Usability Concepts Feedback, Errors, Visual Design Today More - - PowerPoint PPT Presentation
Usability Concepts Feedback, Errors, Visual Design Today More - - PowerPoint PPT Presentation
Usability Concepts Feedback, Errors, Visual Design Today More tools for design Feedback Error and Confirmation Dialogue Boxes Visual Design 2 Consistent Design Patterns Interact Other Systems Interactive System Response Selection
Today
More tools for design… Feedback Error and Confirmation Dialogue Boxes Visual Design
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Stimulus Feedback
Perceive Predict Decide Interact
Design Patterns Mental Models Consistent Visual Verbal Audial Haptic Attention Resources Knowledge “in the world” (bottom-up processing) Knowledge “in the head” (top-down processing) Working (Short-term) Memory Long-term Memory
Transfer Learn
Response Selection Response Execution Interactive System Other Systems
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Engineer Designer User
Mental Model
Implementation
Model Represented Model
better worse
Stimulus Feedback
Perceive Predict Decide Interact
Design Patterns Mental Models Consistent Visual Verbal Audial Haptic Attention Resources Knowledge “in the world” (bottom-up processing) Knowledge “in the head” (top-down processing) Working (Short-term) Memory Long-term Memory
Transfer Learn
Response Selection Response Execution Interactive System Other Systems
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Types of Feedback
Causality Sense of Place and Time Positive and Negative Reinforcement
Causality
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View Animation
Sense of Place
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Progress Bar Accordion Top Navigation See these and other design patterns here. Breadcrumbs
Sense of Time
9 Progress Bar (Determinate, Modal) Spinner (Indeterminate, Modal) Progress Bar (Determinate, Modeless) Spinner (Indeterminate, Modeless)
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Complete Estimate of Time Speed
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Types of Feedback
Causality Sense of Place and Time Positive and Negative Reinforcement
Success or Failure
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Positive (success) feedback is better. Unobtrusive (Modeless) feedback is better.
Physiological Safety Love & Belonging Esteem Self-actualization
Success or Failure
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Positive (success) feedback is better. Unobtrusive (Modeless) feedback is better.
Physiological Safety Love & Belonging Esteem Self-actualization
Success or Failure
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Positive (success) feedback is better. Unobtrusive (Modeless) feedback is better.
Physiological Safety Love & Belonging Esteem Self-actualization
Error & Confirmation Dialogues
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Dialogues present a mode change.
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Dialogues don’t do much.
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Habituation
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A decrease in response to a stimulus after repeated presentations.
Habituation
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Important Confirmation
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Dialogues are a weakness
- f the app, not the user.
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How do we avoid dialogues?
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Prevent Errors
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Wall switch introduces unnecessary mode. 24
How can we eliminate uploading an image that is too large. 25
How can we improve this form? 26
Text Field
City
Text Field
State
Text Field
ZIP 30,000+ A-Z, a-z, 0-9 50 A-Z, a-z 5[-4] 0-9
How can we improve this form? 27
Text Field
Date YYYY-MM-DD
Real-time feedback of errors. 28
- Do. Don’t ask.
(for confirmation)
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Requiring manual save is unnatural. 32
Requiring manual save is unnatural. 32
Design Principle Summary
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Polite Don't interrupt the user with modes. Confident Do, don't ask. Flexible Make all actions reversible. Helpful Provide modeless feedback to help users succeed and avoid mistakes.
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Visitor Counter
Break Time 35
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Visual Design
Stimulus Feedback
Perceive Predict Decide Interact
Design Patterns Mental Models Consistent Visual Verbal Audial Haptic Attention Resources Knowledge “in the world” (bottom-up processing) Knowledge “in the head” (top-down processing) Working (Short-term) Memory Long-term Memory
Transfer Learn
Response Selection Response Execution Interactive System Other Systems
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Visual Design & Art
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Visual design solves problems. 39
Executive “gather” user requirements Brand Visual Verbal Styles Designers Design Behavior IxD Framework Wireframes Content Graphs Charts Infographics
Visual Designer’s Role
Rich Visual Modeless Feedback
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Rich Visual Modeless Feedback
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It gives in-depth information about the status or attributes of a process or object.
