Characteristics of Good Human- Computer Dialogues Howell Istance.

Slides:



Advertisements
Similar presentations
Interaction Techniques Level 2 Prepared by: RHR First Prepared on: Nov 23, 2006 Last Modified on: Quality checked by: MOH Copyright 2004 Asia Pacific Institute.
Advertisements

What do these things have in common? a mouse a touch screen a program on your Mac or PC that includes a trashcan, icons of disk drives, and folders pull-down.
DBSYSTEMS 1 of 23 Chapter 6 DB System Development: Forms and Reports 1 Based on G. Post, DBMS: Designing & Building Business Applications University of.
© De Montfort University, Characteristics of Good Dialogues Howell Istance Department of Computer Science De Montfort University.
User Interface Design Lecture #4 Part-B.
COMP 3715 Spring 05. Computer Interface Interaction between human and computer Has to deal with two things  User’s mental model Different user has different.
Tailoring Needs Chapter 3. Contents This presentation covers the following: – Design considerations for tailored data-entry screens – Design considerations.
Ch 11 Cognitive Walkthroughs and Heuristic Evaluation Yonglei Tao School of Computing and Info Systems GVSU.
Dialog Styles. The Five Primary Styles of Interaction 4 Menu selection 4 Form fill-in 4 Command language 4 Natural language 4 Direct manipulation.
Human Computer Interface. HCI and Designing the User Interface The user interface is a critical part of an information system -- it is what the users.
Dialog Styles. The Six Primary Styles of Interaction n Q & A n Menu selection n Form fill-in n Command language n Natural language n Direct manipulation.
Part 4: Evaluation Days 25, 27, 29, 31 Chapter 20: Why evaluate? Chapter 21: Deciding on what to evaluate: the strategy Chapter 22: Planning who, what,
7M701 1 User Interface Design Sommerville, Ian (2001) Software Engineering, 6 th edition: Chapter 15
Lecture 7 Date: 23rd February
CMPUT 301: Lecture 25 Graphic Design Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on previous courses by.
Ch 7 & 8 Interaction Styles page 1 CS 368 Designing the Interaction Interaction Design The look and feel (appearance and behavior) of interaction objects.
Today’s class Group Presentation More about principles, guidelines, style guides and standards In-class exercises More about usability Norman’s model of.
Process of Interaction Design
Interaction Styles Interface Widgets. What are Interaction Styles?  A Collection of interface objects and associated techniques from which an interaction.
Help and Documentation CSCI324, IACT403, IACT 931, MCS9324 Human Computer Interfaces.
Principles and Methods
User Interface Design Users should not have to adapt to a piece of software; the software should be designed to fit the user.
User interface design Designing effective interfaces for software systems Objectives To suggest some general design principles for user interface design.
Copyright 2006 Prentice-Hall, Inc. Essentials of Systems Analysis and Design Third Edition Joseph S. Valacich Joey F. George Jeffrey A. Hoffer Chapter.
© 2005 by Prentice Hall Chapter 3c Designing Interfaces and Dialogues.
Dialogue Styles.
1 User Interface Design CIS 375 Bruce R. Maxim UM-Dearborn.
User Interface Evaluation CIS 376 Bruce R. Maxim UM-Dearborn.
User interface design.
User Interface Design Chapter 11. Objectives  Understand several fundamental user interface (UI) design principles.  Understand the process of UI design.
Chapter 12 Designing Interfaces and Dialogues
Systems Analysis and Design in a Changing World, 6th Edition
1 ISE 412 Human-Computer Interaction Design process Task and User Characteristics Guidelines Evaluation.
Chapter 11: Interaction Styles. Interaction Styles Introduction: Interaction styles are primarily different ways in which a user and computer system can.
Systems Analysis and Design in a Changing World, 6th Edition
Process of Interaction Design. Overview What is Interaction Design? —Four basic activities —Three key characteristics Some practical issues —Who are the.
1 Human-Computer Interaction  Design process  Task and User Characteristics  Guidelines  Evaluation.
11.10 Human Computer Interface www. ICT-Teacher.com.
User interface design. Recap OOD is an approach to design so that design components have their own private state and operations Objects should have constructor.
CSC 480 Software Engineering Lecture 19 Nov 11, 2002.
©RavichandranUser interface Slide 1 User interface design.
Nielsen’s Ten Usability Heuristics
10 Usability Heuristics for User Interface Design.
Multimedia Specification Design and Production 2012 / Semester 1 / week 5 Lecturer: Dr. Nikos Gazepidis
Click to edit Master subtitle style USABILITY and USER INTERFACE DESIGN Application.
Designing Interface Components. Components Navigation components - the user uses these components to give instructions. Input – Components that are used.
Basic Computer and Word Functions, part 1 Read the information and use to answer the questions in the Basic Computer and Word Functions Study Guide.
SEG3120 User Interfaces Design and Implementation
Design Rules-Part B Standards and Guidelines
Key Applications Module Lesson 21 — Access Essentials
Why do we need good user interfaces?. Goals of User Interfaces Usable – how much effort to do a task? – example: often-used buttons easier to find – example:
Software Architecture
Evaluating a UI Design Expert inspection methods Cognitive Walkthrough
Developed by Tim Bell Department of Computer Science and Software Engineering University of Canterbury Human Computer Interaction.
INTERFACE COMPOSITION GAME DESIGN. OBJECTIVES After this lesson, students will be able to: Identify the Eight Golden Rules of Human-Computer Interface.
Heuristic Evaluation Short tutorial to heuristic evaluation
Human Factors Issues Chapter 8. What is Human Factors? Application of the scientific knowledge of human capabilities and limitations to the design of.
Yonglei Tao School of Computing & Info Systems GVSU Ch 7 Design Guidelines.
Human-Computer Interaction Design process Task and User Characteristics Guidelines Evaluation ISE
Basic Elements.  Design is the process of collecting ideas, and aesthetically arranging and implementing them, guided by certain principles for a specific.
IT323 - Software Engineering 2 1 Tutorial 3.  Suggest ways in which the user interface to an e-commerce system such as an online stores might be adapted.
A disciplined approach to analyzing malfunctions –Provides feedback into the redesign process 1.Play protocol, searching for malfunctions 2.Answer four.
© 2016 Cognizant. © 2016 Cognizant Introduction PREREQUISITES SCOPE Heuristic evaluation is a discount usability engineering method for quick, cheap,
6. (supplemental) User Interface Design. User Interface Design System users often judge a system by its interface rather than its functionality A poorly.
Ten Usability Heuristics These are ten general principles for user interface design. They are called "heuristics" because they are more in the nature of.
Chapter 2 Hix & Hartson Guidelines.
Human-Computer Interaction
Software Engineering D7025E
Proper functionality Good human computer interface Easy to maintain
CHAPTER 2: Guidelines, Principles, and Theories
Presentation transcript:

Characteristics of Good Human- Computer Dialogues Howell Istance

Overview n Types of dialogues n Message passing in dialogues n Initiative in dialogues n Characteristics of “Good Dialogues” u Consistency u Support u Feedback u Minimal input u Flexibility

Types of Dialogues n Message passing model Dialogue is viewed as an exchange of messages of different types between the human and the computer, rather like a human-human dialogue. n Object-oriented model Dialogue allows the user to manipulate objects represented in the computer, and the computer responds by showing the current state of the objects. F interface objects - windows, buttons etc. F application objects - paragraph, appointment, customer order etc.

Message passing in dialogues SYSTEMSYSTEM Input Output control data prompt data status error help

Message passing in dialogues n Inputcontroluser directs way in which dialogue will proceed datadata supplied by user n Outputpromptrequest for user input datadata from application following user request statusacknowledgment that something has happened errorprocessing cannot continue helpadditional information to user

Messages in human- human dialogue (long period of phone ringing....) British Rail enquiries. Can I help you? Yes, I want to check an arrival time please. For which train sir? The from Leicester to London. On which day? Saturday. There is no on Saturdays. Oh. When are the trains on Saturday? There’s the 14.30, the and the How about the 14.30? That gets in at

Messages in human- human dialogue (status) (prompt) (input control) (prompt) (input data) (prompt) (input data) (error) (input control) (help) (input data) (output data) (long period of phone ringing....) British Rail enquiries. Can I help you? Yes, I want to check an arrival time please. For which train sir? The from Leicester to London. On which day? Saturday. There is no on Saturdays. Oh. When are the trains on Saturday? There’s the 14.30, the and the How about the 14.30? That gets in at

Initiative and dialogue styles n Computer initiates dialogue u Question and answer (interview analogy) u Menu (menu analogy) u Hypertext or embedded icons (can be seen as a type of menu) u Form fill (paper form analogy ) n User initiates dialogue u Command (parade ground analogy) n Mixed mode dialogues u Very common situation u Uses several of the above styles e.g. form-fill dialogues with scrollable menus to provide input

Characteristics of good dialogues n Consistency n Appropriate User Support u navigation information u instructions u error messages u provision of help n Adequate feedback from system n Minimal user input n Flexibility n Good visual appearance n Close match to tasks of user

Characteristics of good dialogues n Consistency n Appropriate User Support u navigation information u instructions u error messages u provision of help n Adequate feedback from system n Minimal user input n Flexibility n Good visual appearance n Close match to tasks of user General

Characteristics of good dialogues n Consistency n Appropriate User Support u navigation information u instructions u error messages u provision of help n Adequate feedback from system n Minimal user input n Flexibility n Good visual appearance n Close match to tasks of user General Application specific

Consistency n what is about car design which lets people transfer driving skills between different makes of car? n keeping key design features consistent (type of steering control, arrangement of pedals, operation of gears) n still permits individual styling of cars n consistency doesn't mean all cars look the same n list 4 features associated with the 'drivability' of graphical interfaces

Consistency n Commands u usage of command names u standard key bindings e.g. ESC always cancels previous command F1 always displays help screen u syntax n Format for data entry n Layout u consistent use of screen areas so the user knows where to look for instructions, error messages and status information. n Information coding u colour u highlighting

Screen from Currency Trading Information System

Another Screen from Same Currency Trading Information System

Consistency n Inconsistency is reduced by: u definition of and adherence to agreed style and standards u use of software structures which encourage global definition of interface characteristics

Appropriate user support n HELP messages u important to recognise different types of help; u should be available when required and context-specific; u can the user get help about what responses are possible at a given point in a dialogue. n ERROR messages u should explain what is wrong and what corrective action is required; u should use ‘jargon’ familiar to the user; u often this support is poorly designed in terms of what information is given to the user.

Feedback from the system n Every action the user makes should produce a perceptible response. n Response time for feedback should be appropriate to the type of user action: u e.g. response to keystroke - instantaneous; response to command input - may take longer. n Current object should be highlighted: u window; u icon or graphic object. n Provide ‘system busy’ feedback if time will exceed a few seconds or is unpredictable.

Feedback from the system n Provide indication of how many transactions remain, for example as a bar chart or as a percentage. n The intention is to reduce user uncertainty that the system has: u received the last input, u is currently doing something about it, u or is waiting for the next input.

Minimal user input n Balance between number of keystrokes or mouse movements/clicks and memory load. n Reducing keying errors increases speed of data entry. n Allow selection from a list rather than typing in a value (recognise rather than recall). n Edit a command that has produced an error rather than retyping the command. n Do not request input of information which can be derived automatically or which has been entered previously. n Use default values.

Flexibility n Measure of how well a dialogue can cater for different levels of user skill. n Provide alternative means of achieving the same goal which match different models of how the interface works. u e.g. word selection: cursor to start of word and double click, click and drag, click and shift-click. u e.g. word deletion: word highlighted and Control +X key, select ‘Cut’ menu option, backspace.

Flexibility n Adapt to the skill level of the user by: u providing accelerators: allow user to answer ahead, provide key bindings for menu options; u providing macro facility; u accepting abbreviations for command words; u accepting synonyms (alternative names); u allowing user to choose level of instructions or help.

Heuristics (after Shneiderman) n strive for consistency n enable frequent users to use shortcuts n offer informative feedback n design dialogues to yield closure n offer simple error handling n permit easy reversal of actions n support internal locus of control n reduce short term memory load

Heuristics (after Neilsen) n use simple and natural dialogue n speak the users language n minimize user memory load n be consistent n provide feedback n provide clearly marked exits n provide shortcuts n provide good error messages n prevent errors

Windows Interface Guidelines n directness n user in control n consistency n forgiveness n feedback n aesthetics n simplicity set of general principles for interface design in Microsoft's software development documentation

Directness (after Microsoft) n allow users to directly manipulate software representations of information. n users should see how the actions they take affect the objects on the screen. n Visibility of information and choices also reduce the user's mental workload. n Users can recognize a command easier than they can recall its syntax.

User in control (after Microsoft) n user initiates actions, not the computer or software n use techniques to automate tasks, but implement them in a way that allows the user to chose or control the automation. n users must be able to personalize aspects of the interface, such as color, fonts, or other options

Consistency (after Microsoft) n allows users to transfer existing knowledge to new tasks and focus more on tasks because they need not spend time trying to remember the differences in interaction. n makes the interface familiar and predictable. by providing a sense of stability n important through all aspects of the interface, names of commands, visual presentation of information, and operational behavior.

Forgiveness (after Microsoft) n Users like to explore an interface and often learn by trial and error. n An effective interface allows for interactive discovery. n It provides only appropriate sets of choices and warns users about potential situations where they may damage the system or data, or better, makes actions reversible or recoverable.

Feedback (after Microsoft) n Always provide feedback for a user's actions. n Visual, and sometimes audio, cues should be presented with every user interaction to confirm that the software is responding to the user's input and to communicate details that distinguish the nature of the action.

Aesthetics (after Microsoft) n visual design is an important part of a software's interface. n important to remember that every visual element that appears on the screen potentially competes for the user's attention. n Provide a pleasant environment that clearly contributes to the user's understanding of the information presented.

Simplicity (after Microsoft) n An interface should be simple (not simplistic), easy to learn, and easy to use. n It must also provide access to all functionality provided by an application. n Maximizing functionality and maintaining simplicity work against each other in the interface. n An effective design balances these objectives.

Summary n Human-computer dialogues can be viewed as an exchange of messages or the user changing the state of application objects. n Dialogues can be designed to assist the user through: u Consistency u Support u Feedback u Minimal input u Flexibility n Several similar lists of good design principles

For next week.... n Make sure you have read Preece, Chapter 13.