mmg3033 - topic 06 theories principles & guidelines

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MMG3033 HUMAN-COMPUTER INTERACTION Presentation Title By the end of this lesson, students will be able to: Discuss the difference between theories, principles and guidelines for designing interactive systems. Discuss the 5 high-level goals guideline in organizing the display (Smith & Mosier). Discuss the 5 Principles of Good Design. Discuss the 8 Golden Rules of Interface Design. TOPIC 6 THEORIES, PRINCIPLES AND GUIDELINES

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  • MMG3033

    HUMAN-COMPUTER INTERACTION Presentation Title

    By the end of this lesson, students will be able to:

    Discuss the difference between theories, principles and guidelines for designing

    interactive systems.

    Discuss the 5 high-level goals guideline in organizing the display (Smith & Mosier).

    Discuss the 5 Principles of Good Design.

    Discuss the 8 Golden Rules of Interface Design.

    T O P I C 6 THEORIES, PRINCIPLES AND

    GUIDELINES

  • 2

    I n t e r a c t i o n D e s i g n

    INTERFACE is a device (hardware) or

    program or area (software) used by a

    user to communicate with a computer.

    HCI interface mediates between the

    user and the computer system.

    The user forms a model known as

    mental model of how the system and

    enables users to predict system

    performance.

  • 3

    I n t e r a c t i o n D e s i g n

    It is all about facilitating the user to perform a specific task in a specific context in

    a fast and efficient manner by leveraging the power of technology and design.

    USER BEHAVIOR

    1. There is an intended behavior that we want to create.

    2. We have no direct control over the user.

    3. Via IxD we have means to control the environment and to evaluate the resulting effects

    L e w i n s E q u a t i o n

    (, )

    Behavior is a function of the user and the environment.

  • 4

    I n t e r a c t i o n D e s i g n

    Designers need to understand the difference between theory, principles and

    guidelines; and how they relate to each other.

    DESIGN GUIDELINES DESIGN PRINCIPLES

    Specific and usually context dependent

    rules for designers to follow in order to

    achieve the principles.

    Guidelines documents can derived from

    best practices from practical experience

    or empirical studies.

    Example:

    iOS Human Interface Guidelines

    OS X Human Interface Guidelines

    High-level and context-free design goals

    based on theories of HCI.

  • 5

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    1. Consistency of data display

    Consistency has been one of the cardinal rules of design.

    If the interface is consistent, the user can adapt it.

    During the design process, the terminology, abbreviations, formats,

    colors, capitalization, and so on should all be standardized and

    controlled by use of a written (or computer-managed) dictionary of

    these items.

    Three types of consistency: (1) Internal; (2) Analogical; and (3) External.

  • 6

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    1. Consistency of data display

    a. Internal consistency: the same appearance, meaning and operation

    holds true for all the users interactions within the same application.

    Save as and Open dialogue boxes in MS PowerPoint illustrating internal consistency

  • 7

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    1. Consistency of data display

    b. Analogical consistency: the correspondence between the systems

    representation and the real-world phenomenon in terms of appearance,

    meaning and operation.

    Recycle Bin in the MS Windows environment illustrating analogical consistency

  • 8

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    1. Consistency of data display

    c. External consistency: the same appearance, meaning and operation

    holds true for the users interactions across applications.

    Save as dialog boxes in MS Word and MS PowerPoint illustrating external consistency.

  • 9

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    1. Consistency of data display

    DESIGN RULES FOR CONSISTENCY

    Standardization of interface designs: follow accepted (usually published)

    guidelines whenever possible.

    Stability: do not change something unless it really needs changing.

    Training: add new skills to the users skill set rather than expecting the user to

    modify existing skills.

    Visibility: Do not change anything unless it needs changing. If you must change,

    make it a large and obvious one.

    Interpretation: Consistent interpretation of user behavior by the system is more

    important than consistent system objects or behaviors.

  • 10

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    1. Consistency of data display

    MS Access 97 Interface versus MS Access 2000. Violation of the second rule of the Consistency.

  • 11

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    2. Efficient information assimilation by the user

    Minimal input actions by users.

    The format should be familiar to the operator and should be related to

    the tasks required to be performed with the data.

    This objective is served by rules for neat columns of data, left

    justification for alphanumeric data, right justification of integers, lining

    up of decimal points, proper spacing, use of comprehensible labels, and

    appropriate measurement units and numbers of decimal digits.

  • 12

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    3. Minimal cognitive load on the user

    Users should not be required to remember information from one screen

    for use on another screen.

