hci guidelines - use and misuse
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HCI guidelines - use and misuse. Susan Turner. Now and next in MSD. This week - guidelines week 10 - case study & exam question week 11 - your turn research either HCI issues in the design & evaluation of virtual reality HCI issues in the design & evaluation of small mobile devices. - PowerPoint PPT PresentationTRANSCRIPT
HCI guidelines - use and misuse
Susan Turner
Now and next in MSD...
This week - guidelinesweek 10 - case study & exam questionweek 11 - your turnresearch either
HCI issues in the design & evaluation of virtual reality
HCI issues in the design & evaluation of small mobile devices
Today’s lecture
Using guidelines and standards sensibly
Guidelines exerciseGuidelines for universal access
Guidelines and standards
Guidelines general purpose ‘rules’ in HCI texts and
websitesmost useful when include explanatory text
in-house and proprietary style guidesStandards
have formal authority
2.0/13 + Consistent WordingFor displayed data and labels, choose words carefully andthen use them consistently.
Example
(Good) | Record A Change | | Record B Change | |Record C Change |
(Bad) | Update of Record A | | Record B Maintenance | |Change in Record C |
Example
As a negative example, the word "screen" should not beused to mean "display frame" in one place, and "menuselection option" in another.
Comment
Consistent word usage is particularly important fortechnical terms. Standard terminology should be definedand documented in a glossary for reference by interfacedesigners as well as by users.
Reference
BB 1.2.2 3.7.2 EG 3.4.5 4.2.13 Pakin Wray 1982FromSmith & Mosier(1986)
ftp://archive.cis.ohio-state.edu/pub/hci/Guidelines/guidelines
Shneiderman’s 8 golden rules of dialogue design
Strive for consistencyEnable frequent users to use shortcutsOffer informative feedbackDesign dialogs to yield closureOffer simple error handlingPermit easy reversal of actions Support internal locus of controlReduce short-term memory load
Hix and Hartson’s guidelines
1. User centered design 8. Give a task-based mental model
2. Know the user 9. Be consistent
3. Involve the user 10. Keep it simple
4. Prevent user errors 11. Design for memory limitations
5. Optimize user operations 12. Use recognition rather thanrecall
6. Keep control with the user 13. Use cognitive directness
7. Help the user to get started 14. Draw on real-world analogies
Hix and Hartson (2)
15. Use informative feedback 22. Use modes cautiously
16. Give status indicators 23. Make user actions reversible
17. Use user--centered wording 24. Get attention judiciously
18. Use non-threatening wording 25. Maintain display inertia
19. Use specific, constructiveadvice
26. Organize screen to managecomplexity
20. Make the system take theblame
27. Accommodate individualdifferences
21. Do not anthropomorphise (Hix and Hartson, DevelopingUser Interfaces, Wiley, 1993)
Apple guidelines for shortcuts
Guidelines for web design
www-3.ibm.com/ibm/easy/eou_ext.nsf/Publish/572
try also www.useit.com (Jakob Nielsen’s site)
Using Guidelines
guidelines often conflict in specific instances helps to understand the underlying reasoning consider the requirements of the situation and
decide which aspects are most important
basis of ‘heuristic evaluation’ (more in later lecture)
a collection of guidelines linkswww.ida.liu.se/~miker/hci/guidelines.html
Standards
Set by (inter)national standards bodies, but often industry driven International Standards Organisation (ISO) International Telegraph and Telephone
Consultative Committee (CCITT) British Standards Institute (BSI) American National Standards Institute (ANSI)
prescriptive, rather than advisory
For example
ISO 9241 Ergonomics for Office Work with Visual Display Terminals
ISO 14915 Ergonomics for Multimedia User Interface Design
BSEN ISO 13407 ‘Human Centred Design for Interactive Systems’
conformance usually by process not product
also European directives (e.g.90/270/EEC)
ISO 9241
General introduction Guidance on task
requirements VDU requirements Keyboard requirements Workstation layout and
postural requirements Environmental
requirements Display requirements with
reflections Requirements for
displayed colours
Requirements for non-keyboard input devices
Dialogue principles Guidance on usability
specification and measures Presentation of information User guidance Menu dialogues Command dialogues Direct manipulation
dialogues Form-filling dialogues
3.1. Structuring into levels and menus (overall structure)
Menu structures should reflect user expectations and facilitate the user’s ability to findand to select menu options relevant for the task. In order to increase the probability ofmeeting this objective, the following conditional requirements and recommendationsshall be evaluated...
