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Human-Computer Interaction 6. Design principles Dr. Sunyoung Kim School of Communication & Information Rutgers university Last class 1. Brainstorming 2. Sketch 3. Prototype 4. User testing with prototypes Recap: Sharpen the focus


  1. Human-Computer Interaction 6. Design principles Dr. Sunyoung Kim School of Communication & Information Rutgers university

  2. Last class 1. Brainstorming 2. Sketch 3. Prototype 4. User testing with prototypes

  3. Recap: Sharpen the focus Posing the right problem is critical • – neither too narrow, nor too fuzzy Not “bicycle cup-holders” but • “helping cyclists to drink coffee without accidents”

  4. Recap: Number your ideas

  5. Recap: Why sketching? Designers do not draw sketches to externally represent ideas that are already consolidated in their minds. Rather, they draw sketches to try out ideas, usually vague and uncertain ones. - Suwa & Tverksey

  6. Recap: Prototype A prototype is not the final product! Do not expect it to look like the final product. • A simulation of the final product • Using visuals to describe how a system should behave • To test whether or not the flow of the product is smooth and consistent • To test the feasibility and usability of our designs before we actually begin writing code

  7. Recap: Prototyping process Interactive Paper prototyping Wireframing sketches Coding User testing User testing User testing User testing

  8. Recap: Prototyping process Interactive Paper prototyping sketches Wireframing Low fidelity Medium fidelity High fidelity

  9. Recap: Flowchart • Specific sequence of actions • Visualize the entire process of how a user walk through the system • Visualize what is going on and thereby help understand a process, and perhaps also find flaws, bottlenecks, and other less-obvious features within it

  10. Recap: Wizard of Oz A rapid-prototyping method for systems costly to build or requiring new technology. A human “Wizard” simulates the system’s intelligence and interacts with the user through a real or mock computer interface. • Makes it possible to test functionality that does not yet exist • Can simulate different system behaviors and test result (e.g., speed of ticket from input to output) • Can simulate errors and test result • Common in areas such as intelligent agents, human- robotic interaction

  11. Today’s agenda UI design principles 1. Psychological principles 2. Norman’s design principles

  12. 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

  13. Theory: 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.

  14. 1. User sees what they expect to see Users are not good at handling unexpected situations • The context • Prior knowledge of the world

  15. Button placement: Button placement: OK/Cancel vs Cancel/OK OK/Cancel vs Cancel/OK Visual flow isual flow Platfor Platform m

  16. OK is not ok anymor OK is not ok anymore! e! Button placement is important, but remember to also pay attention to the visual weight and labels you give your buttons.

  17. ���������������������������������������������� OK is not ok anymor OK is not ok anymore! e!

  18. 1. User sees what they expect to see Principles: A. Consistency: Users are not good at handling unexpected situations B. Exploiting prior knowledge: Apply prior knowledge and experience

  19. 2. Users have difficulty focusing on more than one activity at a time.

  20. 2. Users have difficulty focusing on more than one activity at a time. Perceptual organization: Group things together (Proximity)

  21. 2. Users have difficulty focusing on more than one activity at a time. Perceptual organization: Group things together (Hierarchy)

  22. 3. It is easier to perceive a structured layout: Gestalt theory 1. Figure/Ground 2. Proximity 3. Similarity 4. Connectedness 5. Continuity 6. Closure

  23. (1) Figure/Ground Elements are perceived as either figures (objects of focus) or ground (the rest of the perceptual field). Rubin V Rubin Vase ase When confronted by a visual image, our perceptual system separates a dominant shape (a “figure”) from a “background”

  24. (2) Proximity Elements closer together are interpreted as being more related than elements that are far apart.

  25. (2) Proximity Elements closer together are interpreted as being more related than elements that are far apart.

  26. (2) Proximity Elements closer together are interpreted as being more related than elements that are far apart.

  27. (3) Similarity Elements that are similar are perceived to be more related than elements that are dissimilar.

  28. Proximity + Similarity What happens if you start mixing these principles together?

  29. Proximity + Similarity What happens if you start mixing these principles together?

  30. (4) Connectedness Elements that are connected by uniform visual properties are perceived to be more related than elements that are not connected

  31. (4) Connectedness Two basic strategies for applying uniform connectedness in a design: connecting lines and common regions

  32. (5) Continuity Elements arranged in a straight line or a smooth curve are perceived as a group, and are interpreted as being more related than elements not on the line or curve.

  33. (6) Closure A tendency to perceive a set of individual elements as a single, recognizable pattern, rather than multiple individual elements.

  34. 1. Figure/Ground 2. Proximity 3. Similarity 4. Connectedness 5. Continuity 6. Closure

  35. 1. Figure/Ground 2. Proximity 3. Similarity 4. Connectedness 5. Continuity 6. Closure

  36. 1. Figure/Ground 2. Proximity 3. Similarity 4. Connectedness 5. Continuity 6. Closure

  37. 4. It is easier to recognize something that to recall it. • Recognition: knowledge in the world • Recall: knowledge in the head As a designer, you should try to put the information that the user needs in the world (in the UI)!

  38. 4. It is easier to recognize something that to recall it. Over 46 years old

  39. 4. It is easier to recognize something that to recall it.

  40. Theory: 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 (Gestalt theory). 4. It is easier to recognize something than to recall it.

  41. Norman’s 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

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

  43. 1. Visibility

  44. 1. Visibility

  45. 2. Feedback Sending back information 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

  46. 2. Feedback

  47. 2. Feedback

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

  49. 3. Mapping

  50. 3. Mapping

  51. 3. Mapping

  52. 4. Affordance “Giving a clue”: 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 • Any examples you can come up with? •

  53. 4. Affordance

  54. 4. Affordance

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

  56. 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 • Three types of constraints • o Physical o Logical o Cultural

  57. 5. Physical constraints The way physical objects restrict the movement of things: Examples: Key into lock • CD/DVD into a computer • Inserting a memory stick •

  58. 5. Physical constraints

  59. 5. Physical constraints

  60. 5. Logical constraints Exploit our common sense reasoning about the way the world works • These constraints often make use of the logical relationship between • physical layout of a device and the way it works

  61. 5. Cultural constraints Learned arbitrary convention • In other contexts, cultural constraint means the constraints of social • norms placed on genders, races, etc., based on how society thinks they should act Examples in the design context • o Driving in US (and most of the countries) vs. UK o Light switches are very different in different countries o Any examples you can come up with?

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