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CHAPTER 2: Guidelines, Principles, and Theories

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1 CHAPTER 2: Guidelines, Principles, and Theories
Designing the User Interface: Strategies for Effective Human-Computer Interaction Fifth Edition Ben Shneiderman & Catherine Plaisant in collaboration with Maxine S. Cohen and Steven M. Jacobs

2 Two dimensions to design rules
authority and generality Standards – specific design rules high authority and limited in application Guidelines - low in authority and general

3 Principles – abstract design rules
high generality and low authority More fundamental, widely applicable, and enduring than guidelines Theories Beyond the specifics of guidelines Principles are used to develop theories

4 Standards Usually set by national & international bodies
ISO Standard 9241 Example

5 Guidelines Shared language Best practices Critics Proponents
Too specific, incomplete, hard to apply, and sometimes wrong Proponents Encapsulate experience

6 Navigating the interface
Sample of National Cancer Institute’s guidelines: Standardize task sequences Use thumbnails to preview large images Ensure that embedded links are descriptive Use unique and descriptive headings Use check boxes for binary choices

7 Organizing the display
Smith and Mosier (1986) offer five high-level goals Consistency of data display Efficient information assimilation by the user Minimal memory load on the user Compatibility of data display with data entry Flexibility for user control of data display

8 Principles More fundamental, widely applicable, and enduring than guidelines Need more clarification/interpretation Fundamental principles Determine user’s skill levels Identify the tasks Five primary interaction styles Eight golden rules of interface design Prevent errors Automation and human control

9 Determine user’s skill levels
“Know thy user” Design goals based on skill level Novice or first-time users Knowledgeable intermittent users Expert frequent users Multi-layer designs

10 Identify the tasks Task Analysis usually involve long hours observing and interviewing users Decomposition of high level tasks Relative task frequencies

11 Interaction styles Direct Manipulation Menu selection Form fill-in
Command language Natural language

12 Golden Rules (Heuristics)
Broad-brush design rules, may not be applicable in every case Shneiderman’s Golden Rules of Interface Design convenient and succinct used in design, but can be used in evaluation relate to abstract principles

13 Schneiderman’s 8 golden rules of interface design
Strive for consistency Cater to universal usability Offer informative feedback Design dialogs to yield closure Prevent errors Permit easy reversal of actions Support internal locus of control Reduce short term memory load

14 Theories Beyond the specifics of guidelines
Principles are used to develop reliable, broadly useful theories Theories – descriptive, explanatory prescriptive or predictive Theories concern: motor, perceptual, or cognitive skills

15 More on theories Descriptive theories provide consistent terminology
Explanatory theories: Observing behavior Describing sequence of activities Conceiving of designs Comparing high-level concepts of designs Prescriptive theories: Giving designers clear guidance for choices Predictive theories: Enable designers to compare proposed designs for execution time or error rates

16 Perceptual, Cognitive, & Motor Skills
Perceptual or Cognitive subtasks theories Predicting reading times for free text, lists, or formatted displays Motor-task performance times theories: Predicting keystroking or pointing times

17 Consistency An important goal for designers is a consistent user interface. Consistency for objects and actions/commands Consistent use of color, layout, icons fonts, button sizes etc. If terminology for objects and actions is orderly and describable by few rules, users will be able to learn and retain them easily.


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