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ISDE J T Burns September20091 Interactive Systems Design & Evaluation : John T Burns Mandatory Text User Interface design.

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Presentation on theme: "ISDE J T Burns September20091 Interactive Systems Design & Evaluation : John T Burns Mandatory Text User Interface design."— Presentation transcript:

1 ISDE J T Burns September20091 Interactive Systems Design & Evaluation : John T Burns e-mail jtb@dmu.ac.ukjtb@dmu.ac.uk Mandatory Text User Interface design and Evaluation Debbie Stone et al Morgan Kaufman 2005 Recommended Text : Interaction Design Beyond HCI Preece Rodgers et al 2 nd Ed 2007 User Centred Wed Design, McCracken & Wolfe Pearson Prentice Hall, 2004 Human Computer Interaction Smith – Atakan Pub Thomson 2006

2 ISDE J T Burns September20092 Objectives of this Lecture To outline what we mean by ISDE To define HCI To demonstrate the need for ISDE To indicate the scope of ISDE To consider some general principles of HCI design

3 ISDE J T Burns September20093 What is ISDE about? Interactive systems are designed to enable communication between the system and the user This takes place via the systems ‘user interface’ ISDE is concerned with:- Designing interactive systems to support human activities Applying usability engineering techniques to evaluate the effectiveness and appropriateness of the design

4 ISDE J T Burns September20094 Goals of interaction design Develop usable products Usability means easy to learn, effective to use and provide an enjoyable experience Involve users in the design process

5 ISDE J T Burns September20095 Some Interactive Devices

6 ISDE J T Burns September20096 More Devices

7 ISDE J T Burns September20097 Some definitions – From HCI - ID Human-Computer Interaction a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of the major phenomena surrounding them Interaction design The design of spaces for human communication and interaction User Interface any boundary between the human user and the computer system (includes documentation and training material) not restricted to screens, keyboards and mice

8 ISDE J T Burns September20098 What is HCI HCI is concerned about :- Finding out how people use computers Trying to ensure that systems are designed to closely match users’ needs Ensuring that users can make sense of the information that is presented to them Ensuring that the user can communicate/interact with the system This is not always the case!!

9 ISDE J T Burns September20099 Getting it wrong! Some examples of bad design The Dishwasher The Vending Machine The ATM

10 ISDE J T Burns September200910 The dishwasher What is wrong with this display message? Error2

11 ISDE J T Burns September200911 Why is this vending machine so bad? Need to push button first to activate reader Normally insert bill first before making selection Contravenes well known convention From: www.baddesigns.com

12 ISDE J T Burns September200912 ATM

13 ISDE J T Burns September200913

14 ISDE J T Burns September200914 Getting it right! These illustrate 3 key factors that the designer needs to focus on The user The task The environment Next slide shows other factors

15 ISDE J T Burns September200915 Organisational Factors Environmental Factors Task Factors The User Health and Safety Factors Constraints Comfort Factors System Functionality Productivity Factors User Interface

16 ISDE J T Burns September200916 Relationship between ID, HCI and other fields Interdisciplinary fields (e.g HCI, CSCW) Design practices (e.g. graphic design) Academic disciplines (e.g. computer science, psychology) Interaction Design

17 ISDE J T Burns September200917 Relationship between ID, HCI and other fields Academic disciplines contributing to ID: Psychology Social Sciences Computing Sciences Engineering Ergonomics Informatics

18 ISDE J T Burns September200918 Relationship between ID, HCI and other fields Design practices contributing to ID: Graphic design Product design Artist-design Industrial design Film industry

19 ISDE J T Burns September200919 How easy is it to work in multidisciplinary teams? More people involved in doing interaction design the more ideas and designs generated…but… the more difficult it can be to communicate and progress forwards the designs being created

20 ISDE J T Burns September200920 What do professionals do in the ID business? Interaction designers - people involved in the design of all the interactive aspects of a product usability engineers - people who focus on evaluating products, using usability methods and principles web designers - people who develop and create the visual design of websites, such as layouts information architects - people who come up with ideas of how to plan and structure interactive products user experience designers - people who do all the above but who may also carry out field studies to inform the design of products

21 ISDE J T Burns September200921 What is involved in the process of interaction design Identify needs and establish requirements Develop alternative designs Build interactive prototypes that can be communicated and assessed Evaluate what is being built throughout the process

