design fundamentals · • 500 mhz pc running linux - speech recognition • dual processor 450 mhz...
TRANSCRIPT
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Design Fundamentals
Some tools, some rules and some examples to learn from.
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• Kismet http://www.ai.mit.edu/projects/humanoid-robotics-group/kismet/kismet.html
• Interesting paper on HCI and Gestures http://citeseer.nj.nec.com/cache/papers/cs/3678/http:zSzzSzwww.ifp.uiuc.eduzSz~vladimirzSzpaperszSzuiuc-bi-ai-rcv-95-10.pdf/pavlovic97visual.pdf
• Interesting site on color http://members.aol.com/nonverbal3/color.htm
• Non verbal dictionary http://members.aol.com/nonverbal2/diction1.htm#The%20NONVERBAL%20DICTIONARY
• Asian Gestures http://www.csupomona.edu/~tassi/gestures.htm
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UI history (generally available technologies)
• 1945 - Vannevar Bush –Hypertext• 1950s - Punched Cards• 1960s - CICS-”Green Screens” • 1960 - J.C.R. Licklider - Computers Globally Networked • 1969 - Internet Born - 4 Universities• 1971 - DARPA $15MM Project - Speech Recognition • 1974 - BBN-telnet • 1976 - PROMIS-1st hypertext system • 1979 - Head Mounted Display -Virtual Reality
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The web • 1982 - ”Internet” coined• 1988 - Apple’s hypercard• 1989 - HTTP-HTML-Tim Berners-Lee • 1992 - mosaic Browser released-text graphics –Andress on • 1995 - Internet Explorer, Yahoo! XHTML draft • 1982 - IBM PC Text UIs (text Based Menus)• 1984 - Mac• 1984 - x windows • 1992 - web &mosaic• 1995 - Dragon Speech Recognition Software Released• 1995 - Win 95 • 2000? - Kismet
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Kismet
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Kismet Hardware• 15 networked computers• 500 MHz PC running Linux - speech recognition• dual processor 450 MHz PC running Windows NT speech synthesis• Nine networked 400 MHz PC's running QNX (Unix like OS) vision
processing and eye/neck control• Four Motorola 68332 CPUs OS L control it's perception, motivation,
behavior and motor skills• "eyes" are four cameras mounted in the eyeball portion of its head• two microphones mounted on its ears
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Metaphor• Metaphor
– The transference of the relation between one set of objects to another set for the purpose of brief explanation; a compressed simile; e. g., the ship plows the sea. --Abbott & Seeley. ``All the world's a stage.'' --Shak.
– Note: The statement, ``that man is a fox,'' is a metaphor; but ``that man is like a fox,'' is a simile, similitude, or comparison.
• Source: Webster's Revised Unabridged Dictionary, © 1996, 1998 MICRA, Inc.
– n : a figure of speech in which an expression is used to refer to something that it does not literally denote in order to suggest a similarity
• Source: WordNet ® 1.6, © 1997 Princeton University
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Idiom• Idiom
– n 1: a manner of speaking that is natural to native speakers of a language [syn: parlance]
– 2: the usage or vocabulary that is characteristic of a specific group of people; "the immigrants spoke an odd dialect of English"; "he has a strong German accent" [syn: dialect, accent]
– 3: the style of a particular artist or school or movement; "an imaginative orchestral idiom" [syn: artistic style]
– 4: an expression whose meanings cannot be inferred from the meanings of the words that make it up [syn: idiomatic expression, phrasal idiom, set phrase, phrase]
• Source: WordNet ® 1.6, © 1997 Princeton University
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Idiom or metaphor?• Metaphors work via analogy.
Example: windows recycle bin Icon implies the files get reused, Mac trashcan things get deleted (except for floppy disks).
• Idiom is a learnable pattern of behavior that is represented by a symbol (auditory, visual, smell) display. Example: drag and drop, Acrobat icon, the “smell” of natural gas, whatever that picture in the corner means?
