Design Rules and Implementation Support
Design Rules and Implementation Support
increasing generality
l
ra
e
specific design rules n
e
g
high authority and limited application g
n
i
s
a
measurable re
c
n
i Standards
e.g. use color RGB #1010D0 on home links
Guidelines
lower authority increasing authority
increasing authority
more general application
advice on how to achieve principles
e.g. use color to highlight links
5 Principles to support usability
Learnability
usability
Flexibility
Robustness
6 Principles to support usability
Learnability
the ease with which new users can begin effective interaction
and achieve maximal performance
Flexibility
the multiplicity of ways the user and system exchange
information
Principles to support usability
Robustness: the level of support provided the user in determining successful
achievement and assessment of goal-directed behavior.
8 Principles of learnability
Predictability
determining effect of future actions based on past interaction history
operation visibility - user actions should be matched by a response
Synthesizability
assessing the effect of past actions
Honesty when an operation changes some aspect of the internal
state, it is important that the change is seen by the user
immediate vs. eventual honesty
9 Principles of learnability (ctd)
Familiarity
how prior knowledge applies to new system
guessability; affordance
Generalizability
extending specific interaction knowledge to new situations
Consistency
likeness in input/output behaviour arising from similar
situations or task objectives
10 Principles of flexibility
Dialogue initiative
Who controls dialogue flow
system vs. user pre-emptiveness
user pre-emptive dialog allows the user to offer any input action at
any time for maximum flexibility.
system-driven interaction hold back flexibility whereas a user-
driven interaction favors it.
modal dialog boxes are system pre-emptive
direct manipulation is user pre-emptive
minimize system pre-emptive dialogue and maximize user pre-emptive dialogue
11 Principles of flexibility
Multithreading
ability of system to support user interaction for more than one task at a time
Task migration
passing responsibility for task execution between user and system
Example Spell-checking
Characteristics of patterns
capture design practice not theory
capture the essential common properties of good examples of design
represent design knowledge at varying levels: social,
organisational, conceptual, detailed
are not neutral but embody values within their rationale.
are intuitive and readable and can therefore be used for
communication between all stakeholders
a pattern language should be generative and assist in the development
of complete designs.
25
Implementation support
Implementation support
• programming tools
– levels of services for programmers
• windowing systems
– core support for separate and simultaneous user-system activity
• programming the application and control of dialogue
• interaction toolkits
– bring programming closer to level of user perception
• user interface management systems
– controls relationship between presentation and functionality
Introduction
Device independence
programming the abstract terminal device drivers
image models for output and (partially) input
• pixels
• PostScript (MacOS X, NextStep)
• Graphical Kernel System (GKS)
• Programmers' Hierarchical Interface to Graphics
(PHIGS)
Resource sharing
achieving simultaneity of user tasks
window system supports independent processes
isolation of individual applications
roles of a windowing system
Architectures of windowing systems
three possible software architectures
– all assume device driver is separate
– differ in how multiple application management is implemented
repeat
read-event(myevent)
case myevent.type
type_1:
do type_1
processing
type_2:
do type_2
processing
...
type_n:
do type_n
processing
end case
Programming the application - 1
notification-based
void main(String[] args) {
Menu menu = new
Menu();
menu.setOption(“Save”);
menu.setOption(“Quit”);
menu.setAction(“Save”,mySave)
menu.setAction(“Quit”,myQuit)
...
}
int mySave(Event e) {
// save the current file
}
int myQuit(Event e) {
// close down
}
going with the grain
beware!
if you don’t explicitly design it will just happen
implementation should not drive design
Using toolkits
Interaction objects
– input and output
intrinsically linked
• Notification based;
– AWT 1.0 – need to subclass basic widgets
– AWT 1.1 and beyond -– callback objects
• Swing toolkit
– built on top of AWT – higher level features
– uses MVC architecture (see later)
User Interface Management Systems
(UIMS)
• UIMS add another level above toolkits
– toolkits too difficult for non-programmers
• concerns of UIMS
– conceptual architecture
– implementation techniques
– support infrastructure
• non-UIMS terms:
– UI development system (UIDS)
– UI development environment (UIDE)
• e.g. Visual Basic
UIMS as conceptual architecture
• improves:
– portability – runs on different systems
– reusability – components reused cutting costs
– multiple interfaces – accessing same functionality
– customizability – by designer and user
UIMS tradition – interface layers / logical
components
• linguistic: lexical/syntactic/semantic
• Arch/Slinky func. co re
d ial o g u e
l e xi c a l
adaptor
fu n c t i o n a l
core p h y sical
Seeheim model
Functionality
Dialogue
USER
USER Presentation (application APPLICATION
Control
interface)
switch
conceptual vs. implementation
Seeheim
– arose out of implementation experience
– but principal contribution is conceptual
– concepts part of ‘normal’ UI language
… because of Seeheim …
… we think differently!
e.g. the lower box, the switch
• needed for implementation
presentation dialogue application
• but not conceptual
semantic feedback
direct communication
rapid semantic between application
and presentation
feedback but regulated by
dialogue
control
more layers!
d ial o g u e
func. core
adaptor l e xi c a l
fu n c t i o n a l
core physical
Arch/Slinky
fu n c t i o n a l
core physical
monolithic vs. components
view
model
controller
MVC issues
A P A P
C C
abstraction presentation
control
A P
C A P
C
Implementation of UIMS
• N.B. constraints
– instead of what happens say what should be true
– used in groupware as well as single user interfaces
(ALV - abstraction–link–view)
• in use
– with raw programming most popular technique
– e.g. Visual Basic, Dreamweaver, Flash
• internal control
(e.g., read-evaluation loop)
• external control
(independent of application semantics or presentation)
• presentation control
(e.g., graphical specification)
Summary