Notes on our audience People have selective attention/tunnel vision (especially if problem-solving), limited working/short-term memory, slow long-term.

Slides:



Advertisements
Similar presentations
Page Design Scroll zone Data Tables Screen Readers
Advertisements

Designing a Graphical User Interface (GUI) 10 IST – Topic 6.
ORGANIZING THE CONTENT Physical Structure
Style guide exercise Symbian 3 Nelli Kihniä, Hung Nguyen.
Sriram DRUPAL GCI What is a drop down menu? A drop down menu is a menu of options that appears when an item is selected with a mouse. The item.
DBSYSTEMS 1 of 23 Chapter 6 DB System Development: Forms and Reports 1 Based on G. Post, DBMS: Designing & Building Business Applications University of.
PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 1.
Good Websites. 2. Submit one good web interface. This website is a good because of it usability and appears of the website.
Web Site Design Marti Hearst (UCB SIMS) SIMS 213, UI Design & Development April 6, 1999.
CMPUT 301: Lecture 25 Graphic Design Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on previous courses by.
User Interface Design: Methods of Interaction. Accepted design principles Interface design needs to consider the following issues: 1. Visual clarity 2.
Ch 7 & 8 Interaction Styles page 1 CS 368 Designing the Interaction Interaction Design The look and feel (appearance and behavior) of interaction objects.
Chapter 2 Web Site Design Principles Principles of Web Design, Third Edition.
User Interface Design. Overview The Developer’s Responsibilities Goals and Considerations of UI Design Common UI Methods A UI Design Process Guidelines.
Chapter 2 Web Site Design Principles Principles of Web Design, 4 th Edition.
Proposal 13 HUMAN CENTRIC COMPUTING (COMP106) ASSIGNMENT 2.
Why planning? In order to make a successful project good communication is key! The process of planning and designing a project involves many people from.
Multimedia Design. Table of Content 1.Navigational structures 2.Storyboard 3.Multimedia interface components 4.Tips for interface design.
Website Content, Forms and Dynamic Web Pages. Electronic Portfolios Portfolio: – A collection of work that clearly illustrates effort, progress, knowledge,
DESIGNING FOR IOS. iOS uses the following themes:  Deference. UI helps users understand and interact with the content, but never competes with it.
Copyright © 2010 SAS Institute Inc. All rights reserved. Effective Data Visualization Design for Dashboards Lisa Whitman TriUPA May 25, 2011.
Adobe Dreamweaver CS3 Revealed CHAPTER ONE: GETTING STARTED WITH DREAMWEAVER.
William H. Bowers – Designing Look and Feel Cooper 19.
Web Design, 3 rd Edition 4 Planning a Successful Web Site: Part 2.
Web Design, 4 th Edition 4 Planning a Successful Web Site: Part 2.
Microsoft Wang Li, Wang Yini, Li YIcheng.  This is a presentation about Microsoft Windows7 guidelines  Wang Li K8wali00  Li Yicheng K8liyi00  Wang.
ORGANIZING THE CONTENT INFORMATION ARCHITECTURE AND APPLICATION STRUCTURE September 11 th, 2009.
Ch 6 - Menu-Based and Form Fill-In Interactions Yonglei Tao School of Computing & Info Systems GVSU.
Spring /6.831 User Interface Design and Implementation1 Lecture 3: Visibility.
© Anselm Spoerri Lecture 14 Course Review –Course Objectives –Design Principles Evaluation Criteria used for Term Project.
Tutorial 1 Getting Started with Adobe Dreamweaver CS3
Web-designWeb-design. Web design What is it? Web-design features Before…
1 WEB Engineering Introduction to Electronic Commerce COMM1Q.
◦ A single seamless whole. ◦ Simplicity is the key UIDE Chapter 14.
Chapter 2 Web Site Design Principles
Web Site Design Principles
IE 411/511: Visual Programming for Industrial Applications
Q Q Human Computer Interaction – Part 1© 2005 Mohammed Alabdulkareem Human Computer Interaction - 1 Dr. Mohammed Alabdulkareem
What’s New in SkillPort 7 Presenter Name Title. SkillPort 7 – a whole new look and feel! Complete redesign of the SkillPort User Interface –Both Student.
Patterns, effective design patterns Describing patterns Types of patterns – Architecture, data, component, interface design, and webapp patterns – Creational,
1 WEB Engineering E-Commerce Strategy & Management COM350.
Designing Interface Components. Components Navigation components - the user uses these components to give instructions. Input – Components that are used.
MULTIMEDIA DEFINITION OF MULTIMEDIA
Chapter 6: NavigationCopyright © 2004 by Prentice Hall 6. Navigation Design Site-level navigation: making it easy for the user to get around the site Page-level.
Chapter 8 Collecting Data with Forms. Chapter 8 Lessons Introduction 1.Plan and create a form 2.Edit and format a form 3.Work with form objects 4.Test.
Chapter 2 Web Site Design Principles Principles of Web Design, Third Edition.
Interface Design.
INFO 355Week #71 Systems Analysis II User and system interface design INFO 355 Glenn Booker.
Chapter 2 Web Site Design Principles Principles of Web Design, 4 th Edition.
Software Engineering User Interface Design Slide 1 User Interface Design.
1 CSC111H User Interface Design Dennis Burford
Windows User Interface and Web User Interface By E. Marlene Graham.
1 User Interface Design Components Chapter Key Definitions The navigation mechanism provides the way for users to tell the system what to do The.
Navigation and Presentation Design Peter Dolog dolog [at] cs [dot] aau [dot] dk Intelligent Web and Information Systems October 7, 2010.
Slide 1-1 The Web Wizard’s Guide to Web Design by James Lengel.
User Interface Components Lecture # 5 From: interface-elements.html.
Oct 021 Outline What is a widget? Buttons Combo boxes Text components Message boxes.
Navigation Design. Presentation Overview Focus on the User Build the Information Architecture Design the Navigation Presentation of Navigation Home Page.
Yonglei Tao School of Computing & Info Systems GVSU Ch 7 Design Guidelines.
Creating & Building the Web Site Week 8. Objectives Planning web site development Initiation of the project Analysis for web site development Designing.
Design Phase intro & User Interface Design (Ch 8)
3461 Laying Out Components Principles of Good Screen Design Galitz, W. O., (2002) The Essential Guide to User Interface Design, 2nd Edition, Wiley Computer.
DOCUMENTATION REF: Essentials of IT (Hamilton et al) Chapter 1.
6. (supplemental) User Interface Design. User Interface Design System users often judge a system by its interface rather than its functionality A poorly.
Multimedia Design.
User Interface Components
CSC420 Navigation.
CSC420 Actions and Commands.
Designing Information Systems Notes
Interface Design Interface Design
Presentation transcript:

Notes on our audience People have selective attention/tunnel vision (especially if problem-solving), limited working/short-term memory, slow long-term memory, etc.

Same song, second verse

I’m bored I’m microtasking I’m local

Graphical User Interface = Graphical display (1+ pixel) for people to see + Controls for people to use + Computation function(s) on object(s)

Controls of…  A typical ATM?  Touch-screen kiosk?  Car stereo?  An Illustrator vector shape?  Sony Walkman?

When interaction is a Good Thing  “For manipulation software, interaction is perfectly suitable: the user views a visual representation of the model, considers what to manipulate next, and performs a manipulation.  The software, in turn, inputs the user’s manipulation request, updates the model, and displays the updated representation.”  The ACTION is for doing the actual work with some Thing (like painting in PS).

When interaction is NOT a Good Thing  “For information software, all interaction is essentially navigation to adjust the user’s view into the data space. The only reason for the user to ACT is to explicitly provide some context that the software can’t otherwise infer - to indicate a relevant subset of information.  Navigation is usually pure excise (cognitive or physical penalty for using a tool) AND 1. The user has to already know what she wants in order to ask for it. 2. The user has to know how to ask. 3. Spaces that can be navigated are spaces in which the user can get lost.

Commuting in GUIs  How much real estate is content vs. navigation?

Commuting in GUIs  How much real estate is content vs. navigation?

Commuting in GUIs From the user’s POV, is the activity/space as complicated as the (misguided) GUI is making it?

Commuting in GUIs From the user’s POV, is the activity/space as complicated as the (misguided) GUI is making it?

Commuting in GUIs When the activity/space is complicated, how to bring clarity?  Visual hierarchy

Commuting in GUIs When the activity/space is complicated, how to bring clarity?  Visual hierarchy  Environmental clues or familiar cultural/platform norms

Commuting in GUIs When the activity/space is complicated, how to bring clarity?  Visual hierarchy  Environmental clues or familiar cultural/platform norms

Commuting in GUIs When the activity/space is complicated, how to bring clarity?  Visual hierarchy  Environmental clues or familiar cultural/platfor m norms  "You are here" signage

Commuting in GUIs When the activity/space is complicated, how to bring clarity?  Visual hierarchy  Environmental clues or familiar cultural/platfor m norms  "You are here" signage

Commuting in GUIs When the activity/space is complicated, how to bring clarity?  Visual hierarchy  Environmental clues or familiar cultural/platform norms  "You are here" signage  Maps

Commuting in GUIs How much real estate is content vs. navigation? When the activity/space is complicated, how to bring clarity?  Visual hierarchy  Environmental clues or familiar cultural/platform norms  "You are here" signage  Maps  Clearly visible change/movement/transition s (aka feedback)

Commuting in GUIs How much real estate is content vs. navigation? When the activity/space is complicated, how to bring clarity?  Visual hierarchy  Environmental clues or familiar cultural/platform norms  "You are here" signage  Maps  Clearly visible change/movement/transitions (aka feedback)  Reduce distances …

Commuting in GUIs (reducing distances) Anti-pattern: meandering away  Normal flow through the screen takes the user on a (needlessly) meandering journey

Commuting in GUIs (reducing distances) Anti-pattern: Pogo stick navigation (common malady of UIs for comparison decision making tasks) Example: List of products doesn’t provide appropriate level of info for a choice, so you 1. navigate down into one to get info, 2. navigate back to the list, 3. navigate down into another to get info 4. navigate back to the list …

Commuting in GUIs (reducing distances) Anti-pattern: Pogo stick navigation (common malady of UIs for comparison decision making tasks) Example: List of products doesn’t provide appropriate level of info for a choice, so you 1. navigate down into one to get info, 2. navigate back to the list, 3. navigate down into another to get info 4. navigate back to the list …

Commuting in GUIs (reducing distances) Advice from Josh Clark: Don’t organize your app like a web. People should be able to flip through its screens:  in a straight line (flat pages),  a simple set of categories (tab bar),  or a neatly categorized collection (tree structure). Paths through your app should be predictable and, ideally, unique: Aim to build your app according to a “one room, one door” principle so that every screen has just one approach. P. 120 of Tapworthy

Commuting in GUIs How much real estate is content vs. navigation? When the activity/space is complicated, how to bring clarity?  Visual hierarchy  Environmental clues or familiar cultural/platform norms  "You are here" signage  Maps  Clearly visible change/movement/transitions (aka feedback)  Reduce distances … by optimizing screen/flow for the primary task.

GUI nouns & verbs  Buttons  Menu bars  Pop-up menus  Drop-down menus  Toolbars  Links  Action Panels  Carousels  Sliders  …  Double click  Swipe  Rollover  Keyboard actions/commands  Drag-and-drop  … Perceived affordances? Natural mapping relationships? Consistent with/builds on conventions? Feedback? Transitions? Perceived affordances? Natural mapping relationships? Consistent with/builds on conventions? Feedback? Transitions?

Must work both GUI aspects: Visual organization Personality (look & feel)  “Visual contrast and visual hierarchy to create layouts that guide users through content (i.e. work the Gestalt principles and CRAP)  “Selecting the right fonts, colors, shapes, textures, and images to communicate an appropriate message to your target audience