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Desktop Postures & Patterns Handheld References Jrg Cassens SoSe 2019 Contextual Design of Interactive Systems SoSe 2019 Jrg Cassens Postures & Patterns 1 / 69 Desktop Handheld References Desktop SoSe 2019 Jrg


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Desktop Handheld References

Postures & Patterns

Jörg Cassens

SoSe 2019

Contextual Design of Interactive Systems

SoSe 2019 Jörg Cassens – Postures & Patterns 1 / 69

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Desktop Handheld References

Desktop

SoSe 2019 Jörg Cassens – Postures & Patterns 2 / 69

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Desktop Handheld References

Xerox Star (1981)

Schreibtisch-Metapher: vertrautes konzeptuelles Modell Icons: erkennen und zeigen statt erinnern und tippen Direkte Manipulation (Shneiderman 1983) WYSIWYG: what you see is what you get → PageMaker (DTP) Engelbarts Mouse als Zeigeinstrument endgültige Trennung von Applikation und Interface Folge für Nutzer:

Computer zugänglicher für Nichtprogrammierer Nutzer wollen immer komplexere Dinge tun Selten überblickt die Nutzer alle Möglichkeiten

Erstes System, bei dem Usability Engineering eingesetzt wird:

aufwendige Nutzungsanalyse und Paper Prototyping Nutzertests mit potentiellen Benutzern iterative Verfeinerung des Interfaces

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Desktop Handheld References

Xerox Star Interface

Xerox Star Interface (1981)

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Desktop Handheld References

Xerox Star (contd.)

Kommerzieller Flop:

USD 15.000 beschränkte Funktionalität, z.B. keine Tabellenkalkulation geschlossene Architektur: andere Firmen können keine Anwendungen dafür anbieten

☞ www.thocp.net

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Desktop Handheld References

Apple Lisa (1983)

basiert auf den Star Interface etwas billiger (USD 10.000), aber auch kommerzieller Flop ☞ www.obsoletecomputermuseum.org

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Desktop Handheld References

Apple Macintosh (1984)

Preis: USD 2.500 Ideen ausgereif, Markt bereit ermutigt andere Anbieter, Sofware dafür anzubieten Interface Richtlinien ermöglichen Konsistenz zwischen verschiedenen Anwendungen exzellente Graphik und erschwinglicher Laserdrucker ermöglichen Desktop Publishing ☞ www.at-mix.de

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Desktop Handheld References

Posture

Two primary types of desktop interfaces: sovereign and transient majority of actual work that gets done on desktop applications is done in sovereign applications Transients exist in supporting roles for brief, intermittent, or largely background tasks

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Desktop Handheld References

Primary and secondary windows

The primary window contains your application’s content, typically expressed in the form of documents that can be created, edited, and shared

Primary windows ofen are divided into panes that contain content, a means of navigating between different content objects, and sets of frequently used functions for manipulating or controlling the content Primary windows typically are designed to assume sovereign posture, filling most

  • f the screen and supporting full- screen modes

Secondary windows support the primary window, providing access to less frequently used properties and functions, typically in the form of dialogs

If your application allows panes located in the primary window to be detached and manipulated separately, these floating panels or palettes also take on a role as secondary windows

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Desktop Handheld References

Primary window structure

Menus and toolbars are collections of related actions the user can instruct the application to perform, such as “close this document” or “invert the colors of the current selection.” Content panes form the primary work area within most desktop applications, whether it is the editable view of a form or document or (as in the case of a sofware music synthesizer, for example) a complex control panel Index panes provide navigation and access to documents or objects that ultimately appear in the content view(s) for editing or configuration Tool palettes allow the user to rapidly switch between the application’s modes

  • f operation by selecting one tool from a set of tools

Sidebars most ofen allow object or document properties to be manipulated without the need to resort to modal or modeless dialogs Question: What are ribbons?

