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Chapter 12 Chapter 12 Balancing Function and Fashion

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Page 1: Chap12

Chapter 12Chapter 12

Balancing Function and Fashion

Page 2: Chap12

Introduction Introduction User experiences with computer system prompts, explanations, error

diagnostics, and warnings play a critical role in influencing acceptance of software

systems. The wording of messages is especially important in systems designed for

novice users; experts also benefit from improved messages. Messages are

sometimes meant to be conversational, as modeled by human-human communications,

but this strategy has its limits because people are different from computers and computers are different from people. Another opportunity for design improvements lies in the layout of information

on

a display. Cluttered display may overwhelm even knowledgeable users; but with

only modest effort, we can create well-organized information abundant layouts

that reduce search time and increase subjective satisfaction. Large, fast, highresolution

color displays offer many possibilities and challenges for designers.

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Copyright © 2005, Pearson Education, Inc.

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Error messagesError messages

Overview User experience with computer-system prompts, explanations, error diagnostics, and warnings is crucial in influencing acceptance of SW systems Why do errors occur? Lack of knowledge, incorrect understanding, inadequate

slips What is the consequence? Users are likely to be confused, are anxious or feel

inadequate What is a solution? Make error messages as user-friendly as possible; this is especially important for novice users as they commonly

have a lack of knowledge, confidence, and are sometimes easily frustrated or discouraged

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Error messages (cont.)Error messages (cont.)

Improving Error MessagesMeasure where errors occur frequently,

focuson these issues Improve messages but also revise errorhandling procedures, improve

documentationand training manuals, change permissibleactions, etc.All error messages should be reviewed bypeers, managers, should be tested

empirically,and be included in user manuals

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Error messages (cont.)Error messages (cont.)

Guidelines Product Be as specific and precise as possible Be constructive: Indicate what the user needs to do Use a positive tone: Avoid condemnation Choose user centered phrasing Consider multiple levels of messages Maintain consistent grammatical forms, terminology, and

abbreviations Maintain consistent visual format and placement Process Increase attention to message design Establish quality control Develop guidelines Carry out usability tests Record the frequency of occurrence for each message

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Error messages (cont.)Error messages (cont.)

Examples - 1/2 Specificity Avoid being too general (e.g., “Syntax Error”) This makes it difficult to understand what went wrong and how it can be fixed Constructive Guidance and Tone Avoid hostile messages and violent terminology Do not only focus about what went wrong (give guidance) Eliminate negative words (e.g., error, illegal, fatal, bad, catastrophic) Options for guidance: Automatic error correction, present possible alternatives, avoid errors from occurring

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Error messages (cont.)Error messages (cont.) Examples - 2/2 User Centered Phrasing User initiates more than responds Avoid negative and condemning tone Be brief but provide more information if needed Appropriate Physical Format Upper vs. lower case: Use “all upper case” only in specific situations Never use code numbers or, if you must, place them at the end of the message or hide them from users that can not deal with the codes Sound may be important if there is a chance that something

will otherwise be overlooked; however, be always careful with using sound

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Nonanthropomorphic DesignNonanthropomorphic Design

Overview Deals with conversational messages between humans and computers Meaningful design of such dialogs is crucial to create comprehensible, predictable and controllable interfaces Questions: Why not let computers talk as they were people, appear as being intelligent, human, emotional, autonomous? Controversy: appealing, productive vs.

deceptive, confusing, misleading, ...

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Nonanthropomorphic Nonanthropomorphic DesignDesignDesignDesign

Arguments for Nonanthropomorphic Design People feel disillusionment, distrust computers if they can not live up to their expectations Clarification of the difference between humans and computers. Can we blame the computer? People feel less responsible for their actions/performance if they interact with an anthropomorphic interface Distraction from the actual task Anxiety, which leads to less accuracy in task performance

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Nonanthropomorphic Nonanthropomorphic DesignDesignDesignDesign Guidelines Be cautious in presenting computers as people, either with synthesized or cartoon characters Use appropriate humans for audio or video introductions or guides Use cartoon characters in games or children’s software, but usually not elsewhere Provide user-centered overviews for orientation and closure Do not use “I” when the computer response to human action Use “you” to guide users, or just state facts

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Display designDisplay design