    Tasks should be arranged such that completion occurs with few actions,

    minimizing the chance of forgetting to perform a step.

    Labels and common formats should be provided for novice or

    intermittent users.

  • 13

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    4. Compatibility of data display with data entry

    The format of displayed information should be linked clearly to the

    format of the data entry.

    Where possible and appropriate, the output fields should also act as

    editable input fields.

  • 14

    I n t e r a c t i o n D e s i g n

    The FIVE high-level goals (guidelines) for data display (Smith & Mosier, 1986):

    5. Flexibility for user control of data displayed

    Users should be able to get the information from the display in the form

    most convenient for the task on which they are working.

    GETTING THE USERS ATTENTION

    Intensity

    Marking

    Size

    Choice Of Font

    Inverse Video

    Blinking

    Color

    Audio

  • 15

    I n t e r a c t i o n D e s i g n

    Control and feedback go hand in hand.

    Providing feedback is probably the most accepted guideline in the design of any

    interaction.

    However, it is important to understand the rationale for each specific feedback

    instance.

    Our basic assumption is that optimal control depends on both the type of user

    activity that needs to be controlled and the level of interaction. Ask:

    What effect their action has had on the system?

    Possible consequences of that action.

    The new system state.

    The new location of the user in the system or state.

    Feedback can support three important factors of user activity: motivation,

    control and learning.

  • 16

    I n t e r a c t i o n D e s i g n

    1. Feedback should be presented in the manner that most directly supports the

    action to be taken - strive for fit between the information representation needed

    and presented.

    2. Feedback should correspond to goals and intentions.

    3. Feedback should help evaluate goal accomplishment.

    4. Feedback should be sufficiently specific to control user activity. For example, the

    user should always be able to abort one activity and initiate another (the system

    should not take over control). Furthermore, the user should be able to control

    the pace and format of presentation (e.g., controlling the speed of scrolling and

    the size of the font).

    5. Feedback should help develop accurate mental models.

    6. Feedback should fit the task representation (verbal and visual).

    7. Feedback should fit the type of behavior (controlled, automatic).

  • 17

    I n t e r a c t i o n D e s i g n

    Users Feedback

  • 18

    I n t e r a c t i o n D e s i g n

    Metaphor: the use of familiar terms and associations to represent a new concept.

    The metaphor of the Desktop is one of the most commonly used metaphors in

    HCI.

    Figure depicts a metaphor. It is a globe with a chain link over it.

  • 19

    I n t e r a c t i o n D e s i g n

    METAPHOR APPLICATION

    Typewriting (typing, using keyboard). Word processor

    Document (elements of a document and their attributes and operations). Desktop publishing

    Ledger sheet (matrix structure for numbers). Spreadsheet

    Drawing (with paper, pencil and palettes). Drawing and painting

    Table of data (managing data organized in rows and columns). Database

  • 20

    I n t e r a c t i o n D e s i g n

    Direct manipulation: an interaction style in which objects are represented and

    manipulated in a manner analogous to the real world (e.g. by directly pointing at

    an object and dragging it to a location rather than issuing logical instructions to

    bring about the same effect).

    The general guideline is to use direct manipulation whenever possible.

    Consider the simple example of moving a file to a trash bin by clicking on its

    icon and dragging it to the trash bin icon.

    Contrast this with the same action carried out by a sequence of menu options

    and commands (e.g. locating the appropriate directory of files, finding the exact

    name of the file, specifying a delete command and receiving (at least in some

    operating systems) confirmation that the file had been deleted).

  • 21

    I n t e r a c t i o n D e s i g n

  • 22

    I n t e r a c t i o n D e s i g n

    Designs should be aesthetically pleasing ideally without compromising on the

    usefulness and usability of the system.

    Aesthetics in Screen Design

  • 23

    I n t e r a c t i o n D e s i g n

    CRITERION AESTHETICS RULE EXAMPLE

    Balance Balance the optical weight of screen elements. Do not place heavy (large) elements on one side

    of the screen and light elements on the other

    side.

    Equilibrium Maintain a midway center of suspension. Place the center of the layout on the center of

    the screen.

    Symmetry Arrange elements so that elements on one side

    of the center line are replicated on the other

    side.

    Background colors gradually fade off similarly in

    upper and lower parts of the screen.

    Order Order elements to correspond with hierarchy of

    perceptual prominence.

    Order from left to right the bigger objects on the

    screen.

    Consistent

    ratios

    Maintain a consistent ratio between height and

    width.

    If the overall frame is wider than higher, arrange

    the elements to follow this ratio.

