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Part 3: Design Days 15, 19, 21, 23 Chapter 8: Work Reengineering and Conceptual Design Chapter 9: Design Guidance and Design Rationale Chapter 10: Interaction.

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Presentation on theme: "Part 3: Design Days 15, 19, 21, 23 Chapter 8: Work Reengineering and Conceptual Design Chapter 9: Design Guidance and Design Rationale Chapter 10: Interaction."— Presentation transcript:

1 Part 3: Design Days 15, 19, 21, 23 Chapter 8: Work Reengineering and Conceptual Design Chapter 9: Design Guidance and Design Rationale Chapter 10: Interaction Design Chapter 11: Interaction Styles Chapter 12: Choosing Interaction Devices: Hardware Components Chapter 13: Choosing Interaction Components: Software Components Chapter 14: Moving from Choosing Components into Design Areas Chapter 16: Designing a Graphical User Interface (GUI) Chapter 17: Designing for the Web Chapter 18: The Design of Embedded Computer Systems and Small Devices Midterm, Chapters: Chapters 1-6, 8-11 & History of HCI, Short answer and Essay

2 Metaphors Developing a user interface where the program's user interface matches the user's mental model of the program is hard. In fact, your users might not even have a mental model of how the program works and what it's supposed to do. –In these cases, you are going to have to find ways to give the user clues about how the program works. –With graphical interfaces, a common way to solve this problem is with metaphors.

3 Desktop Metaphor The most famous metaphor is the desktop metaphor used with Windows and Macintosh –You have little folders with little files which you drag around to move from one folder to another to move it. –You have an inbox for incoming email –You have scissors which you use to cut text

4 Xerox Star Images from http://toastytech.com/guis/star.html

5 Microsoft Bob Images from http://toastytech.com/guis/bob.html

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8 Interaction Styles 1.Command Line 2.Menu Selection 3.Form-fill 4.Direct manipulation 5.Anthropomorphic


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