SLIDE 1 CS2501 – DESIGN PRINCIPLES
AND PAPER PROTOTYPING
* From Norman’s Design of Everyday Things and
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DON NORMAN’S DESIGN PRINCIPLES
1. Visibility 2. Feedback 3. Affordance 4. Mapping 5. Constraint 6. Consistency
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Users should always be able to: See the state of the device See the possible set of actions
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Problems arise if we can’t see how to use
something.
Auto faucets have invisible “active zone”
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What is the system doing now? What action has been performed? How did the system interpret my action?
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Examples of feedback: Scrolling text fields make it obvious that the value is
changing.
Flashing red let’s you know you’ve been hit by an
enemy.
Sound effects when action taken (assures player the
button was pressed correctly).
Progress bars (user knows the game is making
progress towards its goal)
Others?
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Coined by American psychologist J.J. Gibson in
mid-1900’s
“The affordances of the environment are what it
- ffers the animal, what it provides or furnishes,
either for good or ill.”
Don Norman replaced this concept of objective
affordances with that of “perceived affordances”
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Relationship of controls to their effects.
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What should pulling back on joystick do? Look up or look down?
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Constrain the kinds of
interactions that can take place. Helps reduce user’s memory load.
*For games, only show
the user exactly what they need. No more!
Don’t allow user to do
actions that aren’t
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Easy to setup the console because each cord only fits one slot.
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Four types of consistency (two new ones) Aesthetic Functional Internal External
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Aesthetic Consistency: Style and appearance is repeated. Communicates membership and sets tone.
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Functional Consistency: Consistent use of colors
(colors always represent the same thing)
Consistent use of symbols to
represent actions
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Internal Consistency: Consistency within your application External Consistency: Consistency with other applications Hmmmmm…is this why every FPS uses the same
control scheme (generally)?
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BONUS: PEOPLE HATE READING!
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BONUS: PEOPLE HATE READING!
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PAPER PROTOTYPING
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PAPER PROTOTYPING!
Quite literally, using paper to produce a potential
interface design.
SLIDE 29 PAPER PROTOTYPING
Has several benefits: Very Fast! Very Cheap! Easy to change and adapt
Estimated to be 100 times cheaper if NO code is written. Can be used to collect important usability information!
*Jakob Nielson
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DEMONSTRATION VIDEO
https://www.youtube.com/watch?v=GrV2SZuRPv
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PAPER PROTOTYPING TIPS AND TRICKS
1) Keep materials in one place! Small interface
widgets tend to get lost or damaged easily.
2) Work quickly and make reusable components. 3) If something is difficult to simulate (progress
indicators, right mouse menus, hyperlinks), have the user ask if it is available and then verbally describe the interaction.
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PAPER PROTOTYPING TIPS AND TRICKS
4) Backgrounds (Poster Board, etc.) can be useful
to contain the prototype and provide context for the user.
5) Don’t be afraid to mix and match hardware
and software! Maybe a physical block of wood with paper on it!
6) When appropriate, add context by including
familiar operating system elements.
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PAPER PROTOTYPING MATERIALS
Widgets!
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PAPER PROTOTYPING MATERIALS
Connectors
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PAPER PROTOTYPING MATERIALS
Drawing
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PAPER PROTOTYPING MATERIALS
…and more! Don’t be afraid to get creative with the materials
you use!
Just remember that the point of PP is to be FAST
and CHEAP!
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MORE TIPS!
Removable tape or restickable glue is useful for
changing components quickly.
You can use transparent plastic for input fields,
and erasable marker for allowing users to provide input.
When in doubt, use wide tip pens and markers. Stacks of cards can be used to simulate tabbed
dialog boxes.
SLIDE 38
ANOTHER EXAMPLE