    Unity Attempt coherence of the layout by keeping

    elements in relative proximity.

    Arrange elements in closer proximity one to

    another than distance to frame.

    Alignment Align elements horizontally and vertically. Three text boxes roughly of the same size but

    misaligned are usually disturbing to the eye.

    Density Optimize the occupied areas of the screen. Leaving about half of the screen area as white

    space is pleasing to the eye.

    Rhythm Introduce regular patterns of changes in the

    elements.

    Two moving elements on the screen should

    move at the same pace.

  • 24

    I n t e r a c t i o n D e s i g n

    More fundamental, widely applicable, and enduring than guidelines.

    Why we refer to principles? To prevent errors.

    Need more clarification.

    Fundamental principles:

    Determine users skill levels

    Identify the tasks and user needs

    More specific example of enhance principles in HCI are:

    The 5 Principles of Good Design

    The 8 Golden Rules of Interface Design

  • 25

    I n t e r a c t i o n D e s i g n

    1. NATURALNESS

    A good interface appears to be natural and seem to be an appropriate way of

    performing the task.

    Should reflect the users task syntax and semantic.

    Should be self explanatory and idiomatic.

    Should not use the jargon of information technology but it might well use

    jargon of the users task (language that the user is familiar with).

    The system should adapt to the needs of the user and not expect the user to

    adapt to its needs.

    Where possible, do not require the user to learn and remember new

    concepts or vocabulary.

    The 5 Principles of Good Design

  • 26

    I n t e r a c t i o n D e s i g n

    1. NATURALNESS

    A natural dialogue is one which does not cause the user to significantly alter

    their approach to the task in order to interact with the system.

    Use vocabulary familiar to the user. Jargon should be that used in the client

    company or target user, and not that used in the software development

    house.

    Vocabulary should be self-explanatory. For example print and copy are

    easy to interpret, whereas mv (move the Unix keyword for rename) isnt.

    Use of non-standard abbreviations should be avoided since they slow down

    word recognition and introduce unnecessary stress.

    The 5 Principles of Good Design

  • 27

    I n t e r a c t i o n D e s i g n

    1. NATURALNESS

    The 5 Principles of Good Design

  • 28

    I n t e r a c t i o n D e s i g n

    2. CONSISTENCY

    The interface should reinforce the users expectations from any previous

    interaction with the system or with similar systems.

    Ensure that all labels are used consistency, e.g. make sure that exit is

    always exit and not sometime quit.

    Means, consistent throughout :

    Requirement for input

    Getting command from user

    Language of system messages

    System prompts

    Methods for selection

    Termination of input or cancelling of commands

    Format of screen output

    Format for menus, messages etc.

    The 5 Principles of Good Design

  • 29

    I n t e r a c t i o n D e s i g n

    2. CONSISTENCY

    The 5 Principles of Good Design

  • 30

    I n t e r a c t i o n D e s i g n

    3. NON-REDUNDANCY

    The interface should not ask for redundant material. It should require the

    minimum of user input and system output necessary for the completion of

    users task ---- MINIMALISTIC DESIGN @ MINIMALISM

    There should be the minimum keyset / keystroke effort to maximize user

    performance and prevent unnecessary errors.

    The system should not offer or request anything that it can derive from

    previous inputs, or anything that will not be used.

    Information requests should be obvious and relevant.

    The systems output should be simple and easy to understand.

    Making technical implementation is more easier than on the users needs and

    comfort. HCI must emphasis to be placed firmly on the users needs.

    The 5 Principles of Good Design

  • 31

    I n t e r a c t i o n D e s i g n

    3. NON-REDUNDANCY

    The 5 Principles of Good Design

  • 32

    I n t e r a c t i o n D e s i g n

    4. SUPPORTIVENESS

    The supportiveness of a dialogue refers to the amount of assistance the

    dialogue provides to the user in running the system.

    It has 3 major aspects:

    The quantity and quality of instructions provided;

    The nature of the error messages produced; and

    The confirmation of what the system is doing.

    A good development team will know well in advance what the user is doing

    and the level of understanding the user has of both the task and the system.

    The sort of questions the user may well want answered are :

    Where am I? How did I get here? What is happening? Where can I go next? How do I get

    there? What can I do?

    The 5 Principles of Good Design

  • 33

    I n t e r a c t i o n D e s i g n

    4. SUPPORTIVENESS

    Error messages should be helpful and not obscure, for example syntax error

    is not at all helpful. At very least, the system should tell the user what caused

    the syntax error, for example: missing : on line 42.

