Today’s Topics Prototyping Screen-Based Controls (cont.) Choosing Appropriate Controls Copyright 1999 all rights reserved Prototyping Copyright 1999 all rights reserved Prototyping  What is prototyping?  Why do we prototype interface designs?  What.

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Transcript Today’s Topics Prototyping Screen-Based Controls (cont.) Choosing Appropriate Controls Copyright 1999 all rights reserved Prototyping Copyright 1999 all rights reserved Prototyping  What is prototyping?  Why do we prototype interface designs?  What.

Today’s Topics
Prototyping
Screen-Based Controls (cont.)
Choosing Appropriate Controls
Copyright 1999 all rights reserved
Prototyping
Copyright 1999 all rights reserved
Prototyping

What is prototyping?

Why do we prototype interface
designs?

What are some problems in
prototyping?
?
Copyright 1999 all rights reserved
Prototyping in General

A modeling technique
– Used in developing many products
– An accurate presentation of all or selected
aspects of the item being developed

Benefits
– Testing the design
– Time and cost savings
Copyright 1999 all rights reserved
Prototyping for HCI
HCI exists because of prototyping
 Making the system visible

– Users get a more accurate picture of the interface
– Designers resolve many specific design issues

Making user thoughts and actions
visible
– Users can actually interact with the system
– Designers can observe
Copyright 1999 all rights reserved
Possible Prototyping Pitfalls

Not detecting key problems
– Model is incomplete
– Testing is limited or not realistic

Adverse impact on users
– Users don’t understand the interface
– Prototype promises more than
the system delivers
– Users expect rapid delivery after
seeing the prototype
Copyright 1999 all rights reserved
Tools for Design

Representation Tools - Methods and
software tools which allow user to
represent the design
– passive techniques

Prototyping Tools - Software tools
which allow user to build a working
version of the interface design
– active techniques
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Passive Design Tools
Written descriptions
 Tables
 Storyboarding
 Video envisionment
 Demo programs
 Wizard of OZ techniques

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Written Descriptions

Natural language descriptions of the
design
– Need for detail and structure
– Great bedtime reading
“The first screen will have a five menu options which
will allow the user to select five different categories
of restaurants. The categories will be: French, Italian,
Indian, Chinese and Ethiopian.”
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Written Descriptions

Descriptions can be interspersed with
pictures showing the interface
“The application will have one menu, called FILE.
The FILE menu will have three menu items called
OPEN, CLOSE and QUIT, as indicated in the
following diagram.”
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Tables

Represent design alternatives for
particular aspects of a design

Provides an organizing tool when
trying to represent all possible cases for
a particular interaction
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Table Example

Table used to design mouse selections
– Taken from early Xerox Star design work

Some variables in mouse design
– A mouse can point to something
– A mouse can have one or more button
– A mouse can have one or more click
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Table Example - Notation

Point - selects a point, i.e., a position
between adjacent characters. Used for
type in and as a destination for Move
and Copy

Draw through - mouse button held
down and selection drawn over, mouse
button released.
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Table Example - Notation
C - selects a character
W - selects a word
S - selects a sentence
¶ - selects a whole paragraph
D - selects a whole document
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Table Example
Button 1
Button 2
Button 3
Design 1
Point
Design 2
Point
C
Draw through
WS¶D
Draw through
CWS¶D
Draw through
Design 3
Point
C
Draw through
WS¶D
Draw through
Design 4
Point
CWS¶D
Draw through
Adjust
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Storyboarding

Sequence of screen displays
– Represent results of a sequence of user
actions
–

Can be videotaped or animated
– Represent a running user interface.
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Example Storyboard Scenario for
a Homebanking System
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Example Storyboard Scenario for
a Homebanking System

Possible User Actions:
– User selects telephone with double click on
mouse
– User selects checkbook with double click
on mouse..
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Example Storyboard Scenario for
a Homebanking System
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Storyboard Layout for
Checkbook Selection
Initial Display
User Action
Next Display
Select
Checkbook
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Video Envisionments

Static representations of
user interaction created
– on computer screen
– on paper

Sequence of these
representations
videotaped to simulate
a working system
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Video Envisionments
technique shown to elicit more accurate
user attitudes toward completely new
designs
 hard parts of prototyping task can be
simulated

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Wizard of OZ techniques


Very rudimentary mockup of
design created
Very fast human sits in next
room observing user actions
– brings up screen display that
represents user’s request
– or types envisioned computer
response to request
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Wizard of OZ techniques