3.11. Conventional categories
If options can be arranged into conventional or natural groups known to the users,options shall be organised into levels and menus consistent with that order.
Example: Grouping foods into meats, vegetables, fruits
Dialogue principle: User expectations
Conformance: applicability - documented evidence, analytical evaluation or empirical evaluation.
compliance - observation
ISO 9241 example
European directive of 29.5.90
minimum health & safety requirements for employees who work with display screens
wide exceptionsemployers’ obligations
In summary
Guidelines can be useful, but need thought in their application
Be aware of HCI standards
Designing for universal use
Universal design
“Universal design for telecommunications and information systems means designing products which can be effectively and efficiently used by people with a wide range of abilities or in a wide range of situations.”
Universal Access Project, University of Wisconsin, 1995
need to be aware as users as designers and implementers as support engineers
Justification for universal design
Legal and ethical rights e.g. Disability Discrimination Act (UK)
Contribution to a more open society move away from ‘disability products’
Broader market expansion of technology into new domains and for new
users aging population
Broader application area not just people with special needs, but ordinary people in
special circumstances (low light, wearing gloves, noise…)
Aging computer users...
Age Group Proportion of People with Disabilities
0 - 21 10%
22 - 44 14.9%
45 - 54 24.5%
55 - 64 36.3%
65 - 79 47.3%
80+ 71.5%
Relevant human abilities & design
Think about abilities, not types of people vision hearing cognition mobility and dexterity
designing for the elderly and children some or all of these may be relevant
design proactively avoid inadvertent exclusion design to be accessible, usable and and acceptable
Ways of widening access
New features for hardware and operating systems features universally available for compliant applications
Assistive technologies enhance accessibility, but must be moved between computers cost issues
Specialised applications e.g. browsers which read pages but people with special needs often work alongside others with
standard applications
Usability features for mainstream applications e.g. customisable colours to maximise contrast & therefore
readability
Some assistive technologies
Screen enlargers like a magnifying glass can set and move area of focus
Screen reviewers or readers make text available as speech or as Braille graphics only included if alternative text provided
Voice input not just text, but also as substitute for mouse/keyboard
control On-screen keyboards
select keys using alternative input devices keyboard filters
compensate for tremor, erratic motion, slow response time...
Did you know?
Windows Accessibility Options (under control panel)
keyboard sound
visual warnings & captions for sounds
display high contrast options
mouse
A general approach
Requirements/specification include people with special needs in requirements analysis and
testing of existing systems consider whether new features affect users with special needs
(positively or negatively) and note this in specification Design
take account of guidelines Testing
include evaluation against guidelines include special needs users in usability testing and beta tests
Implementation make sure programming team are aware of guidelines if prioritising bugs for fixing, consider that some may have
disproportionately more impact on users with special needs
Basic principles of accessible design
Flexibility customisable user interface to accommodate
preferencese.g. font size, menu arrangement
Choice of input and output methods e.g. keyboard as well as mouse redundant combinations of sound, graphics and
text
Consistency within and between applications
Prioritise
Number of users give higher priority to features that affect
more users e.g. more people view documents than author
them
Frequency of useNecessity of use
give priority to features which are central to the product
Some useful links
www.microsoft.com/enable* detailed guidelines for Microsoft applications and
more general advice
www.abilitynet.co.uk general advice on computing and related
technologies for people with special needs
www.cast.org.uk/bobby web site checking service - also provides guidelines
*acknowledgment: much of previous material derived from here
A specific example - designing for low vision (1)
Key principles - redundancy and flexibility Keep to standard menu and dialogue box layouts
helps to memorise position of options
Provide keyboard alternatives Use audio ‘tooltips’ Supplement visual prompts with audible signals
(or vibration or tactile output, such as to Braille display)
Use shading and patterns for visual items to supplement colour
Designing for low vision (2)
Use characters of at least 7.5 mm or 16 point on screen Use San Serif font for labels, etc., Serif font for text Generally, dark letters on light background are
preferable Allow messages to remain on the screen until dismissed
by the user Allow text to be enlarged and colours, contrast and
brightness to be adjusted
Provide documentation in media which will allow users to listen to it
In summary
Be aware that guidelines and accesibility aids exist
Wherever possible, design for inclusion rather than exclusion