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Design basics of human interface

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Title: Design basics of human interface


1
Design basics of human interface
  • Dr. Yan Liu
  • Department of Biomedical, Industrial and Human
    Factors Engineering
  • Wright State University

2
What is Design
  • Achieving Goals within Constraints
  • Goals the purposes of the design
  • Who is it for? Why do they want it?
  • e.g. Suppose you are designing a wireless
    personal movie player, you may think about young
    affluent users wanting to watch the latest movie
    while on the move and perhaps wanting to share
    the experience with friends
  • Constraints
  • Material, cost, time, regulation, etc.
  • Trade-off
  • Choose which goals or constraints can be relaxed
    so that others can be met
  • e.g. You may find that an eye-mounted video
    display, similar to those used in virtual
    reality, would give the most stable images while
    walking along. This, however, would not allow you
    to share the images with friends

3
The Golden Rule of Design
  • Understanding the Materials

A chair with a steel frame and a chair with a
wooden frame are quite different. Often the steel
frames are tabular or thin L or H section steel,
whereas wooden chairs have thick solid legs. Why?
What would happen if a wooden chair were made
using the design for a metal one and vice versa?
  • For HCI, the Materials are Human and Computer.
    Therefore, We Must
  • Understand humans
  • Psychological and social aspects, human error,
    etc.
  • Understand computers
  • Limitations, capacities, tools, platforms, etc.
  • Understand their interaction

4
To Err is Human
  • More often than not accidents are inherent in
    poor design or installation of the human
    interfaces (Example)
  • Bad interfaces are error-prone to use
  • Bad interfaces cost money and lives
  • It is the Nature of Humans to Make Mistakes
  • Humans are not infallible consistent creatures
  • Systems should be designed to reduce the
    likelihood of those mistakes and to minimize the
    consequences when mistakes happen
  • The Core of Interaction Design
  • Put the user first
  • Keep the user in the center
  • Remember the user at the end

5
Scenarios
  • Scenario-Based Design (Carroll, 1995)
  • Useful in situations when there is no detailed
    conception of exactly which work activities
    should be supported and in which way the system
    should be designed
  • Scenarios
  • Concrete stories about peoples activities in
    using the system
  • e.g. Go to Wright State Wings website by typing
    its URL, enter user name, enter password, click
    Login button .
  • Presented with plain text descriptions, or
    supplemented with storyboards
  • e.g. Sketches, simulated screen shots, etc.

6
Scenarios
  • Simple Yet the Most Flexible and Powerful Design
    Representation
  • Understand users needs and the context the users
    are operating in
  • What can they see?
  • What can they do?
  • What are they thinking?
  • Communicate with others
  • Concrete examples of use are far easier to share
    than abstract ideas
  • Validate other models
  • A detailed scenario can be played against various
    more formal representations
  • Express dynamics
  • Envision how the system behaves rather than
    merely a sense of what the system would look like

7
Scenarios
  • Linearity of Scenarios
  • Each scenario represents a single path among all
    the potential interactions
  • Pros
  • Life and time are linear
  • Easy to understand linear stories and narratives
  • Cons
  • No alternatives
  • Real interactions that have choices can not be
    demonstrated
  • Miss unintended actions by users
  • Use several scenarios

8
Navigation Design
  • Navigation
  • The ability to find ones way around an
    application (e.g. website)
  • Think about structure
  • Local structure
  • Structure of one screen or page
  • Global structure
  • Structure of entire application, movement between
    screens or pages
  • Wider still
  • Relationships between different applications

9
Local Structure
  • Go-Seeking Behavior
  • Users have some idea of what they are after and a
    partial model of the system, and meander through
    the system to try to get closer to their goals
  • System needs to give the users enough knowledge
    to help them get closer to their goals

10
Local Structure
  • Four Design Rules
  • Users should know where they are
  • The page or screen should make clear where the
    users are in terms of the interaction or state of
    the system
  • e.g. Some web pages show breadcrumbs at the top
    of the screen, the path of the titles which
    indicate where the page is in the entire website
  • Users should know what they can do
  • What can be pressed or clicked to go somewhere or
    do something
  • Users should know where they are going (or what
    will happen)
  • Where they will be taken after clicking a button
    or a link
  • Icons that are not self-explanatory should always
    be accompanied by labels or at the very least
    tooltips or some similar techniques
  • Users should know where they have been (or what
    they have done)
  • The system should give feedback or confirmation
    of what the users have done
  • e.g. Most web browsers offer a history system and
    also a back button that keeps a list of
    recently visited pages

11
Breadcrumbs Showing Path Through the Website
Hierarchy
12
Global Structure
  • Overall Structure of An Application
  • The way how various screens, pages or device
    states link together
  • Hierarchy Organization
  • Usually by functions of system elements, but can
    also by roles, user types, modules, etc.

