lectIII 1
lectIII 1
lectIII 1
Today
• Before we talk about how to code interfaces in Java, some
concepts.
• Norman:
– The Design of Everyday Things;
– General design principles;
– Activity theory;
– Gulf of execution; gulf of evaluation
• Shneiderman:
– Specific guidance for UI design
– Theories; principles; guidelines
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References
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NORMAN: DESIGN OF EVERYDAY THINGS
Design of Everyday Things
• Issue: Everyday items that are poorly designed and are hard to
figure out how to use
This is BAD!!
• After all, there is no reason why objects that we use everyday
cannot be designed well.
• Chapter 1 of the book is a rant about some instances of poor
design.
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• Coffeepot for Masochists
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• Examples:
– microwave oven
– washing machine
– doors
– audio/visual equipment
– telephones
• Typically, things that are designed to do everything are usually
hard to figure out how to do anything with
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Doors
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• Common Design Problems
– poor instructions
– poor “visibility” (see ahead) of the operation of the
technology
(lacking appropriate visual cues for how to use something)
– lack of “feedback” (see ahead)
• When simple things need instructions, the design has failed!
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• Doors can be pushed, pulled, slid
• “User” is faced with two questions:
– Does it push/pull or slide
– Which direction does the door move?
– On which side do you operate the door (to make it move)?
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(Jeff Voight)
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• This last example is particularly confusing since the “pull” side,
which is some ways is the obvious one to use, is on the left.
• Natural (in the US) to move through a double door on the right.
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Everyday Things
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• Each is simple, but all work differently.
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• How many parts do everyday
things have?
e.g., Norman’s stapler has 16
parts!
• How many parts do you need to
know about?
• How long does it take a person
to learn to use all these things?
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• One minute per object, 20,000 things.
– 20,000 minutes
– 333 hours
– 8 40 hour weeks
• How do we cope?
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Conceptual model
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Design Principles
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Affordances
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• Glass is for breaking
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Conceptual Model
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• Hiding functionality is bad.
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Mapping
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Feedback
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Causality
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Good design
• If a bit old-fashioned.
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Activity Theory
• Action Cycle:
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• Seven Stages of Action
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Gulf of Execution
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• User thinks:
1. Press “record”.
• What is required:
1. Press “record”.
2. Specify time of recording.
3. Select channel.
4. Save these settings
• The difference between these is the gulf of execution.
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Gulf of Evaluation
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• Example, my calling card.
1. Dial service
2. Enter code
3. Dial number
• If number is engaged, hear engaged tone after number is dialed.
• If code is wrong, hear engaged tone after number is dialed.
• WTF?
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SHNEIDERMAN AND PLAISANT
Theories, Guidelines, Principles
• Guidelines
– Specific practical ideas that identify good practice, warn
against bad.
• Principles
– Use to analyze and compare alternatives.
• Theories
– Attempt to provide high level explanations
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Describing theories
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What do these mean?
• Descriptive
– Provide consistent terminology
• Explanatory
– Describe sequence of events,
– Cause and effect
• Prescriptive
– Give guidance
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• Predictive
– Evaluate design’s execution time, error rates, trust level,
conversion rates.
– Depends on type of user (novice, expert);
– These values can have high standard deviations across user
types
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• Motor
– Pointing with mouse, using keyboard;
– Theories such as Fitt’s Law describe human capabilities
• Perceptual
– Finding items on a display
• Cognitive
– Planning sequences of actions;
– Memory load requirements
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• Users forage for useful content
– Especially on the web.
• Good “scent” ⇒ which way to go; helps user find what they are
looking for.
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Challenges
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Theories
• Design by levels
• GOMS
• Stages of action (Norman)
– Described earlier
• Context (Suchman)
– “situated action”
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Design-by-levels
• Natural decomposition of a system
• Conceptual: user’s (mental) model
– Painting program: pixels
– Drawing program: objects
• Semantic: meanings conveyed by interface design
– What does “undo” do?
• Syntactic: how users conveys semantic meaning
– Delete by putting an object in the trash
• Lexical: hardware, device dependent
– Mouse click within 200 milliseconds
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Example
• GOMS
– Goals: user’s goals
– Operators: actions
– Methods: decomposed actions
– Selection rules: how to select between methods
• Has successfully predicted performance times.
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Other kinds of theory
• Stages-of-action models
• Contextual theories
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Principles
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Determine user’s skill level
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Identify the user’s tasks
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http://www.xkcd.com/773/
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Choose interaction style
• Direct manipulation
– Desktop
– Drag and drop
• Menu selection
– Clear structure (if well done)
– Can be frustrating to frequent users
• Form fill-in
– Good for data entry
– Confusing for novices
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• Command language
– eg. Unix command line
– Good for expert frequent users
• Natural language
– Eg. Siri
– Hard :-)
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Eight rules of interface design
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Good
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Bad
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Prevent errors
• Correct actions
– Take away bad options
– Grey out ≡ no reverse
• Complete sequences
• Better error messages:
– The printer needs paper, can you refill it please?
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Guidelines
• Guidelines:
– provide consistency
– promote best practices
• Following slides give some examples of these things
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Navigating the interface
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Good
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Bad
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• Consider accessiblity:
– Use text alternatives
– Provide alternate ways of conveying time-based media
(e.g., movies, animations)
– Make elements distinguishable from one another
∗ Don’t just rely on visual cues
– Design for predictability
• These allow the use of tools like screen readers.
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Organizing the display
• Consistency of data display
– e.g., colors, fonts, capitals, etc)
• Efficient information assimilation by user
– Familiar format
– Justification of text etc.
• Minimal memory load on user
– Don’t expect them to carry information between screens
– Don’t make people write things down
• Compatible data display with data entry
• Flexibility of user controls for data display
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Getting user’s attention
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• Inverse video
• Blinking (use sparingly)
• Color
– Up to four colors
• Audio
– Soft tones for regular positive feedback
– Harsh tones for warnings
• DON’T overuse these!!!!!!
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Facilitating data entry
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Summary
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To Do
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