Human-Computer Interaction
- 12. Design Principles (2)
Human-Computer Interaction 12. Design Principles (2) Last class - - PowerPoint PPT Presentation
Human-Computer Interaction 12. Design Principles (2) Last class Psychological design principles Recap: Psychological principles 1. User sees what they expect to see. 2. Users have difficulty focusing on more than one activity at a time. 3. It
Psychological design principles
1. User sees what they expect to see. 2. Users have difficulty focusing on more than one activity at a time. 3. It is easier to perceive a structured layout. 4. It is easier to recognize something than to recall it.
from users: need to know about the users and their tasks
knowledge from theory & experience
guides for design
Usability is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment - ISO 9024
Link: https://www.youtube.com/watch?v=yY96hTb8WgI
Link: http://www.sunyoungkim.org/class/hci_sp18/pdf/The-Design-of-Everyday-Things- Revised-and-Expanded-Edition.pdf
1. Visibility – can I see it? 2. Feedback – what is it doing now? 3. Mapping – where am I and where can I go? 4. Affordance – how do I use it? 5. Constraint – these are the things I can’t do 6. Consistency – I think I have seen this before
Just by looking, the user should know what to do :
put hands
ambiguous “active zone
“What is it doing now? what action has been performed? Sending back information immediately about what action has been done and what has been accomplished, allowing the person to continue with the activity : tactile, visual, verbal, audio, and combinations of these
Controls and displays should exploit natural mapping.
“Giving a clue to its operation”: An attribute of an object that allows people to know how to use it Examples :
Norman considers affordance to be a relationship between an object and a user, NOT property of an object
Relationship between actions and results in the world, between interface controls (their layout and movement) and their effect
similar ways: Eliminating confusing & reduce learning cost
focus on relevant tasks -- easy to learn and remember!
membership and sets emotional tone
http://www.hugeinc.com
Problems of Consistency:
à Inconsistency With a Purpose
In this day and age, I feel like designers try to put a lot of different functions into just one control which can be very confusing or unhelpful if you do not know… As technology progresses and products seem to get smaller and smaller, it will be interesting to see how designers manage to fit more functions into less controls while still managing to make all these functions apparent to every user.”
“Norman claims that "the designer may be able to satisfy everyone" (28). One of the first things we learned was that attempting to please everyone will result in appealing to no one, so I would've liked Norman to go in to more detail about why he believed this. Personally, I believe that even with simple, everyday objects, someone somewhere will find a way to either break it or simply be unable to use
possible factor into account, no matter how small.” – Diego
“I also like the mapping technique Norman mentioned. This is very similar to when we talked about Mental Models in class. Mapping is to design an object using a user's mental model. It can also apply to spatial mapping. Overall, this was a great read. It really exemplified the reason why designers should design for the
don't want to give the user too much or they will get overwhelmed. You don't want to give the user too little or they will have no clue what to do. Design is definitely more than just making things pretty. It's the psychology of how people interact with and understand objects.”
1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency
1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency
1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency
1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency
1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency
1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency
infer how to interact with what they see:
happening now and understand what has just happened:
how long it may take and a general sense of their level of effort:
and appropriate visual design of UI controls:
Visibility, affordance Feedback Mapping Constraint, consistency
Best Practices for Designing a UI
The best interfaces are almost invisible to the user
Users feel more comfortable and are able to get things done more quickly
Consider the spatial relationships between items and structure the page based on importance
You can direct attention toward or redirect attention away from items using visual cues
Different sizes, fonts, and arrangement of the text to help increase legibility and readability
Always inform your users of the state
You can reduce the burden on the user
Now, it's time to create wireframes and a flowchart of your proposed system! Wireframe
https://www.infragistics.com/products/indigo-studio
http://mashable.com/2010/07/15/wireframing-tools/#oqegDW3EXZqq
content structure, workflow, and systems usability.
Indigo Studio
using your Rutgers.edu email address to download and install you’re a Free 1-Year Academic License for Infragistics Indigo Studio here ( http://www.infragistics.com/products/indigo-studio/indigo-academic- license )
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
Flowchart
Turn in: a PDF with
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.
Rubric
from the due) #Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.