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B ONUS : P EOPLE H ATE R EADING ! B ONUS : P EOPLE H ATE R EADING ! P - PowerPoint PPT Presentation

CS2501 D ESIGN P RINCIPLES AND P APER P ROTOTYPING * From Normans Design of Everyday Things and our textbook. D ON N ORMAN S D ESIGN P RINCIPLES 1. Visibility 2. Feedback 3. Affordance 4. Mapping 5. Constraint 6.


  1. CS2501 – D ESIGN P RINCIPLES AND P APER P ROTOTYPING * From Norman’s Design of Everyday Things and our textbook.

  2. D ON N ORMAN ’ S D ESIGN P RINCIPLES  1. Visibility  2. Feedback  3. Affordance  4. Mapping  5. Constraint  6. Consistency

  3. 1. V ISIBILITY  Users should always be able to:  See the state of the device  See the possible set of actions

  4. 1. V ISIBILITY  Problems arise if we can’t see how to use something.  Auto faucets have invisible “active zone”

  5. 2. F EEDBACK  What is the system doing now?  What action has been performed?  How did the system interpret my action?

  6. 2. F EEDBACK

  7. 2. F EEDBACK

  8. 2. F EEDBACK  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?

  9. 3. A FFORDANCE  Coined by American psychologist J.J. Gibson in mid- 1900’s  “The affordances of the environment are what it offers 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”

  10. 3. A FFORDANCE

  11. 3. A FFORDANCE

  12. 3. A FFORDANCE

  13. 3. A FFORDANCE

  14. 3. A FFORDANCE

  15. 4. M APPING  Relationship of controls to their effects.

  16. 4. M APPING

  17. 4. M APPING What should pulling back on joystick do? Look up or look down?

  18. 5. C ONSTRAINT  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 relevant. Example?

  19. 5. C ONSTRAINT Easy to setup the console because each cord only fits one slot.

  20. 6. C ONSISTENCY  Four types of consistency (two new ones)  Aesthetic  Functional  Internal  External

  21. 6. C ONSISTENCY  Aesthetic Consistency:  Style and appearance is repeated.  Communicates membership and sets tone.

  22. 6. C ONSISTENCY  Functional Consistency:  Consistent use of colors (colors always represent the same thing)  Consistent use of symbols to represent actions

  23. 6. C ONSISTENCY  Internal Consistency:  Consistency within your application  External Consistency:  Consistency with other applications  Hmmmmm …is this why every FPS uses the same control scheme (generally)?

  24. 6. C ONSISTENCY

  25. B ONUS : P EOPLE H ATE R EADING !

  26. B ONUS : P EOPLE H ATE R EADING !

  27. P APER P ROTOTYPING

  28. P APER P ROTOTYPING !  Quite literally, using paper to produce a potential interface design.

  29. P APER P ROTOTYPING  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

  30. D EMONSTRATION V IDEO  https://www.youtube.com/watch?v=GrV2SZuRPv 0

  31. P APER P ROTOTYPING T IPS AND T RICKS  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.

  32. P APER P ROTOTYPING T IPS AND T RICKS  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.

  33. P APER P ROTOTYPING M ATERIALS  Widgets!

  34. P APER P ROTOTYPING M ATERIALS  Connectors

  35. P APER P ROTOTYPING M ATERIALS  Drawing

  36. P APER P ROTOTYPING M ATERIALS  …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!

  37. M ORE T IPS !  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.

  38. A NOTHER E XAMPLE

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