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Module1 UED
Module1 UED
Module1 UED
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Course Description
COURSE OUTCOMES
On successful completion of the course, students will be able
to
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Module I
FOUNDATIONAL ELEMENTS OF UI/UX
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Module - II
USER EXPERIENCE DESIGN FOUNDATIONS
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Module - III
WEB DESIGN: STRATEGIES AND INFORMATION
ARCHITECTURE
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Module - IV
WEB DESIGNS: WIRE FRAMES TO PROTOTYPES
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LABORATORY EXPERIMENTS
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Books
TEXT BOOKS
1. Buxton, B., Sketching User Experiences: Getting the Design Right and the Right
Design. Morgan Kaufmann, (2007).
2. Jesse James Garrett, The Elements of User Experience: User-centered Design for the
Web, New Riders; 2nd edition2010.
REFERENCES
1. Russ Unger, Carolyn Chandler, A Project Guide to UX Design: For User Experience
Designers in the Field Or in the Making, New Riders; 2nd edition, 2012.
2. Don Norman, The Design of Everyday Things, Basic Books; 2nd edition, 2013.
3. Everett N. McKay, UI is Communication: How to Design Intuitive, User Centered
Interfaces by Focusing on Effective Communication, Morgan Kaufmann; Illustrated
edition, 2013.
4. Dr. Erich Gamma, Ralph Johnson, Richard Helm and John Vlissides, Design Patterns:
Elements of Reusable Object - Oriented Software, Pearson, 2008.
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Reference Links
WEB REFERENCES
1. https://www.coursera.org/specializations/ui-ux-design
2. https://learnux.io/
3. https://www.sketch.com/
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Module I
FOUNDATIONAL ELEMENTS OF UI/UX
User Interface
User Interface design is a subset of a field of study called Human-
Computer Interaction (HCI).
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Module I
USER INTERFACE DESIGN CONCEPTS
Usercan manipulate and control the software as well as
hardware by means of user interface.
The user interface is the part of a computer and its software that
people can see, hear, touch, talk to, or otherwise understand or
direct.
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User Interface Components
UI mainly performs two functions:
◦ Accepting the user’s input
◦ Displaying the output
The user interface has essentially two components: input and
output.
Input is how a person communicates his or her needs or
desires to the computer -> keyboard, mouse, touch screens,
etc.
Output is how the computer conveys the results of its
computations and requirements to the user -> display
screen.
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Importance of Good Design
A well-designed interface and screen is important to the users.
It is their window to view the capabilities of the system.
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User Interface Features
The software becomes more popular if its user
interface is:
Attractive
Simple to use
Responsive in short time
Clear to understand
Consistent on all interfacing screens.
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User Interface Features
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Benefits of Good Design
Customer confidence
◦ Good UI design will give the potential customers confidence in the company and
about the brand.
◦ If elements of your site don’t work properly, they will interpret this as a direct
reflection on your company.
◦ If you can’t deliver a good looking website, how can you deliver a great product
or service?
Increased customer engagement and retention.
Customer Satisfaction
Navigation is a breeze
◦ Poorly designed websites are frustrating.
◦ If a visitor arrives at your site and can’t easily find what they’re looking for,
they’re simply going to leave and look for that information elsewhere.
◦ One of the major benefits of UI design, based on UX insight and best practice, is
that it helps the audience to locate exactly what they’re looking for, even if they
aren’t entirely sure what that thing is.
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Benefits of Good Design
Capitalise on a clear competitive advantage
◦ Top of the list of UI design benefits is the ability to convert customers with
ease.
Optimal on-screen experience
◦ There are so many mobile devices on the market and your audience could be browsing the
internet on everything from a pocket-sized smartphone to a large-scale desktop screen.
◦ Ideally start with mobile UI design first, then progressively enhance the experience as the
on-screen space available increases. You need to know that your site is delivering the
optimum level of performance to every visitor if you want to ensure they keep coming
back again and again.
Retain that custom
◦ If you design something that people want to engage with, they will continue to want to
engage with it.
