Download presentation
Presentation is loading. Please wait.
Published byJasper Riley Modified over 9 years ago
1
Chapter 12 Designing Interfaces and Dialogues
2
Objectives: Explain the process of interface and dialogue design. Contrast and apply methods for interacting with a system. List and describe various input devices and factors affecting their usability. Describe guidelines for designing interface layout, data entry field structure, feedback, and system help. Design graphical user interfaces.
4
Interface/Dialogue Design Layout (of widgets, text, and table data) Structuring data entry (tab order) Controlling data input (validation and format controls) Feedback (prompting, status, warning, and error messages) Dialogue sequencing
5
Deliverables and Outcomes A typical interface/dialogue design specification: Similar to form design, but includes dialogue sequence specifications
6
Interface Methods Interface: the method by which a user interacts with the information system Common interaction methods Command line Menu Form Object-based Natural language
7
Command Line Interaction Users enter explicit statements into a system to invoke operations Example from MS DOS: COPY C:PAPER.DOC A:PAPER.DOC This copies a file from the C: drive to the A: drive Includes keyboard shortcuts and function keys Experienced users and for rapid interaction with a system User interface standards
8
Menu Interaction A list of system options is provided and specific command is invoked by user selection of a menu option Two common menu types: Pop-up: menu placed near current cursor position List of commands or possible values Drop-down: access point to menu placed at top line of display, menu drops down when access point clicked
11
Guidelines for Menu Design Wording: meaningful titles, clear command verbs, mixed upper/lower case Quit prior menu or exit program? Organization: consistent organizing principle Related options grouped together Same option should have the same wording Length: all choices fit within screen length Use submenus to break up exceedingly long menus
12
Guidelines for Menu Design Selection: consistent, clear and easy selection methods How to select and the consequences of each option – will another menu appear? Highlighting: only for selected options (check mark) or unavailable options (dimmed text) Use menu building tools
13
Poor Menu Design
14
Good Menu Design
16
Form Interaction Allows users to fill in the blanks when working with a system Measures of an effective design: Self-explanatory title and field headings Fields organized into logical groupings Distinctive boundaries Default values Displays appropriate field lengths Minimizes the need to scroll windows
18
Object Interaction Symbols are used to represent commands or functions. Icons: Graphic symbols that look like the processing option they are meant to represent Use little screen space Can be easily understood by users
19
Natural Language Interaction Inputs to and outputs from system are in a conventional speaking language like English Based on research in artificial intelligence Current implementations are tedious and difficult to work with, not as viable as other interaction methods
20
Hardware Options for System Interaction Keyboard Mouse Joystick Trackball Make selection during logical design!!! Touch Screen Light Pen Graphics Tablet Voice Different interfaces require different devices
21
Types of Interaction Device Usability Problems Visual Blocking: extent to which device blocks display when using User Fatigue: potential for fatigue over long use Movement Scaling: extent to which device movement translates to equivalent screen movement Durability: lack of durability or need for maintenance (e.g., cleaning) over extended use
22
Types of Interaction Device Usability Problems Adequate feedback: extent to which device provides adequate feedback for each operation Speed: cursor movement speed Pointing accuracy: ability to precisely direct cursor
23
Usability Problems with Hardware Devices Visual Blocking touch screen, light pen User Fatigue touch screen, light pen Movement Scaling keyboard, mouse, joystick, trackball, graphics tablet, voice Durability trackball, touch screen Adequate Feedback keyboard, mouse, joystick, trackball, graphics tablet, voice Speed keyboard Pointing Accuracy joystick, touch screen, light pen, voice
25
Designing Interfaces Use standard formats similar to paper-based forms and reports Consistently format across applications Left-to-right, top-to-bottom screen navigation Areas of screen not used for data entry should be inaccessible to users
26
Designing Interfaces Flexibility and consistency: Free movement between fields, forward and backward No permanent data storage until the user requests Each key and command assigned to one function and this should be consistent across the entire system and across systems, if possible Data entry screen functional capabilities (Table 12-5): Cursor control forward, backward, first, last field, etc. Delete the character to the left of the cursor, under the cursor, etc.
27
Structuring Data Entry Entry Never require data that are already online or that can be computed Defaults Always provide default values when appropriate Units Make clear the type of data units requested for entry Replacement Use character replacement when appropriate – look up value in table or automatically fill in Captioning Always place a caption adjacent to fields Format Provide formatting examples – show embedded symbols Justify Automatically justify data entries Help Provide context-sensitive help when appropriate
28
Entering Text
29
Controlling Data Input Objective: reduce data entry errors Common sources data entry errors in a field: Appending: adding additional characters Truncating: losing characters Transcripting: entering invalid data Transposing: reversing sequence of characters
30
Types of Validation Tests Class or Composition Combinations Expected Values – match with existing Missing Data Range Reasonableness Self-checking Digits Size - # of characters Values – standard (state codes)
31
Feedback Messages Status information: keep user informed of what’s going on, helpful when user has to wait for response Prompting cues: tell user when input is needed, and how to provide the input Should be specific Warning or Error: inform user that something is wrong, either with data entry or system operation: Specific, no jargon, don’t scold user Same format, placement
32
Providing Help Place yourself in user’s place when designing help Guidelines: Simplicity Help messages should be short and to the point Use complete sentences and words that enable understanding Organize Information in help messages should be easily absorbed by users – bulleted or ordered list Show It is useful to explicitly show users how to perform an operation Use tools to design system help HTML help environment – text editor to construct help pages that can be easily linked
33
What is a Dialogue? A sequence of interactions between the system and a user Dialogue design involves: Designing a dialogue sequence Building a prototype Assessing usability
34
Guidelines for Dialogue Design Consistency Shortcuts and Sequence (natural) Feedback for every user action (confirm add, delete) Closure – there are no more screens Error Handling – detect, report, make suggestions Reversal – undo a delete Control Ease of use
35
Dialogue Diagramming A formal method for designing and representing human-computer dialogues using box and line diagrams
36
Dialogue diagrams depict the sequence, conditional branching, and repetition of dialogues
37
Designing Interfaces and Dialogues in Graphical Environments Become an expert user of the GUI environment. Understand how other applications have been designed. Understand standards. Gain an understanding of the available resources and how they can be used. Become familiar with standards for menus and forms File menu is always first Help is always last Right arrow shows that item leads to a submenu
39
GUI Window Properties That Can Be Turned On or Off Modality: require user to finish action before proceeding Resizable: allow user to change size of window Movable: allow user to reposition window Maximize: allow user to make window take entire screen Minimize: allow user to completely hide window System menu: allow window to have access to system level functions
40
GUI Dialogue Design Issues Goal is to establish the sequence of displays that users will encounter when working with system. Ability of some GUI environments to jump from application to application or screen to screen makes sequencing a challenge. One approach is to make users always resolve requests for information before proceeding, although this doesn’t take advantage the GUI’s task-switching capability. Dialogue diagramming helps analysts better manage the complexity of designing graphical interfaces.
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.