Imran Hussain University of Management and Technology (UMT) Lecture 25 Design Synthesis Virtual University Human-Computer Interaction
Virtual University - Human Computer Interaction 2 Imran Hussain | UMT In Last Lecture Prototyping techniques Low-fidelity High-fidelity Virtual University - Human Computer Interaction 3 Imran Hussain | UMT In Todays Lecture Principles
Guidelines
Rules
Standards
Patterns
Imperatives Virtual University - Human Computer Interaction 4 Imran Hussain | UMT Introduction Virtual University - Human Computer Interaction 5 Imran Hussain | UMT Lets look at the design process again Virtual University - Human Computer Interaction 6 Imran Hussain | UMT Goal-Directed Design Process Research User and the domain Modeling Users and use context Requirements Definition of user, business& technical needs Framework Definition of design structure & flow Refinement Of behavior, form& content Virtual University - Human Computer Interaction 7 Imran Hussain | UMT Techniques and methods on their own do not ensure product quality and success
we need something more Virtual University - Human Computer Interaction 8 Imran Hussain | UMT Guidance for Design Design is creative process
Design depends on existing body of knowledge and expertise
Knowledge distilled from industry best practices and research
This knowledge provides guidance Virtual University - Human Computer Interaction 9 Imran Hussain | UMT Types of Guidance Principles
Guidelines
Rules Virtual University - Human Computer Interaction 10 Imran Hussain | UMT Design Principles Virtual University - Human Computer Interaction 11 Imran Hussain | UMT Principle A very broad statement that is usually based on research about how people learn and work
Virtual University - Human Computer Interaction 12 Imran Hussain | UMT Principle Guidelines for design of useful and usable form and behavior
Generally applicable guidelines that address issues of behavior, form and content
Represent characteristics of product behavior that help users better accomplish their goals
Applied throughout design process, helping to translate tasks that arise out of scenario iterations into formalized structures and behaviors in the interface
Virtual University - Human Computer Interaction 13 Imran Hussain | UMT Principles Minimize Work Optimize experience of user
In case of productivity tools and non-entertainment-oriented products this means minimization of work
Virtual University - Human Computer Interaction 14 Imran Hussain | UMT Principles Minimize Work Work minimized includes Logical work Comprehension of text and organizational structure Perceptual work Decoding visual layouts and semantics of shape, size, color, and representation Mnemonic work Recall of passwords, command vectors, names and locations of data objects, and other relationships between objects Physical/motor work Number of keystrokes, degree of mouse movement, use of gestures, switching between input modes, extent of required navigation Virtual University - Human Computer Interaction 15 Imran Hussain | UMT Principles and Levels of Operation Principles operate at 3 levels of organization: Conceptual level Help define what a product is and how it fits into the broad context of use by the primary personas Interaction level Define how a product should behave in general and in specific situations Interface level Help define the look and feel of interfaces
Most principles are cross-platform, but some platforms (Web, embedded systems) have special constraints
Virtual University - Human Computer Interaction 16 Imran Hussain | UMT Example of Principle They state broad usability goals
Example Be consistent in your choice of words, formats, graphics, and procedures
Virtual University - Human Computer Interaction 17 Imran Hussain | UMT Design Principles (Norman) Visibility
Affordance
Constraints
Mapping
Consistency
Feedback Virtual University - Human Computer Interaction 18 Imran Hussain | UMT Difference between design, usability principles and heuristics? Virtual University - Human Computer Interaction 19 Imran Hussain | UMT Design Principles (Nielsen) Visibility of system status Match between system and real world User freedom and control Consistency and standards Help users recognize, diagnose, and recover from errors Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help and documentation Virtual University - Human Computer Interaction 20 Imran Hussain | UMT Design Principles (Simpson, 1985) Define the users Anticipate the environment in which your program will be used Give the operators control Minimize operators work Keep the program simple Be consistent Give adequate feedback Do not overstress working memory Minimize dependence on recall memory Help the operators remain oriented Code information properly (or not at all) Follow prevailing design conventions
Virtual University - Human Computer Interaction 21 Imran Hussain | UMT Design Principles (Shneiderman, 1992) Strive for consistency Enable frequent users to use shortcuts Offer informative feedback Design dialogs to yield closure Offer simple error handling Permit easy reversal of actions Support internal locus of control Reduce short-term memory load Virtual University - Human Computer Interaction 22 Imran Hussain | UMT Design Principles (Dumas, 1988) Put the user in control Address the users level of skill and knowledge Be consistent in wording, formats, and procedures Protect the user from the inner workings of the hardware and software that is behind the interface Provide online documentation to help the user to understand how to operate the application and recover from errors Minimize the burden on users memory Follow principles of good graphics design in the layout of the information on the screen Virtual University - Human Computer Interaction 23 Imran Hussain | UMT Common themes Giving the user control
Striving for consistency
Smoothing interaction with feedback