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Idiom or metaphor• Metaphors:
– Phrases –• “Belt & Braces”• “Stupid as a post”• “Clueless”• “A real Betty”• “A real goat rodeo”
– GUI “desktop”– Trashcan– Letter for email– Can be more restrictive to new functionality not analogous to the metaphorical
symbol• Idiom:
– The alphabet and words!– Phrases –
• “Keep tabs on him”• “Bomb Diggity”,
– Using a mouse to move the pointer on screen– Dropdown menus– Very powerful
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PARC legacy
• The original GUI concept was a desktop, with folders and windows overlaying each other with menus.
• 3D buttons.• Now we are stuck with the metaphor!• Metaphors are cute but not always better
than introducing a new idiom.
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UI
Defining what we mean by User Interfaces
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What is a user interface?
• The part of an application (or tool) that is in contact with the user(s)
• The complete experience that is detectable by the user while using the application (or tool)
• The user’s interactions with the application• Any interaction (direct or indirect) that a
user has with the application.
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User – UI - Application
Application
User Interface
User
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UI is the way we manipulate tools
UI
UI
Application
Application
UserUI
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Every UI has basic features
• Input– Device– Language– Conversation from User to UI
• Output– Device– Language– Conversation from UI to User
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Application Models• User Mental Model
– How the user “thinks” the application will respond when manipulated through the UI
– Often only a simple subset of the actual functionality that an application possesses.
• Implementation Model– The underlying code and how the application
really works. – May not completely agree with the users
mental model
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Every UI has basic features (2)
• User Experience– Information Architecture - Mapping from the UI to the
functionality and information provided by the application logic
– Possibly idioms and/or metaphors– Feedback mechanisms– Navigation structure– Labels– Menus– Content and/or functionality
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Mental Model
• Formed from what the UI “tells the user”• Should match the goals of the user NOT
be dictated by the implementation model• Good mental model and bad
implementation model often succeeds.
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User - User Dialog
The communication between user and user – H2H
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H2H (Human to Human)Communication
• People communicate with each other via “languages”– Non-symbolic
• Sounds – burp, sneeze, hiccup• Smells, Taste & Aromatic Chemicals • Touch & Pressure• Visual – Facial Expressions
– Symbolic• Motion Symbols – Gestures, dance, acting, sign language, …• Auditory (sound) Symbols
– Verbal – Speech using words– Non-verbal – noises: clap, howl, whistle, bark, …
• Visual Symbols– Verbal - Writing using glyphs (alphabets) and Words– Non-verbal - Icons, colors, position, size, motion
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H2H - Gestures
• Motions of the body– Pointing– Waving– Shaking your head– Certain fingers held up in certain patterns– American Sign Language -
http://commtechlab.msu.edu/sites/aslweb/browser.htm
• Using a mouse on a computer!http://commtechlab.msu.edu/sites/aslweb/SIGNS/SIGNS_0/M0423.MOVhttp://commtechlab.msu.edu/sites/aslweb/SIGNS/SIGNS_2/M1372.MOV
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H2H Communication
• People communicate with each other via– Words – requires understanding the same
verbal language and constructs within that language
– Gestures – pointing, waving, certain fingers held up in certain patterns
– Sounds – beating on a table with your shoe
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H2H Communication - Speech
• Speech– Requires understanding the same verbal language– Understanding the same constructs within that language
• Ex: Physicists and Botanists may not be able to communicate all things effectively and clearly
• Ex: Parents and Teenagers can’t communicate!• Ex:The US and England share a language but may not be able to
effectively communicate.– Requires hearing ability– Requires vocalization / speaking– Requires a medium to transport the speech (the air, a telephone
+ air, etc.)
