User Interface Design Users should not have to adapt to a piece of software; the software should be...
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Transcript of User Interface Design Users should not have to adapt to a piece of software; the software should be...
User Interface Design
Users should not have to adapt to a piece of software; the software should be designed to fit the user.
Computer Graphics and User Interfaces
Definitions
• User Interface is means through which users interact with devices– input allows manipulation of the system– output provides results of that manipulation
• Graphical User Interface (GUI) is a UI which allows users to interact with electronic devices– Offers graphical icons and visual indicators– Actions are performed through direct
manipulation of graphical elements
Computer Graphics and User Interfaces
User Interface Design
• Focus on the user's experience and interaction– Not just on looks
• Need to understand cognitive psychology, human factors, graphic design – not just programming
Computer Graphics and User Interfaces
Goal of the User Interface
• Goal is to make the user's experience as simple and efficient as possible
• Facilitate getting the job done– UI should not draw attention to itself
• Be useable and adaptable
Computer Graphics and User Interfaces
GUI History
• Command-line interface– User must learn computer's language
• Menu Interface– Full screen– Menu bars– Pop-up (contextual)
Computer Graphics and User Interfaces
GUI Timeline
• 1962: Sketchpad• by 1970: Mouse pointing device• 1981: Xerox Star• 1982: Apple Lisa• 1984: Apple Macintosh• 1984: X Windows• 1985: Microsoft Windows
Computer Graphics and User Interfaces
X Windows• Client-server window system
– designed to run across the network
• UI is separate from X– Xlib has the basic functions– Toolkits make it easy to create well-
defined, consistent interfaces• Toolkits provide look and feel
• UI is divided into two parts– Application interface– Window-management interface
Computer Graphics and User Interfaces
Human Factors
• Perception– How you interpret something can depend on
the context– How long does information need to be
available to be perceived
• Cognition– How do we think
• Memory– short-term memory has small capacity– long-term memory takes time to access
Computer Graphics and User Interfaces
Three Models of a User Interface
• User's model• Programmer's model
– functional specification of the program
• Designer's model– needs to merge user and programmer
model
Computer Graphics and User Interfaces
User Models
• People try to understand something new by relating it to something that they are familiar with
• People expect similar behavior from things that seem related
• Goal of interface design is to facilitate the process of building a mental model
Computer Graphics and User Interfaces
Why form a model
• to predict what will happen• to explain what did happen• to help select actions to reach a
goal• as a reminder of how things work
Computer Graphics and User Interfaces
Cognitive Psychology
• The study of how our minds work– How we we think – How we remember– How we learn
• Information-processing model of cognition
Computer Graphics and User Interfaces
Perception and Attention
• Perception combines data from senses with knowledge stored in memory– You aren't necessarily aware that it is
happening
• People respond to changes in the environment– Sound and visuals are just distractions
if they don't serve a useful purpose
Computer Graphics and User Interfaces
Human Memory System• Sensory storage is where information
gathered by your senses is acquired and processed
• Short-term (working) memory collects information from sensory storage that is deemed important – limited capacity
• Long-term memory is like permanent storage– need strategies for retrieval
Computer Graphics and User Interfaces
Memory strategies
• Rehearsal• Chunking
– divide the information into pieces that can be remembered easier
• Mnemonics attach meaning to the information
Computer Graphics and User Interfaces
Strategies for Retrieval
• Recognition– use cues to help retrieve information
• Recall– retrieve information without any cues
Computer Graphics and User Interfaces
Quality of Experience
• From a paper by Lauralee Alben– ACM Interactions,
May-June 1996, page 11
• Describes the criteria used for the ACM/interactions design awards
Computer Graphics and User Interfaces
Design Principles
• User should be in control• Reduce memory load for users• Be consistent
Computer Graphics and User Interfaces
Let the User be in control
• Use modes sparingly• Allow use of both mouse and
keyboard• Messages should be in terms user
can understand• Provide immediate, visible feedback• Make it easy to navigate• Accommodate different skill levels
Computer Graphics and User Interfaces
Reduce the Memory Load
• Don't ask the user to remember too much
• Rely on recognition rather than recall
• Provide visual cues• Provide short cuts• Use real-world metaphors• Visual clarity
Computer Graphics and User Interfaces
Consistency
• Within and across "products"– Follow guidelines if provided
• Sustain context of tasks• Keep interaction results the same• Provide aesthetic appeal• Encourage exploration
Computer Graphics and User Interfaces
Principles of User Interface Design
• Know the user• Listen to the users• Let the users test it• Make it pleasing• Some aspects are more visible than
others
Computer Graphics and User Interfaces
Principles of User Interface Design
• Provide familiar behavior• Make functionality visible• Make behavior consistent
– both internally and externally
• Reflect changes in behavior with changes in appearance– mouse cursor shape can reflect changes in
mode
• Limit activity to one context
Computer Graphics and User Interfaces
Principles of User Interface Design
• Make the program adaptable– short-cuts for power users
• Provide help• Provide a safety net
– "Are you sure?" dialogs– Undo and redo
Computer Graphics and User Interfaces
UI Design involves compromise
• Limits to– how much can be displayed on a single
screen– how much information a user can
process at one time
Computer Graphics and User Interfaces
Usability Heuristics
• Ease of learning and remembering• Efficiency of use• Minimize errors
– Facilitate recovery from errors
Computer Graphics and User Interfaces
On-Line Articles
• Don Norman– http://www.jnd.org/dn.pubs.html
• User Interface Design Principles– http://www.sylvantech.com/~talin/projects/ui_d
esign.html
• User Interface heuristics– http://www.useit.com/papers/heuristic/heuristic
_list.html
• Digital Web Magazine– http://www.digital-web.com/articles/user_interf
ace_design_taking_the_good_with_the_bad/
Computer Graphics and User Interfaces
User Interface Guidelines
• IBM Common User Access– http://www.research.ibm.com/journal/sj/273/ibms
j2703E.pdf
• Apple User Interface Guidelines – http://developer.apple.com/documentation/UserE
xperience/Conceptual/AppleHIGuidelines/XHIGIntro/chapter_1_section_1.html
• Windows User Experience Interaction Guidelines– http://msdn.microsoft.com/en-us/library/aa51125
8.aspx