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HCI User Interface

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Page 1: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

HCI

User Interface

Page 2: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

What is an interface?

the place at which independent and often unrelated systems meet and act on or communicate with each other.

— Meriam-Webster

Designing effective interfaces for software systems

Page 3: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

The Interaction

interaction models translations between user and system

ergonomics physical characteristics of interaction

interaction styles the nature of user/system dialog

context social, organizational, motivational

Page 4: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

interaction design basics

design: what it is, interventions, goals, constraints

the design process what happens when

users who they are, what they are like …

scenarios rich stories of design

navigation finding your way around a system

iteration and prototypes never get it right first time!

Page 5: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Why do we remember only the bad?

A good interface should be transparent Bad interfaces cause user frustration

“What was this product designer thinking?”

GOOD BAD

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What Is “Design” in HCI? • It is a process:—a goal-directed problem solving activity informed by intended use, target domain, materials, cost, and feasibility

—a creative activity—a decision-making activity to balance trade-offs

• It is a representation:—a plan for development—a set of alternatives & successive elaborations

Page 7: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

what is design?

achieving goals within constraints

goals - purpose who is it for, why do they want it

constraints materials, platforms

trade-offs

Page 8: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

The user interface

System users often judge a system by its interface rather than its functionality

A poorly designed interface can cause a user to make catastrophic errors

Poor user interface design is the reason why so many software systems are never used

Page 9: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

The First Graphical User Interfaces

XEROX’s GUI (1981)

Microsoft’s Window (1985)

Apple Computer’s Lisa GUI (1983)

Page 10: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

A Brief History of User Interfaces

Batch-processing No interactive capabilities All user input specified in advance (punch cards, ...) All system output collected at end of program run

(printouts,...) -> Applications have no user interface component

distinguishable from File I/O Job Control Languages (example: IBM3090–JCL,

anyone?): specify job and parameters

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A Brief History of User Interfaces Time-sharing Systems

Command-line based interaction with simple terminal Shorter turnaround (per-line), but similar program

structure Example: still visible in Unix commands

Full-screen textual interfaces Shorter turnaround (per-character) Interaction starts to feel "real-time" -> Applications receive UI input and react immediately

in main "loop" (threading becomes important)

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A Brief History of User Interfaces

Menu-based systems Discover "Read & Select" over "Memorize & Type"

advantage Still text-based! Example: UCSD Pascal Development Environment -> Applications have explicit UI component But: choices are limited to a particular menu item at

a time (hierarchical selection)

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A Brief History of User Interfaces

Graphical User Interface SystemsFrom character generator to bitmap display Pointing devices in addition to keyboard

-> Event-based program structureMost dramatic paradigm shift for application

developmentUser is "in control"Application only reacts to user (or system)

eventsEvent handling

Page 14: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

GUI characteristics

Characteristic DescriptionWindows Multiple windows allow different information to be

displayed simultaneously on the user’s screen.Icons Icons different types of information. On some systems,

icons represent files; on others, icons representprocesses.

Menus Commands are selected from a menu rather than typedin a command language.

Pointing A pointing device such as a mouse is used for selectingchoices from a menu or indicating items of interest in awindow.

Graphics Graphical elements can be mixed with text on the samedisplay.

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GUI advantages

They are easy to learn and use. Users without experience can learn to use the system

quickly. The user may switch quickly from one task to

another and can interact with several different applications. Information remains visible in its own window when

attention is switched. Fast, full-screen interaction is possible with

immediate access to anywhere on the screen

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Graphical User Interface (GUI)Standard elements in GUI based direct

manipulationBitmapped screenWIMP

Windows Icon Menus Pointers

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Graphical User Interface (GUI)

Standard elements in GUI based direct manipulation

WIMP Windows

Multiple windows Tiled vs. overlapping Reduce and restore Move Resize Scroll contents

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Icons

small picture or image represents some object in the interface

often a window or actionwindows can be closed down (iconised)

small representation if many accessible windows

icons can be many and various highly stylized realistic representations.