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H2H - Written Word
• Written word– Requires understanding the same written language– Understanding the same constructs within that language– Understand the same symbols/glyphs i.e. the western
alphabet, Cyrillic, Hebrew, Arabic, Kanji, …– The rules
• Layout – Left → Right, R → L, Top → Bottom• Syntax• Grammar• Contextual Meaning
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Cyrillic
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Hebrew
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Arabic
• http://www.cafe-syria.com/Alphabet.htm
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Braille
• http://simplythebest.net/fonts/dingbats.html
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Communication Problems
Je ne comprendspas le prospecteur
américain fou. Pourquoi est il
sautant à travers l'ord'or de hurlement!
J'ai frappé l'or!
Gold! Gold! I’ve struck
gold!
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User - Application Dialog
The communication between user and system
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How?
• How can a user communicate actions she requests that the application do?
• How can the application communicate the results or confirmation of the actions?
• How can the application communicate requests of the user to the user?
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• Input sextuple (M,In,S,R,Out,W)– M – manipulation operator– In – input domain– S – current state of the device– R – resolution function mapping in to out
domain– Out – output domain set– W – work - get purpose set of device
properties
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What a mouse can “say”• Pointing
– orienting on a object (a noun)– With tooltips, I’d like to know more about that object
• Left Clicking (and releasing)– select the object I have oriented on and do something. If the object is a
button I’d like to invoke that operation (a verb) in the current context.• Right Clicking (and releasing)
– I would like to see and/or alter (action) the properties of this object and see any related operation that I could invoke in the current context .
• Pressing the left button (and holding down) and then moving the pointer– I would like to drag this object (or its proxy) somewhere or define a
rectangular region.• Releasing after pressing and dragging –
– Dropping - I would like the object I dragged to be acted on by the object I dragged it onto or placed where I dragged it to.
– Defining a region - I’d like to signal that I have defined the region, if the current context permits.
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Why is pointing good?• It severely restricts the way that we can say
things to a very simple grammar, yet it allows unambiguous definition of what the source, target and action are.
• Statements pointing allows:– “Select <target object>” – left click (LC)– “Execute application <target>” – left double click (LDC)– “Do <target action>” - LC– “Take <source> and do <a context appropriate action> to it based on <target>
(drag and drop)” – LPress-Move-LRelease– “Move <source> to <target location or object>” – LPress-Move-LRelease– “Do <action> here” – LC– “Get menu of context related actions” – Right Click (RC)
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Simple grammar• Statement = Subject + Action + Target• Actions
– Create– Get– Update– Delete– Change– Find Matching
• Subject of the action requested– Screen Area, Character, Word, Sentence, Paragraph, Section,
Chapter, Book.
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Design Maxims
Guiding principles, research results and rules of thumb
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Maxims• Direct manipulation and feedback are good• Symbols are easier to recognize than text• Menus are for learning, buttons and keystrokes
are for experts• Undo takes the risk out of learning – give me an
undo• Remember what I did before and don’t ask me
stupid questions – predict my wishes• Don’t break my flow
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Maxims (2)
• Consistency and cues lower the learning (and remembering curves)
• Intuition = predictability & inference = good UI
• Idiomatic Icons can be more universal than any single written language
• Use the correct input mechanism for the type of information to be entered
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Maxims (3)• WYSIWYG (What You See Is What You Get) –
is hard to do effectively.• Entering data via a keyboard is faster than
using any other method currently, including mouse, trackball, voice, handwriting or touchscreen.
• Defining a selection region with a keyboard is very difficult if it is a pixel based image or screen.
• Some operations are very difficult to do with certain UI devices - (like drawing with etch a sketch)
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Some people can use the Etch-a-Sketch interface very effectively.
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Visual Research• The area of visual acuity is only an area
that is 5% your visual field (foveal vision)! That means on an average monitor (19”) the area you can clearly see is only
To see the other parts of the screen requires moving your eyes around.
***AAAAAA
BBBBThisBBBBCCCCircle ofCCC
DDCharsDDEEEEEE
***
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Human Beings• G:
– Recognition– Pattern recognition
• Proximity• Shared characteristics
– Abstraction – a doughnut is like a car tire– Contextual thinking– Learning
• B:– Recall– Remembering too many things (4+/-2)– Remembering them too long (10 to 30 seconds)– Switching tasks– Multitasking
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Maxims (4)• Know thy user – capabilities, goals,
experience and expectations.• Object orientation enhances inference
and prediction.• Object orientation is Noun:Verb approach.
