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1 Managing Design Processes Designs should be based on: Observation of users Task frequencies and sequences Validation via early usability testing and acceptance tests Iterative Design Early test of low-fidelity prototypes Revisions based on user feedback Incremental refinements based on usability testing Organizational Support of Usability When competing products have similar functionality usability is often a differentiator
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2 Managing Design Processes Developing support for User Centered Design ROI – Return on investment Decreased training time (transfer of training) Faster task completion time (e.g., short-cuts, Intellisense, navigation) Fewer errors (required fields, error correction) Increased customer retention Increased market share Fewer returned products
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3 Managing Design Processes Know you audience or “ The 7 Habits of Spectacularly Unsuccessful Executives” 1.They see themselves and their companies as dominating their environment –A lack of respect 2.They identify so completely with the company that there is no clear boundary between their personal interests and their corporation’s interests –A question of character 3.They think they have all the answers – Leader without followers 4.They ruthlessly eliminate anyone who isn’t completely behind them – Executive departures 5.They are consummate spokespersons, obsessed with the company image –Blatant attention-seeking 6.They underestimate obstacles –Excessive hype 7.They stubbornly rely on what worked for them in the past –Constantly referring to what worked in the past
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4 Managing Design Processes Waterfall Analysis Development Test Deploy Agile Integrated team Sprints & Releases Backlog Points Analysis Develop Test Deploy http://www.youtube.com/watc h?v=kYajjGi5- qM&kw=agile&ad=791400673 1&feature=pyv Scrumming http://www.youtube.com/watch ?v=OJflDE6OaSc&feature=rela ted
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5 Managing Design Processes UI Group Organization Centralized vs. Decentralized The analysis work Usability testing Resource allocation Budgets & schedules Guidelines –Education –Enforcement –Exemption –Enhancement International Teams
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6 Patterns in the Design Process BCD A F GH E BCD E A F GH ABCD
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7 Managing Design Processes Pattern for multi-tasking across windows
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8 Managing Design Processes Pattern for multi-tasking across windows
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9 Managing Design Processes Start-Menu Pattern – Launch Applications Launch Applications Pattern - XP
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10 Context Workflow Pattern Grouping Component Specific behaviors (e.g., click on Edit button to edit fields) Chain of behaviors (e.g., add a phone number) What is design efficiency of a pattern? How does it relate to time and errors? Patterns in the Design Process A collection of components The user goal (e.g., add a new patient)
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11 Pt. Demographics: Personal Information Add New PCP Adding a Pt’s HP Select Role Searching for an HP Results of Search SelectFindAdd New Populate Add New HP Enter Data/OK Foreign Addr. Populate HP Details Patterns in the Design Process
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12 Patterns in the Design Process
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13 Managing Design Processes The Three Pillars of Design (Pillar 1) Guidelines, Documents and Processes Apple/Windows Words, Icons and Graphics –Terminology, Character Set –Icons, Buttons, Color Screen Layout –Menu selection, Form Fillin, Dialog Formats –Wording, Spacing Input/Output Devices (Mouse, Keyboard) Action Sequences and Patterns –Direct Manipulation, drag/drop –Short-cuts –Error Handling User Interface Software Tools Expert Reviews & Usability Testing
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14 Managing Design Processes Guidelines (Pillar 1) Social process involving developers Records decisions Promotes consistency and completeness Levels Rigid standards Accepted practices Flexible guidelines Policies Education – how to provide it Enforcement – who reviews Exemption – who decides (e.g., new technology) Enhancement – how often
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15 Managing Design Processes User-interface software tools (Pillar 2) Macromedia Flash Microsoft Visual Basic Revolution Expert Reviews and Usability Testing (Pillar 3) Controlled experiments
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16 Managing Design Processes Development Methodologies Ethnographic Observation Preparation –Understand policies and work culture –Learn about the system and its history –Prepare questions –Get permission to observe/interview Field Study –Establish rapport with managers and users –Observe/Interview users in the workplace »Collect subjective/objective, quantitative/qualitative data »Rating scales, rankings, critical incidents Analysis –Compile data in numerical, textual and multimedia databases –Reduce and interpret data Reporting
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17 Managing Design Processes Development Methodologies Participatory Design Plastic Interface for Collaborative Technology Initiatives through Video Exploration (PICTIVE) Physical cut-outs of UI objects Walk through a scenario and video tape User develops a stake in the design Cost of time Druin’s Model of Four Levels of User Participation User Tester Informant Design Partner