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Icons

Icons get used for lots of different things Representing objects

Files Tools

Representing commands Open Undo ..often shortcuts to menu commands that have no icon

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Icons

There are guidelines for these too Apple:

Design and composition should indicate purpose Perspective should agree with real-life interactions Differentiate them from other UI elements

Microsoft: Colors that complement the XP design Perspective is either at a certain angle, or straight-on Everyday objects should look modern

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Microsoft Icon Composition

Exceptions: Document icons Symbols such as warning Single objects Objects not recognizable at an angle

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Apple Icon Composition

Icon “genres” Application: media (paper) and tool (pen) Utility: straight perspective, subdued colors ..also document, plug-in, toolbar

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Dialog Styles

Q & A Old style. Used with setup. Answer selected (menu).

Page 24: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Graphical User Interface (GUI)

Standard elements in GUI based direct manipulation

WIMP Pointers

Property sheets/dialogue boxes Check box Selection / radio buttons Fill-in blanks

Pallets Tool bars etc.

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Pointers important component

WIMP style relies on pointing and selecting things uses mouse, trackpad, joystick, trackball, cursor

keys or keyboard shortcuts wide variety of graphical images

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Graphical User Interface (GUI)

Standard elements in GUI based direct manipulation

WIMP Menus Pull-down (from bar or top) Pop-up/contextual (from item)

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Menus Set of options displayed on the screen Options visible

less recall - easier to use rely on recognition so names should be meaningful

Selection by: numbers, letters, arrow keys, mouse combination (e.g. mouse plus accelerators)

Often options hierarchically grouped sensible grouping is needed

Restricted form of full WIMP system

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Menu Selection

Page 29: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Menus Choice of operations or services offered on the screen Required option selected with pointer

problem – take a lot of screen space

solution – pop-up: menu appears when needed

File Edit Options

Typewriter Screen Times

Font

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Kinds of Menus Menu Bar at top of screen (normally), menu

drags down pull-down menu - mouse hold and drag down menu drop-down menu - mouse click reveals menu fall-down menus - mouse just moves over bar!

Contextual menu appears where you are pop-up menus - actions for selected object pie menus - arranged in a circle

easier to select item (larger target area) quicker (same distance to any option)

… but not widely used!

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Buttons

individual and isolated regions within a display that can be selected to invoke an action

Special kinds radio buttons

– set of mutually exclusive choices check boxes

– set of non-exclusive choices

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Push ButtonsYou click it, and something happensChoose the title text carefully

Apple: “Button names should be verbs that describe the

action performed”Microsoft:

“Aim for the shortest possible label; one word is best.”

“If possible, use label text that makes sense when read out of context — for example, when a user reads or hears only the label of the current control.”

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Layout

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Layout

Apple has a program called Interface Builder which automatically helps you use the correct spacing

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Layout

Page 36: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Toolbars

long lines of icons …… but what do they do?

fast access to common actions

often customizable: choose which toolbars to see choose what options are on it

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Dialogue boxes

information windows that pop up to inform of an important event or request information.

e.g: when saving a file, a dialogue box is displayed to allow the user to specify the filename and location. Once the file is saved, the box disappears.

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Screen design

use boxes to group logical items use fonts for emphasis, headings but not too many!!

ABCDEFGHIJKLMNOPQRSTUVWXYZ

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User interface design process

Executableprototype

Designprototype

Produce paper-based design

prototype

Producedynamic design

prototype

Evaluate designwith end-users

Implementfinal userinterface

Evaluate designwith end-users

Analyse andunderstand user

activities

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UI design principles

UI design must take account of the needs, experience and capabilities of the system users

Designers should be aware of people’s physical and mental limitations (e.g. limited short-term memory) and should recognise that people make mistakes

UI design principles underlie interface designs although not all principles are applicable to all designs

Page 41: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

User interface design principlesPrinciple DescriptionUser familiarity The interface should use terms and

concepts which are drawn from theexperience of the people who will make mostuse of the system.

Consistency The interface should be consistent in that,wherever possible, comparable operationsshould be activated in the same way.

Minimal surprise Users should never be surprised by thebehaviour of a system.

