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SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 12, 2002.

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Presentation on theme: "SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 12, 2002."— Presentation transcript:

1 SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 12, 2002

2 Today Combine ideas from two lectures –Cognitive considerations + interface metaphor Practice creating personas Intro to Design

3 Slide adapted from Saul Greenberg Interface Metaphors Revisited Definition of Metaphor –application of name or descriptive term to an object to which it is not literally applicable Purpose –function as natural models –leverages our knowledge of familiar, concrete objects/experiences to understand abstract computer and task concepts Problem –metaphor may portray inaccurate or naive conceptual model of the system A presentation tool is like a slide projector

4 Slide adapted from Saul Greenberg Interface Metaphors Use metaphors that matches user's task –desktop metaphor for office workers –paintbrush metaphor for artists... Given a choice, choose the metaphor close to the way the system works Ensure emotional tone is appropriate to users E.g., file deletion metaphors trashcan black hole paper shredder pit bull terrier nuclear disposal unit...

5 The Metaphor of Direct Manipulation Direct Engagement –the feeling of working directly on the task Direct Manipulation –An interface that behaves as though the interaction was with a real-world object rather than with an abstract system Central ideas –visibility of the objects of interest –rapid, reversible, incremental actions –manipulation by pointing and moving –immediate and continuous display of results Almost always based on a metaphor –mapped onto some facet of the real world task semantics)

6 Slide adapted from Saul Greenberg Object-Action vs Action-Object Select object, then do action –interface emphasizes 'nouns' (visible objects) rather than 'verbs' (actions) Advantages –closer to real world –modeless interaction – actions always within context of object inappropriate ones can be hidden – generic commands the same type of action can be performed on the object eg drag ‘n drop: my.doc move

7 Slide adapted from Saul Greenberg Direct manipulation Representation directly determines what can manipulated

8 Slide adapted from Saul Greenberg Phone list List metaphor Rolodex metaphor

9 Slide adapted from Saul Greenberg Games

10 Direct Manipulation Xerox Star: pioneered in early '80s, copied by almost everyone –simulates desktop with icons in and out baskets file folders and documents calculators printers blank forms for letters and memos –small number of generic actions applicable system wide move, copy, delete, show properties, again, undo, help –eg same way to move text, documents, etc property sheets –pop-up form, alterable by user –What you see is what you get (WYSIWYG)

11 Slide adapted from Saul Greenberg Is direct manipulation the way to go? Some Disadvantages –Ill-suited for abstract operations spell-checker? Tedium manually search large database vs query Task domain may not have adequate physical/visual metaphor Metaphor may be overly-restrictive Solution: Most systems combine direct manipulation and abstractions word processor: –WYSIWYG document (direct manipulation) –buttons, menus, dialog boxes (abstractions, but direct manipulation “in the small”)

12 Based on slide by Saul Greenberg Guidelines for Design Provide a good conceptual model –allows users to predict consequences of actions –communicated thorugh the image of the system Make things visible –relations between user’s intentions, required actions, and results should be sensible consistent meaningful (non-arbitrary) –make use of visible affordances, mappings, and constraints –remind person of what can be done and how to do it

13 Summary Direct manipulation –visibility of the objects of interest –rapid, reversible, incremental actions –manipulation by pointing and moving –immediate and continuous display of results Good Representations –captures essential elements of the event / world –deliberately leaves out / mutes the irrelevant –appropriate for the person, their task, and their interpretation Metaphors –uses our knowledge of the familiar and concrete to represent abstract concepts –need not be literal –has limitations that must be understood

14 Practice Persona Development In-Class exercise

15 Persona Development What are the reasons for doing it? What are the steps for doing it?

16 Clevis McCloud What is his motto? How does his persona shape the interface design?

17 Design Personas for … A new interface for buying BART tickets with credit cards

18 Project Timeline Februray 5 March 14 April 18 May 13 Project Idea Personas, Interviews, Tasks Analysis Low-fi User Test UI Prototype #1 Heuristic Evaluation UI Prototype #2 User Testing UI Prototype #3

19 Design Principles and Process

20 Web Site Design Process Production Design Refinement Design Exploration Discovery … followed by implementation & maintenance Slide adapted from James Landay

21 Design Process: Discovery Assess needs –understand client’s expectations –determine scope of project –characteristics of users –evaluate existing site and/or competition Production Design Refinement Design Exploration Discovery Slide adapted from James Landay

22 Design Process: Design Exploration Production Design Refinement Design Exploration Discovery Generate multiple designs *visualize solutions to discovered issues *information & navigation design *early graphic design *select one design for development Slide adapted from James Landay

23 Design Process: Design Refinement Production Design Refinement Design Exploration Discovery Develop the design *increasing level of detail *heavy emphasis on graphic design *iterate on design Slide adapted from James Landay

24 Prepare design for handoff *create final deliverable *specifications, guidelines, and prototypes *as much detail as possible Design Process: Production Production Design Refinement Design Exploration Discovery Slide adapted from James Landay


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