Principles of Design and Usability
Principles of Design and Usability
Topic 2
Design and Usability Principles
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Usability Goals
Effective to use
Efficient to use
Safe to use
Have good utility
Easy to learn
Easy to remember how to use
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Effectiveness
Refers to how good a product is at doing
what it is supposed to do
Question :
Is the product capable of allowing people to
learn, carry out their work efficiently, access
the information they need, or buy the goods
they want?
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Efficiency
Refers to the way a product supports users
in carrying out their work their task
Question:
Once users learn have learned how to use a
product to carry out their tasks, can they
sustain a high level of productivity?
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Safety
Involves protecting the user from
dangerous condition and undesirable
situations
Question:
What is the range of errors that are possible
using the product and what measures are
there to permit users to recover easily from
them?
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Utility
Refers to the extent to which the product
provides the right kind of functionality so
that users can do what they need or want
to do.
Question:
Does the product provide an appropriate set of
functions that will enable users to carry out all
their tasks in the way they want to do them?
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Learnability
Refers to how easy a system is to learn to
use
Question:
Is it possible for the user to work out how to
use the product by exploring the interface and
trying out certain actions?
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Memorability
Refers to how easy a product is to
remember how to use, once learned
Question:
What kinds of interface support have been
provided to help users remember how to carry
out tasks, especially for products and
operations they use infrequently?
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satisfying
aesthetically pleasing
enjoyable
supportive of creativity
engaging
supportive of creativity
pleasurable
rewarding
exciting
fun
entertaining
provocative
helpful
surprising
motivating
enhancing sociability
emotionally fulfilling
challenging
boring
frustrating
annoying
cutsey
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BACKGROUND THEORIES
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Background Theories
Human Memory
Human Processor Model
Motor Behaviour Model
Mental Model
Normans Interaction Model
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Human Memory
Encoding is first stage of memory
determines which information is attended to
in the environment and how it is interpreted
Human Memory
Sensory memory
Attention
Long-term memory
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recognition
information gives knowledge that it has
been seen before
less complex than recall - information is
provided as cue
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Why?
Inappropriate application of the theory
People can scan lists of bullets, tabs, menu
items for the one they want
They dont have to recall them from memory
having only briefly heard or seen them
Sometimes a small number of items is good
But depends on task and available screen
estate
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Receptors
(perception)
Working
Memory
Effectors
(motor actions)
Processor
Long-Term Memory
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Mental Model
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Mental Model
Craik (1943) described mental models as
internal constructions of some aspect of the
external world enabling predictions to be
made
Involves unconscious and conscious
processes, where images and analogies are
activated
Deep versus shallow models (e.g. how to
drive a car and how it works)
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Mental Model
Users develop an understanding of a
system through learning and using it
Knowledge is often described as a
mental model
How to use the system (what to do next)
What to do with unfamiliar systems or
unexpected situations (how the system
works)
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execution/evaluation loop
goal
execution
evaluation
system
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
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execution/evaluation loop
goal
execution
evaluation
system
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
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execution/evaluation loop
goal
execution
evaluation
system
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
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execution/evaluation loop
goal
execution
evaluation
system
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
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How realistic?
Human activity does not proceed in such an
orderly and sequential manner
More usual for stages to be missed, repeated
or out of order
Do not always have a clear goal in mind but
react to the world
Theory is only approximation of what happens
and is greatly simplified
Help designers think about how to help users
monitor their actions
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The gulfs
The gulfs explicate the gaps that exist
between the user and the interface
The gulf of execution
the distance from the user to the physical system while the
second one
users formulation of actions actions allowed by the
system
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DESIGN PRINCIPLES
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Design Principles
1.Form follows function
2.Visibility
3.Mapping
4.Feedback
5.Affordance
6.Forgiveness
7.Constraints
8.Consistency
9.Minimalism
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Visibility
Visibility
This is a control panel for an
elevator
How does it work?
Push a button for the floor you
want?
Nothing happens. Push any
other button? Still nothing.
What do you need to do?
It is not visible as to what to do!
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Visibility
you need to insert your room
card in the slot by the buttons
to get the elevator to work!
How would you make this
action more visible?
make the card reader more
obvious
provide an auditory message,
that says what to do (which
language?)
provide a big label next to the
card reader that flashes when
someone enters
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Visibility
What do I do if I am
wearing black?
Invisible automatic
controls can make it
more difficult to use
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Visibility
Some
Visibility
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Visibility
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Mapping
Mapping
Poor mapping
Good mapping
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Feedback
Sending information back to the user about what
has been done
Includes sound, highlighting, animation and
combinations of these
e.g. when screen button clicked on provides sound or
red highlight feedback:
ccclichhk
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Feedback
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Affordance
Describes
Perceived Affordance
Interfaces are virtual and do not have
affordances like physical objects
Norman argues it does not make sense to
talk about interfaces in terms of real
affordances
Instead interfaces are better
conceptualized as perceived affordances
Learned conventions of arbitrary
mappings between action and effect at
the interface
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Some mappings
are better than others
Affordance
Physical affordances:
How do the following physical objects
afford? Are they obvious?