◦ In a competitive marketplace, retaining loyal customers should be at the top of every
brand’s to-do list.
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Benefits of Good Design
Increased productivity.
Reduced support costs
◦ everything they need to do online without additional help.
Lower development costs.
Lower customer support costs.
Development times are impressive
◦ It’s a sad reality that far too many hours of precious (and expensive)
web development time are spent fixing problems that could have been
avoided in the first place.
Design for a variety of users
◦ Not all internet users are equally as familiar with engaging with the
online world
◦ ensure that your site or app works for everyone.
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Benefits of Good Design
Simplify everything
◦ Engaging with your website should be a pleasure, not a chore.
Simplifying your processes will mean that your users won’t have to re-
enter information they have already provided or navigate their way
through a complex network of pages to make an enquiry or purchase a
product.
Everything will be exactly where it should be
◦ Part of good design is predictability.
Interaction acknowledgement
◦ For every action there should be a meaningful reaction.
◦ For example, when a user interacts with a button, having it change colour will
communicate to the visitor that their action has been acknowledged and successfully
completed.
Growth of the Company
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Benefits of Good Design
Productivity Enhancement
◦ A great app or website helps its user to increase productivity. And the usability of the
product increases when it gives a positive vibe in times of interaction.
Brand Awareness
Cost-Effectiveness
Brand Awareness
Vision
◦ Companies hire UX and UI designers at the early stage of product development to set
their vision and mission, and in the long run, they can communicate with the audiences
properly.
Increase customer acquisition and loyalty
Maximize revenue generation opportunities
Optimize resources, development time and costs
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UX/UI
UX refers to the term User Experience while UI stands for User
Interface. But despite their closeness, there are lot more to their execution
process and design discipline.
For example, UI can deal with traditional concepts like visual design
elements such as colors and typography.
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UX/UI
On the other hand, User Interface (UI) is more about visual design and
information design around screens. Though a lot of process go into this
graphical element, UI as the name implies, about the things the user will
actually see and interact. It delivers tangible results and focuses on how an
app or product surface look and functions.
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UX/UI
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UX/UI
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UX/UI
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UX/UI
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Types of UIs
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Brief History of the Human-Computer Interface
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A Brief History of Screen Design
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Graphical User Interface
In a graphical interface, the primary interaction mechanism is a pointing device of some
kind.
This device is the electronic equivalent to the human hand. What the user interacts with is
a collection of elements referred to as objects.
Objects are always visible to the user and are used to perform tasks.
They are interacted with as entities independent of all other objects.
People perform operations, called actions, on objects.
The operations include accessing and modifying objects by pointing, selecting, and
manipulating.
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Popularity of Graphics
Information floated in windows, small rectangular boxes seemed to rise above
the background plane.
Controls appeared to rise above the screen and move when activated.
Information could appear, and disappear, as needed, and in some cases text could
be replaced by graphical images called icons.
These icons could represent objects or actions.
Screen navigation and commands are executed through menu bars and pull-
downs.
Menus “pop up” on the screen. In the screen body, selection fields such as
radio buttons, check boxes, list boxes, and palettes coexisted with the reliable old
text entry field.
More sophisticated text entry fields with attached or drop-down menus of
alternatives also became available.
Screen objects and actions were selected through use of pointing
mechanisms, such as the mouse or joystick, instead of the traditional keyboard.
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Direct Manipulation
The system is portrayed as an extension of the real world.
It is assumed that a person is already familiar with the objects
and actions in his or her environment of interest.
The system simply replicates them and portrays them on a
different medium, the screen.
A person has the power to access and modify these objects,
among which are windows.
A person is allowed to work in a familiar environment and in
a familiar way, focusing on the data, not the application and
tools.
The physical organization of the system, which most often is
unfamiliar, is hidden from view and is not a distraction.
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Indirect Manipulation
In practice, direct manipulation of all screen objects and actions may
not be feasible because of the following:
The operation may be difficult to conceptualize in the graphical
system.
The graphics capability of the system may be limited.
The amount of space available for placing manipulation
controls in the window border may be limited.