Function oriented is Verb:Noun.• The clipboard functions as an implied
target or source in the users request many times.
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Maxims (5)
• Try the rules first, until you have a great reason for breaking them.
• Test your great idea out on users, beforereleasing the product.
• People like to learn by trial and error vs. reading the manual.
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The way we scan the screen
• This is the Headline of the screen• This is the next line or so
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Fitt’s Law (1954)• The time to acquire a target is a function of the
distance and the size of the target– Bigger and closer can be found faster– Use the borders of the screen to “pin” the users
actions – the Mac menu bar vs. the windows version.– MT = a + b log2(2A/W)
where • MT = movement time • a,b = regression coefficients • A = distance of movement from start to target center • W = width of the target
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General Principles• Aesthetically Pleasing• Clarity• Compatibility• Comprehensibility• Configurability• Consistency• Control• Directness
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General Principles (2)• Efficiency• Familiarity• Flexibility• Forgiveness• Predictability• Recovery• Responsiveness• Simplicity• Transparency
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UI Design Principles • Aesthetically Pleasing
– Contrast elements– Group Things – Align – 3D “Look and Feel” – “less is more” - no Ransom Note UI’s
• Clarity – Visually – Functions – Metaphors – Words and text
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UI Design Principles • Compatibility
– User– Task, Goals, Job – Product
• Comprehensibility – What to look at – What to do – When to do it – Where to do it – Why to do it – How to do it
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UI Design Principles • Configurability
– Personalization – Configuration– Reconfiguration
• Consistency – Look – Use – Action –Result – Position
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UI Design Principles • Control
– Users should be in control– Quick Response – Actions: Pauseable – Cancelable –Terminatable -
Undoable – Maintain Context – Avoid modes– Allow user to customize and configure – Support users with Different skill levels, goals,
abilities,…
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UI Design Principles • Directness
– Direct way to accomplish tasks – Show alternative ways– Show effects visibly
• Efficiency – Minimize movements-eyes, hands, head, – Short Navigation Path – Obvious eye movement and sequential – Anticipate users wants and needs
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UI Design Principles • Familiarity
– Use concepts and language familiar to the user– Mimic the users natural behavior patterns in using the
UI– Use real world metaphors*
*Avoid application level metaphors
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UI Design Principles • Flexibility
– Be sensitive to differences between users and their differing skill level, needs and goals.
– Knowledge Level– Experience Level– Preferences– Habits– Current Conditions
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UI Design Principles • Forgiveness
– Allow undo and prevent errors– Tolerate errors and auto fix them, if possible– Protect from catastrophic errors– Provide useful information about errors
• Predictability– Allow the user to anticipate the outcome of a new
action based on the way other actions work– Provide hints and clues as to impact of actions
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UI Design Principles • Recovery
– Support multiple levels of undo and redo– Ensure that users never lose their work even if a user
error, hardware/software/communications failure • Responsiveness
– Very short lag between action and result– Show progress indicators for actions that take longer– Provide immediate acknowledgement of actions by
changing the UI in an appropriate way
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UI Design Principles • Simplicity
– Provide the simplest UI possible to support the needs of the users
• Progressive disclosure – hide the hard/complex stuff for later disclosure
• Defaults• Minimize Alignments• Common actions should be simpler than less often
used operations• Uniformity• Consistency
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UI Design Principles
• Transparency– Allow user to focus on the job or task not the
software– The user should have to “out smart” the
software to accomplish the task– Avoid “work arounds” – if the user needs a
work around, you have failed in the design of your software
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Physical UIs
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Can you tell me what this is the UI for?
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Can you tell me what this is the UI for?
