sims 213: user interface design & development marti hearst tues, feb 20, 2007

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SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

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Page 1: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

SIMS 213: User Interface Design & Development

Marti HearstTues, Feb 20, 2007

Page 2: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Today

Selected Design GuidelinesHeuristic Evaluation– How to do it– How well does it work?– In-class H.E.

Page 3: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Design Guidelines

What are they?– Rules of thumb for how to design– Bloopers book has many recommendations

There are LOTS of them– Based on common sense and experience

• Not necessarily proven– Often conflict with one another– Often don’t say HOW to implement them

Page 4: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Design Guidelines

What do to:– Focus on those guidelines most applicable to the

kind of interface under development– Focus on those emphasized in our readings

• Bloopers, chapter 1• Usability Engineering, chapter 5• Raskin, chapter 3• All of Don Norman’s concerns

– Use common sense

Page 5: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

All-Star Usability Design Guidelines

An edited selection

Page 6: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

1 Simple and natural dialogue

Use the user’s conceptual modelMatch the users’ task in as natural a way as possible– minimize mapping between interface and task

semantics

Page 7: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

1 Simple and natural dialogue

Present exactly the information the user needs– less is more

• less to learn, to get wrong, to distract...

– information should appear in natural order• related information is graphically clustered• order of accessing information matches user’s expectations

– remove or hide irrelevant or rarely needed information• competes with important information on screen

– use windows frugally• don’t make navigation and window management excessively complex

Page 8: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Page 9: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

2 Speak the users’ language

Examples?

Page 10: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

3 Minimize user’s memory load

Computers good at remembering things, people aren’t!Promote recognition over recall– menus, icons, choice dialog boxes vs command

lines, field formats– relies on visibility of objects to the user (but less is

more!)

Page 11: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

3 Minimize user’s memory load

Page 12: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

3: Minimize user’s memory load

Describe required input format and example, and default

Small number of rules applied universally– generic commands

• same command can be applied to all interface objects

• copy, cut, paste, drag ’n drop, ... for characters, words, paragraphs, circles, files

Page 13: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

3: Minimize user’s memory load

Page 14: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

4: Be consistent

Consistency of effects– same words, commands, actions will always have the same effect in

equivalent situationsConsistency of language and graphics– same information/controls in same location on all screens / dialog

boxes – same visual appearance across the system (e.g. widgets)

• e.g. different scroll bars in a single window system!

Consistency of input– consistent syntax across complete system

Page 15: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

4. Be Consistent

These are labels with a raised appearance.

Is it any surprise that people try and click on them?

Page 16: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

5: Provide feedback

Continuously inform the user about – what it is doing– how it is interpreting the user’s input– user should always be aware of what is going on

> Doit

What’s it

doing?

> DoitThis will take5 minutes...

Time for

coffee.

Page 17: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

5. Provide feedback

Should be as specific as possible, based on user’s inputBest within the context of the action

Page 18: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

5. Provide feedback

What did I select?

What mode am I in now?

How is the system

interpreting my actions?

Page 19: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Provide feedback

Drawing Board LT

Multiple files being copied, but feedback is file by file.

Page 20: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

5. Provide feedback

Response time– how users perceive delays

0.1 second max: perceived as “instantaneous” 1 second max: user’s flow of thought stays

uninterrupted, but delay noticed 10 seconds: limit for keeping user’s attention focused

on the dialog> 10 seconds: user will want to perform other tasks while

waiting

Page 21: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

How do I get

out of this?

6. Provide clearly marked exits

Page 22: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

6. Provide clearly marked exits

Users don’t like to feel trapped by the computer!– should offer an easy way out of as many situations as

possible

Strategies:– Cancel button (for dialogs waiting for user input)– Universal Undo (can get back to previous state)– Interrupt (especially for lengthy operations)– Quit (for leaving the program at any time) – Defaults (for restoring a property sheet)

Page 23: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

7. Provide shortcuts

Experienced users should be able to perform frequently used operations quicklyStrategies:– keyboard and mouse accelerators

• abbreviations• command completion• menu shortcuts• function keys• double clicking vs menu selection

– type-ahead (entering input before the system is ready for it) navigation jumps

• e.g., going to location directly, and avoiding intermediate nodes– history systems

• WWW: ~60% of pages are revisits

Page 24: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Keyboard accelerators for

menus

Customizable toolbars andpalettes for

frequent actions

Split menu, with recently used fonts on top

Scrolling controls for page-sized

increments

Double-click raises object-specific menu

Double-click raises toolbar

dialog box

Page 25: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

8: Deal with errors in a positive and helpful manner

People will make errors!

Errors we make– Mistakes

• arise from conscious deliberations that lead to an error instead of the correct solution

– Slips• unconscious behaviour that gets misdirected en route to satisfying goal

– e.g. drive to store, end up in the office

• shows up frequently in skilled behaviour– usually due to inattention

• often arises from similarities of actions

Page 26: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Designing for slips

General rules– Prevent errors before they occur– Detect and correct errors when they do occur– User correction through feedback and undo

Page 27: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Designing for slips

Examples– mode errors

• have as few modes as possible (preferably none)• make modes highly visible

– capture errors• instead of confirmation, make actions undoable• allows reconsideration of action by user

– loss of activation• if system knows goal, make it explicit• if not, allow person to see path taken

– description errors• in icon-based interfaces, make sure icons are not too similar, • check for reasonable input, etc.