It may be difficult for people to learn and remember all the
necessary operations and actions.
Indirect manipulation substitutes words and text, such as pull-down
or pop-up menus, for symbols, and substitutes typing for pointing.
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Advantages of Graphical Systems
Symbols recognized faster than text.
Faster learning.
Faster use and problem solving.
Easier remembering.
More natural.
Exploits visual/spatial cues.
Fosters more concrete thinking.
Provides context.
Fewer errors.
Increased feeling of control.
Immediate feedback.
Predictable system responses.
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Drawbacks of Graphical Systems
Greater design and complexity.
Lack of experimentally-derived design guidelines.
Inconsistencies in technique and terminology.
Learning still necessary.
Working domain is the present.
Not always familiar.
Human comprehension limitations.
Production limitations.
Inefficient for touch typists.
Inefficient for expert users.
Not always the preferred style of interaction.
Not always fastest style of interaction.
Increased chances of clutter and confusion.
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Characteristics of GUI
Sophisticated Visual Presentation
Pick-and-Click Interaction
Restricted Set of Interface Options
Visualization
Object Orientation
Use of Recognition Memory
Concurrent Performance of Functions
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GUI Design
Simple GUI design activity
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General Principles
Compatibility -Provide compatibility with the following:
— The user
— The task and job
— The product
■Adopt the user’s perspective.
Comprehensibility – A system should be easily learned and understood. A user should
know the following:
— What to look at
— What to do
— When to do it
— Where to do it
— Why to do it
— How to do
Clarity - The interface should be visually, conceptually, and linguistically clear, including:
— Visual elements
— Functions
— Metaphors
— Words and text
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General Principles
Aesthetically Pleasing – Provide visual appeal by following these presentation
and graphic design principles:
— Provide meaningful contrast between screen elements.
— Create groupings.
— Align screen elements and groups.
— Provide three-dimensional representation.
— Use color and graphics effectively and simply.
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General Principles
Consistency - A system should look, act, and operate the same throughout.
Similar components should:
— Have a similar look.
— Have similar uses.
— Operate similarly.
■The same action should always yield the same result.
■The function of elements should not change.
■The position of standard elements should not change.
Control - The user must control the interaction.
— Actions should result from explicit user requests.
— Actions should be performed quickly.
— Actions should be capable of interruption or termination.
— The user should never be interrupted for errors.
Directness - Provide direct ways to accomplish tasks.
— Available alternatives should be visible.
— The effect of actions on objects should be
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General Principles
Efficiency - Minimize eye and hand movements, and other control actions.
— Transitions between various system controls should flow easily and freely.
— Navigation paths should be as short as possible.
— Eye movement through a screen should be obvious and sequential.
■Anticipate the user’s wants and needs whenever possible.
Familiarity
- Employ familiar concepts and use a language that is familiar to the user.
■Keep the interface natural, mimicking the user’s behavior patterns.
■Use real-world metaphors.
Flexibility - A system must be sensitive to the differing needs of its users, enabling a
level and type of performance based upon:
— Each user’s knowledge and skills.
— Each user’s experience.
— Each user’s personal preference.
— Each user’s habits.
— The conditions at that moment.
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General Principles
Forgiveness –
Tolerate and forgive common and unavoidable human errors.
■Prevent errors from occurring whenever possible.
■Protect against possible catastrophic errors.
■When an error does occur, provide constructive messages
Predictability - The user should be able to anticipate the natural progression of
each task.
— Provide distinct and recognizable screen elements.
— Provide cues to the result of an action to be performed.
■All expectations should be fulfilled uniformly and completely.
Recovery –
A system should permit:
— Commands or actions to be abolished or reversed.
— Immediate return to a certain point if difficulties arise.
■Ensure that users never lose their work as a result of:
— An error on their part.
— Hardware, software, or communication problem
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General Principles
Responsiveness - The system must rapidly respond to the user’s requests.
■Provide immediate acknowledgment for all user actions:
— Visual.
— Textual.
— Auditory.
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General Principles
Transparency –
◦ Permit the user to focus on the task or job, without concern for the mechanics of the interface.