Functional Hierarchy of a Messaging System
13
Global Structure
  • Hierarchy Organization (Cont.)
  • Detailed knowledge of the intended user is
    essential
  • Different people may have different internal
    structures for their knowledge and may use
    different vocabulary
  • It is not good to create a hierarchy that the
    designer understands but not the users
  • Deep hierarchies are difficult to navigate
  • It is better to have broad top-level categories
    or to present just a few levels of menu on one
    screen or web page
  • Items on a screen or page should be structured,
    depending on the users purpose
  • e.g. If the user wants to look up information of
    a particular state in the USA, an alphabetical
    list of all state names would be fast if the
    user wants to search for states in a particular
    region, then a list by region would be more
    appropriate

14
Global Structure
  • Dialog
  • Describes the general flow of the wedding vow,
    with blanks for the names of the bride and groom
  • Shows the pattern of interaction between the
    three parties

15
Global Structure
  • Dialog (Cont.)
  • Human-computer dialogue
  • Overall patterns of interaction between the user
    and system
  • Details differ each time
  • Network diagrams
  • Principal states or screens are linked together
    with arrows
  • They can
  • Show what leads to what
  • Show what happens when
  • Include branches and loops
  • Be more task-oriented than hierarchy

16
Network Diagram Showing the Process of Adding or
Removing a User from the Messaging System
17
Wider Still
  • Wider Still
  • Everything we design sits among other devices and
    applications
  • Implications
  • Style issues
  • Conform to platform standards to ensure
    consistency between applications
  • e.g. Main menus of windows are normally placed on
    the top of the windows
  • Functional issues
  • Be able to interact with files, read standard
    formats, and handle cut and paste across files
  • Navigation issues
  • Support linkages between applications
  • e.g. In a email, being able to double click an
    attachment icon and have the right application
    launched for the attachment

18
Screen Design and Layout
  • Form Follows Functions
  • Let the required interactions drive the design
    and layout
  • What actions do the users perform? What kinds of
    information do users need? In what order
    different kinds of information are likely to be
    needed?
  • Visual Tools for Layout
  • Grouping and structure of items
  • Order of groups and items
  • Decorative features
  • Alignment of items
  • White space between items

19
Screen Design and Layout
  • Grouping and Structure of Items
  • If items logically belong together, then we
    should normally physically group them together
  • Details for billing and delivery are grouped
    spatially
  • The list of items actually ordered are separated
    from billing and delivery details by a line as
    well as spatially

Grouping Related Items in an Order Screen
20
Screen Design and Layout
  • Order of Groups and Items
  • We need to think what is the natural order for
    the user? and match the natural order to the
    order on screen
  • Occasionally we may need to force a particular
    order
  • e.g. Forcing online customers to fill out their
    mailing addresses before inputting other
    information
  • Decorative Features
  • Features like font style, text or background
    colors can be used to emphasize groupings

21
Screen Design and Layout
  • Alignment
  • For users who read text from left to right, lists
    of text items should normally be aligned to the
    left

Dix Finlay Abowd Beale
Dix Finaly Abowd Beale
22
Screen Design and Layout
  • Alignment (Cont.)
  • Numbers should normally be aligned to the right
    (for integers) or at the decimal point
  • Shape of the column gives an indication of
    magnitude

532.56179.3256.3171573.94810353.142497.6256
627.865 1.005763 382.5832502.56
432.935 2.0175 652.87 56.34
532179256157310355497
Find the largest number in each column
23
Screen Design and Layout
  • Alignment (Cont.)
  • In multiple column lists, text columns have to be
    wide enough for the largest item this means
    there can be large gaps between columns, which
    can make it hard to scan across rows
  • Using leaders lines of dots linking the columns
  • Using soft tone grays or colors for the
    background of the rows
  • It may sometimes be worth breaking other
    alignment rules to trade off good column
    alignment for the ability to see relationship
    across rows

sherbet 75toffee 120chocolate 35fruit
gums 27coconut dreams 85
24
sherbet 75toffee 120chocolate 35fruit
gums 27coconut dreams 85
Leaders
Color Background

sherbet 75

toffee 120
chocolate 35
fruit
gums 27
coconut dreams 85
Right Aligning Text Items (good if the user scans
the numbers frequently but only occasionally
scans the names of items)
25
Screen Design and Layout
  • White Space
  • Space to separate blocks
  • e.g. Gaps between paragraphs or space between
    sections in a report
  • Space to create complex structures
  • Space to highlight
  • e.g. Used frequently in magazines to highlight a
    quote or graphic

