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SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 25, 2005.

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Presentation on theme: "SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 25, 2005."— Presentation transcript:

1 SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 25, 2005

2 Today Today: –Discuss Sullivan Reading –Coordinate Project Topics and Teams Next time: –The User-Centered Design Process

3 User Interface TimeLine –Xerox Alto Circa ’73 http://www.digibarn.com/collections/syste ms/xerox-alto/http://www.digibarn.com/collections/syste ms/xerox-alto/ –Xerox Star Circa ‘81 http://members.fortunecity.com/pcmuseu m/alto.htmlhttp://members.fortunecity.com/pcmuseu m/alto.html –Unofficial Apple timeline: http://fp3.antelecom.net/gcifu/applemuseu m/index.htmlhttp://fp3.antelecom.net/gcifu/applemuseu m/index.html –Apple Lisa: Lisa 1 and 2, circa ’83-’85 http://en.wikipedia.org/wiki/Apple_Lisa#S oftwarehttp://en.wikipedia.org/wiki/Apple_Lisa#S oftware http://fp3.antelecom.net/gcifu/applemuseu m/lisa2.htmlhttp://fp3.antelecom.net/gcifu/applemuseu m/lisa2.html http://www.digibarn.com/collections/scree nshots/Apple%20Lisa/http://www.digibarn.com/collections/scree nshots/Apple%20Lisa/ –Apple Macintosh ’84-’86 http://www.digibarn.com/collections/screenshot s/Apple%20Macintosh%20v1-1%20-%201984/http://www.digibarn.com/collections/screenshot s/Apple%20Macintosh%20v1-1%20-%201984/ –Apple 2gs ’86-’92 http://fp3.antelecom.net/gcifu/applemuseum/iig s.htmlhttp://fp3.antelecom.net/gcifu/applemuseum/iig s.html –Mac II Circa ’87-90 http://fp3.antelecom.net/gcifu/applemuseum/m ac2.htmlhttp://fp3.antelecom.net/gcifu/applemuseum/m ac2.html –Windows 3.0 Released ’90 http://en.wikipedia.org/wiki/Image:Windows_3. 11_workspace.pnghttp://en.wikipedia.org/wiki/Image:Windows_3. 11_workspace.png –Windows 95 Released ’95 http://en.wikipedia.org/wiki/Windows_95

4 Discussion Kent Sullivan, The Windows 95 User Interface: A Case Study in Usability Engineering, CHI 1996. A case study of the iterative design process. What are some of the important points? Only 12 people on the entire Win 95 interface design team!

5 Sullivan Case Study Interesting points about early users: –Beginning users had problems with: Finding a non-visible program, double-clicking to activate, using hidden menus, finding minimized windows, file system hierarchy Initially didn’t want to introduce too many new things However, initial studies on 3.1 and the 95 prototype indicated that the starting point was just too poor, and more radical revision was needed. –http://www.acm.org/sigchi/chi96/proceedings/desbrief/Sullivan/kds_txt.htmhttp://www.acm.org/sigchi/chi96/proceedings/desbrief/Sullivan/kds_txt.htm

6 Sullivan Case Study Had an offsite and rethought everything. –The need to rapidly iterate Waterfall design method (compartmentalized; UI done at the end during quality assurance stage) would produce an unusable product. Jettison the giant design spec Encouraged closer interaction and “hallway” conversations

7 Sullivan Case Study Had an offsite and rethought everything. –Method Adopted: Find most common tasks, and test on those Compare to a baseline (Windows 3.1) Use rapid prototyping tools Keep testing with users. Focus on scaffolding (beginner -> intermediate-expert) Give up on too much backwards-compatibility with 3.1 Continually inform outsiders as well as team members about the design

8 Sullivan Case Study –Fine tuning with usablity tests Holistic interface test in the lab –64 phases of lab testing – Many participants! (560 total) Longitudinal field study Other testing on components No detail of the orginal design for W95 was retained. –About Windows 3.1 … a good demonstration of what happens when usability is not taken into account


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