22 ISDE J T Burns September200922 Core characteristics of interaction design users should be involved through the development of the project specific usability and user experience goals need to be identified, clearly documented and agreed at the beginning of the project iteration is needed through the core activities

23 ISDE J T Burns September200923 Introduction to ISDE – Part 2 Objectives To outline general design principles Justifying the need for good design To identify features of good design To consider design implications

24 ISDE J T Burns September200924 Design principles Wide range of design principles- guidelines or heuristics Provide list of do’s and don’ts of interaction design What to provide and what not to provide at the interface Derived from a mix of theory-based knowledge, experience and common-sense Design is complex not simply ticking checklist! Great skill is required

25 ISDE J T Burns September200925 Visibility This is a control panel for an elevator. How does it work? Push a button for the floor you want? Nothing happens. Push any other button? Still nothing. What do you need to do? It is not visible as to what to do! From: www.baddesigns.com

26 ISDE J T Burns September200926 Visibility …you need to insert your room card in the slot by the buttons to get the elevator to work! How would you make this action more visible? make the card reader more obvious provide an auditory message, that says what to do (which language?) provide a big label next to the card reader that flashes when someone enters make relevant parts visible make what has to be done obvious

27 ISDE J T Burns September200927 Feedback Sending information back to the user about what has been done Includes sound, highlighting, animation and combinations of these e.g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk”

28 ISDE J T Burns September200928 Constraints Restricting the possible actions that can be performed Helps prevent user from selecting incorrect options Three main types (Norman, 1999) physical cultural logical

29 ISDE J T Burns September200929 Physical constraints Refer to the way physical objects restrict the movement of things E.g. only one way you can insert a key into a lock How many ways can you insert a CD or DVD disk into a computer? How physically constraining is this action? How does it differ from the insertion of a floppy disk into a computer? Often used where safety is an issue – examples?

30 ISDE J T Burns September200930 Logical constraints Exploits people’s everyday common sense reasoning about the way the world works An example is the logical relationship between physical layout of a device and the way it works as the next slide illustrates

31 ISDE J T Burns September200931 Logical or ambiguous design? Where do you plug the mouse? Where do you plug the keyboard? top or bottom connector? Do the color coded icons help? From: www.baddesigns.com

32 ISDE J T Burns September200932 How to design them more logically (i) A provides direct adjacent mapping between icon and connector (ii) B provides color coding to associate the connectors with the labels From: www.baddesigns.com

33 ISDE J T Burns September200933 Cultural constraints Learned arbitrary conventions like red triangles for warning Can be universal or culturally specific

34 ISDE J T Burns September200934 Which are universal and which are culturally-specific?

35 ISDE J T Burns September200935 Universal Can you think of some icons for the following Restaurants Banks Garage/Services

36 ISDE J T Burns September200936 Mapping Relationship between controls and their movements and the results in the world Why is this a poor mapping of control buttons?

37 ISDE J T Burns September200937 Mapping Why is this a better mapping? The control buttons are mapped better onto the sequence of actions of fast rewind, rewind, play and fast forward

38 ISDE J T Burns September200938 Activity on mappings Which controls go with which rings (burners)? ABCD

39 ISDE J T Burns September200939 Why is this a better design?

40 ISDE J T Burns September200940 Consistency Design interfaces to have similar operations and use similar elements for similar tasks For example: always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O Main benefit is consistent interfaces are easier to learn and use

41 ISDE J T Burns September200941 When consistency breaks down What happens if there is more than one command starting with the same letter? e.g. save, spelling, select, style Have to find other initials or combinations of keys, thereby breaking the consistency rule E.g. ctrl+S, ctrl+Sp, ctrl+shift+L Increases learning burden on user, making them more prone to errors

42 ISDE J T Burns September200942 Internal and external consistency Internal consistency refers to designing operations to behave the same within an application Difficult to achieve with complex interfaces External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices Very rarely the case, based on different designer’s preference

43 ISDE J T Burns September200943 Keypad numbers layout A case of external inconsistency 12 3 456 7 89 7 89 12 3 456 0 0 (a) phones, remote controls(b) calculators, computer keypads

44 ISDE J T Burns September200944 External Inconsistency Compare your mobile phone interface with someone who has a different make and model Does it differ in terms of the control and function keys Eg Where is the cancel/select key Why do manufacturers do this?

