ui hall of fame or hall of shame?

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UI Hall of Fame or Hall of Shame?. UI Hall of Shame!. How do you cancel?. Human-Computer Interaction (HCI). Human the end-user of a program the others in the organization Computer the machine the program runs on Interaction the user tells the computer what they want - PowerPoint PPT Presentation

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Page 1: UI Hall of Fame or Hall of Shame?

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UI Hall of Fame or Hall of Shame?

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UI Hall of Shame!

How do you cancel?

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Human-Computer Interaction (HCI)

Human* the end-user of a program* the others in the organization

Computer* the machine the program runs on

Interaction* the user tells the computer what they want* the computer communicates results

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User Interfaces

Part of a software program that allows* user to interact with computer* user to carry out their task

HCI = design, prototyping, evaluation, and implementation of user interfaces (UIs)

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Bad User Interfaces

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Bad User Interfaces

Hard to tell the difference between the two icons and names

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UI Design Cycle

Design

Prototype

Evaluate

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User-centered Design

“Know thy User” Cognitive abilities

* perception* physical manipulation* memory

Organizational / job abilities Keep users involved throughout

project

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UI Hall of Fame or Shame?

View menu from Visual Forms* two options:

+Non-Visual Objects (e.g., formatting labels)+Source...

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UI Hall of Shame

Terminology* what are “Non-Visual Objects” & how can you view them?

* why not “Formatting Labels” instead?

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Attributes of Good UIs

Invisible Minimal training required

* easy to learn

High transfer of training* easy to remember

Predictable Few errors Easy to recover from errors

?

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Attributes of Good UIs (cont.)

Allow people perform real tasks well* efficient

Flexible Seem “intelligent”

* “do the right thing”

People like it“It is easy to make things hard. It is hard to

make things easy.” -- A. Chapanis, ‘82

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Good Graphic Design & Color Choice

Appropriately direct attention. How?* use color and layout

From IBM’s RealCD application

+black on black is a bad color choice+shouldn’t need label to tell you this is a button

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Good Graphic Design & Color Choice (cont.)

Group related objects* alignment & spacing* decorations

A Toolbar from MS Word

Balance & white space Few fonts & colors (5 to 7 colors max.) Remember color deficiency (8% of males)

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Provide Feedback

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Feedback Placement

Where the eyes are* insertion point* screen cursor

Audio output* sounds* voice* when might this not be a good idea?

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Error Prevention Why?

* avoid “fear of failure”* allow faster work

Suppress unavailable commands Confirm dangerous actions

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UI Hall of Fame or Shame?

Dialog box* ask if you want to delete

+yes (green)+no (red)

Problems?* R-G color deficiency* cultural mismatch

+Western~ green good~ red bad

+Eastern & others differ

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Visual Illusions

Can you guess the woman’s age? Keep looking.

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Color Guidelines

Avoid simultaneous display of highly saturated, spectrally extreme colors

Opponent colors go well together* (red & green) or (yellow & blue)

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Pick Non-adjacent Colors on the Hue Circle

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Conceptual Models

Mental representation of how object works & how interface controls effect it

People have preconceived models that you may not be able to change* dragging to trash deletes

Interface must communicate model* online help / documentation can help, but

shouldn’t be necessary

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Visual Clues (affordances)

Well-designed objects have affordances* visible clues to their operation

Poorly-designed objects* no clues* false clues

+teapot with handle and spout on the same side

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Design Model & User’s Model

Users gets model from experience & usage* through system image

What if the two models don’t match?

Design Model User’s Model

System Image

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Design Guides

Provide good conceptual model* user wants to understand how interface control

impacts object

Make things visible* if object has function, interface should show it

Map interface controls to user’s model

Provide feedback* what you see is what you get!

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Interface Hall of Shame or Fame?

For setting cache size in MS Internet Explorer (since changed)

Slider from 1% to 100%

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Interface Hall of Shame or Fame?

What if you have a big disk? (e.g., 40GB* forced to have at least a 400MB cache* takes away control from the user

What if they don’t know their disk size?

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Why Model Human Performance?

To test understanding To predict influence of new

technology

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The Model Human Processor

Developed by Card, Moran, & Newell (‘83)

Long-term Memory

Working MemoryVisual Image

StoreAuditory Image

Store

PerceptualProcessor

CognitiveProcessor

MotorProcessor

Eyes

Ears

Fingers, etc.

sensorybuffers(Dix)

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What is User-centered Design?

Developers working with target users* help define what the system will do & how* lots of iterative exploration & feedback

Think of the world in users terms* user & customer not the same person ->?

+don’t design for manager’s work process

Understanding work process* points where humans and computers intersect

Not technology-centered/feature driven

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What is Usability?

Ease of learning* faster the second time and so on...

Recall* remember how from one session to the next

Productivity* perform tasks quickly and efficiently

Minimal error rates* if they occur, good feedback so user can recover

High user satisfaction* confident of success

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Understanding the User

How do your users work?* task analysis, interviews, & observation

How do your users think?* understand human cognition* observe users performing tasks

How do your users interact with UIs?* observe!

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Involving the User

Users help designers learn * what is involved in their jobs* what tools they use* i.e, what they do

Developers reveal technical capabilities* builds rapport & an idea of what is possible

Users try prototype & comment on it* developers make incremental changes & iterate

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Observation Techniques

In the work place Use recording technologies

* notebooks* tape recorders* video cameras

Ask users to think out loud while working* look for job-specific procedures / terminology

Show users transcript & ask about it

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Summary

User-centered design is different than traditional methodologies

Leads to solving problems up front (cheaper)

Know thy user & involve them in design

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