Mål for kurset Lære å designe brukervennlige grensesnitt Utvikle en bedre forståelse for hvordan mennesker tenker og oppfatter. Lære metoder for å lage.

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Presentation transcript:

Mål for kurset Lære å designe brukervennlige grensesnitt Utvikle en bedre forståelse for hvordan mennesker tenker og oppfatter. Lære metoder for å lage behovsanalyser og evaluere brukergrensesnitt. Identifisere egenskaper som vil gjøre grensesnitt enklere å bruke. Identifisere potensielle problemområder i et grensesnitt.

Repetisjon Brukersentret design –Designe for brukeren –Designe for menneskelige muligheter og begrensninger Mennesker er tilpassningsdyktige, men …

Designe for menneskelig bruk Må vurdere hele systemet Menneskene –Muligheter og begrensninger –Kunnskap, forventninger, kultur Systemet/maskinene –Interaktivitet, informasjon Oppgaven –Hva er brukerens mål Omgivelsene

Analysere brukerens behov ut fra flere aspekter Mål for brukervennlighet –Produktivt, effektivt, sikkert, funksjonelt. Lett å lære, lett å huske. Mål for brukererfaring –Tilfredsstillende, morsomt, underholdende, motiverende, hjelpsomt, kreativt …

Usability goals Effective to use Efficient to use Safe to use Have good utility Easy to learn Easy to remember how to use

Activity on usability How long should it take and how long does it actually take to: –use a VCR to play a video? –use a VCR to pre-record two programs? –use an authoring tool to create a website?

User experience goals –Satisfying- rewarding –Fun- support creativity –Enjoyable- emotionally fulfilling –Entertaining…and more –Helpful –Motivating –Aesthetically pleasing –Motivating

Usability and user experience goals How do usability goals differ from user experience goals? Are there trade-offs between the two kinds of goals? –e.g. can a product be both fun and safe? How easy is it to measure usability versus user experience goals?

Design principles Generalizable abstractions for thinking about different aspects of design The 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

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:

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

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”

Constraints Restricting the possible actions that can be performed Helps prevent user from selecting incorrect options Three main types (Norman, 1999) –physical –cultural –logical

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?

Logical constraints Exploits people’s everyday common sense reasoning about the way the world works An example is they logical relationship between physical layout of a device and the way it works as the next slide illustrates

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:

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:

Cultural constraints Learned arbitrary conventions like red triangles for warning Can be universal or culturally specific

Which are universal and which are culturally-specific?

Mapping Relationship between controls and their movements and the results in the world Why is this a poor mapping of control buttons?

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

Activity on mappings –Which controls go with which rings (burners)? ABCD

Why is this a better design?

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

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

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

Keypad numbers layout A case of external inconsistency (a) phones, remote controls(b) calculators, computer keypads

Affordance The affordances of the environment is what it offers the animal, what it provides or furnishes, either for good or ill. (Gibson, 1986) Egenskaper ved objekter som signaliserer hva det kan brukes til, og som påvirker bruken.

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 popularised in interaction design to discuss how to design interface objects –e.g. scrollbars to afford moving up and down, icons to afford clicking on

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

Activity –Physical affordances: How do the following physical objects afford? Are they obvious?

Activity –Virtual affordances How do the following screen objects afford? What if you were a novice user? Would you know what to do with them?

Usability principles Similar to design principles, except more prescriptive Used mainly as the basis for evaluating systems Provide a framework for heuristic evaluation

Usability principles (Nielsen 2001) Visibility of system status Match between system and the real world User control and freedom Consistency and standards Help users recognize, diagnose and recover from errors Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help and documentation

Krug on web-usability First law: Don’t make me think Fact 1: We don’t read pages we scan them Fact 2:We don’t make optimal choices. We satisfice. Fact 3:We don’t figure out how things work. We muddle through.

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!

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

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