Recoverability The interface should include mechanisms toallow users to recover from errors.

User guidance The interface should provide meaningfulfeedback when errors occur and providecontext-sensitive user help facilities.

User diversity The interface should provide appropriateinteraction facilities for different types ofsystem user.

Page 42: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

UI implementationConsole applications (CUI’s)

Command-line and natural language interfaces

Interaction devises (input & output devises)User interfaces for virtual environments

Graphical User Interfaces (GUI’s)Window systems, toolkits, frameworksGUI builders

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Interaction styles

Direct manipulation Menu selection Form fill-in Command language Natural language

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Direct manipulation advantages

Users feel in control of the computer and are less likely to be intimidated by it

User learning time is relatively short Users get immediate feedback on their

actions so mistakes can be quickly detected and corrected

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Direct manipulation problems

The derivation of an appropriate information space model can be very difficult

Given that users have a large information space, what facilities for navigating around that space should be provided?

Direct manipulation interfaces can be complex to program and make heavy demands on the computer system

Page 46: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Control panel interface

Title

Method

Type

Selection

NODE LINKS FONT LABEL EDIT

JSD. example

JSD

Network

Process

Units

Reduce

cm

Full

OUIT

PRINT

Grid Busy

Page 47: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Menu systems

Users make a selection from a list of possibilities presented to them by the system

The selection may be made by pointing and clicking with a mouse, using cursor keys or by typing the name of the selection

May make use of simple-to-use terminals such as touchscreens

Page 48: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Advantages of menu systems

Users need not remember command names as they are always presented with a list of valid commands

Typing effort is minimal User errors are trapped by the interface Context-dependent help can be provided.

The user’s context is indicated by the current menu selection

Page 49: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Problems with menu systems

Actions which involve logical conjunction (and) or disjunction (or) are awkward to represent

Menu systems are best suited to presenting a

small number of choices. If there are many choices, some menu structuring facility must be used

Experienced users find menus slower than command language

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Form-based interface

Title

Author

Publisher

Edition

Classification

Date ofpurchase

ISBN

Price

Publicationdate

Number ofcopies

Loanstatus

Orderstatus

NEW BOOK

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Command interfaces

User types commands to give instructions to the system e.g. UNIX

May be implemented using cheap terminals. Easy to process using compiler techniques Commands of arbitrary complexity can be

created by command combination Concise interfaces requiring minimal typing

can be created

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Problems with command interfaces

Users have to learn and remember a command language. Command interfaces are therefore unsuitable for occasional users

Users make errors in command. An error detection and recovery system is required

System interaction is through a keyboard so typing ability is required

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Command line interfaceWay of expressing instructions to the

computer directly function keys, single characters, short

abbreviations, whole words, or a combinationExact spellingsuitable for repetitive tasksbetter for expert users than novicesoffers direct access to system functionalitycommand names/abbreviations should be

meaningful!Hard to rememberTypical example: the Unix system

Page 54: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Linux/UNIX:Shell Command Language

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Windows XP “DOS” Shell Command Language

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Command languages

Often preferred by experienced users because they allow for faster interaction with the system

Not suitable for casual or inexperienced users

May be provided as an alternative to menu commands (keyboard shortcuts). In some cases, a command language interface and a menu-based interface are supported at the same time

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Natural language interfaces

The user types a command in a natural language. Generally, the vocabulary is limited and these systems are confined to specific application domains (e.g. timetable enquiries)

NL processing technology is now good enough to make these interfaces effective for casual users but experienced users find that they require too much typing

Page 58: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Interface

User interfaces handle inputs and outputs that involve the system user directly

Interactions with the user and computer (HCI) can be modeled with dialog designs

User-interface design occurs in each iteration

Page 59: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Well, “…it could be better …”

Page 60: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

“Better …”

Page 61: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Three dimensional interfacesvirtual reality ‘ordinary’ window systems

highlighting visual affordance indiscriminate use

just confusing!3D workspaces

use for extra virtual space light and occlusion give depth distance effects

flat buttons …

… or sculptured

click me!

