User Interface Design

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Transcript User Interface Design

User Interface Design
Introduction
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Overview of guidelines for user
interface design
Principles of user interface design
User interface design process.
Principles of User Interface
Design
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Layout
Content Awareness
Aesthetics
User Experience
Consistency
Minimize Effort
Layout
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The screen should be divided into areas
that are used consistently for the same
purpose, e.g. top for commands and
navigation, middle of the screen for
input/output.
The screen should be divided so as to
provide natural intuitive flow and
minimize the user’s movement.
Content Awareness
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User must always be aware of where they are
in the system with minimum effort.
All interfaces should have titles.
Menus should show you where you are,
where you came from and where you can get
to.
Field labels should be short and specific.
Field labels should be clear and
unambiguous.
Aesthetics
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The interface must be pleasing to the eye.
All forms and reports must have a minimum amount
of white space.
The font size should not be less that 8 point and 10
point is usually preferred.
Different font size should used to distinguish between
different types of information,
Underlining and italic makes text harder to read and
should thus be avoided.
San-serif fonts, e.g. Arial, Helvetica, are most
readable for computer screens.
Aesthetics
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Capital letters should only be used for titles.
Too many different colours and patterns
make for difficult reading and should thus be
minimized.
Colours can be used to differentiate between
different types of information, e.g. to
differentiate headings from regular text.
Different colours tend to provoke emotions in
different ways.
Colour blindness
User Experience
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Novice users vs. experienced users.
The priority of novice users is ease of learning.
The priority of experienced users is ease of use.
Novice users and experienced users have different
behaviour patterns.
The user interface must provide a balance between
quick access to commonly used functions and
guidance through less well-known functions.
Guidance can be possible switched on and off
Consistency
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Consistency forms the basis of ease of
use, ease of learning and aesthetics.
The needs to be consistency in the
navigation controls.
There must also be consistency in the
terminology used.
Consistency will enable the user to
predict the effect of his/her action.
Minimize Effort
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The minimum amount of effect should be
needed by the user to perform tasks.
A minimum amount of mouse clicks or
keystrokes should be used to execute actions.
The “three clicks rule” can be used for this
purpose.
This rule states that each action should be
performed with a minimum of three
keystrokes or mouse clicks
User Interface Design Process
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Use scenario development
Interface design structure
Interface standards design
Interface design prototyping
Interface evaluation
During design one moves back and
forth between these steps instead of
performing them sequentially.
Use Scenario Development
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A use scenario lists the steps that must
be performed by a user to achieve a
particular task.
A use scenario is determined by
specifying a path through the use case,
i.e. a use scenario is a narrative
description of a use case.
Use Cases
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Use cases are used to depict how a computer
system interacts with its environment and
thus illustrates the actions performed by the
users of the system.
Each use case describes one interaction
between the user and the system, however
each use case may have many paths.
For example, when searching for a CD in on
online CD system the user can search for it
via the title or artist. Each path is called
scenario.
Use Case Descriptions vs.
Diagrams
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A use case description describes this
narratively while a use case diagram
depicts this pictorially.
A use case description is usually firstly
created and this description is then
converted into a use case diagram.
Example
The customer browses the catalogue and
adds desired items to the shopping basket.
When the customer wishes to pay, the
customer describes the shipping and credit card
information and confirms the sale. The system
checks the authorization on the credit and
confirms the sale both immediately and with a
follow-up E-mail.
Use Cases for the Example:
Buy Product
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Customer browses through catalogue and selects
items to buy.
Customer goes to check out
Customer fills in shipping information (address, next
day or 3-day delivery)
System presents full pricing information, including
shipping
Customer fills in credit card information
System authorizes purchase
System confirms sale immediately
System sends confirming E-mail to customer
Buy Product: Alternatives
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Alternative: Authorization fails - At step 6 system fails
to authorize credit purchase. Allow customer to reenter credit card information and re-try
Alternative: Regular customer
3a. System displays current shipping information,
pricing information, and last four digits of credit card
information
3b. Customer may accept or override these defaults
Return to primary scenario at step 6.
Interface Design Structure
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This phase involves describing the different
components of the interface and how the
interact.
A window navigation diagram (WND)
depicting different screens, forms an reports
and the relationship between them is used for
this purpose.
A WND is used to illustrate the state of
changes in the interface.
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A WND is Composed of:
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Each box represents a user interface
component, e.g. a menu or a form.
