Interface Guidelines & Principles Consider Function First Presentation Later.

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Interface Guidelines & Principles
Copyright 2007 Oxford Consulting, Ltd
LECTURE 3: Requirements Engineering
Presentation transcript:

Interface Guidelines & Principles Consider Function First Presentation Later

Interface Guidelines & Principles  7 principles for Interface Design 1.Focus on the users & tasks, not technology. 2.Conform to the User’s View of the Task. 3.Consider function first, presentation later.

Function 1 st, Presentation Later  Does NOT mean –Get the functionality designed and implemented first and worry about the user interface later. –The word function here refers to implementation. Get the system/prototype functioning first. –Do NOT write code before you have considered the user interface’s function.

Function 1 st, Presentation Later  Does mean –What concepts will the software expose to users?  Are the concepts new, familiar? –What data will users work with?  What information does the data provide?  Where does the data come from? –What are the options the system will have?  Adaptive, personalization, direct-manipulation. –Function means Role. What is the role of the software.

Two Views of Function User versus Designer

User Mental Model  User’s view of the system. –System and its function. –Expectations of the users.

Conceptual Model  Model of the product that the designer wants the user to understand. –Designer’s view of the product.  Expressed in terms of the concepts of the intended user’s task domain –Data and how, when, where it will be used. –In most cases, this is NOT an interface drawing.  Explains the function of the software and what people need to be aware of in order to use it.

Conceptual Model vs. Mental Model  UNIX operating system. Rename a file.  Conceptual Model is to use mv. –This moves a file, simplifies the need for another command.  User Mental Model –User wants to rename, rn or re not move the file.

Developing a Conceptual Model

1. Object/Action Analysis  Define all of the objects. –Nouns.  Define all of the actions. –Verbs

2. Lexicon or Ontology  Ontology –A common vocabulary for a specific domain. –Learn the users’ vocabulary and introduce yours. –Agree upon a common use of terms.

3. Scenarios  Task Scenarios –Scenario development  Participatory vs. Designer (Conceptual Model) –Participatory  Users are involved in the design of the scenarios. –Designer based scenarios  Designer uses conceptual model to develop scenarios.  Conceptual Model = Mental Model???

3. Scenarios  Scenario Implementation –System Model  System architecture: device + data flow

3. Scenarios: System Model

3. Scenarios  Scenario Implementation –System Model  System architecture: device + data flow –Scenario Cases  Goals, Objects, Actions, Time, etc.

Developing a Conceptual Model 1.Object and Action Analysis 2.Lexicon or Ontology 3.Scenarios Mental Model = Conceptual Model Cartoon by Mark Parisi. Used by special permission.

Benefits of Conceptual Model  Identifies actions that are shared by many objects.  Forces the designer to think about the user.  Ontology allows designer to communicate with the users.  Conceptual Model will conform to User’s Mental Model

In Class Exercise  Scholarship search engine from Assignment #1.  Develop a conceptual model for the scholarship search engine.

Human Factors 1.Language 1.English, Spanish, Chinese, etc. 2.Vocabulary, Ontology 2.Colors 3.Layout 1.Focus the user’s attention 4.Etiquette and Tone 1.Tone: Serious versus Play 2.Non offensive design 5.Special Requirements 1.Disabilities