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Desktop Handheld References

Windows on the Desktop

Overlapping windows Tiled windows Virtual desktop spaces Full-screen applications Multipaned applications

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Desktop Handheld References

Multipaned

(Cooper et al., 2014)

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Desktop Handheld References

Window states

Minimized windows get collapsed into icons on the desktop or into the taskbar (Windows) or the Dock (OS X) Maximized windows fill the entire screen, covering whatever is beneath them The pluralized state is that in-between condition where the window is neither an icon nor maximized to cover the entire screen

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Desktop Handheld References

MDI vs SDI

Multiple document interface, or MDI.

multiple windows reside under a single parent window.

Tabbed document interface, or TDI

allows multiple documents or panels to be contained within a single window.

Single document interface, or SDI.

all windows are independent of each other.

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Desktop Handheld References

Unnecessary rooms

Secondary windows containing functions that should really be integrated into panes or other surfaces within the primary window.

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Desktop Handheld References

(Cooper et al., 2014)

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Desktop Handheld References

(Cooper et al., 2014)

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Desktop Handheld References

Necessary rooms

When users perform a function outside their normal sequence of events, it’s usually desirable to provide a special place in which to perform it. For example, purging a database is not a normal activity.

It involves setting up and using features and facilities that are not part of the normal operation of the database application

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Desktop Handheld References

Menu

Drop-down, pop-up Toolbars and direct-manipulation idioms can be too inscrutable for a first-time user to understand, but the textual nature of the menus explains the functions For an infrequent user who is somewhat familiar with an application, the menu’s main task is as an index to known tools: a place to look when he knows there is a function but he can’t remember where it is or what it’s called. For a frequent user, menus provide a stable physical location at which to access

  • ne of hundreds of possible commands, or a quick reminder about keyboard

shortcuts.

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Desktop Handheld References

Menus II

Disabled menu items Check mark menu items Icons on menus

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Desktop Handheld References

Accelerators and Mnemonics

Accelerators or keyboard shortcuts provide an easy way to invoke functions from the keyboard.

These are commonly function keys (such as F9) or combinations involving modifier keys (Ctrl, Alt, Option, and Command).

Access keys or mnemonics are another Windows standard (they are also seen in some UNIX GUIs) for adding keystroke commands in parallel to the direct manipulation of menus and dialogs

Mnemonics are accessed using the Alt key, arrow keys, and the underlined letter in a menu item or title.

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Desktop Handheld References

Cascading Menus

(Cooper et al., 2014)

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Desktop Handheld References

Toolbars, Palettes, and Sidebars

(Cooper et al., 2014)

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Desktop Handheld References

Toolbars and menus

Toolbars work together with menus to satisfy user needs as they mature Whereas menus are complete toolsets with the main purpose of teaching inexperienced users and organizing seldom-used advanced functions, toolbars are for frequently used commands and cater to perpetual intermediates They complement each other perfectly, addressing different user needs at different times Toolbars are modeless, but they don’t introduce the conundrums that modeless dialogs do Toolbar button, or icon button ToolTips

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Desktop Handheld References

(Cooper et al., 2014)

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Desktop Handheld References

(Cooper et al., 2014)

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Desktop Handheld References

Movable and Overflow toolbars

(Cooper et al., 2014)

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Desktop Handheld References

Movable and Overflow toolbars

(Cooper et al., 2014)

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Desktop Handheld References

Ribbons

(Cooper et al., 2014)

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Desktop Handheld References

Docked Palettes

(Cooper et al., 2014)

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Desktop Handheld References

Sidebars, task panes, and drawers

(Cooper et al., 2014)

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Desktop Handheld References

Pointing

The mouse is a “relative” pointing device: Tablets and slates are usually “absolute” pointing devices Touchscreens on Laptops/Desktops?

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Desktop Handheld References

Scrollbars

(Cooper et al., 2014)

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Desktop Handheld References

Mouse buttons and controls

In general, the lef mouse button is used for all the primary direct-manipulation functions, such as triggering controls, making selections, drawing, and so on The right mouse button enables direct access to properties and other context-specific actions on objects and functions via the ubiquitous context menu Rolling the wheel forward scrolls the window up, and rolling it backwards scrolls the window down, Pressing it acts like a third mouse button Using modifier keys in conjunction with the mouse can extend direct-manipulation idioms Metakeys include Ctrl, Alt, Command (on Apple computers), and Shif

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Desktop Handheld References

Point & Click

Clicking and dragging

selecting, reshaping, repositioning, drawing, and dragging and dropping

Double-clicking

Double-clicking means single-clicking plus action

Chord-clicking

???

