information should be grouped logically
37 Fin