User interface Systems Analysis and Design Accountancy Department Petra Christian University Surabaya 2003
What ? Interaction/dialogues between machine and users –Communicating information from machine to the user –Communicating information from the user to the machine
Why ? To focus on the needs of the users rather than on the needs of the computers To avoid frustration, confusion, boredom, misuse, abandonment etc. ( easy to learn, remember, use) To reduce the trainings to use the systems
How ? (basic principles) 1.Understanding audience 2.Knowing the goal 3.Consistent 4.clear 5.systematic 6.Communicative 7.Intuitive 8.Flexible 9.aesthetics
UNDERSTANDING AUDIENCE Novice vs expert –Novice : instruction, help, dialogue –Expert : efficient Involvement from the beginning Identifying likes and dislikes of the existing system Involvement in the testing stage ( finding errors) feedback
KNOWING THE GOAL Easy to learn Easy to use Efficiency
CONSISTENT term layout font size Color character type icon, button, form etc. for similar concepts, headings, body of text, page etc
CLEAR readable to be read on screen or printed ( font color, size, type); text – 12 “ concise simple term/heading Grammatically correct sentences avoid acronyms/abbreviations no exaggerations, funny or cute words Use action words for phrase instructions
SYSTEMATIC alphabetical chronological category/sub-category process-based approach geographical
COMMUNICATIVE 1 help/guide ( readable, clear, consistent, complete) –PAGE (not exceeding the wide of the monitor used, not too long approx 2,5 screen length) –TEXT/REPORT/PARAGRAPH (concise, short sentences, use abstracts or summaries at the top of the page if the text is long, not > one concept per paragraph, most important point first, background color – white –If more than 1 page, use scroll or button ( previous/next) –Use search or topic list/index
COMMUNICATIVE 2 messages ( warning, confirmation, status, error, reasons etc) Internal controls (prevent user to perform inappropriate action, not allowed to proceed without correcting the errors, Authentication and authorization etc. ) Navigation ( know the position, how to go back and move forward)
INTUITIVE Easy to learn ( minimal instruction, users can pick it up quickly and easily) Unambiguous Know what to do next – to distinguish between alternative actions
FLEXIBILITY ( customized to the needs of the users) Hiding/displaying tools bars/menu etc. Font size, color, type Dates to pick up Types of display screen, print outs Layout ( portrait, landscape) Number of pages displayed, printed Etc.
AESTHETICS not crowded composition – color, layout, size Character types not > 3 in one page Images/graphics/animation - small enough to be viewed/downloaded
Human Factors Memory (7 ± 2)[ Miller (1956)]Miller (1956) Dynamic, e.g. Web: 2 or 3? (Yentema& Mueser, 1960; Yentema, 1963; Venturino, 1997)Web Search engines can offload memory burden Perception: visual Motor skills: Attention and vigilance Problem solving Learning and skill acquisition Motivation Users' conceptual models Population Stereotypes Human diversity, including disabled
GRAPHICAL USER INTERFACE Windows and frames –Scroll bar –Task bar Menu-driven interface Instruction-driven interface Question-answer dialogue
Menu driven Hierarchical Pull down/drop down & Cascading Dialogue box Tear-0ff Pop-up Tool bar, iconic menu ( push/click) Consumer-style interface Hypertext and hyperlink ( hybrid windows/web interface)
questions Jika anda dihadapkan pada pilihan merancang user interface, mana yang anda dahulukan, estetika atau keterpakaian? Mengapa?
What is Usability? "Usability (is) the ease with which a user can learn to operate, prepare inputs for, and interpret outputs of a system or component." [IEEE 90] "The usability of an interface is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment with that interface." [ISO 13407]
Attributes of Usability According to Nielsen [1993], usability is associated with these five usability attributes: 1.Learnability 2.Efficiency 3.MemorabilityMemorability 4.Errors 5.Satisfaction