Double-clicking and dragging

???

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Desktop Handheld References

Selection

Command ordering and selection Verb-object ordering is consistent with how commands are formed in English

“rm file” in Unix Problem: termination

With an object-verb command order, we don’t need to worry about termination

Select object, do something

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Desktop Handheld References

Drag and drop

drag-and-drop operation: clicking and holding the button while moving an

  • bject across the screen and releasing it in a meaningful location

Surprisingly, drag and drop isn’t used as widely as we’d like to think, and it certainly hasn’t lived up to its full potential. Drop candidates must visually indicate their receptivity. The drag cursor must visually identify the source object.

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Desktop Handheld References

Autoscoll

(Cooper et al., 2014)

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Desktop Handheld References

2D object manipulation

Repositioning

demands the click-and-drag action, making it unavailable for other purposes

Resizing and reshaping

resize handles

Connecting

clicks and drags from one object to another

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Desktop Handheld References

2D object manipulation

Display issues and idioms

Multiple viewpoints Baseline grids, depthcueing, shadows, and poles Wireframes and bounding boxes

Drag thresholds The picking problem Object rotation, camera movement, rotation, and zoom

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Handheld

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Anatomy of a Mobile App

While the posture of desktop applications is most ofen sovereign, mobile apps, by contrast, are by their very nature transient context-driven nature of the majority of mobile apps (games perhaps being the exception, but the interaction design of games in general is a unique topic in itself) dictates a transient stance, especially on handheld mobile devices The fact that these transient apps take up their host device’s entire screen makes them no less transient

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Mobile

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Stacks

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Carousel

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Orientation and layout

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Tablet

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Tablet format apps

Tablet format apps have considerably more breathing room than handheld-format apps as far as screen real estate is concerned The iPad’s 4:3 aspect ratio and large screen size ensures plenty of room for navigational and functional controls, but Windows and Android tablets also manage quite serviceably with the movie-like 16:9 aspect ratios

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Stacks and index panes

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Pop-up control panels

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Mobile versus desktop-like layout

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Hardware-like control layout

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Mini-tablet

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Mini-tablet format apps

Adjacent panes

Generally not a good idea on full-sized tablets in portrait orientation, adjacent panes are usually far too cramped to consider on mini-tablets In landscape, at most two adjacent panes can be supported

Tool bars

In portrait view, these can feel distant from the action due to the tall, narrow form factor and increased screen size over handhelds In landscape orientation, tool bars stacked with navigation bars leave little vertical space for content

Lists

Single-column lists tend to look out of proportion on mini-tablets, even in portrait Grid, swimlane, and card approaches tend to work better

Pop-up versus full-screen dialogs

Mini-tablets are big enough that using phone-style full-screen idioms for menus and dialogs won’t work; these should be implemented as pop-up dialogs

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Navigation, Content, Control

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Lists

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Grids

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Grids

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Grids

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Content carousels

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Swimlanes

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Cards

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Cards

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Tab Bars

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Tab Bars

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

More ...Controls

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Tab Carousel

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Nav Bars & Action Bars

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Vertical tool bars and palettes

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Tool carousels

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Drawers

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Drawers

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Drawers

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Tap-to-reveal

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Direct Manipulation

(Cooper et al., 2014)

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Desktop Handheld

Mobile Tablet Mini-tablet Navigation, Content, Control

References

Postures & Patterns

Jörg Cassens

SoSe 2019

Contextual Design of Interactive Systems

SoSe 2019 Jörg Cassens – Postures & Patterns 69 / 69

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Desktop Handheld References

References I

Cooper, A., Reimann, R., Cronin, D., and Noessel, C. (2014). About Face (fourth edition): the essentials of interaction design. John Wiley & Sons.

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