Chapter 6 Design Principles Principles of Interaction Design Comprehensibility Learnability Effectiveness/Usefulness Efficiency/Usability Grouping Stimulus.

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Presentation transcript:

Chapter 6 Design Principles Principles of Interaction Design Comprehensibility Learnability Effectiveness/Usefulness Efficiency/Usability Grouping Stimulus Intensity Proportion Screen Complexity Resolution/Closure Usability Goals 1

Grouping Low-level principles - used to make decisions about specific screen controls, menus and layouts Use visual cues to support the logical structure of the interface Gestalt Principles of Perception -Gestalt psychology strives to explain the factors involved in the way we group things -At the heart of Gestalt psychology is the idea that we strive to find the simplest solutions to incomplete visual information 2

Gestalt Principles of Perception Figure-Ground: Basic premise -We perceive our environment by differentiating between objects and their backgrounds 3 The Rubin Face/Vase Illusion Mac Logo

Gestalt Principles of Perception -Proximity -Similarity -Common Fate -Closure -Good Continuity -Area -Symmetry -Surroundedness -Prägnanz You need to spend a bit of time reading this in the text book! 4

Gestalt Principles of Perception Proximity Principle – Objects that are close to each other will be seen as belonging together 5 Equidistant Horizontal Proximity Vertical Proximity

Gestalt Principles of Perception Proximity - Adobe PhotoShop Preferences Dialog 6

Gestalt Principles of Perception Similarity Principle – Objects that have similar visual characteristics, such as size, shape or color will be seen as a group and therefore related Rows of Similar ObjectsColumns of Similar ObjectsGrouped Columns 7

Gestalt Principles of Perception Property Pane from Macromedia’s Dreamweaver -Our eyes pick up all of the text boxes because of the strong blue squares and the white areas that they have in common 8

Gestalt Principles of Perception Common Fate Principle – Objects that move together are seen as related Unaligned Drop-Down Menus Aligned Drop-Down Menus 9

Gestalt Principles of Perception Closure Principle – We tend to see things as complete objects even though there may be gaps in the shape of the objects ][ ][][ [] [] [] [ 10

Gestalt Principles of Perception Good Continuity Principle – We tend to see things as smooth, continuous representations rather than abrupt changes 11

Gestalt Principles of Perception The Area Principle – Objects with small area tend to be seen as the figure, not the ground (also called the smallness principle) 12

Gestalt Principles of Perception Symmetry Principle – Symmetrical areas tend to be seen as complete figures that form around their middle TranslationReflection Rotation 13

Gestalt Principles of Perception Surroundedness Principle – An area that is surrounded will be seen as the figure and the area that surrounds will be seen as the ground 14

Gestalt Principles of Perception Prägnanz Principle – We tend to perceive things based on the simplest and most stable or complete interpretation Visual Conflict with Common FateVisual Conflict with Surroundedness 15

Other Principles of Perception - Stimulus Intensity We respond first to the intensity of a stimulus and only then do we begin to process its meaning. 16

Other Principles of Perception – Proportion Proportion can be used to represent logical hierarchies 17 Heading Level 1 Heading Level 2 Heading Level 3 Heading Level 4 Heading Level 5 Heading Level 6

Other Principles of Perception – Proportion Golden Ratio - The golden ratio expresses the relationship between two aspects of a form such as height to width and must equal

Other Principles of Perception – Proportion Golden Ratio 19

Other Principles of Perception – Proportion Fibonacci - A sequence of numbers in which each number is the sum of the two preceding numbers. -The relationship between the numbers in the Fibonacci series is similar to the golden ratio 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, …

Other Principles of Perception - Screen Complexity The measure of complexity developed by Tullis (1984) can be used to calculate the relative complexity, and therefore the difficulty, of a design. This measure of complexity uses information theory (Shannon & Weaver, 1949) This is a fairly old theory – if you look back at screens of the 1980’s they were much simpler of those of today. What have designers done to counter complexity overload? 21

Other Principles of Perception - Screen Complexity Formula for calculating the measure of complexity C, complexity of the system in bits N, total number of events (widths or heights) m, number of event classes (number of unique widths or heights) pn, probability of occurrence of the nth event class (based on the frequency of events within that class) 22

Other Principles of Perception - Screen Complexity To calculate the measure of complexity for a particular screen, do the following: 1.Place a rectangle around every screen element 2.Count the number of elements and the number of columns (vertical alignment points) 3.Count the number of elements and the number of rows (horizontal alignment points) Could you calculate the complexity of this screen? No – scary!! 23

Other Principles of Perception - Screen Complexity Complexity vs. Usability -Comber and Maltby (1997) found that both overly simple and overly complex screens were low in usability -They defined usability in terms of the following three components: Effectiveness Learnability Attitude 24

Other Principles of Perception - Screen Complexity Comber and Maltby found tradeoffs between usability and complexity: -As complexity decreased, predictability increased. -As complexity decreased, it became harder to differentiate among screen objects; the screen became artificially regular. -Decreased complexity meant that there were fewer ways to group objects. -Excessive complexity made screens look artificially irregular. -Increased complexity could occur from increased utility. 25

Usability Goals – Principles - Guidelines Usability Goal—Easy to use -Most people are interested in completing their tasks and do not enjoy struggling with the tools they need to use. One of the most important goals of user-centered design is to make things easy to use. Design Principle—Simplicity -Simple things require little effort and can often be accomplished without much thought. If interaction designs are guided by the principle of simplicity, they will be easier to use. -Making the users task simple often requires more effort on the part of the designer and programmer 26

Questions What Gestalt Principles of Perception can be illustrated from this screen shot? 27