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Affordance
Virtual affordances
How do the following screen objects afford?
What if you were a novice user?
Would you know what to do with them?
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Forgiveness
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Forgiveness
Eg:
Auto-saving documents
Palm combines the features of computers and
paper & pencil
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Constraints
Restricting the possible actions that can be
performed
Helps prevent user from selecting incorrect
options
Physical objects can be designed to constrain
things
Examples:
only one way you can insert a key into a lock
Vertical and horizontal scroll bar
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Consistency
Design interfaces to have similar
operations and use similar elements for
similar tasks
For example:
always use ctrl key plus first initial of the
command for an operation ctrl+C, ctrl+S,
ctrl+O
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Minimalism
A deliberate reduction in complexity for
users benefit
Eg:
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Duelling Principles
Design principles often conflict with one
another
Consider the needs of the user first
Eg. Visibility vs minimalism
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USABILITY PRINCIPLES
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Principles to Support
Usability
Can be divided into 3 categories
1. Learnability
2. Flexibility
3. Robustness
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Principles of learnability
Synthesizability
Learnability
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Predictability Learnability
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Familiarity Learnability
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Metaphor
A
Desktop Metaphor
Analogy of file management and office tasks, which is
represented visually like a table top in the office, which
contains:
folders
documents in folders
folder
recycle bin for unused documents
Recycle bin
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Digital Skeuomorphs
Skeuomorph - "a physical ornament
or design on an object made to
resemble another material or
technique
it makes it easier for those familiar
with the original device to use the
digital emulation and that it is
visually appealing
Eg.
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Audio processing
software packages
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Digital Skeuomorphs
Contacts
in iOS 6
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Digital Skeuomorphs
iBooks in
iOS 6
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Digital Skeuomorphs
Notes in
iOS 6
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Arguments Against
Skeuomorphism
skeuomorphic interface elements use metaphors
that are more difficult to operate and take up
more screen space than standard interface
elements
breaks operating system interface design
standards
causes an inconsistent look and feel
between applications
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Consistency Learnability
Aspects:
Controls and contents Same location and look
(fonts and shapes/symbols)
Softwares operation
Language (terms, instructions, commands)
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Generalizability
Learnability
Principles of flexibility
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Multithreading Flexibility
ability of system to support user
interaction for more than one task at a
time
concurrent vs. interleaving;
multimodality
Eg:
To open a window, the user can choose between
a double click on an icon, a keyboard shortcut,
or menu open window
Overlapping tasks
on a windowing system
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Task Migratability
Flexibility
Ability to pass control for the execution of a given
task so that it becomes either internalised by the
user or the system or shared between them
Control of executions can be transferred between
users and system
Eg. Spell-checker
Computer can check words automatically
Users can distinguish between correct and unintentional
duplications or error
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Substitutivity Flexibility
allowing equivalent values to be substituted for
each other
Eg.
To set margin for a letter, you can either :
input the value explicitly, eg. 6.5
Or, you can put a fraction, eg. 2/3, which is equivalent
to the range of (8.5 6.5 inches)
In a spreadsheet program, the values in the cells produced
by calculation of the program (output) can be used as
input values for other calculations
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Customizability Flexibility
modifiability of the user interface by user
(adaptability) or system (adaptivity)
Adaptability users ability to adjust the format of
I/O (very limited)
Eg.: Position of buttons, redefine command names
Adaptivity automatic customization of the user
interface by the system, based on observed
repetitions of the sequence
Eg.: suggestions of words or phrases
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Principles of robustness
Observability Robustness
ability of user to evaluate the internal
state of the system from its
perceivable representation
Relates to operation visibility
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Recoverability
Robustness
ability of user to take corrective action once an error
has been recognized
forward/backward recovery
Forward recovery acceptance of the current state
and negotiation from that state towards the desired
state
Backward recovery an attempt to undo the effect of
previous interaction
Eg: undo when users mistyped
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Responsiveness Robustness
measures the rate of communication between the
user and the system response time
Favourable response time:
Instant user perceives the system reactions
immediate
Stable duration for identical or similar actions
does not vary much
Eg :
pull-down menus are expected to pop up
instantaneously as soon as a mouse button is
pressed
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Task Conformance
Robustness
degree to which system services
support all of the user's tasks the user
wishes to perform and in the way the
user understands them
Deals with task completeness and task
adequacy
Task completeness the coverage
Task adequacy users understanding
of the tasks
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