Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition.

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Presentation transcript:

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley The Resonant Interface HCI Foundations for Interaction Design First Edition by Steven Heim Chapter 6: Design Principles

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-2 Chapter 6 Design Principles Principles of Interaction Design Comprehensibility Learnability Effectiveness/Usefulness Efficiency/Usability Grouping Stimulus Intensity Proportion Screen Complexity Resolution/Closure Usability Goals

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-3 Principles of Interaction Design How do we create elegant solutions to complex interaction problems? How do interaction designers succeed at creating great designs that are powerful and aesthetically appealing?

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-4 Principles of Interaction Design

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-5 Principles of Interaction Design Design principles can be used to guide design decisions Design principles do not prescribe specific outcomes; they function within the context of a particular design project. Design principles guide interaction designers and help them make decisions that are based on established criteria

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-6 Framework for Design Principles The framework has the following components: Usability Goals –There are two main usability goals in the framework; comprehensibility and learnability. Design Principle Categories –The framework also divides the design principles into two main groups; efficiency principles and effectiveness principles. Format to Describe Design Principles –The framework uses the format “serves the principle of … which promotes …” to describe the different principles. –Familiarity serves the principle of memorability, which promotes usability.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-7 Framework for Design Principles Functionality - The system must have adequate functionality for a particular task. Presentation Filter - The functionality must be made accessible through the presentation filter (interface).

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-8 Framework for Design Principles Comprehensibility Barrier - If the presentation is comprehensible, the comprehensibility barrier will be superseded. This depends on the degree of efficiency/usability in the interface design. Learnability Barrier – If the interface is comprehensible it will be learnable, there is a direct relationship. Effectiveness/Usefulness - If the user can learn the interface he can take advantage of the functionality and the interface will, therefore, be useful.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-9 Comprehensibilty An interface design that is easy to comprehend will be efficient and effective If a user does not understand the interface it will be useless A design’s comprehensibility is highly dependent on the way in which the interface communicates its functionality to the user

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-10 Learnabilty An interface with high usability will be easier to learn The learnability of a design is based on comprehensibility: if you can’t understand it, you can’t learn it

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-11 Comprehensibility Learnabilty Learnability and comprehensibility are recursive: we start with comprehensibility which affects learnability, which will in turn increase comprehensibility. Comprehensibility/Learnability Feedback Loop

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Principles of Interaction Design Effectiveness/Usefulness –Utility –Safety –Flexibility –Stability Efficiency/Usability –Simplicity –Memorability –Predictability –Visibility 1-12

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Design Principle Categories Effectiveness/Usefulness Effectiveness describes the usefulness of a design The effectiveness goal stipulates that a design must fulfill the user’s needs by affording the required functionality 1-13

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Effectiveness/Usefulness Utility - The principle of utility relates to what the user can do with the system –In other words: To what degree does this actually help the user? How much functionality does it provide? Safety - If a design has a high degree of safety, it will prove more useful than a design that involves a high degree of risk. (crashing, precariously placed buttons) –For example, if a delete button was located in immediate proximity to a save button –Recovery - can be implemented in interaction designs by incorporating appropriate undo functionality and robust error recovery routines. A computer shall not harm your work or, through inaction, allow your work to come to harm. (Raskin, 2000) 1-14

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Effectiveness/Usefulness Safety Example –Document Recovery in Word

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Effectiveness/Usefulness Safety Example (continued) –Poor Button placement 1-16

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Effectiveness/Usefulness Flexibility - A tool that is flexible can be used in multiple environments and may address diverse needs –Customization - A tool would have greater flexibility if people were able to customize the interface according to their personal preferences –Example: Adobe Photoshop, used for all kinds of projects, and allows a wide range of customizations to make it as suited to the user as possible. Stability - A stable system is a robust system. –A system that functions consistently well will be more useful than a system that crashes frequently 1-17

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Effectiveness/Usefulness Flexibility Example –Workspace features in Adobe Photoshop CS5 1-18

