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Fundamentals of Interfaces

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Title: Fundamentals of Interfaces


1
Fundamentals of Interfaces
  • E-Business Applications

2
What is an Interface?
  • A term of much confusion due to its nature
  • GUIs, command-line, programming, hardware, etc.
  • Verb meaning to communicate
  • It describes the place where two disparate
    systems meet as well as how they meet.

3
What is an Interface?
  • An interface must consist of more than one system
  • It is more than a tool, it has to have a purpose
    and organization
  • Radio dials
  • Telephone buttons
  • You the user from your experience, help make up
    the interface!

4
What is an Interface?
  • Best if not seen, nor heard!
  • Assembly Language Programming?
  • The more technologically sophisticated the tools,
    the simpler the interface needs to be.
  • Good example
  • Using a Web Browser to Surf the Web!

5
What is an Interface?
  • To make the interface invisible
  • Use metaphors/natural mappings
  • Spatial metaphors to represent objects in space
  • Sound to represent degree or quantity
  • Leverage personal experience
  • Draw on previous experience but keep unnecessary
    complexity low
  • Find a balance between a simple interface
    requiring complex learned behaviours, and a
    complex interface that maps perfectly to the task
    required

6
What is an Interface?
  • Quick Note
  • Interface - implies a person is part of the
    equation
  • User Interface - more specific definition.
  • On the other side maybe a phone, monitor etc.
  • Graphical user interface
  • An interface consisting of graphical
    representations of real world concepts and
    objects.

7
Elements of Interface Design
  • Questions that should be addressed
  • Is the interface design useful?
  • How can you tell if its useful?
  • Are the users really to blame for common
    mistakes?
  • Are we to blame for building inherently flawed
    applications?
  • Are our interfaces/features too confusing?
  • Are there workarounds for inherent usability?

8
Elements of Interface Design
  • Some principles to follow
  • Work with nature
  • Work against nature (when you have to)
  • Keep It Simple Stupid (but not too simple)
  • Emphasize Key Elements
  • If possible use constraints to limit possible
    errors
  • Design for error
  • Define a standard when nothing else works

9
Elements of Interface Design
  • Work with Nature
  • Use work done in cognitive psychology
  • Affordances - the way an object is used
  • Constraints - prevents actions/responses
  • Natural Mappings (Metaphors)
  • Visibility - degree of display
  • Feedback - aural/tactile signals
  • Direct Manipulation - object manipulation
  • These six concepts will help with good design

10
Elements of Interface Design
  • Rules for Affordances
  • Things that are meant to be pushed, should be
    made to push
  • Choose object representation carefully
  • Poor representation can lead to user confusion
  • Affordances can be assigned values
  • Not all need to have a value

11
Elements of Interface Design
  • Types of Constraints
  • Physical prevents physical action
  • Semantic prevents nonsense states. Knowledge
    dependent
  • Cultural depends on accepted behaviour
  • Logical derived from logical circumstances
  • e.g Clicking on a back button, takes you to the
    previous screen.

12
Elements of Interface Design
  • Rules for Constraints
  • Do not unreasonably restrict natural tendencies
  • Ensure the affordance/constraint combination is
    unambiguous
  • Ensure the constraints are used in proper context
  • Ensure constraint combination doesnt result in a
    dead-end or an endless loop.

13
Elements of Interface Design
  • Visibility/Prominence
  • Some applications need to have certain elements
    more prominently displayed than others.
  • Others need to be more obscured
  • Auditory elements can also be considered as being
    visible.

14
Elements of Interface Design
  • Natural Mappings
  • Part of making an interface invisible
  • Can lead to confusion with a poorly chosen
    metaphor

15
Elements of Interface Design
  • Feedback
  • Can be visual, aural, tactile
  • Every action/change in an application should give
    some sort of feedback
  • The feedback element can also require a response
  • e.g. user confirmation

16
Elements of Interface Design
  • Rules for Feedback
  • Used to make the interface invisible
  • Feedback should not distract the user
  • Should appear as a natural extension to the
    application
  • Should not conflict with constraints and
    affordances.

17
Elements of Interface Design
  • Direct Manipulation
  • Use objects to represent other objects to be
    manipulated
  • Object can be either a real world object, or
    computer generated
  • Same rules apply as for affordances and
    constraints generally apply.

18
Elements of Interface Design
  • Forcing Functions
  • Same as constraints
  • Restricts actions
  • Becomes visible when an action is attempted
  • Different from constraints
  • Forcing function can remain invisible except for
    its effects
  • No warnings are issued.
  • Three types of forcing functions
  • Lockins, lockouts and interlocks.