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18 Managing Design Processes Development Methodologies Scenario Development – Task Frequency RoleCollects Demo Info Collects Ins. Info Accesses National DBs Face-to-Face with Pt. Bed Board User EMS Interaction IP RegYes No7 minutesNo ER RegYes No4 minutesNo Pt. LocNo Yes Med RecNo YesNo IDX SchedYes No Enc PrepYes No Financial Counseling No Yes No Radiology Reg Yes No7 minutesNo TransplantsNo YesNo DispatchNo Yes
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19 Managing Design Processes Development Methodologies Scenario Development – App Frequency
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20 Managing Design Processes Development Methodologies Scenario Development A day-in-the-life scenario (users performing a typical task) Collect data regarding current performance New systems – write scenarios and then act them out Tognazzini at Sun Microsystems - Starfire Project –http://www.idemployee.id.tue.nl/g.w.m.rauterberg/movies/SUN-Starfire.mpghttp://www.idemployee.id.tue.nl/g.w.m.rauterberg/movies/SUN-Starfire.mpg What functions are being portrayed in the video? What are the alternatives today?
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21 Managing Design Processes Development Methodologies Diary Study Diary Study Participants go about their normal lives Except that they report (in an electronic or paper diary) at some interval, signal, or event, what they’ve done or experienced (via questionnaire or freeform), They do this multiple times over days or weeks.
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22 Managing Design Processes Development Methodologies Social Impact Statements for Early Design Review “Technopoly eliminates alternatives to itself. It consists in the deification of technology, which means that the culture seeks its authorization in technology, finds its satisfactions in technology, and takes its orders from technology” (Postman 1993) Issues to consider: –Convey the high level goals of the new system –Identify the stakeholders –Identify the benefits –Anticipate changes in job functions and potential layoffs –Address security and privacy issues –Preserve democratic principles –Review the impact statement with a panel with authority for enforcement (GAO, NRC, FAA)
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23 Managing Design Processes Development Methodologies Legal Issues Privacy related to data storage or monitoring by computers Avoid illegal tampering, inadvertent loss, malicious mischief –Medical, Legal, Financial Safety and Reliability –Aircraft, automobiles, medical equipment, utility control rooms –Copyright or patent protection for software »Open Source Initiative – “when programmers can read, redistribute, and modify the source code for a piece of software, the software evolves.” –Copyright protection for online information, images or music –Freedom of speech in electronic environments »Should network operators be responsible for or prohibited from eliminating offensive or obscene jokes, stories, or images? –Equal access to computers for disabled users Consider the legal implications of your design decisions (intellectual property)
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24 Managing Design Processes Speaking of legal Apple, Samsung, Google patent war (Oct 2011)patent war Steve Jobs: ”I’m going to destroy Android, because it’s a stolen product. I’m willing to go thermonuclear war on this.” Google co-founder Eric Schmidt sat on the board of Apple for many years The future of many phone makers, especially Samsung, and the future of Google’s rising influence in the mobile OS business would all be at stake OR - Apple’s underhanded attempt to stymie competition in the mobile and tablet markets and protect its iPad and iPhone dominance
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25 Graphical Screen Design by Saul Greenberg CRAP – contrast, repetition, alignment, proximity Grids are an essential tool for graphical design Other visual design concepts consistency relationships organization legibility and readability navigational cues appropriate imagery familiar idioms Slide deck by Saul Greenberg. Permission is granted to use this for non-commercial purposes as long as general credit to Saul Greenberg is clearly maintained. Warning: some material in this deck is used from other sources without permission. Credit to the original source is given if it is known. Major sources: Designing Visual Interfaces, Mullet & Sano, Prentice Hall / Robin Williams Non-Designers Design Book, Peachpit Press
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26 C ontrast make different things different brings out dominant elements mutes lesser elements R epetition repeat design throughout the interface consistency creates unity A lignment visually connects elements creates a visual flow P roximity groups related elements separates unrelated ones Robin Williams Non-Designers Design Book, Peachpit Press Contrast, Repetition, Alignment and Proximity
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27 Contrast, Repetition, Alignment and Proximity Original
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28 Proximity Contrast, Repetition, Alignment and Proximity Groups related elements Separate unrelated ones Move Separate Group Separate