Rich Visual Modeless Feedback
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It gives in-depth information about the status or attributes of a process or object. You can see it.
Rich Visual Modeless Feedback
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It gives in-depth information about the status or attributes of a process or object. You can see it. It requires no special action or mode shift from the user (it doesn’t interrupt).
Real-time feedback of errors. 41
Physical example of rich visual modeless feedback. 42
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Example of Rich Modeless Visual Feedback 45
Basics VD Concepts
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Color Contrast Typography Layout
Color
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Color spaces
48 Cyan 0-100% Magenta 0-100% Yellow 0-100% Black 0-100% Red 0-255 Green 0-255 Blue 0-255 Hue 0-360° Saturation 0-100% Brightness 0-100%
Print Digital
Hue, Saturation, Value
49 Hue 0-360° Saturation 0-100% Brightness (Value) 0-100%
Intuitive
50 energy love violence magic dignity creativity trust cleanliness technology nature freshness health cheer vitality
- ptimism
chear excitement warmth power sophistication the unknown purity innocence sterility neutrality intelligence technology Contrast Saturation = 0%
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Color-blindness
52 Normal Protanopia Deuteranopia Tritanopia Ishihara Test
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Contrast
Saturated complimentary colors are unpleasant next to each
- ther.
Hue +/- 180°
Typography
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Font Size
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a = 1' (1/60°)
Typesetting Parameters
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Aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it deosn't mttaer in waht oredr the ltteers in a wrod are, the olny iprmoetnt tihng is taht the frist and lsat ltteer be at the rghit pclae. The rset can be a toatl mses and you can sitll raed it wouthit
- porbelm. Tihs is bcuseae the huamn
mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
Texting
Column Width Leading
Texting
Serif x-height descenders ascenders font size Sans Serif
Pre-attentive vs. Attentive Processing
Pre-attentive processing is the unconscious accumulation of information from the environment. Information that has the highest salience (a stimulus that stands out the most) or relevance to what a person is thinking about is selected for further and more complete analysis by conscious (attentive) processing.
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Gestalt
The principle maintains that the human eye sees objects in their entirety before perceiving their individual parts, suggesting the whole is greater than the sum of its parts.
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Design solutions satisfy many requirements and constraints.
Anchoring Effect
The tendency to rely too heavily, or "anchor," on one trait or piece of information when making decisions.
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Lamma Island red led’s Red Green Blue Green Blue Red Blue Red Green Blue Green Red Green Red Blue Red Blue Green
Stroop Effect
Red Green Blue Green Blue Red Blue Red Green Blue Green Red Green Red Blue Red Blue Green Red Green Blue Green Blue Red Blue Red Green Blue Green Red Green Red Blue Red Blue Green
Neutral Interference Semantic Facilitation
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Prediction / Affordance
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Monocular Cues
Monocular cues provide depth information when viewing a scene with one eye.
Skeumorphism
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Designs for Color Blind 71
Consistency!
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Visual Verbal Structural Behavioral (Responses, Transitions)
Stimulus Feedback
Perceive Predict Decide Interact
Design Patterns Mental Models Consistent Visual Verbal Audial Haptic Attention Resources Knowledge “in the world” (bottom-up processing) Knowledge “in the head” (top-down processing) Working (Short-term) Memory Long-term Memory
Transfer Learn
Response Selection Response Execution Interactive System Other Systems
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Consistency of layout and navigation. 74
Visual language guidelines - Main navigation 75
Visual language guidelines - Sub navigation 76
Visual language guidelines - Buttons and Text 77
Visual language guidelines - Buttons and Text 78
Visual language guidelines - Form inputs 79
Visual language guidelines - Data objects (albums and images) 80
Can Dieter Rams principles of good design be applied to IxD? 81
Good design ... … is aesthetic. … makes a product understandable. … is unobtrusive. … is as little design as possible. … makes a product useful. Dieter Rams