- Dr. Sunyoung Kim
School of Communication & Information Rutgers university
Human-Computer Interaction
- 6. Design principles
Human-Computer Interaction 6. Design principles Dr. Sunyoung Kim - - PowerPoint PPT Presentation
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
School of Communication & Information Rutgers university
1. Brainstorming 2. Sketch 3. Prototype 4. User testing with prototypes
– neither too narrow, nor too fuzzy
“helping cyclists to drink coffee without accidents”
User testing User testing User testing Paper sketches Wireframing Interactive prototyping Coding User testing
Low fidelity High fidelity Medium fidelity
Wireframing Interactive prototyping Paper sketches
1. Psychological principles 2. Norman’s design principles
from users: need to know about the users and their tasks
knowledge from theory & experience
guides for design
Users are not good at handling unexpected situations
Visual flow isual flow Platfor Platform m
Button placement is important, but remember to also pay attention to the visual weight and labels you give your buttons.
Principles:
situations
experience
Perceptual organization: Group things together (Proximity)
Perceptual organization: Group things together (Hierarchy)
Elements are perceived as either figures (objects of focus) or ground (the rest of the perceptual field).
When confronted by a visual image, our perceptual system separates a dominant shape (a “figure”) from a “background”
Elements closer together are interpreted as being more related than elements that are far apart.
Elements closer together are interpreted as being more related than elements that are far apart.
Elements closer together are interpreted as being more related than elements that are far apart.
Elements that are similar are perceived to be more related than elements that are dissimilar.
What happens if you start mixing these principles together?
What happens if you start mixing these principles together?
Elements that are connected by uniform visual properties are perceived to be more related than elements that are not connected
Two basic strategies for applying uniform connectedness in a design: connecting lines and common regions
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.
A tendency to perceive a set of individual elements as a single, recognizable pattern, rather than multiple individual elements.
Over 46 years old
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 :
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
Controls and displays should exploit natural mapping.
“Giving a clue”: 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
The way physical objects restrict the movement of things: Examples:
physical layout of a device and the way it works
norms placed on genders, races, etc., based on how society thinks they should act
in similar ways: Eliminating confusing & reduce learning cost
and focus on relevant tasks -- easy to learn and remember!
http://www.hugeinc.com
Problems of 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
1. Visibility 2. Feedback 3. Mapping 4. Affordance 5. Constraint 6. Consistency
Visibility, affordance Feedback Mapping Constraint, consistency
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
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describe each of them, and narrow down to the final idea using:
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ideas in a group and the process of narrowing down to the final idea
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using your Rutgers.edu email address to download and install your a Free 1-Year Academic License for Infragistics Indigo Studio here (http:// www.infragistics.com/products/indigo-studio/indigo-academic-license)
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ireframe and W eframe and Workflow
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narrow down to the final idea
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app will do)
Reading
Wearable sensors for human activity monitoring: A review # Discussion paper
q Submit a PDF of P3 part 1 by 3/1, 11:55PM