Page 62: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Information presentation

Static information Initialised at the beginning of a session. It does

not change during the session May be either numeric or textual

Dynamic information Changes during a session and the changes must

be communicated to the system user May be either numeric or textual

Page 63: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Dynamic information display

1

3

4 20 10 20

Dial with needle Pie chart Thermometer Horizontal bar

Page 64: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Data visualisation Concerned with techniques for displaying large

amounts of information Visualisation can reveal relationships between

entities and trends in the data Possible data visualisations are:

Weather information collected from a number of sources

The state of a telephone network as a linked set of nodes

Chemical plant visualised by showing pressures and temperatures in a linked set of tanks and pipes

A model of a molecule displayed in 3 dimensions Web pages displayed as a hyperbolic tree

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Conceptual model

Need to first think about how the system will appear to users (i.e. how they will understand it)

A conceptual model is a high level description of: “the proposed system in terms of a set of

integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended”

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Conceptual Model Model of the product that the designer wants the

user to understand. Designer’s view of the product.

Expressed in terms of the concepts of the intended user’s task domain Data and how, when, where it will be used. In most cases, this is NOT an interface drawing.

Explains the function of the software and what people need to be aware of in order to use it.

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Brief History

meteorological CM’s first appeared in early 1990’s

since then, many have been identified and described in various literature

1996 – “Manual of Synoptic Satellite Meteorology – Conceptual Models” started by the Austrian Meteorological Institute (ZAMG)

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Two Views of Function

User versus Designer

Page 69: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Iterative Design Overview

Models &Specifications

Demos & Products

User Requirements

Design, Conceptual & Physical

Prototyping & Construction

Evaluation & Feedback

Page 70: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

1. Object/Action Analysis

Define all of the objects. Nouns.

Define all of the actions. Verbs

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2. Lexicon or Ontology

Ontology A common vocabulary for a specific domain. Learn the users’ vocabulary and introduce yours. Agree upon a common use of terms.

Page 72: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

3. Scenarios Task Scenarios

Scenario development Participatory vs. Designer (Conceptual Model)

Participatory Users are involved in the design of the scenarios.

Designer based scenarios Designer uses conceptual model to develop scenarios. Conceptual Model = Mental Model???

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3. Scenarios: System Model

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Physical, perceptual, and conceptual aspects of the user interface

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Prototyping & Construction

• What is a prototype? • Why prototype?• Low vs. high fidelity prototyping• Compromises in prototyping• Vertical vs. horizontal

• Construction• Evolutionary vs. throwaway prototype

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What is a prototype?

Limited representation of a product design• Scale models, etc.• In interaction design it can be (among other things):• a series of screen sketches• a storyboard, i.e. a cartoon-like series of scenes • a piece of software with limited functionality

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Sketching

• Core skill for most low-fidelity prototyping• Not about drawing ability! Simple symbols• Cruder sketch will emphasize conceptual design

over superficial, physical design

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Storyboards

• Storyboards often used with scenarios, bringing detail and a chance to role play

• Series of scene sketches showing user progression through a task flow

• Series of screenshots illustrating use caseCheckout: Product List, Shipping, Payment, Confirmation

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Physical Design Conceptual design abstractly describes

system’s intended behavior ATM should authenticate user ID and allow user to

withdraw cash on command Physical design addresses specific, concrete

layout and design issues ATM should have a card reader slot, a 10 digit

keypad for users to enter a PIN number, a touch screen monitor with a menu of command options and a mechanical reel for dispensing increments of $20 bills

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Specific Widget Guidelines Menu Design

Common functions should be easiest to reach >8 options is too much, grouping to organize Opposite and dangerous operators should be

physically separated to avoid accidents

Icon Design Takes time to develop a good one Immediately recognizable (small and simple) Easily distinguishable from others More important than being very descriptive

Page 83: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Interaction Modes

Activity-based Instructing Conversing Manipulating

& Navigating Exploring

& Browsing Object-based

Page 84: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Interaction Modes

Activity-based Instructing Conversing Manipulating

& Navigating Exploring

& Browsing Object-based

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Good Designs => Usable Systems

