Spring 20116.813/6.831 User Interface Design and Implementation1 Lecture 2: Learnability.

Slides:



Advertisements
Similar presentations
Interaction Techniques Level 2 Prepared by: RHR First Prepared on: Nov 23, 2006 Last Modified on: Quality checked by: MOH Copyright 2004 Asia Pacific Institute.
Advertisements

1 Official Interface Guidelines by David Catmull User interface documentation published by Apple and Microsoft.
1 CS 501 Spring 2002 CS 501: Software Engineering Lecture 11 Designing for Usability I.
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.
CS774 Human-Computer Interaction Lecturer: Roger D. Eastman
Spring /6.831 User Interface Design and Implementation1 Lecture 1: Usability.
MET CS 405/605 Human Computer Interface Design. Week 5 – Design  Interaction Style ~  Command Line  Menu Selection  Form Fill  Direct Manipulation.
User Interface Design Notes p7 T120B pavasario sem.
Part 2c: Requirements Chapter 2: How to Gather Requirements: Some Techniques to Use Chapter 3: Finding Out about the Users and the Domain Chapter 4: Finding.
Semester in review. The Final May 7, 6:30pm – 9:45 pm Closed book, ONE PAGE OF NOTES Cumulative Similar format to midterm (probably about 25% longer)
SIMS 213: User Interface Design & Development Marti Hearst Thurs, Feb 10, 2005.
Design Activities in Usability Engineering laura leventhal and julie barnes.
Design of Everyday Things
SIMS 213: User Interface Design & Development
Heuristic Evaluation. Sources for today’s lecture: Professor James Landay: stic-evaluation/heuristic-evaluation.ppt.
7M701 1 User Interface Design Sommerville, Ian (2001) Software Engineering, 6 th edition: Chapter 15
1 SWE Introduction to Software Engineering Lecture 26 – User Interface Design (Chapter 16)
CS147 - Terry Winograd - 1 Lecture 6 – Usability Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford.
What is usability? Usability (1): effective, efficient and satisfactory Usability (2): Ease of learning (faster the second time and so on) Recall (remember.
User Interface Design Users should not have to adapt to a piece of software; the software should be designed to fit the user.
User interface design Designing effective interfaces for software systems Objectives To suggest some general design principles for user interface design.
Chapter 7 design rules.
1 User Interface Design CIS 375 Bruce R. Maxim UM-Dearborn.
CSC450 Software Engineering
Spring /6.831 User Interface Design and Implementation1 Lecture 6: User-Centered Design GR1 (project proposal & analysis) released today, due.
Spring /6.831 User Interface Design and Implementation1 Lecture 8: Generating Designs.
Spring /6.831 User Interface Design and Implementation1 Lecture 18: Graphic Design GR3 due tonight at midnight PS3, RS3 released, due Sunday GR4.
User Interface Design Principles Gabriel Spitz 1 Lecture # 4.
User Characteristics & Design Principles Gabriel Spitz 1 Lecture # 11.
Lecture 23: Heuristic Evaluation
People: Usability IS 101Y/CMSC 101Y November 5, 2013 Marie desJardins Amanda Mancuso University of Maryland Baltimore County.
Chapter 11: Interaction Styles. Interaction Styles Introduction: Interaction styles are primarily different ways in which a user and computer system can.
People: Usability COMP 101 November 12, 2014 Carolyn Seaman Amanda Mancuso Susan Martin University of Maryland Baltimore County.
Spring /6.831 User Interface Design and Implementation1 Lecture 3: Visibility.
User interface design. Recap OOD is an approach to design so that design components have their own private state and operations Objects should have constructor.
CSC 480 Software Engineering Lecture 19 Nov 11, 2002.
Lecture 6 User Interface Design
Q Q Human Computer Interaction – Part 1© 2005 Mohammed Alabdulkareem Human Computer Interaction - 1 Dr. Mohammed Alabdulkareem
User Interface Design Session 11- LBSC 790 / INFM 718B Building the Human-Computer Interface Cartoon removed.
Usability Evaluation/LP Usability: how to judge it.
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
CMPUT 301: Lecture 18 Usability Paradigms and Principles Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on.
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:
Software Architecture
Laws Of Interface Design. 2 of User Control The interface will allow the user to perceive that they are in control and will allow appropriate control.
More on Design of Everyday Things. Turn it up, or shut it down?
The Design of Everyday Things Darn these hooves! I hit the wrong switch again! Who designs these instrument panels, raccoons?
1 CSC111H User Interface Design Dennis Burford
Interaction Tasks Select Position Orient Quantify Text.
Understanding Users Cognition & Cognitive Frameworks
Usability 1 Usability evaluation Without users - analytical techniques With users - survey and observational techniques.
Fall 2002CS/PSY Dialog Design 2 Direct Manipulation 1) Continuous visibility of the objects and actions of interest 2) Rapid, reversible, incremental.
Theories and Practice of Interactive Media 13 October 2003 Kathy E. Gill.
Fall UI Design and Implementation1 Lecture 5: Design Principles.
Gabriel Spitz 1. Light Switch Issues  Consistency – The switch design is inconsistent with common light switches  Visibility – No visible cue regarding.
Capabilities of Humans. Gestalt More than the sum of its parts.
Mouse Trackball Joystick Touchpad TroughputError rate T roughput (bps) Error r ate (%) Image by MIT.
Usability Olaa Motwalli CIS764, DR Bill – KSU. Overview Usability factors. Usability guidelines.  Software application.  Website. Common mistakes. Good.
1 CS 501 Spring 2003 CS 501: Software Engineering Lecture 13 Usability 1.
A disciplined approach to analyzing malfunctions –Provides feedback into the redesign process 1.Play protocol, searching for malfunctions 2.Answer four.
6. (supplemental) User Interface Design. User Interface Design System users often judge a system by its interface rather than its functionality A poorly.
*Some slides are modified from ocw.mit.edu
Human Computer Interaction Lecture 21 User Support
Chapter 6 : User interface design
Image by MIT OpenCourseWare Troughput (bps) Error rate (%) Mouse Trackball Joystick Touchpad.
Human Computer Interaction Lecture 21,22 User Support
Human-Computer Interaction
Unit 2 User Interface Design.
Chapter 11 Interaction styles
Efficiency CS 422: UI Design and Programming
Presentation transcript:

Spring /6.831 User Interface Design and Implementation1 Lecture 2: Learnability

UI Hall of Fame or Shame? Spring /6.831 User Interface Design and Implementation2 Source: Interface Hall of Shame

UI Hall of Shame! Spring /6.831 User Interface Design and Implementation3 Source: Interface Hall of Shame

UI Hall of Shame Spring /6.831 User Interface Design and Implementation4 mouse over Source: Interface Hall of Shame

Nanoquiz closed book, closed notes submit before time is up (paper or web) we’ll show a timer for the last 20 seconds

1. Which of the following are NOT dimensions of usability? A. satisfaction B. reliability C. efficiency D. functionality E. learnability 2. For the anecdote below: An oil spill was caused by a helm lever on an oil tanker. The lever had three positions: Autopilot – Manual – Disconnected. In a tight passage off English coast, trying to maneuver in a narrow channel with fishing boats, the captain accidentally pushed the lever too far – past Manual to Disconnected. Since the supertanker turned very slowly anyway, the crew didn’t realize at first that they weren’t turning at all. Even then, they had so many other hypotheses for why the helm wasn’t responding (burned-out fuse, interconnect problem, etc.) that they didn’t think of the lever. The tanker hit the rocks, and a large oil spill resulted. Which dimensions of usability are relevant to the failure in this story? A. efficiency B. visibility C. learnability D. errors E. satisfaction 3. Why are user interfaces hard to design? (choose all good answers) A. People are hard to predict. B. Software engineers are different from most people. C. Usability is largely a matter of personal taste. D. It’s hard for designers to forget what they know. E. UI design is an aesthetic process and hard to approach objectively or scientifically. NQ

Today’s Topics Human memory Interaction styles User model vs. system model Learnability principles & design patterns

People Don't Learn Instantly 6.813/6.831 User Interface Design and Implementation Source: Interface Hall of Shame Spring 20118

6.813/6.831 User Interface Design and Implementation9 Memory Working memory –Small: 7 ± 2 “ chunks ” –Short-lived: ~10 sec –Maintenance rehearsal fends off decay (but costs attention) Long-term memory –Practically infinite in size and duration –Elaborative rehearsal transfers chunks to long- term memory Long-term Memory Working Memory

Chunking “Chunk” is a unit of memory or perception –Depends both on presentation and on what you already know Hard: M W B C R A L O A B I M B F I Easier: MWB CRA LOA BIM BFI Easiest: BMW RCA AOL IBM FBI Spring /6.831 User Interface Design and Implementation10

Recognition vs. Recall Recognition: remembering with the help of a visible cue –aka “Knowledge in the world” Recall: remembering with no help –aka “Knowledge in the head” Recognition is much easier –so menus are more learnable than command languages Spring /6.831 User Interface Design and Implementation11

Gulfs of Execution and Evaluation Spring /6.831 User Interface Design and Implementation Evaluation Interpretation Perception Intention Planning Execution User Goals System GULF OF EVALUATION GULF OF EXECUTION 12