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The UI
In / Out
Control (Button)
Use of color and texture
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Intercom
• Good:– Simplicity– Color and Texture– Visual, auditory and tactile aspects– Appearance implies function – you
talk into the black grate not the white button
– Didn’t reinvent the wheel• Bad:
– Aesthetically dull or even ugly– No labels– What if I can’t speak or hear?
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Pay phone GUI
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Pay phone GUI• G:
– Similar capabilities– Similar forms– Similar location (in a phone booth)– Standard reusable widgets (keypad, handset,
coinslot)– Robust physically– Single use design – not a “swiss army knife design”
• B:– Digit entry ready – alpha entry is hard– What if you have no change?– What about the change return level – which is
better?– Is the top phone for lefties?
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Swiss Army Knife• It has 17 functions!
– 2 Knife blades– Scissors– Flat & Cross point
screwdrivers– Can opener– Corkscrew– Digital Altimeter!?
• Does many things but none of them excellently
• http://www.victorinox.com/newsite/en/index.htm
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ATM UIs – Text (TUI) & GUI
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Hardwired ATM• G:
– Keypad easy to find– Easy to see where the money comes
from– Standard look – easy to learn to use– Lower cost to produce– Easier for visually impaired/blind to
use.– Less easily damaged by abuse
• B:– Could use auditory/speech interface– Hard to read in bright light– Textual vs. iconic may be harder to
use– Harder to enhance functionality
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Softwired ATM• G:
– Uses color, icons and text– Direct manipulation – touch– More choices displayed at the
same time – faster access– Looks cooler– Easier to add new features
• B:– Clunky to enter information via
touchscreen– Sometime buttons are not in
registration with the touchscreen – can’t press the button where it appears on the screen.
– No standard look between different ATM displays/banks.
– Cost more to buy and operate
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ATM UIs – Text (TUI) & GUI• Hard vs. soft interface widgets• Flexibility vs. usability• Top ATM easier for blind
users• Bottom GUI & Touchscreen
version is more flexible to add features.
• Aesthetically GUI looks cooler.
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Door and handles
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Doorhandles• G:
– Stylish– Simple– Position
• B:– Bad UI Design – user cannot
predict whether the door opens in or out
– Same control (handle) used for very different operations – pushing versus pulling
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Consider …
• With doors that have the same handles inside and out
Hallway
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Good UI – pull out / push in• G:
– Implies functions are different
– Vertical is pull– Horizontal is push
• B:– Horizontal
doesn’t indicate which end of the door the hinge is
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TUI vs.GUI
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TUI vs.GUI• TUI
– G:• No idiom/metaphor• Colors
– B:• Need ability to read
• GUI:– G:
• Colors• No need to read• Simple idiom to learn
– B:• Need to recognize the idiom• Positioned side by side
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Better
• Tells you how much time you have until the light changes
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What does this mean?
– “Its ok to stand next to your bike?”– “Its ok to NOT wear a helmet and
stand next to your bike?”– “You are walking your unicycle in
a large green tube?”• Introducing a new
idiom/metaphor– Should explain it using words– Then I can ignore the labels later– If it’s a metaphor, I don’t get it
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Elevator buttons
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• G:– Tactile labels in the elevator– Standard layout– Visual feedback of action– Pliancy – buttons move when
pushed– Standard idioms (up and down
triangles)• B:
– No labels on call buttons – are they needed?
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Input device for the USPS• G:
– A well known idiom (in the US) used in software as a metaphor.
– Standard look and feel– Simple interface – stamps, address,
envelope, and handle on the box– Labels
• B:– No support for visually impaired– Limited feedback while its in the mail
• Use a certified delivery receipt
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Browser UI for a restaurant• G:
– Simple and easy to read– 2 Typefaces – 3 Fonts– High contrast– Good labels
• Today’s Specials• Price
• B:– Too many ungrouped choices– Requires ability to read english
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The Kappabashi Dori has a Japanese solution to ordering …
• Sushi mokei• Plastic models
of differentsushi.
• Point to whatyou want toeat.