Supporting the users limited memory Virtual University - Human Computer Interaction 24 Imran Hussain | UMT Document Design (Redish, 1988) Ask relevant questions when planning manuals Learn about your audiences Understand how people use manuals Organize so that users can find information quickly Put the user in control by showing the structure of the manual Use typography to give readers clues to the structure of the manual Write so that users can picture themselves in the text Write so that you dont overtax users working memory Use users words Be consistent Test for usability Expect to revise Virtual University - Human Computer Interaction 25 Imran Hussain | UMT Document Design (Horton, 1990) Understand who uses the product and why Adapt the dialo to the user Make the information accessible Apply a consistent organizational strategy Make messages helpful Prompt for inputs Report status clearly Explain errors fully Fir help smoothly into the users workflow Virtual University - Human Computer Interaction 26 Imran Hussain | UMT Design Guidelines Virtual University - Human Computer Interaction 27 Imran Hussain | UMT Guideline Distilled from principles and are more specific goals
One principle can lead to many guidelines
Guidelines can differ for specific combinations of users, environments and technologies
Specific guidelines developed after specialists gain knowledge of a new area of HCI E.g., windows-based software (a new HCI area)
Virtual University - Human Computer Interaction 28 Imran Hussain | UMT Guideline Example Be consistent in your choice of words, formats, graphics, and procedures (principle) Be consistent in the way you have users leave every menu (guideline) Bye Exit Quit End
Virtual University - Human Computer Interaction 29 Imran Hussain | UMT Principle guidelines Write so that you dont overtax users working memory (principle) Put the parts of each sentence in logical order Cross out unnecessary words Untangle convoluted sentences Use lists, tables, and step-by-step instructions Use parallel sentence structure whenever you can, especially in headings, lists, and explanations of options Virtual University - Human Computer Interaction 30 Imran Hussain | UMT Design Rules Virtual University - Human Computer Interaction 31 Imran Hussain | UMT Local Rule Rules Low-level guidance that refers to a particular prescription that must be followed
Forces everyone working on the interface to be consistent in their use of ways Virtual University - Human Computer Interaction 32 Imran Hussain | UMT Local Rule Rules for design
E.g., Provide an Escape option in a dialog in which users may want to leave the dialog box without making any changes or selecting any options. Virtual University - Human Computer Interaction 33 Imran Hussain | UMT Local Rule Rules for documentation
Use typography to give readers clues to the structure of the manual (principle) Make the headings stand out from the text (guideline) Make the hierarchy of the headings obvious Use a short line length for the text Indent lists and steps in procedures
First headings are used only for chapter titles. They are in boldface, 24- point, Helvetica, with a 2-point line (rule), flush left with the beginning of the text line. Each first-level heading starts with a new page. (rule) Second-level heading .. Virtual University - Human Computer Interaction 34 Imran Hussain | UMT Guides & Standards Virtual University - Human Computer Interaction 35 Imran Hussain | UMT Guides (Standards) User-Interface Design Guides (aka User-Interface Design Standards, aka Style Guides)
Compilation of principles, guidelines and local rules
Used by an organization that frequently creates products
Useful way to communicate HCI practices and to ensure consistency Virtual University - Human Computer Interaction 36 Imran Hussain | UMT Published Standards Standards available if developing products in one the Graphical User-Interface (GUI) operating systems Standards published by: Apple Microsoft IBM Open Software Foundation Virtual University - Human Computer Interaction 37 Imran Hussain | UMT Concept Level of Guidance AKA How to Use Usability Goals General Setting up usability criteria for assessing the acceptability of a system (e.g., How long does it take to perform a task?). User Experience Goals General Pleasure factors Identifying important factors of the user experience (e.g., How can you make the interactive product more enjoyable?). Design Principles General Heuristics when used in practice As reminders of what to provide and what to avoid when designing and interface (e.g., What kind of feedback are you going to provide at the interface?) Usability Principles Specific Heuristics when used in practice Assessing the acceptability of interfaces, used during heuristic evaluation (e.g., Does the system provide clearly marked exits?). Rules Specific Interface specifications To determine if an interface adheres to a specific rule when being designed and evaluated (e.g., Always provide a backwards and forwards navigation button on a web browser) (Preece, Ch. 1) Virtual University - Human Computer Interaction 38 Imran Hussain | UMT Design Patterns Virtual University - Human Computer Interaction 39 Imran Hussain | UMT Patterns Exemplary, generalizable solutions to specific classes of design problems
Purpose Capture useful design decisions and generalize them to address similar classes of problems in the future Represent the capture and formalization of design knowledge
Benefit Reducing design time and effort Educating designers new to product Educating designers new to field Virtual University - Human Computer Interaction 40 Imran Hussain | UMT Interaction Patterns Architectural patterns (Christopher Alexander, 1979) Building blocks that capture essence of architectural design that creates a feeling of well-being in the inhabitants of architectural structures
Interaction patterns similar to architectural patterns Apart from structure and organization, also concerned with dynamic behaviors and changes in elements in response to user activity
Engineering patterns sole concern is efficient reuse of code
Virtual University - Human Computer Interaction 41 Imran Hussain | UMT Types of Interaction Design Patterns Postural Applied at conceptual level and helps determine product stance
Structural Related to management of information display and access Ways containers of data and functions are visually manipulated E.g., views, panes, element groupings
Behavioral Solve wide-ranging problems related to specific interactions with individual functional or data objects or groups of such objects (widget level)
Virtual University - Human Computer Interaction 42 Imran Hussain | UMT Example of structural pattern Virtual University - Human Computer Interaction 43 Imran Hussain | UMT Design Imperatives Virtual University - Human Computer Interaction 44 Imran Hussain | UMT Design Imperatives These guide the design process, aka goals