Interaksi Manusia Komputer – Marcello Singadji. design rules Designing for maximum usability – the goal of interaction design Principles of usability.

Slides:



Advertisements
Similar presentations
HCI in the Software Process and Design Rules
Advertisements

User Interfaces 4 BTECH: IT WIKI PAGE:
Cognitive Aspects (Review) Usability Principles
The design process IACT 403 IACT 931 CSCI 324 Human Computer Interface Lecturer:Gene Awyzio Room:3.117 Phone:
SECOND MIDTERM REVIEW CS 580 Human Computer Interaction.
LIS 677 Interface Critique LIS 677 Presented by Blanca Polo.
Usability paradigms and principles z Designing for maximum usability is the goal of design z History of interactive system design provides paradigms for.
Ui design – general guidelines. Why designers go astray Putting aesthetics first: "It probably won a prize." Putting aesthetics first: "It probably won.
Ch 11 Cognitive Walkthroughs and Heuristic Evaluation Yonglei Tao School of Computing and Info Systems GVSU.
Defining Usability....
CS147 - Terry Winograd - 1 Lecture 6 – Usability Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford.
Design process & principles
PRINCIPLES THAT SUPPORT USABILITY FLEXIBILITY Presented BY: KONATE MOHAMED LAMINE JOYCE NGANGA EDWINA ODIWANOR.
Today’s class Group Presentation More about principles, guidelines, style guides and standards In-class exercises More about usability Norman’s model of.
Principles to Support Usability - Robustness Group 3 Topic 2 IM2044 Usability Engineering Student ID:
User-Centered Design Good design The user says “Yes, I see” or “Of course”. A simple explanation is sufficient. Bad design The user says “How am I going.
Principles and Methods
Chapter 7 design rules.
Usability and Evaluation Dov Te’eni. Figure ‎ 7-2: Attitudes, use, performance and satisfaction AttitudesUsePerformance Satisfaction Perceived usability.
1 User Interface Design CIS 375 Bruce R. Maxim UM-Dearborn.
User Interface Evaluation CIS 376 Bruce R. Maxim UM-Dearborn.
The design process z Software engineering and the design process for interactive systems z Standards and guidelines as design rules z Usability engineering.
1 ISE 412 Human-Computer Interaction Design process Task and User Characteristics Guidelines Evaluation.
Usability Inspection of the MD-11 Aircraft Multifunctional Control Display Unit Kheng-wooi Tan and Jennifer M. Riley Mississippi State University.
Systems Analysis and Design in a Changing World, 6th Edition
CS3205: HCI in SW Development More on Detailed Design: Guidance and Color.
Topics Covered: Software requirement specification(SRS) Software requirement specification(SRS) Authors of SRS Authors of SRS Need of SRS Need of SRS.
1 Human-Computer Interaction  Design process  Task and User Characteristics  Guidelines  Evaluation.
To be covered:- What is HCI? Goal of HCI HCI - An Interdisciplinary Area Concerns in HCI Interface and interaction design Goals of interaction design Utility,
Gary MarsdenSlide 1University of Cape Town Human-Computer Interaction - 7 Design Guidelines & Standards Gary Marsden ( ) July 2002.
Chapter 7 design rules.
Software Evaluation Catherine McKeveney Medical Informatics 1st March 2000.
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
CMPUT 301: Lecture 18 Usability Paradigms and Principles Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on.
Fall 2002CS/PSY Design. Fall 2002CS/PSY System-Centered Design Focus is on the technology  What can be built easily using the available tools.
Design Rules-Part B Standards and Guidelines
Human Computer Interaction
Lecture 11 Design Rules Prof. Dr. Sajjad Mohsin. design rules Designing for maximum usability – the goal of interaction design Principles of usability.
Chapter 7 design rules. Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards and.
Evaluating a UI Design Expert inspection methods Cognitive Walkthrough
1 chapter 7 design rules. 2 Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards.
Human-Computer Interaction Design process Task and User Characteristics Guidelines Evaluation ISE
Fall 2002CS/PSY UI Design Principles Categories  Learnability Support for learning for users of all levels  Flexibility Support for multiple ways.
The Design Process A bluffer’s guide to interface design A ‘proper’ Design process.
1 Design Principles – Part 2 of 3 Learnability Principles Flexibility Principles.
Chapter 7 design rules. Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards and.
Principles Determine users' skill levels Novice or first-time users - Knowledgeable intermittent users - create templates Expert frequent users-
Design rules.
Week: 13 Human-Computer Interaction
Human-Computer Interaction
Digital media & interaction design
design rules قواعد التصميم
SIE 515 Design Rules Lecture 5.
Design rules.
Usability paradigms and principles
UI Design Principles Categories
The design process Software engineering and the design process for interactive systems Standards and guidelines as design rules Usability engineering.
The design process Software engineering and the design process for interactive systems Standards and guidelines as design rules Usability engineering.
CEN3722 Human Computer Interaction Usability Evaluation
HCI – DESIGN RATIONALE 20 November 2018.
Usability paradigms and principles
Onno Kubbe Design Rule Ontology Onno Kubbe 12/2/2018.
Software Engineering D7025E
Usability Techniques Lecture 13.
CSE310 Human-Computer Interaction
Chapter 7 design rules.
Chapter 7 design rules.
Chapter 7 design rules.
CHAPTER 2: Guidelines, Principles, and Theories
Chapter 7 design rules.
Presentation transcript:

Interaksi Manusia Komputer – Marcello Singadji

design rules Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards and guidelines –direction for design Design patterns –capture and reuse design knowledge

Interaksi Manusia Komputer – Marcello Singadji types of design rules principles –abstract design rules –low authority –high generality standards –specific design rules –high authority –limited application guidelines –lower authority –more general application increasing authority increasing generality

Interaksi Manusia Komputer – Marcello Singadji Principles to support usability Learnability the ease with which new users can begin effective interaction and achieve maximal performance Flexibility the multiplicity of ways the user and system exchange information Robustness the level of support provided the user in determining successful achievement and assessment of goal-directed behaviour

Interaksi Manusia Komputer – Marcello Singadji Principles of learnability Predictability –determining effect of future actions based on past interaction history –operation visibility Synthesizability –assessing the effect of past actions –immediate vs. eventual honesty

Interaksi Manusia Komputer – Marcello Singadji Principles of learnability (ctd) Familiarity –how prior knowledge applies to new system –guessability; affordance Generalizability –extending specific interaction knowledge to new situations Consistency –likeness in input/output behaviour arising from similar situations or task objectives

Interaksi Manusia Komputer – Marcello Singadji Principles of flexibility Dialogue initiative –freedom from system imposed constraints on input dialogue –system vs. user pre-emptiveness Multithreading –ability of system to support user interaction for more than one task at a time –concurrent vs. interleaving; multimodality Task migratability –passing responsibility for task execution between user and system

Interaksi Manusia Komputer – Marcello Singadji Principles of flexibility (ctd) Substitutivity –allowing equivalent values of input and output to be substituted for each other –representation multiplicity; equal opportunity Customizability –modifiability of the user interface by user (adaptability) or system (adaptivity)

Interaksi Manusia Komputer – Marcello Singadji Principles of robustness Observability –ability of user to evaluate the internal state of the system from its perceivable representation –browsability; defaults; reachability; persistence; operation visibility Recoverability –ability of user to take corrective action once an error has been recognized –reachability; forward/backward recovery; commensurate effort

Interaksi Manusia Komputer – Marcello Singadji Principles of robustness (ctd) Responsiveness –how the user perceives the rate of communication with the system –Stability Task conformance –degree to which system services support all of the user's tasks –task completeness; task adequacy

Interaksi Manusia Komputer – Marcello Singadji Using design rules Design rules suggest how to increase usability differ in generality and authority increasing authority increasing generality

Interaksi Manusia Komputer – Marcello Singadji Standards set by national or international bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology hardware standards more common than software high authority and low level of detail ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks

Interaksi Manusia Komputer – Marcello Singadji Guidelines more suggestive and general many textbooks and reports full of guidelines abstract guidelines (principles) applicable during early life cycle activities detailed guidelines (style guides) applicable during later life cycle activities understanding justification for guidelines aids in resolving conflicts

Interaksi Manusia Komputer – Marcello Singadji Golden rules and heuristics “Broad brush” design rules Useful check list for good design Better design using these than using nothing! Different collections e.g. –Nielsen’s 10 Heuristics (see Chapter 9) –Shneiderman’s 8 Golden Rules –Norman’s 7 Principles

Interaksi Manusia Komputer – Marcello Singadji Shneiderman’s 8 Golden Rules 1. Strive for consistency 2. Enable frequent users to use shortcuts 3. Offer informative feedback 4. Design dialogs to yield closure 5. Offer error prevention and simple error handling 6. Permit easy reversal of actions 7. Support internal locus of control 8. Reduce short-term memory load

Interaksi Manusia Komputer – Marcello Singadji Norman’s 7 Principles 1. Use both knowledge in the world and knowledge in the head. 2. Simplify the structure of tasks. 3. Make things visible: bridge the gulfs of Execution and Evaluation. 4. Get the mappings right. 5. Exploit the power of constraints, both natural and artificial. 6. Design for error. 7. When all else fails, standardize.

Interaksi Manusia Komputer – Marcello Singadji HCI design patterns An approach to reusing knowledge about successful design solutions Originated in architecture: Alexander A pattern is an invariant solution to a recurrent problem within a specific context. Examples –Light on Two Sides of Every Room (architecture) –Go back to a safe place (HCI) Patterns do not exist in isolation but are linked to other patterns in languages which enable complete designs to be generated

Interaksi Manusia Komputer – Marcello Singadji HCI design patterns (cont.) Characteristics of patterns –capture design practice not theory –capture the essential common properties of good examples of design –represent design knowledge at varying levels: social, organisational, conceptual, detailed –embody values and can express what is humane in interface design –are intuitive and readable and can therefore be used for communication between all stakeholders –a pattern language should be generative and assist in the development of complete designs.

Interaksi Manusia Komputer – Marcello Singadji Summary Principles for usability –repeatable design for usability relies on maximizing benefit of one good design by abstracting out the general properties which can direct purposeful design –The success of designing for usability requires both creative insight (new paradigms) and purposeful principled practice Using design rules –standards and guidelines to direct design activity