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Design

The light bulb goes on


Agenda

 Revisit Norman
 Idea generation
 Design principles
 Video

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Design Choices...

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Design is Easy?

 Why didn’t anyone complain about not


being prepared for the HW assignment?

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System-Centered Design

 Focus is on the technology


 What can be built easily using the available
tools on this particular platform?
 What is interesting to me, as the developer,
to build?

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User-Centered Design

 Design is based on user’s


 Tasks
 Abilities
 Needs
 Context

 Mantra: Know the user!

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Design Process

 How do we come up with new (good)


designs for interactive systems?
 Why is it so difficult?

 Revisit Norman’s Design of Everyday


Things

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Good Design

 Invites person to use it properly

 Visual affordance
 The perceived and actual fundamental
properties of an object that help convey how
it should be used -- (D. Norman)

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Guidelines for Design

 1. Provide a good conceptual model


 User has mental model of how things work
 Build design that allows user to predict effects
of actions
 2. Make things visible
 Visible affordances, mappings, constraints
 Remind person of what can be done and how
to do it

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Why is Design Difficult?

 1. Increasing complexity/pressure
 Number of things to control has risen
dramatically
 Display is increasingly symbolic/artificial
 Feedback is more complex and subtle
 Errors are increasingly serious/costly

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Why Difficult?

 2. Marketplace pressures
 Time is money
 Adding functionality (complexity) is now easy
and cheap
 Adding controls/feedback is expensive
 Design usually requires several iterations
before success

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Why Difficult?

 3. People often consider cost and


appearance over human factors design
 Style over substance
 Bad design may not be visible

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Why Difficult?

 4. Creativity is challenging
 Can’t just make a copy
 Want creativity, but want pragmatism

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Idea Creation

How do we create and develop new interface ideas and designs?

 Ideas come from  Borrow from other


 Imagination fields
 Analogy  Animation
 Observation of current  Theatre
practice  Information displays
 Observation of current  Architecture
systems  ...

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Interface Metaphors

 Metaphor - Application of name or


descriptive term to another object which
is not literally applicable

 Use: Natural transfer - apply existing


knowledge to new, abstract tasks
 Problem: May introduce incorrect mental
model

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Metaphor Creation (1)

 Prepare
 What functions are needed
 What are users’ problems?

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Metaphor Creation (2)

 Generate
 Use metaphor that matches users’ conceptual
tasks
 Given choice, choose metaphor closest to way
system really works
 Ensure emotional tone is appropriate to users

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Metaphor Creation (3)

 Evaluate

 Evolve

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Idea Creation

 Methods for creating and developing


interface ideas
 ?

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Idea Creation Methods

 1. Consider new use for object

 2. Adapt object to be like something else

 3. Modify object for a new purpose

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Idea Creation Methods

 4. Magnify - add to object

 5. Minimize - subtract from object

 6. Substitute something similar

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Idea Creation Methods

 7. Rearrange aspects of object

 8. Change the point of view

 9. Combine data into an ensemble

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Design Guidelines/Principles

 General guidelines (rules of thumb) to


help create more usable systems

&

 Can be subtle, even contradictory

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Design Principles

 1. Use simple and natural dialog in user’s


language
 Match user’s task in a natural way
 Avoid jargon, techno-speak
Insufficient funds to X.25 connection discarded due
withdraw $100 VS. to network congestion. Local
limits now in effect

 Present exactly info that user needs


Less is more!
Fewer unnecessary windows, prompts, dialogs

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Fun Examples

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Design Principles

 2. Strive for consistency


 Sequences, actions, commands, layout,
terminology
 Makes more predictable

OK Cancel Help

Done Cancel Apply

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Design Principles

 3. Provide informative feedback


 Continuously inform user about what is
occurring
 Most important on frequent, substantive
actions

 How to deal with delays?

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Design Principles

 4. Minimize user’s memory load


 Recognition is better than recall

 Describe required input format, include


example and default
Date _ _ - _ _ _ - _ _ (DD-Mmm-YY, e.g., 02-Aug-93)

 Use small # of generally applicable commands

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Design Principles

 5. Permit easy reversal of actions


 Undo!

 Reduces anxiety, encourages experimentation

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Design Principles

 6. Provide clearly marked exits


 Don’t want the user to feel trapped
 Examples
 Cancel button on dialogs
 Interrupt/resume on lengthy operations (modeless)
 Quit - can exit anytime
 Reset/defaults - restore on a property sheet

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Design Principles

 7. Provide shortcuts
 Enable frequent users to perform often-used
operations quickly
 Keyboard & mouse

- abbreviations
- menu shortcuts
- function keys
- command completion
- double click vs. menu selection
 Navigation between windows/forms
 Reuse
• Provide history system

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Design Principles

 8. Support internal locus of control


 Put user in charge, not computer
 Can be major source of anxiety

Enter next command


vs.
Ready for next command

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Design Principles

 9. Handle errors smoothly and positively

 10. Provide useful help and


documentation

 (More to come later in course on these two)

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Video

 Design of home automation controls


 Univ. of Maryland

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Good & Bad Designs

 www.baddesigns.com
 www.iarchitect.com

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Upcoming

 Posters!
 Graphic design
 Dialog design

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