iat 334 interface design
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IAT 334 Interface Design. User Centered Design Metaphor Models Practice. ______________________________________________________________________________________ SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA. Agenda. User Centered Design -- Overall Process Design - PowerPoint PPT PresentationTRANSCRIPT
Feb 3, 2011 IAT 334 1
IAT 334Interface Design
User Centered DesignMetaphorModels Practice______________________________________________________________________________________
SCHOOL OF INTERACTIVE ARTS + TECHNOLOGY [SIAT] | WWW.SIAT.SFU.CA
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Agendag User Centered Design -- Overall Processg Design
– Metaphors– Mental Models– Idea generation
g Design principlesg Displaying your designs
– Storyboards– Lo-Fi– Wizard of Oz– Visual Basic, Flash, etc
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User-Centered Designg User-centered design process
– Analysis of user needs– Prototype– Informal feedback– Iterate on design– Final application– Formal feedback
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Analysis of User Needsg Techniques:
– Surveys– Card-sorting tasks– Interviews– Focus groups
• Look at competing products– Ethnography
• Participant observation
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Prototypingg Storyboardsg Paper simulations of applicationg Wizard of Oz experimentg Prototyping toolsg Cheap!
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Informal Feedbackg Present prototype to usersg Do a quick questionnaireg Observe the user struggle with your
lousy design
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Iterate on Designg Redesign system
– in light of initial user impressions– pay attention to common complaints
g Be prepared to abandon bad ideas!!
g It’s just an idea, not a measure of your worth!
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Iterate on Designg Let me reiterate…g Be prepared to...
Abandon bad ideas!!
g It’s just an idea, not a measure of your worth!
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Abandon bad ideas!
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Final Stagesg Implement the productg Get formal feedback
– You now have something concrete to show
– Performance analysisg Testing
– Look for bugsg Attention to detail
– Good UI work is really picky
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Design fixationg Keep an open mindg Don’t get wedded to an ideag Don’t let design review become
about whose idea wins
g Honor the truth. People come first.
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Quotable Quotes: Practiceg “The secret to having good ideas
is to have many ideas” -- Bill Buxton
g “You’ve got 100,000 bad drawings inside you. You’re here at art school to get them out.” -- Chuck Jones
g Design takes practice!!
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Quotable Quotesg “Where principle is put to work, not as a recipe or as a formula, there will always be style” -- Le Corbusier
g “Every curve and line has to have real meaning; it can’t be arbitrary.”
-- Frank Lloyd Wright
g Just because you can, doesn’t mean you should– Chris Shaw
Design
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Designg How do we come up with new (good)
designs for interactive systems?g Why is it so difficult?
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Why is Design Difficult?g 1. Increasing complexity/pressure
– Number of things to control has risen dramatically
– Errors are increasingly serious/costly
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Why Difficult?g 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
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Why Difficult?
3. People often consider cost and appearance over human factors design
4. Creativity is challenging
5. The social expectations of design are getting more well-informed
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Good & Bad Designs
g Examples?
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Good Designg Invites person to use it properly
– Ball -- throwable– Doorknob -- graspable
g Visual affordance – The perceived and actual fundamental
properties of an object that help convey how it should be used -- (Don Norman)
– Complex things need explaining– Simple things should not
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Idea Creation
g Ideas come from– Imagination– Analogy– Observation of current practice– Observation of current systems
g Borrow from other fields– Animation– Theatre– Information displays– Architecture– ...
How do we create and develop new interface ideas and designs?
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Interface Metaphorsg 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
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Metaphor Creation g Prepare
– What functions are needed– What are users’ problems?
g 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
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Metaphor Creationg Evaluate
g Evolve
Leads to user’s mental models..
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Mental Modelsg What models of the world are the
users using?g Two Classes:g Functional model
– “Press the accelerator once, then turn the key”
g Structural model– OK, why do we do that?
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Another example...g Functional model
– “Go north on King George, Cross the Pattullo, Turn left at 10th Ave, Turn right at Kingsway, go 4.5km”
g Structural model– What location??
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Another example...g Functional model
– “Go north on King George, Cross the Pattullo, Turn left at 10th Ave, Turn right at Kingsway, go 4.5km”
g Structural model– What location??
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Idea Creationg Methods for creating and developing
interface ideas
– Turn off your natural critique mechanism!
– ?
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Idea Creation Methodsg 1. Consider new use for object
g 2. Adapt object to be like something else
g 3. Modify object for a new purpose
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Idea Creation Methodsg 4. Magnify - add to object
g 5. Minimize - subtract from object
g 6. Substitute something similar
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Idea Creation Methodsg 7. Rearrange aspects of object
g 8. Change the point of view
g 9. Combine data into an ensemble
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Design Guidelines/Principlesg General guidelines (rules of thumb)
to help create more usable systems
g Can be subtle, even contradictory
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Guidelines for Designg 1. Provide a good conceptual model
– User has mental model of how things work
– Build design that allows user to predict effects of actions
g 2. Make things visible– Visible affordances, mappings,
constraints– Remind person of what can be done and
how to do it
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Design Principlesg 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• Less is more!
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Design Principlesg Here are 10 more detailed principles
to follow about what to design and why
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Design Principlesg 2. Strive for consistency
– Sequences, actions, commands, layout, terminology
– Makes more predictable– Dialog boxes all having same “closure”
options
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Design Principlesg 3. Provide informative feedback
– Continuously inform user about what is occurring
– Most important on frequent, substantive actions• % in file
– How to deal with delays?• Special cursors• % Done graphs
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Design Principlesg 4. Minimize user’s memory load
– Recognition is better than recall• Make visible!
– Describe required input format, include example and default• Date: _ _ - _ _ - _ _ (DD-MM-YY)
– Use small # of generally applicable cmds
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Design Principlesg 5. Permit easy reversal of actions
– Undo!
– Reduces anxiety, encourages experimentation
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Design Principlesg 6. Provide clearly marked exits
– Don’t want the user to feel trapped– Examples
• Cancel button on dialogs• Quit any time• Interrupt/resume on lengthy operations
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Design Principlesg 7. Provide shortcuts
– Enable frequent users to perform often-used operations quickly• Keyboard & mouse
– Abbreviations– Menu shortcuts– Function keys– Command completion– Double click vs. menu selection
• Navigation between windows/forms• Reuse
– Provide a history system
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Design Principlesg 8. Support internal locus of control
– Put user in charge, not computer– Can be major source of anxiety
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Design Principlesg 9. Handle errors smoothly and
positively– “That Filename already exists”vs.– “Rename failed”
g 10. Provide useful help and documentation