0% found this document useful (0 votes)
40 views

Ch10-Human-Computer Interaction Layer Design

Uploaded by

Amani Ali
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
40 views

Ch10-Human-Computer Interaction Layer Design

Uploaded by

Amani Ali
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 30

12/11/24 1

Kingdom of Saudi Arabia


Ministry of Higher Education
Al-Imam Muhammad ibn Saud Islamic University
College of Computer and Information Sciences

Chapter 10:
Human–Computer Interaction Layer
Design
IS 1235
Systems Analysis and Design

IS Department
Introduction

• Interface Design defines how the system will interact


with external entities (e.g., customers, users, other
systems)
• System Interfaces are machine-machine and are dealt with as
part of systems integration
• User Interfaces are human-computer and are the focus of this
chapter
• Principles for UI design
• The UI design process
• Navigation, Input, Output Design
• International & Cultural Issues in UI Design
• Non-functional requirements and UI design
Principles of User Interface Design
• Layout of the screen, form or report
• Content Awareness—how well the user understands the
information contained
• Aesthetics—how well does it appeal to the user
• User Experience—is it easy to use?
• Consistency—refers to the similarity of presentation in
different areas of the application
• Minimal User Effort—can tasks be accomplished quickly?
General Layout

Navigation
Area

Reports &
Forms
Area

Status
Area
• Most software designed for personal computers follows the
standard Windows or Macintosh approach for screen design

IS Department 4
Content Awareness
• Applies to the interface in general, to each screen, to each
area on a screen and to sub-areas as well
• Include titles on all interfaces
• Menus should show where the user is and how the user
got there
• All areas should be well defined, logically grouped
together and easily discernible visually
• Form titles should be used to keep the user aware of
where they are
• Status bar on forms should be used to inform user of what
is happening.
• Form fields should have simple and meaningful labels.
Aesthetics
• Interfaces should be functional, inviting to use, and
pleasing to the eye
• Simple minimalist designs are generally better
• White space is important to provide separation
• Acceptable information density is proportional to the
user’s expertise
• Novice users prefer lower density (< 50%)
• Expert users prefer higher density (> 50%)
• Text design: size, serif vs. sans serif, use of capitals
• Color and patterns (e.g., don’t use red on blue)
High Density Example
User Experience
• Ease of learning (how quickly they can learn new
systems)
• Significant issue for inexperienced users
• Relevant to systems with a large user population
• Ease of use (how quickly they can use the system once
they have learned how to use it)
• Significant issue for expert users
• Most important in specialized systems
• Ease of learning and use of use are related
• Complementary: lead to similar design decisions
• Conflicting: designer must choose whether to satisfy novices or
experts
Consistency
• Extremely important concept in making the system simple
• It allows the users to predict what is going to happen
• All parts of the system work in the same way
• Users learn how one portion works and immediately apply it to
others
• Key areas of consistency are
• Navigation controls
• Terminology—use the same descriptors on forms & reports
• Example, don’t label a field “customer” in one place and then label
it “client” in another place. Be consistent!
Minimal User Effort
• Interfaces should be designed to minimize the effort
needed to accomplish tasks
• A common rule is the three-clicks rule
• Users should be able to go from main menu of a system to the
information they want in no more than three mouse clicks
User Interface Design Process

• User interface design is a use‐case driven, incremental,


and iterative process
• Analysts often move back and forth between the
different parts (navigation, input, and output) of the user
interface, rather than proceeding sequentially from one
part to another part.
• Use Scenario Development
• Navigation Structure Design
• Interface Standards Design
• Interface Design Prototyping
• Interface evaluation
Use Scenario Development
• Use scenarios outline the steps performed by users to
accomplish some part of their work
• A use scenario is one path through an essential use case
• Presented in a simple narrative description
• Document the most common cases so interface designs
will be easy to use for those situations
Use Scenario Example
Navigation Structure Design
• The Navigation structure defines
• The basic components of the interface
• How they work together to provide functionality to users

• A windows navigation diagram (WND) is used to show how all the


screens, forms, and reports used by the system are related and
how the user moves from one to another.

• Most systems have several WNDs, one for each major part of the
system.
• The stereotype represents the type of user interface component of
a box on the diagram.
Sample WND
Interface Standards Design
• Interface standards are basic design elements found
across the system user interface
• Standards are needed for:
– Interface metaphor: defines how an interface will work (e.g., the
shopping cart to store items selected for purchase)
– Interface objects
– Interface actions
– Interface icons
– Interface templates
Interface Design Prototyping
• Mock-ups or simulations of computer screens, forms, and
reports
• Common approaches:
• Wireframe Diagram: a picture that resembles the actual user
interface that the user will gradually receive. it is created using a
tool such as Microsoft's Visio.
• (provide more of a feel that the user will experience, while
remaining fairly inexpensive to develop)
• Storyboard: hand drawn pictures of what the screens will look like.
(fastest and least expensive but provides the least amount of detail)
• User Interface Prototypes: the slowest, most expensive, and most
detailed approach.
Sample Wireframe Diagram
Example of Storyboard
Sample Combined Windows Navigation and
Wireframe Diagrams
Sample User Interface Prototype
NAVIGATION DESIGN
• Enables the user to enter commands to navigate through
the system and perform actions to enter and review
information it contain.
INPUT DESIGN
• Inputs facilitate the entry of data into the computer
system, whether highly structured data, such as order
information (e.g., item numbers, quantities, costs) or
unstructured information (e.g., comments).
• Input design means designing the screens used to enter
the information as well as any forms on which users write
or type information.
OUTPUT DESIGN
• Outputs are what the system produces, whether on the
screen, on paper, or in other media, such as the Web.
• Outputs are perhaps the most visible part of any system
because a primary reason for using an information system
is to access the information that it produces.
International & Cultural Issues in UI
Design
• Websites have a global presence
• Considerations:
• Multilingual requirements (Keep the writing short , simple, Avoid
humor, slang, Use good grammar)
• The meaning of certain colors
• Cultural differences
• Power distance
• Uncertainty avoidance
• Individualism vs. collectivism
Non-Functional Requirements
• The human–computer interaction layer is heavily influenced by
nonfunctional requirements.
• Operational Requirements—choice of hardware and software
platforms
• Technologies that can be used (e.g. GUI, 2 or 3 button mouse)
• Performance Requirements
• Mobile computing and web browsing inject additional performance
obstacles
• Security Requirements
• Appropriate log on controls and possibly encryption
• Wireless networks are especially vulnerable
• Political & Cultural Requirements
• Date formats, colors, and currencies
Interface Evaluation
• Goal is to understand how to improve the interface design
before the system is complete
• Have as many people as possible evaluate the interface
• Ideally, interface evaluation is done while the system is
being designed—before it is built
• Help identify and correct problems early
• Designs will likely go through several changes after the users see it
for the first time
VERIFYING AND VALIDATING THE HUMAN–
COMPUTER INTERACTION LAYER

Approaches to UI Evaluation:
•Heuristic—compare the design to known principles or rules
of thumb
•Walkthrough evaluation—design team presents prototype
to the users & explains how it works
•Interactive—the users work with the prototype with a
project team member
•Formal Usability Testing—performed in labs with users on
a language prototype
Summary
• Principles of User Interface Design
• User Interface Design Process
• International & Cultural Issues and UI Design
• Nonfunctional Requirements

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy