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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


  1. Human-Computer Interaction 12. Design Principles (2)

  2. Last class Psychological design principles

  3. 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 is easier to perceive a structured layout. 4. It is easier to recognize something than to recall it.

  4. Recap: Gestalt theory

  5. User-centered design User interface design knowledge • from users: need to know about the users and their tasks Design iteratively! • Good Interaction Design Design principles Theoretical: User interface design • knowledge from theory & experience Experiential: Abstract, high-level • guides for design

  6. Today Norman’s design principles

  7. Norman’s Design Principles

  8. Usability Usability is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment - ISO 9024 Usability is NOT identical to making things simple to use!!!

  9. Norman’s Door Link: https://www.youtube.com/watch?v=yY96hTb8WgI

  10. Link: http://www.sunyoungkim.org/class/hci_sp18/pdf/The-Design-of-Everyday-Things- Revised-and-Expanded-Edition.pdf

  11. Norman’s 6 design principles 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

  12. 1. Visibility Just by looking, the user should know what to do : State of the system • Possible actions •

  13. 1. Visibility

  14. 1. Visibility Sensor technology like auto faucets - not sure how to use - guess where to • put hands Visible knobs, dials and buttons have been replaced by invisible and • ambiguous “active zone

  15. 1. Visibility

  16. 2. Feedback “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

  17. 2. Feedback

  18. 2. Feedback

  19. 3. Mapping Controls and displays should exploit natural mapping.

  20. 3. Mapping

  21. 3. Mapping

  22. 3. Mapping

  23. 3. Mapping

  24. 4. Affordance “Giving a clue to its operation”: An attribute of an object that allows people to know how to use it Examples : Mouse button à push • Door handle à pull • Glass à see through •

  25. 4. Affordance

  26. 4. Affordance

  27. 4. Affordance confusion Norman considers affordance to be a relationship between an object and a user, NOT property of an object

  28. 5. Constraints Relationship between actions and results in the world, between interface controls (their layout and movement) and their effect Restricting the possible actions that can be performed • Helps prevent users from selecting incorrect options •

  29. 5. Constraints

  30. 5. Constraints

  31. 5. Constraints

  32. 6. Consistency Provide similar operations and similar elements to achieve similar task • System are usable and learnable when similar concepts are expressed in • similar ways: Eliminating confusing & reduce learning cost Enabling people to quickly transfer prior knowledge to new contexts and • focus on relevant tasks -- easy to learn and remember!

  33. 6. Consistency Aesthetic • Style and appearance is repeated to enhance recognition, communicates • membership and sets emotional tone

  34. 6. Consistency

  35. 6. Consistency http://www.hugeinc.com

  36. 6. Consistency

  37. 6. Consistency

  38. 6. Consistency Problems of Consistency: Repetitive • Boredom • Monotony • à Inconsistency With a Purpose Draw Attention • The Sake of Usability •

  39. 6. Consistency

  40. 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.” - Christine “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 it. This does prove useful for design though, as it is a good reminder to take every possible factor into account, no matter how small.” – Diego

  41. “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 user. Additionally, it explains the importance of why we should simplify our design. From this chapter, I learned that design is a balance of information . You 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. ” - Anchalee

  42. 1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency

  43. 1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency

  44. 1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency

  45. 1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency

  46. 1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency

  47. 1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency

  48. When Interaction Design is done well, it: Communicates to the user what functions are available, and allows them to • infer how to interact with what they see: Visibility, affordance Allows the user to predict what’s about to happen, be aware of what is • happening now and understand what has just happened: Feedback Gives the user a clear sense of workflow – how many steps there may be, • how long it may take and a general sense of their level of effort: Mapping Prevents users from making too many mistakes by providing smart defaults • and appropriate visual design of UI controls: Constraint, consistency

  49. User interface design basics Best Practices for Designing a UI 1. Keep the interface simple The best interfaces are almost invisible to the user 2. Create consistency and use common UI elements Users feel more comfortable and are able to get things done more quickly 3. Be purposeful in page layout Consider the spatial relationships between items and structure the page based on importance 4. Strategically use color and texture You can direct attention toward or redirect attention away from items using visual cues 5. Use typography to create hierarchy and clarity Different sizes, fonts, and arrangement of the text to help increase legibility and readability 6. Make sure that the system communicates what’s happening Always inform your users of the state 7. Think about the defaults You can reduce the burden on the user

  50. Group project

  51. P9. Wireframe and Flowchart Now, it's time to create wireframes and a flowchart of your proposed system! Wireframe Create wireframes of your entire system • Use a software of your choice. • Recommended: Wireframe.cc https://wireframe.cc/ o Recommended: Balsamiq https://balsamiq.com/products/ o Recommended: Indigo studio o https://www.infragistics.com/products/indigo-studio Check for more: o http://mashable.com/2010/07/15/wireframing-tools/#oqegDW3EXZqq Do not apply colors • Do not focus on the details, look & feel and visual details, but focus on the • content structure, workflow, and systems usability.

  52. P9. Wireframe and Flowchart Indigo Studio • You can get a free academic license to use it beyond the 30 day trial 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.

  53. P9. Wireframe and Flowchart Flowchart Use a software of your choice • Recommended: Powerpoint o Recommended: https://www.draw.io/ o Turn in: a PDF with Your project proposal on top • A link to your website that has wireframes and a flowchart • Wireframe of your entire system • A flowchart • State which team members contributed to which part • Exemplar: Link • Due by midnight 4/8 • #Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.

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