Human-Computer Interaction
- 16. Design – Part 3. Design: Design Principles (1)
SunyoungKim,PhD Last class 1. Prototype 2. Flowchart 3. Wizard of - - PowerPoint PPT Presentation
Human-Computer Interaction 16. Design Part 3. Design: Design Principles (1) SunyoungKim,PhD Last class 1. Prototype 2. Flowchart 3. Wizard of Oz Todays agenda UI design principles: Psychological principles User-centered design
1. Prototype 2. Flowchart 3. Wizard of Oz
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.
a more user-friendly approach to dialog boxes
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.
in a given situation. For example, when to use visual hierarchy, background shading, gradients, and how to group similar items and distinguish different ones.
which allows designers to direct our attention to specific points of focus, get us to take specific actions, and create behavioral change.
that solve the customer’s problem or meet the user’s need in a way that’s beautiful, pleasing, and intuitive to use.
Over 46 years old
Based on your data analysis, come up with solutions by creating a persona, a storyboard and (sketch) low-fi prototypes of your system.
encounter a problem situation and how your proposed system solves the problem (Slide11:P47-49)
sequence of screens if necessary
Submission should include:
Format
describing "solutions"
Due by Midnight 11/7
Rubric
characteristics of target users (1pt)
case scenario (1pt)