HCI-unit 2
HCI-unit 2
Characteristics of Graphical
and Web User Interfaces
The
Graphical
User
Interface
A graphical user interface (GUI) is a type of user interface item that allows people to
interact with programs in more ways than typing
Examples:
computers
hand-held devices : MP3 Players, Portable Media Players or Gaming devices;
household appliances and office equipment with images rather than text commands.
A GUI offers graphical icons, and visual indicators, as opposed to text-based
interfaces, typed command labels or text navigation to fully represent the information
and actions available to a user.
and pull-downs.
Menus pop up on the screen
list boxes, and palettes coexisted with the reliable old text entry
field.
Indirect Manipulation
Indirect manipulation substitutes words and text, such as pulldown or pop-up menus, for symbols, and substitutes typing for
pointing.
When an operation is selected from the list, by pointing or typing,
Which style of interactiondirect manipulation, indirect manipulation, or a combination of bothis best ???????
Advantages
Disadvantages
Hardware limitations.
Faster learning
Easier remembering
More natural.
Provides context.
Fewer errors.
Immediate feedback.
More attractive
The Web
User
Interface
It allows people to control much of the display and the rendering of Web
pages
1984, hosts online exceeded 1,000;
1987, 10,000;
1989, 100,000,
1990,300,000;
1992 hosts exceeded one million
In 1993, Internet traffic was expanding at a 341,634 percent annual growth
rate.
In 1996, there were nearly 10 million hosts online and 40 million connected
people
Slow download times, confusing navigation, confusing page organization,
disturbing animation, or other undesirable site features often results in user
abandonment of the site
Aesthetically Pleasing:
Provide visual appeal by following these
presentation and graphic design principles:
Provide meaningful contrast between screen
elements.
Create groupings.
Align screen elements and groups.
Provide three-dimensional representation.
Use color and graphics effectively and simply.
Clarity:
The interface should be visually, conceptually,
and linguistically clear, including:
Visual elements
Functions
Metaphors
Words and text
Compatibility:
Provide compatibility with the following:
The user
The task and job
The product
Adopt the users perspective.
Comprehensibility:
A system should be easily learned and understood. A user
should know the following:
What to look at
What to do
When to do it
Where to do it
Why to do it
How to do it
The flow of actions, responses, visual presentations, and
information should be in a
sensible order that is easy to recollect and place in context.
Configurability:
Permit easy personalization, configuration, and
reconfiguration of settings.
Enhances a sense of control.
Encourages an active role in understanding.
Consistency:
A system should look, act, and operate the
same throughout. Similar components
should:
Have a similar look.
Have similar uses.
Operate similarly.
The same action should always yield the same
result.
The function of elements should not change.
The position of standard elements should not
change.
Control:
The user must control the interaction.
Actions should result from explicit user requests.
Actions should be performed quickly.
Actions should be capable of interruption or
termination.
The user should never be interrupted for errors.
The context maintained must be from the perspective
of the user.
The means to achieve goals should be flexible and
compatible with the users skills,
experiences, habits, and preferences.
Avoid modes since they constrain the actions available
to the user.
Permit the user to customize aspects of the interface,
while always providing a
proper set of defaults.
Directness:
Provide direct ways to accomplish tasks.
Available alternatives should be visible.
The effect of actions on objects should be visible.
Efficiency:
Minimize eye and hand movements, and other control
actions.
Transitions between various system controls should
flow easily and freely.
Navigation paths should be as short as possible.
Eye movement through a screen should be obvious
and sequential.
Anticipate the users wants and needs whenever
possible.
Familiarity:
Employ familiar concepts and use a language
that is familiar to the user.
Keep the interface natural, mimicking the users
behavior patterns.
Use real-world metaphors.
Flexibility:
A system must be sensitive to the differing
needs of its users, enabling a level and type of
performance based upon:
Each users knowledge and skills.
Each users experience.
Each users personal preference.
Each users habits.
The conditions at that moment.
Forgiveness:
Tolerate and forgive common and unavoidable human
errors.
Prevent errors from occurring whenever possible.
Protect against possible catastrophic errors.
When an error does occur, provide constructive
messages.
Predictability:
The user should be able to anticipate the natural
progression of each task.
Provide distinct and recognizable screen elements.
Provide cues to the result of an action to be
performed.
All expectations should be fulfilled uniformly and
completely.
Recovery:
A system should permit:
Commands or actions to be abolished or reversed.
Immediate return to a certain point if difficulties arise.
Ensure that users never lose their work as a result of:
An error on their part.
Hardware, software, or communication problems.
Responsiveness:
The system must rapidly respond to the users
requests.
Provide immediate acknowledgment for all user
actions:
Visual.
Textual.
Auditory.
Simplicity:
Provide as simple an interface as possible.
Five ways to provide simplicity:
Use progressive disclosure, hiding things until
they are needed.
Present common and necessary functions first.
Prominently feature important functions.
Hide more sophisticated and less frequently
used functions.
Provide defaults.
Minimize screen alignment points.
Make common actions simple at the expense
of uncommon actions being made harder.
Provide uniformity and consistency.
Transparency:
Permit the user to focus on the task or job,
without concern for the mechanics of the
interface.
Workings and reminders of workings inside the
computer should be invisible to the user.
Trade-Offs:
Final design will be based on a series of tradeoffs balancing often-conflicting design principles.
Peoples requirements always take precedence
over technical requirements.