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User interface Systems Analysis and Design Accountancy Department Petra Christian University Surabaya 2003
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What ? Interaction/dialogues between machine and users –Communicating information from machine to the user –Communicating information from the user to the machine
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Why ? To focus on the needs of the users rather than on the needs of the computers To avoid frustration, confusion, boredom, misuse, abandonment etc. ( easy to learn, remember, use) To reduce the trainings to use the systems
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How ? (basic principles) 1.Understanding audience 2.Knowing the goal 3.Consistent 4.clear 5.systematic 6.Communicative 7.Intuitive 8.Flexible 9.aesthetics
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UNDERSTANDING AUDIENCE Novice vs expert –Novice : instruction, help, dialogue –Expert : efficient Involvement from the beginning Identifying likes and dislikes of the existing system Involvement in the testing stage ( finding errors) feedback
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KNOWING THE GOAL Easy to learn Easy to use Efficiency
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CONSISTENT term layout font size Color character type icon, button, form etc. for similar concepts, headings, body of text, page etc
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CLEAR readable to be read on screen or printed ( font color, size, type); text – 12 “ concise simple term/heading Grammatically correct sentences avoid acronyms/abbreviations no exaggerations, funny or cute words Use action words for phrase instructions
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SYSTEMATIC alphabetical chronological category/sub-category process-based approach geographical
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COMMUNICATIVE 1 help/guide ( readable, clear, consistent, complete) –PAGE (not exceeding the wide of the monitor used, not too long approx 2,5 screen length) –TEXT/REPORT/PARAGRAPH (concise, short sentences, use abstracts or summaries at the top of the page if the text is long, not > one concept per paragraph, most important point first, background color – white –If more than 1 page, use scroll or button ( previous/next) –Use search or topic list/index
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COMMUNICATIVE 2 messages ( warning, confirmation, status, error, reasons etc) Internal controls (prevent user to perform inappropriate action, not allowed to proceed without correcting the errors, Authentication and authorization etc. ) Navigation ( know the position, how to go back and move forward)
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INTUITIVE Easy to learn ( minimal instruction, users can pick it up quickly and easily) Unambiguous Know what to do next – to distinguish between alternative actions
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FLEXIBILITY ( customized to the needs of the users) Hiding/displaying tools bars/menu etc. Font size, color, type Dates to pick up Types of display screen, print outs Layout ( portrait, landscape) Number of pages displayed, printed Etc.
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AESTHETICS not crowded composition – color, layout, size Character types not > 3 in one page Images/graphics/animation - small enough to be viewed/downloaded
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Human Factors Memory (7 ± 2)[ Miller (1956)]Miller (1956) Dynamic, e.g. Web: 2 or 3? (Yentema& Mueser, 1960; Yentema, 1963; Venturino, 1997)Web Search engines can offload memory burden Perception: visual Motor skills: Attention and vigilance Problem solving Learning and skill acquisition Motivation Users' conceptual models Population Stereotypes Human diversity, including disabled
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GRAPHICAL USER INTERFACE Windows and frames –Scroll bar –Task bar Menu-driven interface Instruction-driven interface Question-answer dialogue
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Menu driven Hierarchical Pull down/drop down & Cascading Dialogue box Tear-0ff Pop-up Tool bar, iconic menu ( push/click) Consumer-style interface Hypertext and hyperlink ( hybrid windows/web interface)
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questions Jika anda dihadapkan pada pilihan merancang user interface, mana yang anda dahulukan, estetika atau keterpakaian? Mengapa?
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What is Usability? "Usability (is) the ease with which a user can learn to operate, prepare inputs for, and interpret outputs of a system or component." [IEEE 90] "The usability of an interface is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment with that interface." [ISO 13407]
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Attributes of Usability According to Nielsen [1993], usability is associated with these five usability attributes: 1.Learnability 2.Efficiency 3.MemorabilityMemorability 4.Errors 5.Satisfaction
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