• Metaphorical
• http://www.cherryblossomgardens.com/sushi_gifts.asp
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Even this has a UI with controls, labels and feedback
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NASDAQ GUI in Times Square
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Summary of Good Physical UIs• Clear Labels• Consistency• Feedback• Pliancy• Use of idioms and metaphors• Visual differentiation• Foreground and background use• Aesthetics• No reinventing the wheel – a phone looks like a
phone
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GUI Widgets In depth
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Font Dialog
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Flash Editor Application
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Save As … Dialog
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Label• Use:
– For displaying static text– Hinting at the function of a control– Conveying meaning to a user– A “:” at then end of a label– A noun or noun phrase– Cap on first or Headline capitalization– Use a single Font for all text in that label.– Most labels should be the same font size
• Avoid:– Changing the text dynamically– Using fonts different than system– All lower or all UPPER
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Text Box
• Use:– Entering a value via the keyboard– Discrete values– Editing existing value without retyping
full text in• Avoid:
– Non-editable and white background
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Command Button• Use:
– Action word – verb (with implied target) or Noun (with implied action)
– Immediate action– Should change visually if pressed – pliant
response– To trigger an action or a change of state– Keyboard Mnemonics– Text, Icon or Both– For dialogs and frequently used operations
(see toolbars)– Include tooltips
• Avoid:– Using to display text and not be pressable– Too small or crammed together– Set/reset a value but not initiate an action
(see checkbox)
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Standard Command Labels• “OK” – accept any changes and close the
dialog• “Cancel” – abandon any uncommitted changes
and close the dialog box• “Reset” – restore the defaults in the dialog• “Apply” – commit the changes but don’t close
the dialog• “Close” – Close the window and ABANDON
any uncommitted changes.• “Help” – open the online help dialog
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Standard Intent Indicators• “…” – spawns a
window or dialog• “>” - leads to a
menu• “>>” – expands
the dialog and visible controls
• “->” button action relates to the control pointed to
MinimizeRestore / MaximizeCloseHelp
Gray out unavailable options
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Command Button Aesthetics• Minimum size 25 pixels high• Consistent size for all related
buttons• Align the buttons vertically or
horizontally• Short labels• Limit of 6 or fewer per dialog• No really long or tall buttons
All of these buttonsare bad!!
AVOID THIS
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Dialog Aesthetics
• Group buttons• Same size• Mnemonics• Simple labels• Layout commands on the right edge• Termination buttons on the bottom in a
CONSISTENT PLACE IN ALL YOUR DIALOGS!• Make the dialog large enough to fit the buttons and
controls. Don’t cram everything into the dialog.
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Button (And Dialog Box tips)• Group related buttons• Horizontal buttons - place most frequently used left most• Maintain the order and placement of buttons / groups of
buttons that appear on more than on dialog or place in the application
• Affirmative action above or to the left.• Put space between often used buttons and potentially
destructive buttons• Default action should be the most frequently executed
choice e.g. “OK” unless destructive.• Enter key should execute the default action.• In a scrollable window don’t scroll the command buttons.
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Toggle Button• Use:
– To show a toggleable state– When the to states are easily
understood• Avoid:
– If the state is hard to represent with an icon
– To trigger an action– The NOT of the icon isn’t easily
understood i.e. NOT portrait mode, NOT red,
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Tooltips• Popup short label for
buttons that appear after you hold the pointer over them for a short period (1/2 second approx.)
• A cue to expert users about the function of a button (or widget)
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Buttcons – Iconic Buttons and ButtonBars(Toolbars)
• Use:– For related sets of commands– Standard sized icons– Consistent icons where ever that
function occurs in the application– Use distinct symbols– Its ok to create new symbols that
are not metaphors but idioms• Avoid:
– For beginners– Infrequently used commands
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Checkbox• Use:
– Set/unsetting a non-mutually exclusive set of states.