Overview Deals with layout of information on the display Goal: Avoid clutter, reduce search time, increase subjective satisfaction Task performance goes up! For most interactive systems the display is key component of successful design General rule: Always start with task analysis without consideration of display size Consider: Provide all necessary data in a proper sequence to carry out the task Meaningful grouping of items (with labels suitable to users’ knowledge) Use consistent sequences of groups and orderly formats

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Display designDisplay design

Example Guidelines Ensure that any data a user needs, at any step in a transaction sequence, are available for display Display data to users in directly usable forms; do not require that the users convert displayed data Maintain a consistent format, for any particular type of data display, from one display to another Use short, simple sentences Ensure that labels are sufficiently close to their data fields to indicate association, yet are separated at least by one space

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Display design (cont.)Display design (cont.)

Example Principles 1. Elegance and simplicity: Unity, refinement

and fitness 2. Scale, contrast, and proportion: Clarity,

harmony, activity, restraint 3. Organization and visual structure: Grouping, hierarchy, relationship, balance 4. Style: Distinctiveness, integrity,

comprehensiveness, appropriateness

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Display design (cont.)Display design (cont.)

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Display design (cont.)Display design (cont.)

Some specific guidelines for web-based design

These examples of guidelines are based on

studies:Use a columnar organizationLimit the use of animated graphical addsAverage link text: 2-3 wordsUse Sans-Serif fontsVary colors to highlight text and headings

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Display design (cont.)Display design (cont.)

Display-complexity: The complexity of using color was demonstrated

in studies of decision-making tasks, rather than of simple location of

information or recall, with management information systems. Although color-coding was

found to be beneficial and preferred, there was an interaction with

personality factors. Further intricate relationships were found in a comparison of

monochrome versus color coded pie charts, bar charts, line graphs, and data tables, in

which color coding sped performance in all but the line graphs.

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Display design (cont.)Display design (cont.)

Layouts in which related information was clusters were found to benefit users

when the cognitive load on working memory was large. Accuracy increased

when related items were clusters, thus reducing the scanning needed to locate

distant items.

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Window designWindow design

Overview For many tasks it is required to deal with multiple documents, windows, forms Problem: There is a limit of how many of such documents etc. can be displayed simultaneously Goal: Offer sufficient information and flexibility to accomplish the task while reducing window housekeeping actions and minimizing distracting clutter This leads to users being able to complete their task more rapidly and most likely with fewer mistakes

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Window designWindow design

More concrete How to coordinate multiple windows? Synchronized scrolling: One scrollbar (window 1) is connected to another scrollbar (window 2); enables,

for instance, simultaneous document review Hierarchical browsing (e.g., Windows Explorer) Opening/closing of dependent windows Saving/opening of window state Image Browsing Good example: Google Maps!

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• Zoom factors: 5-30– Larger suggests

an intermediate view is needed

• Semantic zooming• Side by side

placement, versus fisheye view

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ColorColor

Overview The use of colors can be highly influential in regard to the acceptance of interfaces. With the high-resolution color display that are available and common today, this brings challenges for the designer Influence of color: Soothes or strikes the eye Adds accents to an uninteresting display Facilitates subtle discrimination in complex displays Emphasizes the logical organization of information Draws attention to warning Evokes string emotional reactions of joy, excitement,

fear, or anger

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ColorColor

Guidelines for alphanumeric displays, spreadsheets, graphs, ...

Use color conservatively Limit the number of colors Recognize the power of color as a coding technique Ensure that color coding supports the task Have color coding appear with minimal user effort Place color coding under user control Design for monochrome first Consider the needs of color-deficient users Use color to help in formatting Be consistent in color coding Be alert to common expectations about color codes Be alert to problems with color pairings Use color changes to indicate status changes Use color in graphic displays for greater information

density

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ColorColor

Color a key component in style

Color can: ◦ “Soothe or strike the eye”◦ Add accents to an uninteresting display ◦ Facilitate subtle discrim. in complex displays ◦ Emphasize logical organization of information ◦ Draw attention to warnings ◦ Evoke string emotional reactions of joy, excitement, fear, or anger

Design principles and guidelines have long existed for graphics design and broader use◦ E.g., red for danger, yellow for caution◦ In general adopted for user interface design

Color can be misused, or, as a design element, done poorly◦ Use with understanding and restraint