Interaction Styles Command language Menus & forms Direct manipulation Spring /6.831 User Interface Design and Implementation13

Command Language User types in commands in an artificial language Spring /6.831 User Interface Design and Implementation14 ls -l *.java site:mit.edu Unix shell search engine query URL

Menus and Forms User is prompted to choose from menus and fill in forms Spring /6.831 User Interface Design and Implementation15

Direct Manipulation User interacts with visual representation of data objects –Continuous visual representation –Physical actions or labeled button presses –Rapid, incremental, reversible, immediately visible effects Spring /6.831 User Interface Design and Implementation16 Files & folders on desktop Scrollbar Selection handles

Spring /6.831 User Interface Design and Implementation17

Comparison of Interaction Styles Knowledge in the head vs. world Error messages Efficiency User experience Synchrony Programming difficulty Accessibility Spring /6.831 User Interface Design and Implementation18

Models Model of a system = how it works –its constituent parts and how they work together to do what the system does Implementation models –Pixel editing vs. structured graphics –Text file as single string vs. list of lines Interface models –RealCD ’ s online help as liner notes Spring /6.831 User Interface Design and Implementation19

Models in UI Design Three models are relevant to UI design: Spring /6.831 User Interface Design and Implementation20 User model Interface model System model

Interface Model Hides System Model Interface model should be: –Simple –Appropriate: reflect user ’ s model of the task –Well-communicated Spring /6.831 User Interface Design and Implementation21

User Model May Be Wrong Sometimes harmless –Electricity as water Sometimes misleading –Thermostat as a valve Spring /6.831 User Interface Design and Implementation22

Example: the Back Button Spring /6.831 User Interface Design and Implementation23

Learnability Principles Cues that communicate the system model –Affordances –Natural mapping –Visibility –Feedback Consistency –Internal, external, metaphorical –Speak the user’s language –Metaphors –Platform standards Spring /6.831 User Interface Design and Implementation24

Affordances Perceived and actual properties of a thing that determine how the thing could be used Perceived vs. actual Spring /6.831 User Interface Design and Implementation25

Natural Mapping Physical arrangement of controls should match arrangement of function Best mapping is direct, but natural mappings don ’ t have to be direct –Light switches –Stove burners –Turn signals –Audio mixer Spring /6.831 User Interface Design and Implementation26

Visibility Relevant parts of system should be visible –Not usually a problem in the real world –But takes extra effort in computer interfaces Availability of drag & drop is often invisible Spring /6.831 User Interface Design and Implementation27 mouse over

Feedback Actions should have immediate, visible effects –Push buttons –Scrollbars –Drag & drop Kinds of feedback –Visual –Audio –Haptic Spring /6.831 User Interface Design and Implementation28

Consistency Also called the “principle of least surprise” –Similar things should look and act similar –Different things should look different Kinds of consistency –Internal –External –Metaphorical Spring /6.831 User Interface Design and Implementation29

Consistency of Layout Spring /6.831 User Interface Design and Implementation30

Consistency in Wording Spring /6.831 User Interface Design and Implementation31

Speak the User’s Language Use common words, not techie jargon –But use domain-specific terms where appropriate Allow aliases/synonyms in command languages Spring /6.831 User Interface Design and Implementation32 Source: Interface Hall of Shame

Follow Platform Standards Follow platform standards –Apple Human Interface Guidelines –Windows Vista User Experience Guidelines –GNOME Human Interface Guidelines –KDE User Interface Guidelines –Java Look & Feel Design Guidelines Or imitate what the popular programs do Spring /6.831 User Interface Design and Implementation33

Metaphors Advantages –Highly learnable when appropriate –Hooks into user’s existing mental models very easily Dangers –Often hard for designers to find –May be deceptive –May be constraining –Metaphor is usually broken somewhere –Use of a metaphor doesn ’ t excuse other bad design decisions Spring /6.831 User Interface Design and Implementation34 Desktop metaphor Trashcan metaphor

Case Against Consistency (Grudin) Inconsistency is appropriate when context and task demand it –Arrow keys But if all else is (almost) equal, consistency wins –QWERTY vs. Dvorak –OK/Cancel button order Spring /6.831 User Interface Design and Implementation35

Summary Learnable interfaces should clearly communicate the correct mental model to the user –Use affordances, natural mapping, visibility –Consider metaphors –Be consistent internally, externally, metaphorically –Prefer knowledge in the world over knowledge in the head Spring /6.831 User Interface Design and Implementation36

Next Time: UI Hall of Fame or Shame? Spring /6.831 User Interface Design and Implementation37 Suggested by Vishy Venugopalan