Page 28: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

8 Deal with errors in a positive and helpful manner

Prevent errors– try to make errors impossible– modern widgets: only “legal commands” selected, or

“legal data” entered

Provide reasonableness checks on input data– on entering order for office supplies

• 5000 pencils is an unusually large order. Do you really want to order that many?

Page 29: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

9. Provide help

Help is not a replacement for bad design!

Simple systems:– walk up and use; minimal instructions

Most other systems:– feature rich– some users will want to become “experts” rather than “casual”

users– intermediate users need reminding, plus a learning path

Volume 37: A user's guide to...

Page 30: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Types of help

Tutorial and/or getting started manuals– short guides that people are likely to read when first

obtaining their systems• encourages exploration and getting to know the system• tries to get conceptual material across and essential

syntax

– on-line “tours”, exercises, and demos• demonstrates very basic principles through working

examples

Page 31: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Types of help

Reminders– short reference cards

• expert user who just wants to check facts• novice who wants to get overview of system’s capabilities

– keyboard templates• shortcuts/syntactic meanings of keys; recognition vs. recall;

capabilities

– tooltips• text over graphical items indicates their meaning or purpose

Page 32: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Types of help

Context-sensitive help– system provides help on the interface component the

user is currently working with• Tool tips• Macintosh “balloon help”• Microsoft “What’s this” help

– brief help explaining whatever the user is pointing at on the screen

Page 33: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Types of help

Wizards– walks user through typical tasks– but problematic if user gets stuck

Page 34: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Slide adapted from Saul Greenberg

Types of help

Tips– migration path to learning system features– also context-specific tips on being more efficient– must be “smart”, otherwise boring and tedious

Page 35: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Discount Usability Testing

Heuristic Evaluation

Page 36: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Evaluating UI Designs

Usability testing is a major technique“Discount” methods don’t require users– Heuristic Evaluation– Cognitive Walkthrough

Page 37: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Heuristic Evaluation

Developed by Jakob NielsenHelps find usability problems in a UI designSmall set (3-5) of evaluators examine UI– independently check for compliance with usability principles

(“heuristics”)– different evaluators will find different problems– evaluators only communicate afterwards

• findings are then aggregated

Can perform on working UI or on sketches

Page 38: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Adapted from slide by James Landay

Phases of Heuristic Evaluation

1) Pre-evaluation training– give evaluators needed domain knowledge and information on

the scenarios

2) Evaluation– individuals evaluate and then aggregate results

3) Severity rating– determine how severe each problem is (priority)

4) Debriefing– discuss the outcome with design team

Page 39: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Heuristics (original)

H1-1: Simple & natural dialogH1-2: Speak the users’ languageH1-3: Minimize users’ memory loadH1-4: ConsistencyH1-5: Feedback

H1-6: Clearly marked exitsH1-7: ShortcutsH1-8: Precise & constructive error messagesH1-9: Prevent errorsH1-10: Help and documentation

Page 40: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Adapted from slide by James Landay

How to Perform H.E.

At least two passes for each evaluator– first to get feel for flow and scope of system– second to focus on specific elements

Assistance from implementors/domain experts– If system is walk-up-and-use or evaluators are domain

experts, then no assistance needed– Otherwise might supply evaluators with scenarios and

have implementors standing by

Page 41: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Adapted from slide by James Landay

How to Perform Evaluation

Where problems may be found– single location in UI– two or more locations that need to be compared– problem with overall structure of UI– something that is missing

Page 42: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Adapted from slide by James Landay

Example Problem Descriptions

Can’t copy info from one window to another– Violates “Minimize the users’ memory load” (H1-3)– Fix: allow copying

Typography uses mix of upper/lower case formats and fonts– Violates “Consistency and standards” (H2-4)– Slows users down– Probably wouldn’t be found by user testing– Fix: pick a single format for entire interface

Page 43: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Adapted from slide by James Landay

Severity Ratings

Used to allocate resources to fix problems Estimates of need for more usability effortsCombination of– frequency– impact– persistence (one time or repeating)

Should be calculated after all evaluations are done

Should be done independently by all evaluators

Page 44: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Adapted from slide by James Landay

Severity Ratings (from Nielsen & Mack 94)

0 - don’t agree that this is a usability problem1 - cosmetic problem 2 - minor usability problem3 - major usability problem; important to fix4 - usability catastrophe; imperative to fix

Page 45: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Adapted from slide by James Landay

Severity Ratings Example

1. [H1-4 Consistency] [Severity 3]

The interface used the string "Save" on the first screen for saving the user's file, but used the string "Write file" on the second screen. Users may be confused by this different terminology for the same function.

Page 46: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Adapted from slide by James Landay

Debriefing

Conduct with evaluators, observers, and development team membersDiscuss general characteristics of UISuggest potential improvements to address major usability problemsDev. team rates how hard things are to fixMake it a brainstorming session

Page 47: SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 20, 2007

Next Time

Evaluation of Heuristic EvaluationLow-Fi Prototyping