45 ISDE J T Burns September200945 Affordances: to give a clue Refers to an attribute of an object that allows people to know how to use it E.g. a mouse button invites pushing, a door handle affords pulling Norman (1988) used the term to discuss the design of everyday objects Since has been much popularized in interaction design to discuss how to design interface objects E.g. scrollbars to afford moving up and down, icons to afford clicking on

46 ISDE J T Burns September200946 What does ‘affordance’ have to offer interaction design? Interfaces are virtual and do not have affordances like physical objects Norman argues it does not make sense to talk about interfaces in terms of ‘real’ affordances Instead interfaces are better conceptualised as ‘perceived’ affordances Learned conventions of arbitrary mappings between action and effect at the interface Some mappings are better than others

47 ISDE J T Burns September200947 Activity Physical affordances: How do the following physical objects afford? Are they obvious?

48 ISDE J T Burns September200948 Activity Virtual affordances What do the following screen objects afford? What if you were a novice user? Would you know what to do with them?

49 ISDE J T Burns September200949 Justifying HCI Poor interface design can lead to Increased errors User frustration Poor system performance User rejection - particularly true for WWW

50 ISDE J T Burns September200950 Justifying HCI Good Interface design will provide Fail-safe systems Competitive advantages Financial rewards Increased efficiency User satisfaction and enjoyment

51 ISDE J T Burns September200951 What makes for a good interface? A good interface will Provide feedback Provide easy reversal of actions (relieves anxiety) Give users feeling that they are in control Reduce reliance on STM

52 ISDE J T Burns September200952 Think about a car... how much knowledge about a car do you need to be able to drive it? do the best designed cars give the driver the most information about the engine, suspension, etc? good design of the interface to the car includes designing controls that are obvious to use behave in the way you expect give fast feedback are comfortable to use hide unnecessary information from the user

53 ISDE J T Burns September200953 Perspectives on design users are often not interested in the program and use it only as a tool to achieve some task in their work give me £20 from my current account (ATM) draw me a section of the valve called P1023 in a place I can define (CAD system) manufacturers are aware of the importance of usability...... but often do not know how to design for usability and how to test or evaluate it effectively

54 ISDE J T Burns September200954 Continued perspectives... think ‘design first, implementation second’ design the interface first for usability, only compromise in the design for ease of implementation later if necessary think how the system and interface should support what the user wants to do, rather than what the system is capable of doing

55 ISDE J T Burns September200955 Misconceptions about user interface design a usable system has lots of functions ‘I know it’s a bit hard to use but it’s all described in the Help system’ ‘I know it works - I’ve got the people in the office (or on the course) to use it’ I tested it and everything worked so I know the interface is good

56 ISDE J T Burns September200956 User Centred Design all systems need not be designed to suit everyone....... but should be designed around the needs and capabilities of those people who will use them usability - concerned with making systems easy to learn, easy to use and efficient to use

57 ISDE J T Burns September200957 Implications for the design process there must be an early focus on users and tasks there must be a clear understanding of what particular usability attributes are important to ensure usability targets can be met, there must be testing of prototypes of the design from an early stage in the process results from prototype testing need to be used to modify the design and this is then retested - i.e. there are iterations in the design - test cycle software tools are needed to support this process - to enable designs to be built and modified with little programming overhead

58 ISDE J T Burns September200958 Design Methods There is no single ‘golden’ design method that can ensure successful interactive design Requires designer to gain an understanding of the problem and apply appropriate techniques Fundamental to achieving success is the need to shift continually between two types of design activity

59 ISDE J T Burns September200959 Design Activities Analysis During analysis we test the design to ensure it is meeting our targets for usability and quality Synthesis Here we shape the design drawing on fresh ideas, previous experience and solutions to similar problems

60 ISDE J T Burns September200960 Key points ID is concerned with designing interactive products to support people in their everyday and working lives ID is multidisciplinary, involving many inputs from wide-reaching disciplines and fields ID is big business even after the dot.com crash!

61 ISDE J T Burns September200961 Key points ID involves taking into account a number of interdependent factors including context of use, type of task and kind of user Need to strive for usability and user experience goals Design and usability principles are useful heuristics for analyzing and evaluating interactive products

62 ISDE J T Burns September200962 Further Reading The Psychology of Everyday things. Norman D 1988 Turn Signals are the Facial expressions of Automobiles. Norman 1992. Both books provide amusing and thought provoking examples of bad designs in everyday life. He uses this as the basis to argue for the need for technology to be humanized. www.bad-designs.com


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