1 Chapter 15 User Interface Design. 2 Interface Design Easy to use? Easy to understand? Easy to learn?

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Presentation transcript:

1 Chapter 15 User Interface Design

2 Interface Design Easy to use? Easy to understand? Easy to learn?

3 Interface Design lack of consistency too much memorization no guidance / help no context sensitivity poor response Arcane/unfriendly Typical Design Errors

4 Types of Users (user may not be client)  Novice  Intermittent, experienced user  Frequent “Power” user

5 Interaction Modes  Menu (icons?)  Command Language  Forms Fill-in  Natural Language  Voice recognition  Dictionary of possible Fuzzy methods

6 Natural Language (simple method)  Obtain possible verb meanings from dictionary. Throw away those that are inconsistent with the verb’s particle. (throw up, throw out, throw away)  Find the thematic object among the preposition-free noun phrases. (before passive, after active verb)  Throw away verb meanings inconsistent with thematic object. (shot rabbit, shot picture)  For each remaining noun phrase determine thematic role (agent, instrument, etc.)  Throw away verb meanings dictionary says are inconsistent with the thematic roles.

7 Fuzzy Terms for Natural Language  Fuzzy set has membership function with values from 0 to 1. Intermediate values allowed.  Construct base sets over normal variable.  Construct complex terms using and, or, not and qualifiers.

8 Golden Rules  Strive for consistency.  Enable frequent users to use shortcuts.  Offer informative feedback.  Design dialogs to yield closure.  Offer simple error handling.  Permit easy reversal of actions.  Support user-centered interaction  Reduce short term memory load.

9 Place the User in Control Define interaction modes in a way that does not force a user into unnecessary or undesired actions. Provide for flexible interaction. Allow user interaction to be interruptible and undoable. Streamline interaction as skill levels advance and allow the interaction to be customized. Hide technical internals from the casual user. Design for direct interaction with objects that appear on the screen.

10 Reduce the User’s Memory Load Reduce demand on short-term memory. Establish meaningful defaults. Define shortcuts that are intuitive. The visual layout of the interface should be based on a real world metaphor. Disclose information in a progressive fashion.

11 Make the Interface Consistent Allow the user to put the current task into a meaningful context. Maintain consistency across a family of applications. If past interactive models have created user expectations, do not make changes unless there is a compelling reason to do so.

12 Interface Design Activities 1. Establish the goals and intentions for each task. 2. Map each goal/intention to a sequence of specific actions. 3. Specify the action sequence of tasks and subtasks, also called a user scenario, as it will be executed at the interface level. 4. Indicate the state of the system, i.e., what does the interface look like at the time that a user scenario is performed? 5. Define control mechanisms, i.e., the objects and actions available to the user to alter the system state. 6. Show how control mechanisms affect the state of the system. 7. Indicate how the user interprets the state of the system from information provided through the interface.

13 On-line User Aid  On-line help not as effective as paper manuals.  All users have access  Easily updated  Experienced users find most useful  Hypertext possible

14 User Manuals  Training manual – shows how to accomplish tasks  Basic reference manual – simple descriptions of commands and features.  Technical reference manual – as much detail as possible.