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1 11/7/01 CS4: HCI lecture 9 1 I n t e r f a c e D e s i g n I : B a s i c P r i n c i p l e s o f I n f o r m a t i o n P r e s e n t a t i o n Rob Procter 11/7/01 CS4: HCI lecture 9 2 I n t r o d u c t i o n How do we design effective information displays? Pay attention to how information is used How do we get users to focus attention on important data? How do we cue interaction? Cognitive psychology provides basic guidelines for visual design Design practice provides guidelines for more complex design decisions People have substantial perceptual differences Age may be a major factor

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11/7/01 CS4: HCI lecture 9 1

Interface Design I: Basic Principles of Information Presentation

Rob Procter

11/7/01 CS4: HCI lecture 9 2

Introduction• How do we design effective information displays?

– Pay attention to how information is used

• How do we get users to focus attention on important data?

• How do we cue interaction?• Cognitive psychology provides basic guidelines for

visual design • Design practice provides guidelines for more complex

design decisions• People have substantial perceptual differences

– Age may be a major factor

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11/7/01 CS4: HCI lecture 9 3

Basic Information Needs• Navigation:

– Where am I? – How did I get here? – What can I do here?– Where can I go from here? – How do I get there?

• Problems of satisfying these needs and robustness principle:– In rich information environments such as the WWW– In highly constrained environments such as mobile devices

11/7/01 CS4: HCI lecture 9 4

Visual Perception

• Some characteristics of the visual system:– Flicker sensitivity: critical flicker frequency (CFF)

depends on retinal position

– Visual acuity: minimum perceptible angle is approx 1” of an arc

– Sensitive to geometric properties

– Sensitive to movement and change

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Visual Perception• An active process:

– Raw data + recognition schemas; bottom up and top down

– Global analysis isolates informative areas, perceptual landmarks

– Proceeds through a series of serial data acquisitions– Integration in space and time gives sensation of

parallel data acquisition

• Users may not know “where to look”

11/7/01 CS4: HCI lecture 9 6

Physiological Guidelines• Colours must be considered in context

• Avoid simultaneous display of highly saturated, spectrally extreme, colours

• Avoid pure blue for text, thin lines and small shapes

• Avoid red and green in periphery of large displays

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11/7/01 CS4: HCI lecture 9 7

Cognitive Guidelines

• Use colour sparingly, i.e., 5+/- 2 colours• Use colour to draw attention• Use colour to reflect organisation and establish

relationships• Be consistent• Follow conventions, but investigate first• Design initially in monochrome and don’ t rely

on colour alone

11/7/01 CS4: HCI lecture 9 8

Guidelines for Text

• Legibility: soft copy quality is improving

• Case:

• Formatting: Don’ t make edges of text too interesting������������ ���� : ��������������� �"!#�"!�$• Size: 10 pt. is smallest recommended

Normal reading is done most easily if the text is in both upper and lower case

ALL UPPER CASE IS HARDER TO READ THAN A MIX OF UPPER AND LOWER CASE

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Graphics• Graphics has re-emerged after a long period dominated by text

– Better for overviews

– Short search paths

– Distinguishes connectedness from adjacency

– Supports manipulations such as zooming, bridging different levels of abstraction

• Long history of use has provided a wealth of guidelines:– Typography

– Graphics• Edward Tufte

– Comics

– Film

11/7/01 CS4: HCI lecture 9 10

Icons• Boundaries should be solid, closed and contrast-

bounded• Technological icons minimise culturally variable

interpretations• Use representation hierarchy to direct recognition and

interpretation• Keep them simple

– over-elaborate effects may hinder interpretation

• Supplement with labels where appropriate• Colour aids identification• Animation aids comprehension

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11/7/01 CS4: HCI lecture 9 11

Icon Evaluation

• Semantics:– Does icon represent its meaning well?

• Visual syntax:, rules of composition– How does it look?– How does it relate to others?– Is it consistent in use of orientation, scale,

colour?

• Pragmatics:– Is it easy to distinguish?– Is it easy to select?

11/7/01 CS4: HCI lecture 9 12

Comparison of Icon Styles

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11/7/01 CS4: HCI lecture 9 13

Layout

• Include all (but only) essential information

• Consistency of placement aids interpretation

• Proximity effect suggests relationships so group items semantically

• Make boundaries clear

• Establish a consistent visual syntax/hierarchy

11/7/01 CS4: HCI lecture 9 14

Layout Example

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11/7/01 CS4: HCI lecture 9 15

Visualisation Example 1: London Underground Map

11/7/01 CS4: HCI lecture 9 16

Visualisation Example 2: Hierarchical structures

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11/7/01 CS4: HCI lecture 9 17

Visualisation Example 3:

Representing distribution of search terms in documents

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Visualisation Example 4: The perspective wall

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11/7/01 CS4: HCI lecture 9 19

Interactivity

• Distinguish active elements from passive ones

• Make it clear how to activate and what will happen– Buttons afford pushing

– Sliders afford pulling

– Dials afford radial turning

11/7/01 CS4: HCI lecture 9 20

Some example interactors

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11/7/01 CS4: HCI lecture 9 21

Animation

• Good attention getter

• Good for signalling changes– Salient objects should never just appear/disappear

• Use for effecting display overlaps– Fades, dissolves, etc.

– Helps maintain sense of continuity

• Comic and film narrative conventions

11/7/01 CS4: HCI lecture 9 22

Sound

• Map properties of interaction on to sound dimensions:– Pitch

– Loudness

– Duration

– Rhythm

– Timbre – characteristic sound ‘quality’

• Interface sound design is typically arbitrary and synthetic

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11/7/01 CS4: HCI lecture 9 23

Sound

• Confirmatory feedback

• Monitoring state, ‘background information’– Disk, printer noise etc.

– Example of user improvisation in use of ‘data’

• Reducing reliance on visual system

• Grabbing attention

11/7/01 CS4: HCI lecture 9 24

Further Reading

• Dix et al. chapter 15, p. 583-90; chapter 16

• Newman and Lamming, chapter 15, p. 388-94

• Tufte, Visual Explanation, Graphics Press, 1987