Space to Separate
Space to highlight
Space to Structure
26
Grouping of Controls
Defrost settings
Type of food
Time to cook
27
Order of Controls
  • Type of heating
  • Temperature
  • Time to cook
  • Start

1
2
3
4
28
Decoration
Different colors for different functions
Lines around related buttons (temp up/down)
29
White Space
Gaps to aid grouping
30
Screen Design and Layout
  • Appropriate Appearance
  • How to present information should depend on
  • The kind of information
  • Text, numbers, maps, tables, etc.
  • The technology available to present it
  • Character display, graphics, virtual reality,
    etc.
  • Depends on the purpose (Most Important!)
  • e.g. To present hierarchical structures, we may
    use node-link diagrams to present correlation
    relationships between variables, we may use
    scattered plots

31
Screen Design and Layout
  • Appropriate Appearance (Cont.)
  • Aesthetics and utility
  • Aesthetically pleasing designs
  • Can increase user satisfaction and improve
    productivity
  • Beauty and utility may conflict
  • e.g. Graphic designers like using excessively
    complex and strong backgrounds because they look
    good, but they may make the text hard to read
  • Beauty and utility can work together
  • Use of white space

good to look at, but hard to read
32
Screen Design and Layout
  • Appropriate Appearance
  • Color and 3D effects
  • Both often used very badly in interface design!
  • Color
  • Older monitors only support a limited range of
    primary colors
  • Overuse of color can be distracting
  • A significant portion of people suffer from
    color-blindness
  • Should be used sparingly to reinforce other
    information
  • 3D effects
  • Good for physical information and in some graphs
  • Poor in showing quantitative information
  • e.g. 3D pie chart is not effective in showing the
    volumes of the sections because of the
    perspective effect

33
Illustration of Perspective Effect
34
Design Rationale
  • Information that explains why a computer system
    is the way it is
  • Structural or architectural description
  • Functional or behavioral description
  • Benefits of Design Rationale
  • Facilitates communication
  • Understanding what critical decisions were made,
    what alternatives were investigated, and the
    reason why one alternative was chosen over the
    others
  • Enables reuse of design knowledge across products
  • Accumulated knowledge in the form of design
    rationales for a set of products can be reused to
    transfer what has worked in one situation to
    another situation which has similar needs
  • Enforces design discipline
  • The effort required to produce a design rationale
    forces the designer to deliberate more carefully
    about design decisions

35
Design Rationale
  • Benefits of Design Rationale (Cont.)
  • Presents arguments for design trade-offs
  • Organizes potentially large design space
  • The space of alternatives can be so vast that it
    is unlikely for the designer to discover the
    optimal alternative within the time and/or cost
    constraints
  • Captures contextual information
  • The usability of an interactive system depends on
    the context of its use
  • Capturing the context in which a design decision
    is made will help later when new products are
    designed
  • If the context remains the same, then the old
    rationale can be adopted without revision
  • If the context has changed somehow, the old
    rationale can be reexamined to see if any
    rejected alternatives are now more favorable or
    if any new alternatives are now possible

36
Process-Oriented Design Rationale
  • Overview
  • Concentrates on providing a historical records of
    design decisions
  • Used during the actual design discussions
  • IBIS (Issue-Based Information System Rittel
    Webber, 1973)
  • The design is documented as a hierarchical
    structure
  • Primitives
  • Issues questions that the design is addressing
    one root issue
  • Positions potential resolutions of issues
  • Arguments those that support or refute positions
  • Graphic Version of IBIS (gIBIS Conklin
    Yakemovic, 1991)
  • Issues, positions and arguments are nodes in the
    directed graph, and the connections between them
    are labeled to depict the relationship between
    connected nodes

37
Structure of a gIBIS Design Rationale
38
An Example of IBIS Discussion
39
(No Transcript)
40
Cockpit Control Panels of B-17 Bombers in WWII
It was cheaper and faster to design and build the
panels using a series of closely spaced toggle
switches. Unfortunately, two of these adjacent
switches were the flaps and the landing gear.
When they were initially deployed, it was not
uncommon for a just-landed and taxiing B-17 to
suddenly belly-flop onto the concrete when the
pilot mistakenly hit the landing gear toggle
instead of the one for the flaps.
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