Work the way the user thinks they should Allows the user to focus on task at hand

and not worry about the underlying technology and interaction technology

Minimize user errorsPromote user satisfaction (users should

feel that they are accomplishing more with the system than without the system)

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Graphical RepresentationFrom the design point of view

Screen two-dimensional Objects two-dimensional/three-dimensional Representation of 2D objects on a 2D screen

Straightforward graphics is enough Representation of 3D objects on a 2D screen

Required special techniquesHuman vision psychology is required to be

considered

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Page 88: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Four basic activities There are four basic activities in Interaction Design:

1. Identifying needs and establishing requirements2. Developing alternative designs3. Building interactive versions of the designs4. Evaluating designs

Page 89: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

Some practical issues

• Who are the users?

• What are ‘needs’?

• Where do alternatives come from?

• How do you choose among alternatives?

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What are the users’ capabilities? Humans vary in many dimensions: — size of hands may affect the size and positioning of input buttons

— motor abilities may affect the suitability of certain input and output devices

—strength - a child’s toy requires little strength to operate, but greater strength to change batteries

— disabilities(e.g. sight, hearing, dexterity)

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What are ‘needs’?• Users rarely know what is possible• Users can’t tell you what they ‘need’ to help them achieve

their goals • Instead, look at existing tasks:

– their context– what information do they require?– who collaborates to achieve the task?– why is the task achieved the way it is?

• Envisioned tasks:

– can be rooted in existing behaviour– can be described as future scenarios

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What is interaction design?

Designing interactive products to support people in their everyday and working lives

Sharp, Rogers and Preece (2002)

The design of spaces for human communication and interaction

Winograd (1997)

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Testing prototypes to choose among alternatives

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Many kinds of interaction styles available…

Command line interface Speech Data-entry Form fill-in Query Graphical Web Pen Augmented reality three–dimensional interfaces

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Web-based interfaces

Many web-based systems have interfaces based on web forms.

Form field can be menus, free text input, radio buttons, etc.

In the LIBSYS example, users make a choice of where to search from a menu and type the search phrase into a free text field.

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LIBSYS search form

LIBSYS: Search

Choose collection

Keyword or phrase

Search using

Adjacent words

Search Reset Cancel

All

Title

Yes No

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physical controls

grouping of items defrost settings

type of food

time to cook11type of food

time to cook

defrost settings

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physical controls

grouping of items

order of items

4

4) start2

2) temperature

3

3) time to cook

11) type of heating

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physical controls

grouping of items

order of items

decoration

different colours for different functions

lines around related buttons (temp up/down)

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physical controls

grouping of items

order of items

decoration

alignment

? easy to scan ?

centred text in buttons

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physical controls

grouping of items

order of items

decoration

alignment

white space

gaps to aid grouping

Page 102: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

alignment - text

you read from left to right (English and European)

align left hand side

Willy Wonka and the Chocolate FactoryWinston Churchill - A BiographyWizard of OzXena - Warrior Princess

Willy Wonka and the Chocolate FactoryWinston Churchill - A Biography

Wizard of OzXena - Warrior Princess

fine for special effects but hard to scan

boring butreadable!

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multiple columns

scanning across gaps hard:(often hard to avoid with large data base fields)

sherbert 75toffee 120chocolate 35fruit gums 27coconut dreams 85

Page 104: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

multiple columns - 2

use leaders

sherbert 75toffee 120chocolate 35fruit gums 27coconut dreams 85

Page 105: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

multiple columns - 3

or greying (vertical too)

sherbert 75toffee 120chocolate 35fruit gums 27coconut dreams 85

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colour and 3D both often used very badly! colour

older monitors limited palette colour over used because ‘it is there’ beware colour blind! use sparingly to reinforce other information

3D effects good for physical information and some graphs but if over used …

e.g. text in perspective!! 3D pie charts

Page 107: HCI User Interface. What is an interface? the place at which independent and often unrelated systems meet and act on or communicate with each other. —

bad use of colour

over use - without very good reason (e.g. kids’ site)

colour blindness poor use of contrast do adjust your set!

adjust your monitor to greys only can you still read your screen?

