CMPUT 301: Lecture 18 Usability Paradigms and Principles Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on.

Slides:



Advertisements
Similar presentations
HCI in the Software Process and Design Rules
Advertisements

Chapter 11 Designing the User Interface
User Interfaces 4 BTECH: IT WIKI PAGE:
A graphical user interface (GUI) is a human-computer interface (i.e., a way for humans to interact with computers) that uses windows, icons and menus.
Interaksi Manusia Komputer – Marcello Singadji. design rules Designing for maximum usability – the goal of interaction design Principles of usability.
Cognitive Aspects (Review) Usability Principles
SECOND MIDTERM REVIEW CS 580 Human Computer Interaction.
Usability paradigms and principles z Designing for maximum usability is the goal of design z History of interactive system design provides paradigms for.
Ch 11 Cognitive Walkthroughs and Heuristic Evaluation Yonglei Tao School of Computing and Info Systems GVSU.
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.
Design Principles. Test High: 89 Average: 67 Median: 71.5 A: B: C: D:
Defining Usability....
CMPUT 301: Lecture 25 Graphic Design Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on previous courses by.
CS147 - Terry Winograd - 1 Lecture 6 – Usability Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford.
Design process & principles
PRINCIPLES THAT SUPPORT USABILITY FLEXIBILITY Presented BY: KONATE MOHAMED LAMINE JOYCE NGANGA EDWINA ODIWANOR.
Graphical User Interface (GUI) Nelson Padua-Perez Chau-Wen Tseng Department of Computer Science University of Maryland, College Park.
Principles to Support Usability - Robustness Group 3 Topic 2 IM2044 Usability Engineering Student ID:
Help and Documentation CSCI324, IACT403, IACT 931, MCS9324 Human Computer Interfaces.
CSCI 102 Intro to IT B Autumn 2002 Introduction to HCI Lecturer Gene Awyzio (02)
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.
CMPUT 301: Lecture 01 Introduction Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on previous courses by.
Chapter 7 design rules.
Usability Inspection of the MD-11 Aircraft Multifunctional Control Display Unit Kheng-wooi Tan and Jennifer M. Riley Mississippi State University.
Spring /6.831 User Interface Design and Implementation1 Lecture 3: Visibility.
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.
The ID process Identifying needs and establishing requirements Developing alternative designs that meet those requirements Building interactive versions.
To be covered:- What is HCI? Goal of HCI HCI - An Interdisciplinary Area Concerns in HCI Interface and interaction design Goals of interaction design Utility,
Gary MarsdenSlide 1University of Cape Town Human-Computer Interaction - 7 Design Guidelines & Standards Gary Marsden ( ) July 2002.
Chapter 7 design rules.
Usability Principles Concepts, Principles, Guidelines.
Object-Oriented Software Engineering Practical Software Development using UML and Java Chapter 7: Focusing on Users and Their Tasks.
CMPUT 301: Lecture 27 Help and Documentation Martin Jagersand Department of Computing Science University of Alberta.
SBD: Interaction Design Chris North cs3724: HCI. Problem scenarios summative evaluation Information scenarios claims about current practice analysis of.
Human Computer Interaction
Design Rules. 2 Contents Design principles Standards and Guidelines Patterns.
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:
Lecture 11 Design Rules Prof. Dr. Sajjad Mohsin. design rules Designing for maximum usability – the goal of interaction design Principles of usability.
Chapter 7 design rules. Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards and.
1 chapter 7 design rules. 2 Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards.
Yonglei Tao School of Computing & Info Systems GVSU Ch 7 Design Guidelines.
Copyright © 2009 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 4: Events Programming with Alice and Java First Edition by John Lewis.
Agenda Using vi Editor Starting vi Session Command / Input Modes
Conceptual Design Dr. Dania Bilal IS588 Spring 2008.
Conceptual Model Design Informing the user what to do Lecture # 10 (a) Gabriel Spitz.
Design Principles – Part 2 of 3 Learnability Principles Flexibility Principles Last revised 9/2010.
Design Principles. Test High: 98 Average: 76 Median: 78 A: (11) B: (12) C: D: < 65.
Fall 2002CS/PSY UI Design Principles Categories  Learnability Support for learning for users of all levels  Flexibility Support for multiple ways.
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.
1 Design Principles – Part 2 of 3 Learnability Principles Flexibility Principles.
HCI Paradigms and underlying Principles Lecture 5.
6. (supplemental) User Interface Design. User Interface Design System users often judge a system by its interface rather than its functionality A poorly.
Chapter 7 design rules. Designing for maximum usability – the goal of interaction design Principles of usability –general understanding Standards and.
Design rules.
Usability paradigms and principles
CS 321: Human-Computer Interaction Design
The Desktop Screen image displayed when a PC starts up A metaphor
design rules قواعد التصميم
Usability paradigms and principles
UI Design Principles Categories
CEN3722 Human Computer Interaction Usability Evaluation
Usability paradigms and principles
Onno Kubbe Design Rule Ontology Onno Kubbe 12/2/2018.
CSE310 Human-Computer Interaction
Chapter 7 design rules.
Chapter 7 design rules.
Chapter 7 design rules.
Chapter 7 design rules.
Presentation transcript:

CMPUT 301: Lecture 18 Usability Paradigms and Principles Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on previous courses by Ken Wong, Eleni Stroulia Zach Dodds, Martin Jagersand

2 Lecture notes: Prepare for lectures by reading chapters in Dix according to the course plan (on the course home page) After the lecture the notes are available in (recently the links to my notes have been overwritten from the main page. The main page is in an account the I don’t have access to)

3 Usability Principles Three main categories: –learnability –ease for new users to begin effective interaction and achieve maximal performance –flexibility –multiplicity of ways for the user and system to exchange information –robustness –level of support provided to the user for assessing achievement

4 Learnability Principles affecting learnability: –synthesizability –Access how past operations affect state –predictability – Predict effects of future observations –Familiarity –Affordance, real world metaphor –Generalizability –Consistency –Similar situations -> similar interaction patterns

5 Learnability Synthesizability: –the user can form a mental model of the behavior of the system –important for the user to predict system behavior

6 Learnability Honesty: –related to synthesizability –the user interface provides an observable and informative account of a change in the system state (immediately or eventually) –e.g., file management (direct manipulation versus command line)

7 Learnability Predictability: –avoid surprises (unless you are designing a game) –the user can learn the effect of an action based on what has already happened –user-centered concept, since computers are largely deterministic

8 Learnability Useful heuristics in design: 1.Operation visibility: –related to predictability –the user can discover what operations can be done 2.State dependence Difficult for user to anticipate effects of an operation if it depends on an invisible state Example vi editor: edit or command mode

9 Learnability Familiarity: –the user can exploit existing knowledge in one domain for effective interaction with a new system –metaphors or guessability –e.g., typewriter and word processors –affordances –i.e., appearances suggest behavior –e.g., stop/play buttons

10 Learnability Generalizability: –the user can extend their knowledge of specific behaviors to similar, unencountered situations –e.g., drawing squares and circles –e.g., cut and paste, drag and drop

11 Learnability Consistency: –the likeness in behavior from similar situations –many forms of consistency –within the product –with earlier versions –with standards –with metaphors –with user expectations

12 Flexibility Principles affecting flexibility: –dialog initiative –multi-threading –multi-modality –task migratability –substitutivity –representation multiplicity –equal opportunity –customizability

13 Flexibility Dialog initiative: –system preemptive –system initiates dialog –user responds to requests for information –e.g., alert dialog –user preemptive –user initiates dialog –system responds –more flexible –need to balance both forms of initiative

14 Flexibility Multi-threading (and multi-tasking): –support user interaction pertaining to more than one task at a time –interleaved –direct interaction with a single task at a time –e.g., using multiple windows for overlapping tasks –concurrent –interaction among tasks is “simultaneous” –e.g., working in one window while beep goes off for new in another window

15 Flexibility Multi-modality: –related to multi-threading –the user interface combines channels of communication for input or output –separate –e.g., mouse, keyboard, or speech input to open a window –fused –e.g., mouse + keyboard –e.g., visual error warning with sound

16 Flexibility Task migratability: –the ability to transfer control for executing tasks between the system and the user –manual, semi-automatic, automatic –e.g., spellchecking

17 Flexibility Substitutivity: –allowing equivalent values of input and output to be substituted for each other –e.g., using arithmetic expressions in numeric fields

18 Flexibility Representation multiplicity: –related to substitutivity –providing many ways to render the system state –e.g., graphic image and levels

19 Flexibility Equal opportunity: –related to substitutivity –blurring the distinction between input and output –use output as input –e.g., dimensioned lines, spreadsheets, math equations

20 Flexibility Customizability: –allowing the user interface to be modified by the user or the system –adaptability –user initiated –e.g., write scripts, change looks, etc. –adaptivity –system initiated adjustments (based on its knowledge from observing the user) –e.g., record scripts, etc.

21 Robustness Principles affecting robustness: –observability –browsability –defaults –reachability –persistence –recoverability –commensurate effort –task conformance –responsiveness

22 Robustness Observability: –the user can evaluate the system internal state through its perceivable interface representation –four related principles …

23 Robustness Browsability: –related to observability –the user can explore the current internal system state via the limited view provided at the interface –browsing has no side-effects on the state

24 Robustness Defaults: –related to observability –the user is assisted by default values that suggest an appropriate response –recognition versus recall of what is right –static –defaults do not evolve during the session –dynamic –defaults do evolve (i.e., the system adapts)

25 Robustness Reachability: –related to observability –the user can navigate through the observable system states

26 Robustness Persistence: –related to observability –the duration of the effect of a communication and the ability of the user to exploit that effect –versus transient –e.g., visual versus audio information

27 Robustness Recoverability: –the user can take some corrective action after recognizing an error has occurred –forward error recovery –effect cannot be revoked –fix effect somehow or start over –backward error recovery –effect can be undone

28 Robustness Commensurate effort: –if it is difficult to undo a given effect on the state, then it should have been difficult to do in the first place –e.g., deleting files

29 Robustness Task conformance: –the system supports all the tasks of interest in a way the user understands –requires task analysis

30 Robustness Responsiveness: –the rate of communication between the system and the user –in general, the shorter, the better

31 End What did I learn today? What questions do I still have?