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Efficiency describes the usability of a design The efficiency goal stipulates that a design should enable a user to accomplish tasks in the easiest and quickest way possible without having to do overly complex or extraneous procedures. In other words, given its functionality, how easy/quick is it to do what you want it to do? A computer shall not waste your time or require you to do more work than is strictly necessary. (Raskin, 2000) 1-19

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Simplicity - If things are simple they will be easy to understand and, therefore, easy to learn and remember. –80/20 Rule - The 80/20 rule implies that 80% of an application’s usage involves 20% of its functionality –Satisficing - Combines the conflicting needs of finding the optimal solution that satisfies all the requirements and the need to settle on a solution that will be sufficient to proceed with the design –Finding the best solution that is reasonably attainable 1-20

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability 80/20 Rule Example –Windows 7 –Most operations are moving files, navigating folders, starting, closing, and switching between various programs 1-21

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Simplicity –Progressive Disclosure - Show the user only what is necessary –Microsoft Word 2003 Find and Replace 1-22

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Simplicity (continued) –Constraints - Involves limiting the actions that can be performed in a particular design Controls the design’s simplicity Physical Constraints –Paths - constrain movement to a designated location and direction –Scrollbars, Sliders –Axes - constrain the user’s movement to rotation around an axis –Trackball –Barriers -provide spatial constraints that can confine the user’s movement to the appropriate areas of the interface –The bounds of the computer screen 1-23

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Constraints Example –A graphic equalizer built with jQuery UI 1-24

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Simplicity (continued) Psychological Constraints –Conventions - exploit learned behavior to influence a user’s actions –File Menu, Edit menu –Mapping - can influence the way in which people perceive relationships between controls and effects –Ribbon bar in Microsoft Office –Symbols - can influence the way in which we interact with an interface by defining meaning and constraining our possible interpretations of interface elements –Shopping cart icon 1-25

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Mapping Example –Microsoft Word 2010 Ribbon Interface 1-26

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Memorability - Interfaces that have high memorability will be easier to learn and use –Many different parameters affect memorability: Location –Where you’re used to seeing certain things Logical Grouping –Similar things grouped together Conventions –Things you’re used to that are accepted Redundancy –Similar user interface elements even though tasks might be different 1-27

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Predictability - Predictability involves a person’s expectations and his ability to determine the results of his actions ahead of time. When you click a B on a toolbar in a text editor, you expect the text to become bold Consistency-Correctness –Consistency reinforces our associations and, therefore, increases our ability to remember and predict outcomes and processes. –Before we strive to be consistent, we must make sure we are correct –Don’t decide to make the B button do something else 1-28

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability UI Consistency Failure Adobe CS4 (Dreamweaver, InDesign,Fireworks) on OSX 1-29

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Predictability (continued) –Conventions: allow us to use our intuitions –If you see a floppy icon, you usually assume its to save whatever you’re working on –Familiarity: familiar menu names and options help users locate objects and functions more easily –File/Edit menu’s, address bar in a browser –Location, Location, Location: Not all areas on the screen are created equal –Top of screen usually reserved for menu’s and functions 1-30

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability UI Convention Example –Notifications in iOS and Android 1-31

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Predictability (continued) –Modes: Modes create instability in mental models because they change the way objects function –The shift button on a keyboard changes the input mode –Text mode in Photoshop –Equation editor mode in Word 1-32

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Visibility - The principle of visibility involves making the user aware of the system’s components and processes, including all possible functionality and feedback from user actions. Show everything at once, and the result is chaos. Don’t show everything, and then stuff gets lost. (Norman, 1998, 74) 1-33

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability –Overload: Following the principle of visibility without also applying progressive disclosure can lead to visual overload –Imagine if all of Words functionality were on the first ribbon –Feedback: Direct Manipulation interfaces provide immediate visual feedback about user actions. It is the task of the interaction designer to decide what form that feedback takes –Clicking a button usually simulates pushing a button in real life, letting the user know the application has acknowledged their selection The principles of progressive disclosure and simplicity should be used in conjunction with the principle of visibility to avoid overload 1-34

