1 Chapter 4: User Interface Design. 2 Introduction … Purpose of user interface design:-  Easy to learn  Easy to use  Easy to understand.

Slides:



Advertisements
Similar presentations
Chapter 12 User Interface Design
Advertisements

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by.
Chapter 19 Design Model for WebApps
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.1.
Chapter 12 User Interface Design
User Interfaces 4 BTECH: IT WIKI PAGE:
ORGANIZING THE CONTENT Physical Structure
Chapter 12 User Interface Design
Chapter 12 User Interface Analysis and Design
Ch 11 Cognitive Walkthroughs and Heuristic Evaluation Yonglei Tao School of Computing and Info Systems GVSU.
Dialog Styles. The Five Primary Styles of Interaction 4 Menu selection 4 Form fill-in 4 Command language 4 Natural language 4 Direct manipulation.
Dialog Styles. The Six Primary Styles of Interaction n Q & A n Menu selection n Form fill-in n Command language n Natural language n Direct manipulation.
Developed by Justin Francisco, SUNY Fredonia USER INTERFACE DESIGN By: Justin Francisco.
1 These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 5/e and are provided with permission by.
These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by.
These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by.
Principles and Methods
Design III Due today: User Manual Next Class:Pressman 8; Homework #4 Questions? Team Status Reports Design Principles (UI related) Bio Break ( 5 minutes.
1 User Interface Design CIS 375 Bruce R. Maxim UM-Dearborn.
User Interface Evaluation CIS 376 Bruce R. Maxim UM-Dearborn.
Performing User Interface Design
1.  Areas of concern 1. The design of interfaces between software components 2. The design of interfaces between the software and other nonhuman producers.
Design, goal of design, design process in SE context, Process of design – Quality guidelines and attributes Evolution of software design process – Procedural,
CS-499G 8/17/ Design Concepts and Principles.
Evaluation IMD07101: Introduction to Human Computer Interaction Brian Davison 2010/11.
Chapter 11: Interaction Styles. Interaction Styles Introduction: Interaction styles are primarily different ways in which a user and computer system can.
1 Interface Design Easy to use? Easy to understand? Easy to learn?
CS 3610: Software Engineering – Fall 2009 Dr. Hisham Haddad – CSIS Dept. Chapter 12 User Interface Design Highlights of user (human) interface design concepts.
Design for Interaction Rui Filipe Antunes
Interacting with IT Systems Fundamentals of Information Technology Session 5.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.1.
Part 1-Intro; Part 2- Req; Part 3- Design  Chapter 20 Why evaluate the usability of user interface designs?  Chapter 21 Deciding on what you need to.
10 Usability Heuristics for User Interface Design.
Usability Evaluation June 8, Why do we need to do usability evaluation?
1 Chapter 15 User Interface Design. 2 Interface Design Easy to use? Easy to understand? Easy to learn?
Heuristic evaluation Functionality: Visual Design: Efficiency:
Developed by Reneta Barneva, SUNY Fredonia User Interface Design (Chapter 11)
CS 8532: Adv. Software Eng. – Spring 2007 Dr. Hisham Haddad Chapter 12 Class will start momentarily. Please Stand By … CS 8532: Advanced Software Engineering.
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Slide 1 Human Computer Interface Design (HCI - Human Computer Interactions Alias.
Evaluating a UI Design Expert inspection methods Cognitive Walkthrough
Human-computer interaction: users, tasks & designs User modelling in user-centred system design (UCSD) Use with Human Computer Interaction by Serengul.
1 COSC 4406 Software Engineering COSC 4406 Software Engineering Haibin Zhu, Ph.D. Dept. of Computer Science and mathematics, Nipissing University, 100.
Software Engineering B.Tech Ii csE Sem-II Unit-V PPT SLIDES By Hanumantha Rao.N Newton’s Institute of Engineering 1.
Chapter 15 사용자 인터페이스 설계 User Interface Design
Chapter 5:User Interface Design Concepts Of UI Interface Model Internal an External Design Evaluation Interaction Information Display Software.
1 These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 5/e and are provided with permission by.
Creating & Building the Web Site Week 8. Objectives Planning web site development Initiation of the project Analysis for web site development Designing.
Importance of user interface design – Useful, useable, used Three golden rules – Place the user in control – Reduce the user’s memory load – Make the.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman.1.
User Interface Design Make Your Program Easy to Use and Look Good.
Component-Level Design and User Interface Design Departemen Ilmu Komputer IPB 2009.
1 These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 5/e and are provided with permission by.
1 These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 5/e and are provided with permission by.
Chapter 12 User Interface Analysis and Design - Introduction - Golden rules of user interface design - Reconciling four different models - User interface.
Chapter 2 Hix & Hartson Guidelines.
User Interface Design The Golden Rules: Place the user in control.
User Interface Design.
Chapter 15 User Interface Design
Software Engineering: A Practitioner’s Approach, 6/e Chapter 12 User Interface Design copyright © 1996, 2001, 2005 R.S. Pressman & Associates, Inc.
Chapter 15 User Interface Design
Chapter 12 User Interface Design
SY DE 542 User Testing March 7, 2005 R. Chow
Copyright Catherine M. Burns
Chapter 15 User Interface Design
Highlights of user (human) interface design concepts and principles
CS 8532: Advanced Software Engineering
Chapter 11 User Interface Design
Interface Design Easy to learn? Easy to use? Easy to understand?
Chapter 11 User Interface Design
Chapter 11 User Interface Design.
Presentation transcript:

1 Chapter 4: User Interface Design

2 Introduction … Purpose of user interface design:-  Easy to learn  Easy to use  Easy to understand

3 Interface Design Typical error in design:-  Lack of consistency  Too much memorization  No guide/help  No context sensitivity  Poor response  Arcane/unfriendly

4 How to design a good Interface? Golden Rules……..

5 How to design a good Interface? Golden Rule Place the user in control Make the interface consistent Reduce the user’s memory load

6 Place the user in control  Define interaction mode – does not force a user into unnecessary or undesired action  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

7 Place the user in control  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.

8 Reduce 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.

9 Make a 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.

10 User interface design model IDM User Model Mental modelDesign model Implementation model a profile of all end users of the system the user’s mental image of what the interface is the interface “look and feel” coupled with supporting information that describe interface syntax and semantics a design realization of the user model

11 User interface design process

12 Interface analysis Interface analysis means understanding:-  The people (end-users) who will interact with the system through the interface;  The tasks that end-users must perform to do their work  The content that is presented as part of the interface  The environment in which these tasks will be conducted

13 Design issue Response time Help facilities Error handling Menu and command labeling Application accessibility Internationalization

14 WebApp interface design  Where am I? The interface should  Provide an indication of the WebApp that has been accessed  Inform the user of her location in the content hierarchy  What can I do now? The interface should always help the user understand his current options What functions are available? What links are live? What content is relevant?  Where have I been, where am I going? The interface must facilitate navigation. Provide a “map” (implemented in a way that is easy to understand) of where the user has been and what paths may be taken to move elsewhere within the WebApp.

15 Effective WebApp design  Effective interfaces are visually apparent and forgiving, instilling in their users a sense of control. Users quickly see the breadth of their options, grasp how to achieve their goals, and do their work.  Effective interfaces do not concern the user with the inner workings of the system. Work is carefully and continuously saved, with full option for the user to undo any activity at any time.  Effective applications and services perform a maximum of work, while requiring a minimum of information from users

16 Evaluate quality & usability of user interface  Some benefits of good usability system such as increased productivity, reduce the number of errors during the interaction and the decrease of necessary support & training (Maguire, 2001).  Some criteria can evaluate such as performance time, number of usability problem identified, critically of the raised usability problem & number of usability problems for the information design

17 Evaluate quality & usability of user interface  Evaluate product methods (Duman & Salzman, 2006):- Inspection method (heuristic & cognitive walkthrough) Usability testing (effectiveness, efficiency, satisfaction, errors, learnability & flexibility) Self-report methods (questionnaire, interviews, focus groups) Method of observation (ethnography)

18 Usability testing (example 1)  Health Management System  Purpose of HMS is to assist people to record the variety of physiological data & monitor their health status by themselves.  Method: questionnaire, participants, experiments

19 “Questionnaire”  Questionnaire is divided into three parts: Regular product usability metrics Create new user account at first time Product interaction customized for kinect product “Participants”  45 participants to execute the tasks in the experimental process  29 male & 16 female Usability testing (example 1)

20 “Design of Experiment”  Fig. 1 show the experimental process Usability testing (example 1) Measurement of the HR Initializing HMS Execute the task by Kinect game Measurement of the HR Fill in the Usability Questionnaire Fig. 1 Experimental process

“Experiment Equipment”  The participants played & evaluated the Kinect sport game based HMS in the experiment  The experimental equipment was blood pressure meter (Fig. 2) and system devices (Fig. 3 and Fig. 4) Usability testing (example 1) Fig. 2 Blood pressure Fig. 3 Kinect device Fig. 4 Monitor device

“Result”  A system is recorded the participant’s heart rate before & after the experiment Usability testing (example 1) Fig. 5 Male participant Fig. 6 Female participant

“Heart rate variety”  Table 1 shows the average increased of heart rate. There are eight participants had 55%, 11 participants increased 65%, 16 participants increased 75% and 10 participants increased 75%.  The results indicated that the users would lead to effective in the system Usability testing (example 1) Increased percentagesParticipants 55%8 65%11 75%16 85%10 Table 1. Average increased heart rate

“Questionnaire results”  From three items in the analysis results of the product interaction are positive significant (p < 0.05).  They are includes the “pay attention in the use the product”, “use the product would not tired”, and “use the product was uncomfortable”. Usability testing (example 1)