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Example : Color Stereoscopy

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Example : Text Stand Out

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Example: One Color

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Example: Two Colors

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Example: Three Colors

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Example: Four Colors

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Text & ColorsWhat materials to present as spoken vs. text?

“less text is normally more effective”Text presentation

Number of fonts– one or two E.g., stick with Times New Roman, or stick with

New Century Schoolbook Don’t overuse bold, italics, underline etc. Spell check & proof read!

Colors Background– pale colors Foreground– brighter colors Use a small number of colors

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Example: One Font

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Example: Two Fonts

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Example: Three Fonts

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Example: Four Fonts

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Attention with Structured Information Structure the information so that it is easy

to navigate through Presenting not so much information and not

too little on a screen Instead of arbitrarily presenting data on the

screen, it should be grouped and ordered into meaningful parts Blank space Color Font variations etc.

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Attention with Structured Information

Dept Student Hostel Roll CGPA Rank

CS S. Gavaskar VS 7478961 9.56 11 CS R. Shastry MS 7631256 7.98 18 CS M. Amarnath JCB 7540343 8.12 19 CS M. Azaharuddin NH 7739434 8.55 16 CS Kapil Dev AH 7658522 9.01 15 CS S. Kirmani VS 7467615 7.21 23

IT S. Tendulkar HJB 9634232 9.45 12 IT R. Dravid VS 9944144 9.11 13 IT S. Ganguly VS 9854053 8.99 14 IT Irphan Pathan MS 9969565 7.23 17 IT Zahir Khan JCB 9978571 7.30 20

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Error messages

Error message design is critically important. Poor error messages can mean that a user rejects rather than accepts a system

Messages should be polite, concise, consistent and constructive

The background and experience of users should be the determining factor in message design

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Design factors in message wording

Context The user guidance system should be aware of what the user isdoing and should adjust the output message to the currentcontext.

Experience As users become familiar with a system they become irritatedby long, ‘meaningful’ messages. However, beginners find itdifficult to understand short terse statements of the problem.The user guidance system should provide both types of messageand allow the user to control message conciseness.

Skill level Messages should be tailored to the user’s skills as well as theirexperience. Messages for the different classes of user may beexpressed in different ways depending on the terminology whichis familiar to the reader.

Style Messages should be positive rather than negative. They shoulduse the active rather than the passive mode of address. Theyshould never be insulting or try to be funny.

Culture Wherever possible, the designer of messages should be familiarwith the culture of the country where the system is sold. Thereare distinct cultural differences between Europe, Asia andAmerica. A suitable message for one culture might beunacceptable in another.

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Nurse input of a patient’s name

Please type the patient name in the box then click ok

Bates , J.

OK Cancel

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System and user-oriented error messages

Error #27

Invalid patient id entered?OK Cancel

Patient J . Bates is not registered

Click on Patients for a list of registered patientsClick on Retry to re-input a patient nameClick on Help for more information

Patients Help Retry Cancel

System-oriented error messageUser-oriented error message

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Help system design

Help? means ‘help I want information” Help! means “HELP. I'm in trouble” Both of these requirements have to be taken

into account in help system design Different facilities in the help system may be

required

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Help system use

Multiple entry points should be provided so that the user can get into the help system from different places.

Some indication of where the user is positioned in the help system is valuable.

Facilities should be provided to allow the user

to navigate and traverse the help system.

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Entry points to a help system

Help frame network

Top-levelentry

Entry from errormessage system

Entry fromapplication

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User documentation

As well as on-line information, paper documentation should be supplied with a system

Documentation should be designed for a range of users from inexperienced to experienced

As well as manuals, other easy-to-use documentation such as a quick reference card may be provided

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Document types

Functional description Brief description of what the system can do

Introductory manual Presents an informal introduction to the system

System reference manual Describes all system facilities in detail

System installation manual Describes how to install the system

System administrator’s manual Describes how to manage the system when it is in use

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Example Visionary approaches for developing novel

conceptual paradigms