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2. Guidelines, Principles and Theories

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1 2. Guidelines, Principles and Theories

2 Guidelines: Low-level focused advice about good practices and cautions against dangers.
Principles: Mid-level strategies or rules to analyze and compare design alternatives. Theories: High-level widely applicable frameworks to draw on during design and evaluation, as well as to support communication and teaching.

3 A Rule externally compels you, through force, threat or punishment, to do the things someone else has deemed good or right. People follow or break rules. A principle internally motivates you to do the things that seem good and right. People develop principles by living with people with principles and seeing the real benefits of such a life. A guideline is the information intended to advise people on how something should be done Theories - A set of statements or principles devised to explain a group of facts or phenomena, a statement or procedure by which to determine a course of action Eg: guidelines for the completion of tax returns.

4 Guidelines Narrowly focused promote consistency among multiple designers in terminology usage, appearance, and action sequences Critics Too specific, incomplete, hard to apply, and sometimes wrong

5 1. Navigating the interface
Difficult for many users- rules will be helpful (+ve / -ve) National Cancer Institute’s guidelines Standardize task sequences- users perform tasks in same sequence & manner across similar conditions Ensure that embedded links are descriptive Use unique and descriptive headings Use check boxes for binary choices Develop pages that will print properly Use thumbnail images to preview larger images

6 2. Organizing the display
Smith and Mosier (1986) offer five high-level goals – data display Consistency of data display color, format, abbreviation, capitalization, similar delimiters 2) Efficient information assimilation by the user format –familiar, related to the task Rules- left justification for alphanumeric data, right justification of integers, proper spacing

7 3) Minimal memory load on the user
Minimal steps to complete the task 4) Compatibility of data display with data entry 5) Flexibility for user control of data display Order of columns, sorting of rows – must be changeable by users

8 3. Getting the user’s attention
Intensity – popups small window Marking – underline, box, arrow, *, +, X Size – up to 4 levels Choice of fonts – up to 3 fonts Inverse video – inverse coloring Blinking – blinking color display Color – up to 4 colors Audio – soft tone, hard tone

9 4. Facilitate data entry Data entry- time consuming, frustrating, dangerous errors Consistency of data entry transactions Minimal input actions by user menu, single keystroke / typing, redundancy must be avoided 3) Minimal memory load on the user – lengthy list of codes 4) Compatibility of data entry with data display 5) Flexibility for user control of data entry Air traffic control environment

10 Principles more fundamental, widely applicable, Need more clarification Determine user’s skill levels Learning about the users – simple & difficult Never ending – users keep changing User age, gender, education, culture, personality etc Some users may prefer – tables, graphs, words Novice/first time users Knowledgeable intermittent users Expert frequent users

11 3. Choose an interaction style
2. Identify the tasks After knowing users, developers must identify the tasks to be carried out Decomposition of high level tasks Example: Word Processor Frequent actions - arrow keys, insert, delete Less Frequent actions –single letter plus Ctrl key 3. Choose an interaction style Direct manipulation Menu selection Form fill-in Command language Natural language

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13 4. The 8 Golden Rules of Interface Design
Strive for consistency – color, layout, capitalization, font Cater to universal usability Offer informative feedback- for every user action Design dialogs to yield closure- actions must be organized into groups Prevent errors – design should be such that users don’t do serious errors Permit easy reversal of actions- relieves anxiety, explore unfamiliar options Keep users in control – users don’t want surprises and changes Reduce short-term memory load – avoid interfaces in which users need to remember data

14 5. Prevent errors A way to reduce loss in productivity due to errors – improve error messages - specific, positive in tone, and constructive Correct actions Gray out inappropriate actions Selection rather than freestyle typing – date from calendar Automatic command completion – visual basic-fewletters Complete sequences Single switch – turn on signal lights on L/R of the car Single command – to change style of all the titles

15 6. Automation and human control
Reduces the potential for errors & user’s workload An automate system Pilot 1 – request clearance for an emergency landing- failed engine Pilot 2 – reports a passenger with chest pain In such cases need human judgement to decide which plane should land first Air traffic control Design must “Improve system performance, without reducing human involvement”

16 Theories Principles are used to develop theories Some theories are Descriptive - description of the behavior, event, or object Explanatory -why and how a thing works , explanation of why a phenomenon is the way it is Prescriptive – gives directions or rules as to how something should work or be carried out. Predictive – compare designs wrt execution time, error rates , predict outcomes based on the changing values of component variables.

17 To Guide practice (Prescriptive)
To explain phenomena (Explanatory) To predict outcome (Predictive) To Enlighten understanding (Descriptive)

18 Taxonomy (explanatory theory)
Order on a complex set of phenomena Facilitate useful comparisons Organize a topic for newcomers Guide designers Indicate opportunities for novel products

19 Design by levels Conceptual level: identifies the set of familiar task-oriented objects and actions the user needs to know about in order to use the system Semantic level: describes the meanings conveyed by the user's command input and by the computer's output display - delete object/undo

20 Syntactic level: identifies the sequence of inputs and output Lexical level: deals with device dependencies and with the precise mechanisms by which a user specifies the syntax - function key/ mouse double click

21 Conceptual: Provides a mental model
Example: text editor objects = characters, files, paragraphs relationships = files contain paragraphs contain chars operations = insert, delete, etc. Semantic: meaning/desired function Example: move the paragraph Syntactic: how the semantic command is formed Example: prefix vs. postfix (Edit, Highlight, Cut, Paste) Lexical: sequence of actions Example: how mouse and keyboard combined into menu, button, string, pick, etc. Point to edit on menu bar->click ->select option within edit menu.

22 2. Stages of action models
Norman's seven stages of action – explanatory model of HCI Forming the goal Forming the intention Specifying the action Executing the action Perceiving the system state Interpreting the system state Evaluating the outcome

23 Norman's seven stages of action

24 Example

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26 3. Consistency An important goal for a designer is a consistent UI Consistent use of color, layout, icons, font, button sizes - gives user a clear understanding of the interface Inconsistent action -Take longer to learn, cause more errors, slow down users, and are harder for users to remember Design of mobile devices Initiating actions – left side buttons Terminating actions – right side buttons Up-down actions using vertically & horizontally aligned button

27 The End


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