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SBD: Information Design

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1 SBD: Information Design
Chris North cs3724: HCI

2 HW#1 HTA vs. Flow chart

3 Information scenarios
ANALYZE analysis of stakeholders, field studies claims about current practice Problem scenarios DESIGN Activity scenarios metaphors, information technology, HCI theory, guidelines iterative analysis of usability claims and re-design Information scenarios Interaction scenarios PROTOTYPE & EVALUATE summative evaluation formative evaluation Usability specifications

4 Stages of Action in HCI focus of information design focus of
Execution Action plan System goal Last month’s budget... ? Interpretation Perception Making sense GULF OF EVALUATION EXECUTION focus of interaction design

5 Information Design Define and arrange the visual (or other modality) elements of a user interface “Big picture”, overall info model Detailed screen layout Perceiving Interpreting Making sense Activity design scenarios: transform current activities to use new design ideas Information design scenarios: Elaborate to include visual presentation details

6 Making Sense of an Information Display
Interpretation Excel worksheet, a cell is selected, formula is displayed at top Making Sense Income worksheet, Total tax income is being calculated, the wrong multiplier is being used Perception color, shading, lines characters, squares, spatial organization Last month’s budget... ?

7 Analogy to Verbal Comm. Hear Parse Understand Sound waves Syllables
Syntax Language = vocabulary + grammar Understand Semantics, meaning

8 Perception Visually encode information Vision: Design goal:
lines, shapes, colors “extracted” grouped as rows, columns, grids, … very fast, generally with no conscious thought Design goal: make perceptual process rapid and accurate

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10 Gestalt Principles of Perception
Proximity Similarity Closure Area Symmetry Continuity

11 Gestalt in User Interface Design
Try the “squint test”... What principles are in action?

12 Minimal significant difference
To organize information elegant designs exploit: position, thematic repetition, low-key color schemes, and white space, instead of: lines, boxes, and labels

13 Task-oriented grouping
Visual distinctions for grouping, but not too many distinctions More information vs. complexity

14 Interpretation Results of perception is recognized Visual language
Vocabulary: Grammar: Design goal: make the interpretation process rapid and accurate

15 Leveraging Familiarity
Familiar “vocabulary”: Widgets Text Labels Speak the user’s language

16 Images: Realism and Refinement
Abstract: Road signs Refined for speed Realistic images Accurately and memorable but are more complex, take longer to process Remove unnecessary detail

17 Leveraging Affordances
An affordance gives clues about how to use an object door knob, steering wheel, pen scrollbar, title bar, window “handles” pointer feedback Visible vs. popup

18 Affordances

19 Making Sense of Information
Connecting to user tasks: Do I understand what the system is telling me? Were my actions successful? Have I made progress? Build the “big picture” Design goal: help the user make connections between UI information and task goals execution/evaluation cycle

20 Information Integration

21 Visual Metaphors A physical calculator as a visual metaphor
What is good or bad about this design?

22 Information Models An “information space” or structure that users navigate Common models: spatial: timelines (1D), maps (2D), VR (3D) tabular: lists, tables, databases hierarchy: menu systems, folders, index pages directed graph: hypertext, web

23 Which network is easier to understand?

24 Menu Guidelines

25 Breadth vs. Depth Broad-shallow vs. narrow-deep
Depth = logbranchingFactor numPages Usability: max depth  3-4

26 My goal: find ratings concerning Sony Vaio laptops

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