Transitions between the components are
illustrated by a double or single arrow.
A single arrow indicates that a return to the
calling state is not needed.
A double arrow indicates that a return to the
calling state is needed.
Each component is described as a stereotype,
e.g. <<form>>, <<menu>>.
Each component is also given a label, e.g.
Menu A, Form J.
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Interface Design Standards
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This refers to the standards that are applied
to components of the interface.
There generally standards for the following
components:
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interface
interface
interface
interface
interface
metaphors,
objects,
actions,
icons and
templates.
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Interface Metaphors
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These are basically concepts from the real
world that used to model a computer system.
For example, an online CD sales system may
use a music store as a metaphor, with a
shopping cart, etc.
The metaphor is meant to help the user to
conceptualise the system and to predict
certain actions.
A system can have an overall metaphor or
different parts of a system can use different
metaphors.
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Interface Objects
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This refers to specifying the names of the
objects that will make up the interface.
The usually correspond to class names. For
examples an online CD sales system the
shopping cart will be called the “shopping
cart”, CDs maybe called CDs or albums.
Both the software developer and user must
agree on the names used.
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Interface Actions
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This involves defining the navigation
and command language.
There must be consensus between
users and developers uses of
terminology, e.g. “buy” vs. “purchase”.
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Interface Icons
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Icons are defined for specific actions, e.g. a
disk can represent the action of saving.
Use icons that are used in commonly-used
software packages and will be known by the
users of the system.
Sometimes icons can cause some confusion
so use icons that are not ambiguous.
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Interface Templates
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These templates defines the appearance of
each screen.
The layout is described in terms of the
position of the navigation area, status bar,
form, reports and the colour schemes that
will be applied.
It will also describe the view types, e.g.
cascading windows and where standard
interface operations such as “File”, “View”
and “Edit”.
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Interface Design Prototyping
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One of the following techniques is used for
prototyping: storyboarding, HTML prototyping
or language prototyping.
All three techniques maybe used at different
stages of the project.
Storyboarding is the fastest, with language
prototyping being the slowest and HTML
prototyping falling in between.
Similarly, storyboarding is the least
expensive, HTML of medium cost, and
language prototyping the most expensive.
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Storyboarding
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This is usually done on a paper and
consists of hand-drawn pictures as to
what the user-interfaces will look like
and the flow from one screen to the
next.
This is the simplest of all three
techniques.
Storyboarding is generally used for well
understood parts of the system
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HTML Prototyping
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The designer uses HTML to create the
prototype.
This technique has the advantage of the
users being able to use the prototype and
hence provide feedback on the ease of use,
etc.
The disadvantage of this approach is that
screens will not appear in exactly the same
format as they will in the final product.
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Language Prototype
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This involves creating a prototype of the
interfaces in the same language that the
system will be coded in.
The advantage of this approach is that the
users will be able to see exactly what the
screens look like.
The disadvantage is that it takes longer to
build prototypes using this approach than the
other to techniques.
Is used for parts of the system that are not
well-defined.
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Interface Evaluation
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Interface evaluation is performed to identify areas of
improvement for of the interfaces and hence is
performed more than once during the software
design process.
This is often left to the end and is the last step in the
overall process.
Four techniques that are commonly user for interface
evaluation are:
 heuristic evaluation,
 walk-through evaluation,
 interactive evaluation, and
 formal usability testing.
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Heuristic Evaluation
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A checklist of the different design
principles that the and interface
navigation, input, and output principles
(will be discussed later) is constructed.
A minimum of three project team
members test the interface using the
checklist individually and meet and
discuss their findings.
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Walk-Through Evaluation
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The project team walks the users
through the interface.
The users are required to suggest
changes to the interfaces.
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Interactive Evaluation
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Instead of the team members walking the
users through the interface, the users interact
with the interface on a one-on-one basis.
The users then inform the project team of
what they like and do not like about the
interfaces.
The project team also makes note of any
confusion and misinterpretations of the
interface by the a number of users.
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Formal Usability Testing
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This form of testing can only be applied to language
prototypes.
As with interactive evaluation a single users tests the
software on a one-on-one basis.
The evaluation is conducted in a lab equipped with
video cameras to capture the users response to the
interface.
Each user is given a specific set of tasks.
There is no interaction between the users and the
project team and the user is not given any
assistance.
The drawback of this method is that it is expensive.