HCI Lect - 11 Interactive System Design Principle

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Human-Computer Interaction

Design Rules

Shermeen Adnan
Interactive Systems Design Principles
• Interactive systems design:
• Maximize certain global properties of the interactive system:
• eg. accessibility, usability, acceptability, engagement, etc.
• Now that we know what we should be optimizing…
• …what ‘rules of thumb’ can we use to accomplish this.

• Interactive Systems Design Principles:


• “Helping people access, learn and remember the system…
• …giving them the sense of being in control, knowing what to do and
how to do it…
• …safely and securely…
• …in a way that suits them.”
Interactive Systems Design Principles
• Visibility
– Allow people to see what options/functions are available.
– Easier to recognize than to remember.
– Can make things ‘visible’ using sound and touch as well.
• Consistency
– In terms of design features.
– Similar structures should have similar
functions/affordances.
– Tricky: consistent in relation to what else?
• Consistency within system, between systems, and between
system and `the real world’
Interactive Systems Design Principles

• Familiarity
– Use language and symbols the user is familiar with.
– If concepts are new, provide a metaphor (eg. Icon
representing document should indicate how close
the document is to completion: visual metaphor?)
• Affordance
– Design things such that it is clear what they are for.
– Appearance of object suggests how it may be used.
– Depends on neighboring structures.
Interactive Systems Design Principles
• Navigation
– Allow people to see where to go, and how to get there.
• Control
– Indicate who is in control at all times.
– Enable user to seize control at all times.
– What larger effects will an action have? (eg. When during
an online transaction is your credit card charged?)
• Feedback
– Lots of it, in different forms, as often as possible: ideally,
continuously
Interactive Systems Design Principles

• Recovery
– From mistakes, errors and omissions; relates to
control.
• Constraints
– Make dangerous actions impossible; Steer user
away from dangerous paths; Seek confirmation
(Possible conflict with visibility and flexibility;
how?)
Interactive Systems Design Principles
• Flexibility
– Allow multiple paths toward the same goal
• Long paths contain multiple, visible, simple, steps
• Short paths contain few, complex steps
• thewikigame.com
• Style
– Systems should be attractive, clean, harmonious…
• Conviviality
– ‘Design for politeness’: Systems should be polite, gentle,
helpful, passive when the user shows aptitude, active when
the user indicates the need for help, etc.
Visibility
Visibility
Visibility
Affordances
• What do these objects have in common?
Affordances
• What do these objects have in common?
Affordances
• What do these objects have in common?
Affordances
• What do these objects have in common?
• Assignment
• Examples of how these principles are instantiated well or poorly in
websites/devices?
Well Poorly
Visibility
Consistency

Familiarity
Affordance
Navigation
Control
Feedback
Recovery
Constraints
Flexibility
Style
Conviviality
Design Rules
• Techniques and methods on their own do not
ensure product quality and success

