fall 2002cs/psy 67501 design. fall 2002cs/psy 67502 system-centered design focus is on the...
TRANSCRIPT
![Page 1: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/1.jpg)
Fall 2002 CS/PSY 6750 1
Design
![Page 2: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/2.jpg)
Fall 2002 CS/PSY 6750 2
System-Centered Design
• Focus is on the technology What can be built easily using the
available tools on this particular platform?
What is interesting to me, as the developer, to build?
![Page 3: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/3.jpg)
Fall 2002 CS/PSY 6750 3
User-Centered Design
• Design is based on user’s Tasks Abilities Needs Context
• Mantra: Know the user!
![Page 4: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/4.jpg)
Fall 2002 CS/PSY 6750 4
Design Process (1)
• How do we come up with new (good) designs for interactive systems?
• Briefly revisit Norman…
![Page 5: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/5.jpg)
Fall 2002 CS/PSY 6750 5
Good Design
• Invites person to use it properly
• Visual affordance The perceived and actual fundamental
properties of an object that help convey how it should be used -- (D. Norman)
![Page 6: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/6.jpg)
Fall 2002 CS/PSY 6750 6
Guidelines for Design
• 1. Provide a good conceptual model User has mental model of how things
work Build design that allows user to predict
effects of actions
• 2. Make things visible Visible affordances, mappings, constraints Remind person of what can be done and
how to do it
![Page 7: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/7.jpg)
Fall 2002 CS/PSY 6750 7
Design Process (2)
Why Design is Dificult• 1. Increasing complexity/pressure
Number of things to control has risen dramatically
Display is increasingly symbolic/artificial Feedback is more complex and subtle Errors are increasingly serious/costly
![Page 8: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/8.jpg)
Fall 2002 CS/PSY 6750 8
Why Difficult?
• 2. Marketplace pressures Time is money Adding functionality (complexity) is now
easy and cheap Adding controls/feedback is expensive Design usually requires several
iterations before success
![Page 9: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/9.jpg)
Fall 2002 CS/PSY 6750 9
Why Difficult?
• 3. People often consider cost and appearance over human factors design Style over substance Bad design may not be visible
• 4. Creativity is challenging Can’t just make a copy Want creativity, but want pragmatism
![Page 10: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/10.jpg)
Fall 2002 CS/PSY 6750 10
Idea Creation
• Ideas come from Imagination Analogy Observation of
current practice Observation of
current systems
• Borrow from other fields Animation Theatre Information displays Architecture ...
How do we create and develop new interface ideas and designs?
![Page 11: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/11.jpg)
Fall 2002 CS/PSY 6750 11
Interface Metaphors
• Metaphor - Application of name or descriptive term to another object which is not literally applicable
Use: Natural transfer - apply existing knowledge to new, abstract tasks
Problem: May introduce incorrect mental model
![Page 12: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/12.jpg)
Fall 2002 CS/PSY 6750 12
Metaphor Creation
• Prepare What functions are needed What are users’ problems?
• Generate Use metaphor that matches users’ conceptual
tasks Given choice, choose metaphor closest to way
system really works Ensure emotional tone is appropriate to users
• Evaluate• Evolve
![Page 13: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/13.jpg)
Fall 2002 CS/PSY 6750 13
Idea Creation
• Other methods for creating and developing interface ideas ?
Idea Creation Methods• 1. Consider new use for object• 2. Adapt object to be like something
else• 3. Modify object for a new purpose
![Page 14: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/14.jpg)
Fall 2002 CS/PSY 6750 14
Idea Creation Methods (cont)
• 4. Magnify - add to object• 5. Minimize - subtract from object• 6. Substitute something similar• 7. Rearrange aspects of object• 8. Change the point of view• 9. Combine data into an ensemble
![Page 15: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/15.jpg)
Fall 2002 CS/PSY 6750 15
Design Guidelines/Principles
• General guidelines (advice) to help create more usable systems
• Can be subtle, even contradictory
&
![Page 16: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/16.jpg)
Fall 2002 CS/PSY 6750 16
Design Principles
• 1. Use simple and natural dialog in user’s language Match user’s task in a natural way Avoid jargon, techno-speak
Present exactly info that user needs
Insufficient funds to withdraw $100
X.25 connection discarded dueto network congestion. Locallimits now in effect
VS.
Less is more!
Fewer unnecessary windows, prompts, dialogs
![Page 17: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/17.jpg)
Fall 2002 CS/PSY 6750 17
Fun Examples
![Page 18: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/18.jpg)
Fall 2002 CS/PSY 6750 18
Design Principles
• 2. Strive for consistency Sequences, actions, commands, layout,
terminology Makes more predictable
HelpCancelOK
ApplyCancelDone
![Page 19: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/19.jpg)
Fall 2002 CS/PSY 6750 19
Design Principles
• 3. Provide informative feedback Continuously inform user about what is
occurring Most important on frequent, substantive
actions
How to deal with delays?
![Page 20: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/20.jpg)
Fall 2002 CS/PSY 6750 20
Design Principles
• 4. Minimize user’s memory load Recognition is better than recall
Describe required input format, include example and default
Use small # of generally applicable commands
Date _ _ - _ _ _ - _ _ (DD-Mmm-YY, e.g., 02-Aug-93)
![Page 21: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/21.jpg)
Fall 2002 CS/PSY 6750 21
Design Principles
• 5. Permit easy reversal of actions Undo! Reduces anxiety, encourages experimentation
• 6. Provide clearly marked exits Don’t want the user to feel trapped Examples
Cancel button on dialogsInterrupt/resume on lengthy operations
(modeless)Quit - can exit anytimeReset/defaults - restore on a property sheet
![Page 22: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/22.jpg)
Fall 2002 CS/PSY 6750 22
Design Principles
• 7. Provide shortcuts Enable frequent users to perform often-
used operations quicklyKeyboard & mouse
Navigation between windows/formsReuse
Provide history system
- abbreviations- menu shortcuts- function keys- command completion- double click vs. menu selection
![Page 23: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/23.jpg)
Fall 2002 CS/PSY 6750 23
Design Principles
• 8. Support internal locus of control Put user in charge, not computer Can be major source of anxiety
Enter next commandvs.Ready for next command
![Page 24: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools](https://reader036.vdocuments.net/reader036/viewer/2022062517/56649ed45503460f94be5126/html5/thumbnails/24.jpg)
Fall 2002 CS/PSY 6750 24
Design Principles
• 9. Handle errors smoothly and positively
• 10. Provide useful help and documentation
Good & Bad Design• www.baddesigns.com • www.iarchitect.com