Lecture 16
Lecture 16
http://www.cs.cmu.edu/~
bam/uicourse/special/
1
AIMS
• Introduced The UI design process
• Discussed UI Design Principles
www.id-book.com 2
The user interface
• System users often judge a system by its
interface rather than its functionality
• UI should match the skills, experience,
and expectations of potential users
• Critical for system dependability
• A poorly designed interface can cause a
user to make catastrophic errors
• Take into account mental and physical
capabilities of users
• Poor user interface design is the reason
why so many software system features are
never used
The UI design process
• UI design is an iterative process
involving close interaction between users
and designers.
• The 3 core activities in this process
are:
– User analysis. Understand what the
users will do with the system;
– System prototyping. Develop a
series of prototypes for experiment;
– Interface evaluation. Experiment
with these prototypes with users.
User interface design
process
Produce
Design Evaluate design
dynamic design
prototype with end-users
prototype
Executable Implement
prototype final user
interface
UI Design Principles
Principle Description
User familiarity The interface should use terms and concepts which are
drawn from the experience of the people who will make most
use of the system.
•Principles of usability
– general understanding
•Design patterns
– capture and reuse design knowledge
Types of design rules
• principles
– abstract design rules Guidelines
– low authority
increasing generality
– high generality
increasinggenerality
– E.g.: “an interface should be easy
to navigate”
• guidelines
Standards
– lower authority
– more general application
– E.g.:“use colour to highlight links”
• standards increasing authority
increasing authority
– specific design rules, measurable
– high authority
– limited application
• Pattern: A pattern is an invariant solution to a recurrent
problem within a specific context.
Usability Attributes
Attribute Description
How long does it take a new user to
Learnability become productive with the system?
Speed of How well does the system response
operation match the user’s work practice?
How tolerant is the system of user
Robustness error?
How good is the system at recovering
Recoverability from user errors?
How closely is the system tied to a
Adaptability single model of work?
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
Robustness
the level of support provided the user in
determining successful achievement and
assessment of goal-directed behaviour
Learnability
Principles of Learnability
Predictability
– determining effect of future actions
based on past interaction history
– operation visibility
Synthesizability
– assessing the effect of past actions
– immediate vs. eventual honesty
Principles of Learnability
(ctd)
Familiarity
– how prior knowledge applies to new system
– guess ability; affordance
Generalizability
– extending specific interaction knowledge to
new situations
Consistency
– likeness in input/output behaviour arising
from similar situations or task objectives
Flexibility
Principles of flexibility
Dialogue initiative
– freedom from system imposed constraints on
input dialogue
– system vs. user pre-assumptions
Multithreading
– ability of system to support user interaction for
more than one task at a time
– concurrent vs. interleaving; multimodality
Task migratability
– passing responsibility for task execution
between user and system
Principles of flexibility (ctd)
Substitutive
– allowing equivalent values of input and
output to be substituted for each other
– representation multiplicity; equal
opportunity
Customizability
– modifiability of the user interface by
user (adaptability) or system (adaptively)
Robustness
Principles of Robustness
Operability
– ability of user to evaluate the internal state of
the system from its perceivable representation
– Brows-ability; defaults; reachability;
persistence; operation visibility
Recoverability
– ability of user to take corrective action once
an error has been recognized
– reachability; forward/backward recovery;
commensurate effort
Principles of robustness
(ctd)
Responsiveness
– how the user perceives the rate of
communication with the system
– Stability
Task conformance
– degree to which system services
support all of the user's tasks
– task completeness; task adequacy
ok
Design factors in message
wording
Context The user guidance system should be aware of what the user is
doing and should adjust the output message to the current
context.
Experience As users become familiar with a system they become irritated
by long, ‘meaningful’ messages. However, beginners find it
difficult to understand short terse statements of the problem.
The user guidance system should provide bothtypes of message
and allow the user to control message conciseness.
Skill level Messages should be tailored to the user’s skills as well as their
experience. Messages for the different classes of user may be
expressed in different ways depending onthe terminology which
is familiar to the reader.
Style Messages should be positive rather than negative. They should
use the active rather than the passive mode of address. They
should never be insulting or try to be funny.
Culture Wherever possible, the designer of messages should be familiar
with the culture of the country where the system is sold. There
are distinct cultural differences between Europe, Asia and
America. A suitable message for one culture might be
unacceptable in another.
Using design rules
Guidelines
Design rules
increasing generality
increasinggenerality
• suggest how to increase usability
• differ in generality and authority
Standards
increasing
increasing
authorityauthority
Standards
• set by national or international bodies to
ensure compliance by a large community of
designers standards require sound underlying
theory and slowly changing technology
5. Error prevention
Even better than good error messages is a careful design which
prevents a problem from occurring in the first place.
Learnability Robustness
• 1. Visibility • 8. Recovery
• 2. Consistency
• 9. Constraints
• 3. Familiarity
• 4. Affordance Accommodation
Ease of Use • 10. Flexibility
• 5. Navigation • 11. Style
• 6. Control • 12. Conviviality
• 7. Feedback
37
Summary
Principles for usability
– repeatable design for usability relies on maximizing
benefit of one good design by abstracting out the
general properties which can direct purposeful design
– The success of designing for usability requires both
creative insight (new paradigms) and purposeful
principled practice