CS 235: User Interface Design March 5 Class Meeting Department of Computer Science San Jose State University Spring 2015 Instructor: Ron Mak www.cs.sjsu.edu/~mak.

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Presentation transcript:

CS 235: User Interface Design March 5 Class Meeting Department of Computer Science San Jose State University Spring 2015 Instructor: Ron Mak

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Schedule for Prototype Presentations  Thursday, March 12 Innovative Designers Team Four Thundercats  Tuesday, March 17 Unknown UXability X Factor 2

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Cognitive Science  The interdisciplinary study of the mind, intelligence, and behavior.  How does the mind process information? perception language memory reasoning emotion 3

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principles  Proximity  Similarity  Continuity  Closure  Symmetry  Foreground/background  Common fate 4 We are optimized to see structure! Gestalt: German word meaning form or structure.

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Proximity  Example: Grouped as rows vs. grouped as columns 5 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Proximity, cont’d  Example: Grouped list buttons vs. grouped control buttons 6 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Similarity 7  Objects that look similar appear grouped. Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Continuity  We are biased to see continuous forms rather than disconnected segments. 8 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Closure 9  Our visual system automatically tries to close open figures in order to see whole objects. Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Symmetry  We parse a complex scene in a way that reduces complexity and gives it symmetry. 10 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Symmetry, cont’d  Example: A combination of symmetry, continuity, and closure. 11 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Foreground/Background  We automatically separate what’s in the foreground and what’s in the background. Our primary attention is focused on elements in the foreground. 12 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Foreground/Background, cont’d  Deliberate foreground/background ambiguity. 13 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Gestalt Principle: Common Fate  Elements that move together appear grouped. 14 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Contrast vs. Brightness  Our vision is optimized for contrast, not brightness. 15 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Contrast vs. Brightness, cont’d 16 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Color Discrimination  Factors that affect our ability to distinguish colors: A. paleness B. size C. separation 17 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Color Blindness  Approximately 8% of men and 0.5% of women are color-blind. dark red vs. black blue vs. purple light green vs. white 18 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Color Blindness and UI Design  Test how your UI looks in grayscale. 19 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Color Guidelines for UI Design  Distinguish colors by saturation and brightness, not just hue.  Use distinctive colors.  Avoid color pairs that color-blind people cannot distinguish.  Use other cues along with color.  Separate strong opposing colors. 20 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Color Guidelines for UI Design, cont’d  Bad:  Good: 21 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Rods and Cones and Fovea  Our retinas contain rods and cones rods: detect light levels but not colors cones: sensitive to red, green, and blue colors  Fovea A small region in the center of our visual field, about 1% of the retina. 22

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Our Eyes are Not Like Digital Cameras  Pixel density Each eye has 6 to 7 million retinal cone cells. Fovea: about 158K cone cells per square millimeter Rest of retina: about 9K cone cells per square millimeter  Data compression Fovea: one ganglial neuron cell per cone cell Rest of retina: multiple cone cells per neuron resulting in lossy data compression 23

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Our Eyes are Not Like Digital Cameras, cont’d  The rods do better in low light than the cones. Therefore, at night, we see an object better by looking slightly away from it. 24 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Peripheral Vision  The resolution of our visual field is high in the center but much lower at the edges. 25 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Peripheral Vision Functions  Guide the fovea Our eyes move automatically move rapidly several times per second to visit all the interesting and crucial elements in our visual field. Our peripheral vision guides the fovea by telling it “where to look”.  Detect motion Our peripheral vision is good at detecting motion.  See better in the dark The rods do better in low light than the cones. 26

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Make Users Notice Error Messages  Bad: 27 Fovea focused here Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Make Users Notice Error Messages, cont’d  Bad: 28 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Make Users Notice Error Messages, cont’d  Good: 29 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Make Users Notice Error Messages, cont’d  Good: Wiggle the display. 30 Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Make Visual Searches Easier  Make a crucial element “pop” in our peripheral vision to draw the fovea to it. 31 Hard to find the Z. Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014 Easier to spot the bold G. G

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Make Visual Searches Easier, cont’d 32 Hard to count L’s. Easier to count red letters. Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Make Visual Searches Easier, cont’d 33 Easy to spot traffic jams. Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Make Visual Searches Easier, cont’d 34 Easy to spot network problems. Designing with the Mind in Mind, 2 nd ed. by Jeff Johnson Morgan Kaufmann, 2014

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Affordance  The property of affordance for a control. The design of the control should suggest (afford) how it should be operated by a user. Donald Norman: Affordance is “strong clues to the operation of things. When affordances are taken advantage of, the user knows what to do just by looking: no picture, label, or instruction is required.”  Perceived affordance: What action a user thinks can be done with a control. The control affords the action. 35

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Feedback  Feedback is information sent back to the user that a control has accomplished its action.  It should be obvious to the user of a control that the control’s action has taken place. 36

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Standard and Nonstandard Affordances  Standard affordances Raised-edge button: affords pressing it Slider: affords dragging it Text field: affords typing Blue underlined text: affords clicking  A nonstandard buttons and other control can present an unusual user interface. But is it well designed? Good affordance and feedback? 37

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Affordances Example: Apple GarageBand 38 What controls are there between the red vertical line and the right edge of the tool? Designing Interfaces, 2 nd ed. by Jenifer Tidwell O’Reilly Media, 2011

Computer Science Dept. Spring 2015: March 5 CS 235: User Interface Design © R. Mak Affordances Example, cont’d 39  Assumptions: This application has a lot of functionality. Therefore, each interesting visual feature can be a control. Designing Interfaces, 2 nd ed. by Jenifer Tidwell O’Reilly Media, 2011