Example: the automatic secretary
– fast typist generates words, corrections, etc., as
user dictates memorandum

Example: paper mockup done in HCI class
– Student built display of CD covers for user to
select on cardboard stand surrounding computer
screen. As user selected CD cover, name of
selection was typed on screen!!!
Copyright 1999 all rights reserved
Demo Programs

Programs which allow the
designer to create screen
mockups
– users are not allowed to
type real input into the
program
– any key they type will
typically bring on the next
screen display
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Advantages:
Passive Design Tools



Bring to light
inconsistencies in the
design of the interface
Bring to light large areas
of the design that were
under-specified
Quick inexpensive way to
test out design early
Copyright 1999 all rights reserved
Advantages:
Passive Design Tools


Illustrate complexity of an
interface - if it is hard to
represent, it will be hard for
the user
Many designs can be
quickly tested with the user
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Disadvantages:
Passive Design Tools

Limit creativity - limits of the
tools limit how the designer
conceives the interface

May give us erroneous user
information - interface
presentation too limited
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Disadvantages: Passive Design
Tools

Can be as difficult to use
as programming

None of the tools help us
recognize user problems e.g., record user errors
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Active Design Tools
Toolkits - tools for painting the screen
and laying out sets of screen displays
 User Interface Management Systems
(UIMS)

– Manages the complete design of the
interface
• Specifying user input and actions taken
• Tying interface to application
Copyright 1999 all rights reserved
Toolkits

Toolkits are collections of
computer routines that help
the programmer quickly
define the user interface
–
–
–
–
windows with scroll bars
pull down menus
dialogue boxes
radio buttons
Copyright 1999 all rights reserved
Toolkits

Visual Basic contains toolkits
– The “Tools” menu contains the set of
Visual Basic tool that can be used to
quickly build a user interface
– For example, the programmer can bring up
the “Menu Editor” to design pull down
and cascading menus for the user interface
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Menu Editor in
Visual Basic
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Powerpoint is a Toolkit
Calling up the
Visual Basic
Editor
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User Interface Management
Systems

User Interface Management Systems are
complete software applications that
allow a person to build a user interface
– used for very complex interfaces, e.g.,
computer aided design
– interface often designed simply by pasting
objects on the screen and defining the
relationships between the objects
– prototype turned into final product
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Advantages: Active Design Tools


Real prototypes make it
easier to study the user’s
reactions to the design
Data collected from user
studies is likely to be much
more trustworthy
– real details of user problems
uncoverd
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Advantages: Active Design Tools


Some of the tools have
intelligence that guides the
interface design, e.g.,
points out a screen that is
too complex
Tools often support the
design of user help
systems and tutorials
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Disadvantages:
Active Design Tools



Take a large amount of
startup time - more difficult
to learn than a
programming language
Can be expensive to
purchase
Limit interface design to
known conventions
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Disadvantages:
Active Design Tools


Design compiles into
very slow code
Give the designer
featuritis - the disease of
adding useless features
to the interface
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Use of Prototyping Systems in
Human-Computer Interaction



Prototypes used to test
the design on users
Prototypes are quick
ways to test out
different design ideas
Prototypes serve as a
precise interface design
specification
Copyright 1999 all rights reserved
Screen-Based Controls
(continued)
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Predefined
Screen-Based Controls

Command buttons

Text entry/read only

Selection controls
We saw these last week
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Text Entry

Simple box

List box

Drop down list box
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Advanced Screen-Based Controls

Combination entry/selection

Presentation

Other Controls
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Combination Entry/Selection
Controls

Spin box

Combination text boxes

Slider
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Spin Box



One-line field
Up/down buttons
User can:
Left Margin: 0.5”
– scroll through list
– type into field
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Spin Box

Uses little room on screen
– about the same as a regular text box

Good for single choices when:
– infrequently selected or changed
– only a few choices available
– order of choices is predictable
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Combination Text Boxes


One-line text entry field
Scrolling list box shows options
– Attached immediately below entry
field
– User may select from list box
– Choices are mutually exclusive
– May permit new values to be typed in
to entry field

List box may drop down or pop up
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Combination Text Boxes

Takes some screen space
– Always visible


Selection or typed entry
Unlimited number of choices
– User may have to scroll to see them all
– May allow choices not on the list