– Binary state attributes– Label should be a state– A single word label is best– A Cap first letter and Mixed case is best
for the label– Use in property dialogs
• Avoid:– Multiple discrete values– Continuous values– Using too many
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Listbox• Use:
– For short lists of related items that are discrete values
– More effective than dropdowns• Avoid:
– If takes up too much screen area
– Using for continuous values
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Dropdown Listbox• Use:
– Saves space– For long lists– Sort or arrange order
• Avoid:– For frequent
operations (use listboxinstead)
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Dropdown List Buttcon• Use:
– Fast access to frequently used commands
– For experts• Avoid:
– For infrequently used command (leave on main menus.)
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Spin Control
• Use:– For fine adjustments of numerical values via pointing
device– For a list of quick discrete choices– To allow quick typing in of values– To prevent users from entering illegal values
• Avoid:– For entering continuous values– For values that are better adjusted through a visual
feedback (like a slider)
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Icons in lists
• Use:– Visually differentiate the types of entries i.e. powerpoint
files have a different icon than word docs.– Match the icons displayed in other places for that doc
type• Avoid:
– Using different icons for the same doc type– If only one doc type supported
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(Top level) Application Menu
• Use:– Top categories of an application– Use the standard labels– Accelerators and Mnemonics
• Avoid:– Using non-standard categories or labels– Using phrases – one word is best
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Drop down menu from the Main menu
• Use:– Icons, Labels, Accelerators, and Mnemonics– Groups of related items– Use Headline Style– Use the standard terms, accelerators and
mnemonics– Gray out unavailable items– To teach beginners what the application is
capable of doing• Avoid:
– Too many items (8-10 or max 32 with separators)
– Changing order of items– Using for experts – give them buttcons or other
tools.
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Standard top level menu Labels• File -• Edit -• View -• Insert -• Format -• Tools -• Window -• Help -
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Tool Pallette• Use:
– To change the current global operating mode for an application i.e. brush, pen, spray, eraser,…
– For frequently used tools/functions– Faster than drop down menus– Should duplicate some of the functions
available on the menus– For commands - command buttcons– In main app window or in dialogs
• Avoid:– Spawning dialogs from buttons
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Start Button & Cascading Start Menus
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Start Button & Cascading Start Menus
Selection
Cascade Indicators
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Cascading Menus• Use:
– Hierarchically organized features to avoid making menus too loaded with items
– To avoid complex dialogs poping up• Avoid:
– More than 2 cascades– For users with limited dexterity, hard to navigate
easily.– XP start button has gone a bit crazy with cascading
menus!
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Popup menus• Use:
– To provide context specific properties for the currently selected item – very object oriented
– Narrower view of items than from the main menus
– All items should also be on the main menus
– Execute and disappear• Avoid:
– Too many items– Different order than on the main menus
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Aqua look © Apple 2003
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Human Interface Design Principles from Aqua guide
• Metaphors• See-and-Point• Direct Manipulation• User Control• Feedback and
Communication• Consistency• WYSIWYG (What You See
Is What You Get)• Forgiveness• Perceived Stability• Aesthetic Integrity
• Modelessness• Knowledge of Your
Audience• Worldwide
Compatibility• Cultural Values• Language Differences• Text Display and Text
Editing• Default Alignment of
Interface Elements
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Design Guidelines
• Cornell University http://ergo.human.cornell.edu/ahtutorials/interface.html
• Mac OS X Aqua guidelines http://developer.apple.com/techpubs/macosx/Essentials/AquaHIGuidelines/index.html
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Written Language Resources• http://www.cafe-syria.com/Alphabet.htm - an Arabic pronunciation
applet• http://www.zhongwen.com/ - chinese info• http://welcome.to/egyptionary• http://www.esperanto.net/• http://webnz.co.nz/checkers/grammar2.html good English grammar
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Resources
• Tog on design http://www.asktog.com/basics/firstPrinciples.html
• Fitt’s law http://ei.cs.vt.edu/~cs5724/g1/glance.html
• HCI http://ei.cs.vt.edu/~cs5724/