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29 Alignment Contrast, Repetition, Alignment and Proximity visually connect elements create a visual flow Move
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30 Contrast, Repetition, Alignment and Proximity Contrast make different things different brings out dominant Elements mutes lesser elements Font Color
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31 Repetition repeat design throughout the interface consistency Contrast, Repetition, Alignment and Proximity Font
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32 Horizontal and vertical lines to locate window components aligns related components Organization contrast for dominant elements element groupings by proximity organizational structure alignment Consistency location format element repetition organization window to widget spacing Widget to widget spacing NoOk Message text in Arial 14, left adjusted Standard icon set Fixed components Format of variable contents Grids
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33 Two-level Hierarchy indentation contrast Grouping by white space Alignment connects visual elements in a sequence Logic of organizational flow Grids
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34 internal consistency elements follow same conventions and rules set of application-specific grids enforce this external consistency follow platform and interface style conventions use platform and widget-specific grids deviate only when it provides a clear benefit to user Warning mmmm mmm mmm Okay ! Help mmmm mmm mmm Okay ? Tip of the day: Monday, Mar 12 mmmm mmm mmm Dismiss Visual Consistency (Repetition)
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35 proximal clusters alignment white (negative) space explicit structure Mmmm: Relating Screen Elements
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36 No regard for order and organization Example of Bad Layout
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37 Mullet & Sano Example of Bad Layout
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38 Mullet & Sano Improved Layout
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39 Overuse of 3-d effects makes the window unnecessarily cluttered WebForms Example of Bad Design
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40 How do you chose when you cannot discriminate screen elements from each other? GIF Construction SetMicrosoft Access 2.0 Example of Bad Design
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41 Navigational cues Provide initial focus Direct attention as appropriate to important secondary, or peripheral items as appropriate Order should follow a user’s conceptual model of sequences
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42 minimize number of controls include only those that are necessary eliminate, or relegate others to secondary windows minimize clutter so information is not hidden NNNN MMMM xxx: ____ MMMM NNNN Economy of Visual Elements
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43 Mullet & Sano Reduce Excessive Display Density
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44 Characters, symbols, graphical elements should be easily noticable and distinguishable Text set in Braggadocio Text set in Helvetica Text set in Courier TEXT SET IN CAPITOLS Text set in Times Roman Legibility and Readability
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45 Proper use of typography 1-2 typefaces (3 max) normal, italics, bold 1-3 sizes max Large Medium Small Readable Design components to be inviting and attractive Design components to be inviting and attractive Unreadable Design components to be inviting and attractive Design components to be inviting and attractive Legibility and Readability
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46 typesetting point size word and line spacing line length Indentation color Readable Design components to be inviting and attractive Design components to be inviting and attractive Unreadable: Design components to be easy to interpret and understand. Design components to be inviting and attractive Legibility and Readability
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47 These choices must be really important, or are they? Time & Chaos Legibility and Readability and Significance
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48 Greyed-out example text hard to read. Why not make it black? Regional preferences in Windows 95 Legibility and Readability and Significance
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49 Text orientation difficult to read Microsoft Word Legibility and Readability
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50 Signs, icons, symbols right choice within spectrum from concrete to abstract Icon design very hard except for most familiar, always label them Image position and type should be related image “family” Consistent and relevant image use identifies situations, offerings... Partial icon family Imagery
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51 What do these images mean? no tooltips included one of the tabs is a glossary explaining these images! which one? Novell GroupWise 5.1 Imagery
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52 Familiar ways of using GUI components appropriate for casual to expert users builds upon computer literacy must be applied carefully in walk up and use systems Pulldown menus Cascading menu Dialog box item Toolbars and tooltips Window manipulation Standard typographic controls Files What you see is what you get displays Microsoft Powerpoint Idioms
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