◦ — Workings and reminders of workings inside the computer should be invisible to the user.
Trade-Offs –
◦ Final design will be based on a series of trade-offs balancing often-conflicting design principles.
◦ ■People’s requirements always take precedence over technical requirements.
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The User Interface Design Process
Obstacles in the Development Path
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Pitfalls in the Development Path
Pitfalls in the design process exist because of a flawed design process, including a
failure to address critical design issues, an improper focus of attention, or
development team organization failures.
Common pitfalls are:
No early analysis and understanding of the user’s needs and
expectations.
A focus on using design features or components that are “neat”.
Little or no creation of design element prototypes.
No usability testing.
No common design team vision of user interface design goals.
Poor communication between members of the development
team.
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Designing for People: The Five Commandments
Gain a complete understanding of users and their tasks.
Solicit early and ongoing user involvement.
Perform rapid prototyping and testing
Modify and iterate the design as much as necessary.
Integrate the design of all the system components.
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Designing for People: The Five Commandments
Perform rapid prototyping and testing –
◦ Prototyping and testing the product will quickly identify problems and allow you to develop
solutions.
◦ The design process is complex and human behavior is still not well understood.
◦ While the design guidelines that follow go a long way toward achieving ease of use, all problems
cannot possibly be predicted.
◦ Prototyping and testing must be continually performed during all stages of development to uncover all
potential defects.
Modify and iterate the design as much as necessary –
◦ While design will proceed through a series of stages, problems detected in one stage may force the
developer to revisit a previous stage.
◦ This is normal and should be expected.
◦ Establish user performance and acceptance criteria and continue testing and modifying until all
design goals are met
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Designing for People: The Five Commandments
Integrate the design of all the system components –
The software, the documentation, the help function, and training needs are all
important elements of a graphical system or Web site and all should be developed
concurrently.
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Usability
Usability describes the effectiveness of human performance
The capability to be used by humans easily and effectively
easily = to a specified level of subjective assessment
effectively = to a specified level of human performance
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Common Usability problems
1. Ambiguous menus and icons.
2. Languages that permit only single-direction movement through
a system.
3. Input and direct manipulation limits.
4. Highlighting and selection limitations.
5. Unclear step sequences.
6. More steps to manage the interface than to perform tasks.
7. Complex linkage between and within applications.
8. Inadequate feedback and confirmation.
9. Lack of system anticipation and intelligence.
10. Inadequate error messages, help, tutorials, and documentation.
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Practical Measures of Usability
Provide a balanced design team, including specialists in:
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Some Objective Measures of Usability
How effective is the interface? Can the required range of tasks be accomplished:
At better than some required level of performance (for example, in terms of
speed and errors)?
By some required percentage of the specified target range of users?
Within some required proportion of the range of usage environments?
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Some Objective Measures of Usability
How flexible is the interface? Is it flexible enough to:
Allow some specified percentage variation in tasks and/or environments beyond
those first specified?
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The Design Team
A balanced design team includes specialists
in:
Development
Human factors
Visual design
Usability assessment
Documentation
Training
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Know Your User or Client
To create a truly usable system, the designer must always do the
following:
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Understanding How People Interact with
Computers
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Why People Have Trouble with Computers
Use of jargon
◦ Systems often speak in a strange language
◦ Words that are completely alien to the office or home environment or used in different contexts.
◦ Learning to use a system often requires learning a new language.
Fine distinctions
◦ Different actions may accomplish the same thing, depending upon when they are performed, or
different things may result from the same action.
◦ Often these distinctions are minute and difficult to keep track of.
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Why People Have Trouble with Computers
Disparity in problem-solving strategies
◦ People learn best by doing.
◦ They have trouble following directions and do not always read instructions before taking an action.
◦ Human problem solving can best be characterized as “ error-correcting” or “trial and error,”
whereby a tentative solution is formulated based on the available evidence and then tried.
◦ This tentative solution often has a low chance of success, but the action’s results are used to modify
one’s next attempt and so increase the chance of success.
