Copyright © 2005, Pearson Education, Inc. An Instructor’s Outline of Designing the User Interface 4th Edition by Ben Shneiderman & Catherine Plaisant Slides.

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Presentation transcript:

Copyright © 2005, Pearson Education, Inc. An Instructor’s Outline of Designing the User Interface 4th Edition by Ben Shneiderman & Catherine Plaisant Slides developed by Roger J. Chapman

Copyright © 2005, Pearson Education, Inc. Chapter 3 Managing Design Processes

Copyright © 2005, Pearson Education, Inc. Organizational Design and Support Usability Design is … –creative –unpredictable Interactive system designers must blend knowledge of technical feasibility with a mystical esthetic sense of what attracts users Carroll and Rosson design characterization: –Design is a process, not a state. –The design process is nonhierarchical. –The process is radically transformational. –Design intrinsically involves the discovery of new goals.

Copyright © 2005, Pearson Education, Inc. The Three Pillars of Design 1.Guidelines documents and processes Each project has different needs, but guidelines should be considered for: Words, icons, and graphics –Terminology (objects and actions), abbreviations, and capitalization –Character set, fonts, font sizes, and styles (bold, italic, underline) –Icons, graphics, line thickness, and –Use of color, backgrounds, highlighting, and blinking

Copyright © 2005, Pearson Education, Inc. The Three Pillars of Design (cont.) Screen-layout issues –Menu selection, form fill-in, and dialog-box formats –Wording of prompts, feedback, and error messages –Justification, white space, and margins –Data entry and display formats for items and lists –Use and contents of headers and footers Input and output devices –Keyboard, display, cursor control, and pointing devices –Audible sounds, voice feedback, touch input, and other special devices –Response time for a variety of tasks

Copyright © 2005, Pearson Education, Inc. The Three Pillars of Design (cont.) Action sequences –Direct-manipulation clicking, dragging, dropping, and gestures –Command syntax, semantics, and sequences –Programmed function keys –Error handling and recovery procedures Training –Online help and tutorials –Training and reference materials –Command syntax, semantics, and sequences

Copyright © 2005, Pearson Education, Inc. The Three Pillars of Design (cont.)

Copyright © 2005, Pearson Education, Inc. The Three Pillars of Design (cont.) 2. User-interface software tools Customers and users may not have a clear idea of what the system will look like when it is done Create several early prototypes for client approval Allow client to modify as desired 3. Expert reviews and usability testing Web designers recognize they must carry out many small and some large pilot tests of components before release to the customer Schedule tests and surveys expert review evaluations with the intended users

Copyright © 2005, Pearson Education, Inc. Developmental Methodologies

Copyright © 2005, Pearson Education, Inc. Developmental Methodologies (cont.) The Logical User-Centered Interactive Design Methodology (LUCID) (Kreitzberg): –Stage 1: Envision Develop clear, shaped product vision –Stage 2: Discovery Determine high-level user requirements –Stage 3: Design Foundation Conceptual design, screen prototype, usability test and redesign –Stage 4: Design Detail Determine complete specifications –Stage 5: Build Support production process through review and late-changes –Stage 6: Release Develop roll-out plan, final usability test, document, assess

Copyright © 2005, Pearson Education, Inc. Developmental Methodologies (cont.) The Twelve Deliverables of the LUCID Management Strategy 1.Product Definition 2.Business Case 3.Resources 4.Physical Environment 5.Technical Environment 6.Users 7.Functionality 8.Prototype 9.Usability 10.Design Guidelines 11.Content Materials 12.Documentation, Training, and Help

Copyright © 2005, Pearson Education, Inc. Ethnographic Observation Preparation –Understand organization policies and work culture. –Familiarize yourself with the system and its history. –Set initial goals and prepare questions. –Gain access and permission to observe/interview. Field Study –Establish rapport with managers and users. –Observe/interview users in their workplace and collect subjective/objective quantitative/qualitative data. –Follow any leads that emerge from the visits.

Copyright © 2005, Pearson Education, Inc. Ethnographic Observation (cont.) Analysis –Compile the collected data in numerical, textual, and multimedia databases. –Quantify data and compile statistics. –Reduce and interpret the data. –Refine the goals and the process used. Reporting –Consider multiple audiences and goals. –Prepare a report and present the findings.

Copyright © 2005, Pearson Education, Inc. Participatory Design

Copyright © 2005, Pearson Education, Inc. Participatory Design (cont.) Controversial more user involvement brings –more accurate information about tasks –more opportunity for users to influence design decisions –a sense of participation that builds users' ego investment in successful implementation –potential for increased user acceptance of final system

Copyright © 2005, Pearson Education, Inc. Participatory Design (cont.) Negative aspects: extensive user involvement may –be more costly –lengthen the implementation period –build antagonism with people not involved or whose suggestions rejected –force designers to compromise their design to satisfy incompetent participants –build opposition to implementation –exacerbate personality conflicts between design- team members and users –show that organizational politics and preferences of certain individuals are more important than technical issues

Copyright © 2005, Pearson Education, Inc. Participatory Design (cont.)

Copyright © 2005, Pearson Education, Inc. Scenario Development Day-in-the-life scenarios: characterize what happens when users perform typical tasks can be acted out as a form of walkthrough may be used as basis for videotape useful tools –table of user communities across top, tasks listed down the side –table of task sequences –flowchart or transition diagram

Copyright © 2005, Pearson Education, Inc. Social Impact Statement for Early Design Review 1.Describe the new system and its benefits Convey the high level goals of the new system. Identify the stakeholders. Identify specific benefits

Copyright © 2005, Pearson Education, Inc. Social Impact Statement for Early Design Review (cont.) 2.Address concerns and potential barriers Anticipate changes in job functions and potential layoffs. Address security and privacy issues. Discuss accountability and responsibility for system misuse and failure. Avoid potential biases. Weigh individual rights vs. societal benefits. Assess trade-offs between centralization and decentralization. Preserve democratic principles. Ensure diverse access. promote simplicity and preserve what works.

Copyright © 2005, Pearson Education, Inc. Social Impact Statement for Early Design Review (cont.) 3.Outline the development process –Present and estimated project schedule. –Propose process for making decisions. –Discuss expectations of how stakeholders will be involved. –Recognize needs for more staff, training, and hardware. –Propose plan for backups of data and equipment. –Outline plan for migrating to the new system.

Copyright © 2005, Pearson Education, Inc. Legal Issues Potential Controversies What material is eligible for copyright? Are copyrights or patents more appropriate for user interfaces? What constitutes copyright infringement? Should user interfaces be copyrighted?