we need something more …


Guidance
• Knowledge has been distilled from industry best
practices and research
• This knowledge provides guidance
• Types of Guidance
– Principles
– Guidelines
– Rules
– Standards
– Patterns
– Imperatives
Design Principles
• Principle?
– A very broad statement that is usually based on research
about how people learn and work
• Design principles
– Guidelines for design of useful and usable form and behavior
– Generally applicable guidelines that address issues of
behavior, form and content
• Principles minimize work
– Principles means minimization of work on the part of the
user while using product
Design Principles
• Work minimized includes
– Logical work
• Comprehension of text and organizational structure
– Perceptual work
• Decoding visual layouts and semantics of shape, size, color, and
representation
– Mnemonic work
• Recall of passwords, command vectors, names and locations of data
objects, and other relationships between objects
– Physical/motor work
• Number of keystrokes, degree of mouse movement, use of gestures,
switching between input modes, extent of required navigation
Design Principles
• Principles operate at 3 levels of organization:
– Conceptual level
• Help define what a product is and how it fits into the broad context
of use by the primary personas
– Interaction level
• Define how a product should behave in general and in specific
situations
– Interface level
• Help define the look and feel of interfaces
• Most principles are cross-platform, but some platforms
(Web, embedded systems) have special constraints
Design Principles
• They state broad usability goals
• Example
– Be consistent in your choice of words, formats,
graphics, and procedures
Difference between design, usability
principles and heuristics?
• When we design a product with the help of design principle,
the usability of the product increases. That product will have
good usability.
• Design principles state usability goals
• Design principles and usability principles are more or less the
same thing.
• When these principles are used to design a product they are
called design principles.
• If the same principles are used with some additional
principles to assess and evaluate a product then its called
heuristics.
Design Principles
• Norman’s design principles (general in nature can be
applied anywhere)
– Use both knowledge in the world and knowledge in the head.
– Simplify the structure of tasks.
– Make things visible: bridge the gulfs of Execution and Evaluation.
– Get the mappings right.
– Exploit the power of constraints, both natural and artificial.
– Design for error.
– When all else fails, standardize.
Visibility, Affordance, Constraints, Mapping, Consistency,
Feedback
Design Principles
• Design Principles (Nielsen)
– Visibility of system status
– Match between system and real world
– User freedom and control
– Consistency and standards
– Help users recognize, diagnose, and recover from errors
– Error prevention
– Recognition rather than recall
– Flexibility and efficiency of use
– Aesthetic and minimalist design
– Help and documentation
Design Principles
• Design Principles (Shneiderman, 1992)
– Strive for consistency
– Enable frequent users to use shortcuts
– Offer informative feedback
– Design dialogs to yield closure
– Offer error prevention and simple error handling
– Permit easy reversal of actions
– Support internal locus of control
– Reduce short-term memory load
Design Principles
• Common themes amongst these design
principles
– Giving the user control
– Striving for consistency
– Smoothing interaction with feedback
– Supporting the user’s limited memory
Design Principles
• Design principles for documentation (Redish, 1988)
– Ask relevant questions when planning manuals
– Learn about your audiences
– Understand how people use manuals
– Organize so that users can find information quickly
– Put the user in control by showing the structure of the manual
– Use typography to give readers clues to the structure of the manual
– Write so that users can picture themselves in the text
– Write so that you don’t overtax users’ working memory
– Use users’ words
– Be consistent
– Test for usability
– Expect to revise
Design Principles
• Design principles for documentation (Horton, 1990)
– Understand who uses the product and why
– Adapt the dialo to the user
– Make the information accessible
– Apply a consistent organizational strategy
– Make messages helpful
– Prompt for inputs
– Report status clearly
– Explain errors fully
– Fir help smoothly into the users’ workflow
Design Guidelines
• Guideline
– Distilled from principles and are more specific
goals
• One principle can lead to many guidelines
• Guidelines can differ for specific combinations
of users, environments and technologies
Design Principle vs Design Guideline

• Example
– Be consistent in your choice of words, formats,
graphics, and procedures (principle)
– Be consistent in the way you have users leave
every menu (guideline)
• Bye
• Exit
• Quit
• End
Principle  guidelines
• Write so that you don’t overtax users’ working
memory (principle)
– Put the parts of each sentence in logical order
– Cross out unnecessary words
– Untangle convoluted sentences
– Use lists, tables, and step-by-step instructions
– Use parallel sentence structure whenever you can,
especially in headings, lists, and explanations of
options
Design Rules
• Rules
– Low-level guidance that refers to a particular
prescription that must be followed
• Forces everyone working on the interface to be
consistent in their use of ways
• Rules for product design
– E.g., Provide an ‘Escape’ option in a dialog in which
users may want to leave the dialog box without
making any changes or selecting any options.
Design Rules
• Rules for documentation
• Use typography to give readers clues to the
structure of the manual (principle)
– Make the headings stand out from the text
(guideline)
• First headings are used only for chapter titles. They are
in boldface, 24-point, Helvetica, with a 2-point line
(rule), flush left with the beginning of the text line. Each
first-level heading starts with a new page. (rule)
• Second-level heading …..
Design Standards
• Compilation of principles, guidelines and rules
• aka User-Interface Design Guides, User-Interface Design
Standards, Style Guides, Guide
• Published Standards
– Standards available if developing products in one the
Graphical User-Interface (GUI) operating systems
– Standards published by:
• Apple
• Microsoft
• IBM
• Open Software Foundation
Design Patterns
• Exemplary, generalizable solutions to specific classes of
design problems
• Purpose
– Capture useful design decisions and generalize them to
address similar classes of problems in the future
– Represent the capture and formalization of design knowledge
• Benefit
– Reducing design time and effort
– Educating designers new to product
– Educating designers new to field
Types of Design Patterns
• Postural
– Applied at conceptual level and helps determine product
stance
• Structural
– Related to management of information display and access
– E.g., views, panes, element groupings
• Behavioral
– Solve wide-ranging problems related to specific
interactions with individual functional or data objects or
groups of such objects (widget level)
Design Imperatives
• These guide the design process
• aka goals (usability goals / user experience goals)
• They become frame of reference for the whole
design process
• Types
– Ethical [considerate, helpful]
– Purposeful [useful, usable]
– Pragmatic [viable, feasible]
– Elegant [efficient, artful, affective]

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