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Overload Example 1-35

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Feedback Example Button feedback for normal, hover and clicked states 1-36

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Visibility (continued) –Recognition/Recall: The principle of visibility is based on the fact that we are better at recognition than we are at recall –Recognizing is better than remembering –Orientation: People need to be able to orient themselves, especially in complex information spaces –Title bars and headers in a web page 1-37

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Recognition / Recall Failure Bad website design courtesy of Saturn 1-38

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Efficiency/Usability Orientation Failure Where am I? (Zune Journey) 1-39

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Grouping Gestalt Principles of Perception :-)

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-41 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

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-42 Gestalt Principles of Perception Figure-Ground: Basic premise –We perceive our environment by differentiating between objects and their backgrounds The Rubin Face/Vase Illusion Mac Logo

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-43 Gestalt Principles of Perception The Gestalt Principles of Perception: –Proximity –Similarity –Common Fate –Closure –Good Continuity –Area –Symmetry –Surroundedness –Prägnanz

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-44 Gestalt Principles of Perception Proximity Principle – Objects that are close to each other will be seen as belonging together Equidistant Horizontal Proximity Vertical Proximity

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-45 Gestalt Principles of Perception Proximity - Adobe PhotoShop Preferences Dialog

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-46 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

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-47 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

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-48 Gestalt Principles of Perception Common Fate Principle – Objects that move together are seen as related Unaligned Drop-Down Menus Aligned Drop-Down Menus

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-49 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 ][ ][][ [] [] [] [

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Gestalt Principles of Perception Closure Principle

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-51 Gestalt Principles of Perception Good Continuity Principle – We tend to see things as smooth, continuous representations rather than abrupt changes

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Good Continuity Principle

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Good Continuity Principle

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-54 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)

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-55 Gestalt Principles of Perception Symmetry Principle – Symmetrical areas tend to be seen as complete figures that form around their middle TranslationReflection Rotation

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-56 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

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-57 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

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Gestalt Principles of Perception

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-59 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

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-60 Other Principles of Perception – Proportion Proportion can be used to represent logical hierarchies Heading Level 1 Heading Level 2 Heading Level 3 Heading Level 4 Heading Level 5 Heading Level 6

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-61 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 0.618

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-62 Other Principles of Perception – Proportion Examples of the Golden Ratio

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-63 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 phi. 11, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, …

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Other Principles of Perception – Proportion Golden Spiral - A log spiral whose growth factor is relative to the golden ratio. –Gets wider by a factor phi every quarter turn. 1-64

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Other Principles of Perception – Proportion Golden Triangle – The ratio of the longest side to the smallest side is phi Golden Ratio Video

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-66 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)

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-67 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)

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-68 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)

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-69 Other Principles of Perception - Screen Complexity

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-70 Other Principles of Perception - Screen Complexity Redesigned screen

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Simplified formula by Galitz (2002): 1.Count the number of elements on the screen 2.Count the number of horizontal (column) alignment points. 3.Count the number of vertical (row) alignment points Other Principles of Perception - Screen Complexity

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-72 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

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-73 Other Principles of Perception - Screen Complexity Usability –Usability is defined in terms of: Effectiveness (Understandable) Learnability (Easy to Learn) Attitude (Appearance)

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Complexity Guidelines –Optimize the number of elements on a screen within the limits of clarity and utility. –Minimize the alignment points. Use grid structures Other Principles of Perception - Screen Complexity

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-75 Other Principles of Perception - Screen Complexity 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.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-76 Other Principles of Perception - Resolution/Closure Resolution/Closure - Relates to the perceived completion of a user’s tasks. –When the user’s objective is satisfied, he or she will consider the task complete and move on to the next goal –Can lead to problems like with ATM machines

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-77 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.

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-78 Usability Goals – Principles - Guidelines Project Guideline— All dialogue boxes should present only the basic functions that are most often used and that other, less used functions can be accessed using an expandable dialogue with a link for “More Options.”

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Videos Golden Ratio – 1-79