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Software Engineering D7025E
User Interaction Design and Rapid Prototyping
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User Interaction Design
User Interfaces – why are they important? Prevent mistakes Efficient and Pleasant use Usability, Intuitiveness Give the user what they want Because bad UIs cause applications to fail Make/Save money
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Understanding User Needs
Purpose of the application? Target user? Means of interaction? Special constraints (environment, hardware, physical limitations, disabilities, etc.)?
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Common pitfalls Not focusing on user’s needs
Breaking common interaction models Allowing technology to drive innovation Not being consistent Allowing improper behavior Making bad assumptions of use
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Understanding the problem
Human-Computer Interaction (HCI) What is the difference of Humans and Machines? “Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.” (SIG CHI)
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Styleguides Rules for design, for doing things, etc. Goal: consistency
Prerequisite: knowledge of the style guide Defines: Look and feel, placement, ordering of elements Naming conventions, icons, colors and shapes Logic of dialogs, content, structure, functionality
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Example Guidelines – getting the user’s attention
Exceptions or time-dependent – must attract Marking: underline, box it, point, bullet, etc. Size: up to four sizes Fonts: up to three fonts Blinking: limited use, but 2-4 Hz if used. Color: up to four standard colors Audio: soft tones for feedback
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The 8 golden principles Strive for consistency
Enable frequent users to use shortcuts Offer informative feedback Design dialogues to yield closure Error prevention/handling Permit easy reversal of actions Support internal locus of control Reduce short-term memory load Yield closure: progress bar, make it clear when I’m done shopping, etc. Error prevention: Are you sure you want to quit without saving? Internal locus: user should feel in control
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Jakob Nielsen’s 10 usability heuristics
Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, recover from errors Help and documentation
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Placement of elements The F-pattern Fitt’s law 4.4 s/100 words
Keywords, things that stand out Fitt’s law
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Application design The meaning of colors Simplicity and intuitiveness
Learnability and logical flow Grouping of functionality and classification Feedback and Navigation support Error handling and prevention
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Let’s have a break
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Hum
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Rapid Prototyping
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Problem User reaction is difficult to predict
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What is Rapid Prototyping?
User Centric (User Centered) Experimental and partial design Testing design ideas Something to do early on
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Why rapid prototyping? Test early Implementation is expensive
Get feedback early Implementation is expensive Rapid prototypes are cheap Traditionally users lack the ability to envisage desigs conceptually
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Prototyping tools GUI design Functionality Mockingbird Balsamiq
Pen and paper, Powerpoint Functionality Powerpoint Wizard of Oz Pen and Paper, Post-it notes, Storyboards Video Simple code
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Powerpoint prototypes
Add ”functionality” by Insert Hyperlink / Action Place in document, Last slide viewed, First slide, etc.
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Wizard of Oz Some examples User >Blurb blurb >Do this >Why?
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The Nursing Home Prototype
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How? Purpose? Target user? Remove inessential elements
When, Where, How, Experience, etc. Target user? Remove inessential elements Avoid unnecessary design Remove unnecessary features Evaluate early
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Friday: Code-review workshop
Purpose: to give you some assistance To prepare: look at the code, discuss I will bring printouts that you can write on Come prepared…
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Questions?
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