    The 5 Principles of Good Design

  • 34

    I n t e r a c t i o n D e s i g n

    5. FLEXIBILITY

    Flexibility of a dialogue refers to how well it can cater for or tolerate different

    levels of user familiarity and performance.

    The interface should accommodate differences in user requirements, user

    preferences and level of performance.

    The interface also need to provide a variety of support levels and should

    allows personalized output formats.

    For example, a hierarchical menu structure for use by a first time user may be

    navigated using commands and parameters once the user becomes more

    experienced.

    The 5 Principles of Good Design

  • 35

    I n t e r a c t i o n D e s i g n

    5. FLEXIBILITY

    The 5 Principles of Good Design

  • 36

    I n t e r a c t i o n D e s i g n

    The following design principles are published by IBM:

    Simplicity: Don't compromise usability for function

    Support: Place the user in control and provide proactive assistance

    Familiarity: Build on users' prior knowledge

    Obviousness: Make objects and their controls visible and intuitive

    Encouragement: Make actions predictable and reversible

    Satisfaction: Create a feeling of progress and achievement

    Availability: Make all objects available at all times

    Safety: Keep the user out of trouble

    Versatility: Support alternate interaction techniques

    Personalization: Allow users to customize

    Affinity: Bring objects to life through good visual design

    Commercial Example [IBM]

  • 37

    I n t e r a c t i o n D e s i g n

    1. Strive for consistency.

    Consistent sequences of actions should be required in similar situations;

    identical terminology should be used in prompts, menus, and help screens;

    and consistent commands should be employed throughout.

    2. Enable frequent users to use shortcuts.

    As the frequency of use increases, so do the user's desires to reduce the

    number of interactions and to increase the pace of interaction.

    Abbreviations, function keys, hidden commands, and macro facilities are

    very helpful to an expert user.

    3. Offer informative feedback.

    For every operator action, there should be some system feedback. For

    frequent and minor actions, the response can be modest, while for

    infrequent and major actions, the response should be more substantial.

    The 8 Golden Rules of Interface Design

  • 38

    I n t e r a c t i o n D e s i g n

    4. Design dialog to yield closure.

    Sequences of actions should be organized into groups with a beginning,

    middle, and end. The informative feedback at the completion of a group of

    actions gives the operators the satisfaction of accomplishment, a sense of

    relief, the signal to drop contingency plans and options from their minds, and

    an indication that the way is clear to prepare for the next group of actions.

    5. Offer simple error handling.

    As much as possible, design the system so the user cannot make a serious

    error. If an error is made, the system should be able to detect the error and

    offer simple, comprehensible mechanisms for handling the error.

    The 8 Golden Rules of Interface Design

  • 39

    I n t e r a c t i o n D e s i g n

    6. Permit easy reversal of actions.

    This feature relieves anxiety, since the user knows that errors can be

    undone; it thus encourages exploration of unfamiliar options. The units of

    reversibility may be a single action, a data entry, or a complete group of

    actions.

    7. Support internal locus of control.

    Experienced operators strongly desire the sense that they are in charge of

    the system and that the system responds to their actions. Design the system

    to make users the initiators of actions rather than the responders.

    8. Reduce short-term memory load.

    The limitation of human information processing in short-term memory

    requires that displays be kept simple, multiple page displays be

    consolidated, window-motion frequency be reduced, and sufficient training

    time be allotted for codes, mnemonics, and sequences of actions.

    The 8 Golden Rules of Interface Design

  • 40

    I n t e r a c t i o n D e s i g n

    Beyond the specifics of guidelines.

    Principles are used to develop theories.

    EXPLANATORY THEORIES

    PREDICTIVE THEORIES

    PERCEPTUAL OR COGNITIVE SUBTASKS

    THEORIES

    MOTOR-TASK PERFORMANCE TIMES

    THEORIES

    Observing

    behavior

    Describing activity

    Conceiving of

    designs

    Comparing high-

    level concepts of

    two designs

    Training

    Enable designers to compare

    proposed designs

    for execution time

    or error rates

    Conceive

    Predicting reading times for free text,

    lists, or formatted

    displays

    Predicting

    keystroking or

    pointing times

  • MMG3033

    HUMAN-COMPUTER INTERACTION Presentation Title

    Discuss the difference between theories, principles and guidelines for designing interactive systems.

    Discuss the 5 high-level goals guideline in organizing the display (Smith & Mosier).

    Discuss the 5 Principles of Good Design.

    Discuss the 8 Golden Rules of Interface Design.

    TOPIC 06

    SUMMARY