Good when frequent changes or
large number of choices
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Slider
Values show on a scale
 User drags slider arm to select


May have:
– Increment/decrement buttons
– Text box for input and/or display of value
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Slider
Good visual representation for values
in a limited range on a continuum
 Not as precise as textual input

– Best for discrete values
– OK if high precision not needed

Usually more complex than other
controls
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Tabs
Select sections of related information
 Fixed-width areas, text or graphic label
 Should have only one row
 Should appear to go deeper from L to R

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Workbook/Notebook


A series of windows resembling a bound book
Contains tabbed divider pages
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Scroll Bar

Long rectangular area
– Scroll area with slider box (elevator)
– Arrows (anchors) at ends
User can more view information
than fits in display area
 Can be hard to use

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Presentation Controls

Provide additional information
– output only
Tool tips
 Static text fields--labels
 Group boxes

– Combined controls in one box

Progress indicators
Copyright 1999 all rights reserved
Custom Controls
Toolkits permit building other controls
 Can be confusing to users

– More stuff to learn
– May assume it’s a standard control

General rules:
– Avoid whenever possible!
– If you must use, test extensively first!
– Make them look distinctive
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Other Interaction Styles

Three-dimensional space
– Navigate with visualization aids
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Natural Language

Promising for:
– Voice input/output
– Users with moderate computer skills
• Users do not need to learn command syntax
– Systems in special environments

Problems
– Natural language understanding (by computers)
– Ambiguity
• may require clarification dialog frequently
Copyright 1999 all rights reserved
Choosing the Appropriate
Screen-Based Controls
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Interaction Styles
General way a user communicates
with a system
 Style affects usability of the interface

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Tullis & Kodimer Control Styles

Direct Manipulation
– movement

Selection
– picking

Entry
– typing
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Picking a Control

Decide which style is appropriate

Several controls exist for each style

Usually one is the “best” choice
– Fastest to use
– Most accurate results
– Preferred by users
Copyright 1999 all rights reserved
Choice Controls

Radio buttons are fastest, most accurate,
and most preferred for mutually
exclusive choices (any size set)

Check boxes are fastest and most
preferred for nonexclusive choices
(any size set)
Copyright 1999 all rights reserved
Combination Selection/Entry

Radio buttons are generally faster &
more accurate than drop-down combo
boxes

Consider “other” choice with text entry
field
Copyright 1999 all rights reserved
Selecting a Value in a Range
Best when all options always visible
 Revealing a whole list a once is better
than scrolling
 Of the controls tested:

– Spin button is most accurate
– Text entry field is fastest & most preferred
– Slider is worst option
Copyright 1999 all rights reserved
When to Permit Text Entry
If the data is of unlimited size
 If the data is familiar
 If the data is easy to type correctly
 If typing is faster than choice selection
 If the user is an experienced typist

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Data Form
Resembles familiar paper forms
 Structure simplifies data entry
 Problems

– Visual layout and organization
– Screen space
Declaration of Academic Major
Last Name: __________ First Name: __________
SSN: ___-__-____
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Data Form Design

Meaningful and consistent title and labels

Logical grouping and sequencing of fields

Visually appealing layout of form

Error correction and prevention

Marking of optional and unavailable fields

Means for user to signal completion
Copyright 1999 all rights reserved
Dialogs as an Alternative

Question-answer dialog
– System poses a series of questions
– User responds with yes/no or multiple
choice

Query-based dialog
– Controlled syntax and terminology
– Frequently used in database systems
Copyright 1999 all rights reserved
Summary of Control Choices
Entry task
Best Control
Space Constraints
Mutually exclusive Radio buttons
Drop-down list box
Non-exclusive
Check boxes
Multiple-selection
list box
Select or type a
value
Radio buttons with
Drop-down
“other” text entry field combination box
Setting value
within a range
Spin button
Text entry field
Copyright 1999 all rights reserved
Buttons vs. Menus
Command
Use
Standard, provided by tool set
7+, can be grouped in
hierarchy
<7, used frequently, affect
entire window
7+, used frequently, affect
entire window
Complex or used with other
controls
Sometimes used frequently;
sometimes used infrequently
Used frequently; have only two
conditions
Commands provided by tool set
Menu bar & pull-downs
Buttons in window
Buttons in button bar
Buttons in dialog box
Buttons in dialog box
Toggled menu item
Copyright 1999 all rights reserved