Human-Computer Interaction
- 18. Design – Mobile Design Principles
SunyoungKim,PhD Last class Normans design principles Recap. - - PowerPoint PPT Presentation
Human-Computer Interaction 18. Design Mobile Design Principles SunyoungKim,PhD Last class Normans design principles Recap. Usability Usability is a measure of the effectiveness, efficiency and satisfaction with which specified
Norman’s design principles
1. Define how users can interact with the interface
interact with the interface? (e.g., buttons, drag&drop)
product, to interact with it? (e.g.., when a user hits “Ctrl+C”, they expect to be able to copy a piece of content; when a user hits “Enter”, they expect for a form to be submitted)
1. Define how users can interact with the interface 2. Give users clues about behavior before actions are taken: affordance
about how it may function?
happen before they perform an action? (e.g., label on a button, instructions before a final submission, etc.)
1. Define how users can interact with the interface 2. Give users clues about behavior before actions are taken 3. Anticipate and mitigate error: constraints
problem or explain why the error occurred?
1. Define how users can interact with the interface 2. Give users clues about behavior before actions are taken 3. Anticipate and mitigate error 4. Consider system feedback and response time: feedback
1. Define how users can interact with the interface 2. Give users clues about behavior before actions are taken 3. Anticipate and mitigate error 4. Consider system feedback and response time 5. Strategically think about each element: Fitts’ Law
elements like menus?
Visual paths guide users from
allow designers to control how information is being perceived and in what order.
1. Color: Use one to two colors that will serve as a visual path. 2. Type: Use consistent font style, color, and behaviors to allow users to quickly scan the page. 3. Grid and shapes: Use modular grid systems supported by negative space for well balanced and organized design.
1. Show the value of your app upfront.
absolutely necessary: reducing the clutter improves comprehension
per screen
zone : comfortably reached with one-thumb interactions
reach red zone: to prevent accidentally tap them
users might be outdoors with low contrast on the screen
unnecessary fields
that users only have to enter the bare minimum of information
communicate the current location.
1. Overall
1) Show the value of your app upfront 2) Create a seamless experience 3) Design controls based on hand position & finger-tap size 4) Make interface elements clearly visible 5) Minimize needs for typing
1) Make navigation self evident 2) Organize and label menu categories to be user-friendly 3) Allow users to "go back" easily in one step 4) Provide text labels and visual keys to clarify visual information 5) Create frictionless transitions between mobile apps & mobile web
1) Build user-friendly forms 2) Communicate form errors in real time 3) Match the keyboard with the required text inputs 4) Be responsive with visual feedback after significant actions
*Best practices are still emerging!
See more: http://www.awwwards.com/websites/responsive-design/
An electronic device capable of storing and processing data that is incorporated into a person's clothing or personal accessories
and still operate the device
microphones and accelerometers as input devices to provide information about the close environment
information to the user even when not being actively used
surrounding environment
Steven K. Roberts: Steven K. Roberts: type while riding the bicycle Steve Mann: using apps while walking around
Wearable Computing, MIT 1993 earable Computing, MIT 1993
Size Matters: Obviously it is a smaller screen but what does that mean for the user?
very clean, uncluttered design and when you use text it needs to be easily readable from an arm’s length away
an app
size?
Make it Glanceable
displaying current information
custom notification interface to maximize the scan-ability of notification content.
Balance public and private
isn’t private, the content on it often is
Design for offline
then you should at least explain to the user what’s happening.
Tactile is important
that makes tactile interaction just as important as visuals; we wear them
actually be much more communicative than visual alerts when designed properly
Among the sketches you created in the last assignment, you either pick some, combine some, or update some. And then, come up with a final set of wireframe with a flowchart. Wireframe
https://www.infragistics.com/products/indigo-studio
http://mashable.com/2010/07/15/wireframing-tools/#oqegDW3EXZqq
the content structure, workflow, and systems usability.
Flowchart
Turn in: a PDF with
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Indigo Studio
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.
Rubric
system (5pt)
system (2pt)
system (2pt)
#Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.