Design inconsistency
◦ The same action may have different names: for example, "save” and “keep,” “write” and “list.” The
same command may cause different things to happen.
◦ The same result may be described differently: for example, “not legal” and “not valid.” Or the
same information may be ordered differently on different screens.
◦ Meaningful or conceptual learning becomes very difficult.
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Responses to Poor Design
Psychological
Confusion - Meaningful patterns are difficult to discover, and the
conceptual model or underlying framework cannot be understood or established.
Annoyance –
◦ Inconsistencies in design,
◦ slow computer reaction times,
◦ difficulties in quickly finding information,
◦ outdated information,
◦ and visual screen distractions are a few of the many things that may annoy users.
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Responses to Poor Design
Psychological
Panic or stress - Unexpectedly long delays during times of severe or
unusual pressure may introduce panic or stress
Boredom - Boredom results from improper computer pacing (slow
response times or long download times)
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Responses to Poor Design
Physical
Abandonment of the system (an act or instance of leaving a person or
thing permanently and completely) - The system is rejected and other information sources are
relied upon.
Partial use of the system - Only a portion of the system’s
capabilities are used, usually those operations that are easiest to perform or that
provide the most benefits
Indirect use of the system - An intermediary is placed
between the would-be user and the computer.
Modification of the task - The task is changed to match the
capabilities of the system.
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Responses to Poor Design
Physical
Compensatory activity - Additional actions are performed to
compensate for system inadequacies.
Misuse of the system - The rules are bent to shortcut operational
difficulties
Direct programming - The system is reprogrammed by its user to
meet specific needs. This is a typical response of the sophisticated worker
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People and Their Tasks
The user, while being subjected to the everyday pressures of
the office and home, frequently does not care about how
technically sophisticated a system or Web site is.
The user may even be computer illiterate, and possibly even
antagonistic.
He or she wants to spend time using a computer, not learning
to use it.
His or her objective is simply to get some work done, a
task performed, or a need satisfied.
Today, many users have also learned to expect certain level of
design sophistication.
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Important Human Characteristics in Design
Perception -
Perception is our awareness and understanding of the elements
and objects of our environment through the physical sensation of our various
senses, including sight, sound, smell, and so forth.
◦ Perception is influenced, in part, by experience.
◦ perceptual characteristics include
Proximity
Similarity
Matching patterns
Closure
Unity.
Continuity.
Balance
Expectancies
Context
Signals versus noise
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Important Human Characteristics in Design
Memory - Memory is not the most stable of human attributes
◦ Short-term, or working, memory receives information from either the senses or longterm
memory.
◦ In performance, research indicates that a greater working memory is positively related to increased
reading comprehension, drawing inferences from text, reasoning skill, and learning technical
information.
◦ Long-term memory contains the knowledge we possess. Information received in short-
term memory is transferred to it and encoded within it, a process we call learning.
Other general ways to reduce user memory loads, reduce the need for mental
integration, and expand working memory, thus enhancing system usability
include:
◦ Presenting information in an organized, structured, familiar, and meaningful way.
◦ Placing all required information for task performance in close physical proximity.
◦ Giving the user control over the pace of information presentation
Learning -
A design developed to minimize human learning time can greatly
accelerate human performance.
◦ Skill - The goal of human performance is to perform skillfully. To do so requires linking inputs and
responses into a sequence of action.
◦ Skills are hierarchical in nature
Task Structure
Social Interactions
Primary Training
◦ Will the system training be extensive and formal, will it be self-training from manuals, or will
training be impossible?
Turnover Rate
Job Category
Lifestyle
Ellis and Kurniawan (2000) recommend the following fonts for older users:
Ellis and Kurniawan (2000) and Czaja (1997) suggest Web links should be:
Distinct and easy to see.
Women are not as strong as men, so moving heavy displays or controls may be
more difficult.
Women also have smaller hands than men, so controls designed for the hand size of
one may not be used as effectively by the other.
Significantly more men are color-blind than women, so women may perform better
on tasks and screens using color-coding.
This is especially true for systems like the Web that permit unlimited user access..