19
Elements of Interface Design
  • Lockins
  • Prevents changes of state until certain
    conditions are met.
  • Bad example modal dialog box.
  • Interrupts program flow
  • Forces the user to respond immediately
  • Good example
  • Software installation programs

20
Elements of interface Design
  • Lockouts
  • Prevents users from entering a place or state
  • An example
  • Preventing a program from being installed when
    other programs are running
  • Used in conjunction with a lockin, it can prevent
    many serious errors from occurring.

21
Elements of Interface Design
  • Interlocks
  • Ensures that actions occur in a certain order
  • No other execution order is permitted
  • Real-world example
  • Car wont start until clutch is fully depressed
  • Typical light inside a refrigerator
  • Software example
  • Cannot use an application unless you have logged
    in.

22
Elements of Interface Design
  • General Rules and Questions
  • Affordances and other notifications should be
    prominent
  • Forcing functions should be transparent to the
    user
  • The problem is, to what extent should each be
    taken?
  • How much feedback is too much?
  • What level of constraint is too high?

23
Applying Interface Design to the Web
  • Design for error
  • Build in appropriate responses, checks and
    balances
  • Have clear and explanatory error messages
  • Issue appropriate warnings before a potentially
    dangerous action may occur

24
Applying Interface Design for the Web
  • Pay Attention to your Users
  • Build what they want, not what you think they
    want
  • Listen to the naïve users
  • May elect to educate rather than redesign
  • Keep the fog index low
  • Reduces cost due to redesign and additional
    programming

25
Applying Interface Design for the Web
  • Keep the Interface Clean and Uncluttered
  • Shy away from too many bells and whistles
  • Deliver unambiguous interfaces
  • Make the interface direct and navigation clear
  • Help focus the users attention on the important
    aspects of the page.

26
Maintaining Web Site Interface Flexibility
  • Web site interfaces can be easily redesigned
  • Separation of appearance from functionality
  • Keep static pages separate from the backend
  • The templates can be fine-tuned according to user
    feedback
  • Shrink-wrapped applications cannot
  • Interface tied in with back-end

27
A Framework for Easy to Use Web Pages
  • Making Web Pages Easy to Use

28
Framework for Easy to Use Web Pages
  • Why are some web pages easy to understand, and
    others appear as a mess?
  • Pages that dazzle can also distract
  • This can cause important information to be
    hidden
  • Text becomes unreadable and the viewer leaves

29
A Framework for Easy to Use Web Pages
  • How do you build a framework?
  • Critical judgements are useless
  • Leads to conclusions based on personal affection,
    idiosyncrasy, affinity or poor judgement
  • What about usability testing?
  • Usability testing reveals flaws in poorly
    designed pages
  • Testing cannot show that the web page is useable

30
A Framework for Easy to Use Web Pages
  • How do you build a framework?
  • One way... The Cognitive Approach
  • Give an ordered visual hierarchy of information
  • Hierarchy should match the communicated content
  • Element contrast will tend to produce a visual
    hierarchy
  • Have layers of inactive background with notable
    content
  • When everything is emphasized, nothing is
    emphasized

31
A Framework for Easy to Use Web Pages
  • Visual Processing of Web Pages
  • Certain perceptual elements have priority
  • Process of reading a web page into two phases
  • Search and Scanning

32
A Framework for Easy to Use Web Pages
  • Search phase
  • User decides where they should enter the page
  • Eight elements in the framework
  • Motion, Size
  • Images, Colour
  • Fonts, Position
  • Area, Proximity/Reading Order

33
A Framework for Easy to Use Web Pages
  • Search Phase - Motion
  • Most important variable in the search phase a
    strong cue
  • Motion detection is automatic
  • Object in motion to pop out of the display
  • However attention is not kept for longer than a
    few hundredths of a second

34
A Framework for Easy to Use Web Pages
  • Search Phase - Motion Caveats
  • Animation should be meaningful
  • Should not be distracting
  • It should add something to the content of your
    page

35
A Framework for Easy to Use Web Pages
  • Search Phase - Size
  • Larger objects will be focused on in preference
    to smaller
  • Users fixate on them first
  • Users look at them longer than smaller displays
  • There is perceived visual importance

36
A Framework for Easy to Use Web Pages
  • Search Phase - Images
  • Research done by Stone Glock
  • Users first looked at the figure for 1-2 seconds,
    then the text caption
  • Graphics and images are attended to in preference
    to text
  • Users pick out specific information, first from
    graphics
  • Only afterward do they start reading the harder
    medium of text

37
A Framework for Easy to Use Web Pages
  • Search Phase - Colour
  • Several elements have a similar size, color can
    be used to discriminate which element is most
    important
  • Images which are more brightly colored will gain
    focus
  • Colour and contrast also show relationships
    between items and establish importance

38
A Framework for Easy to Use Web Pages
  • Search Phase - Fonts
  • Certain type styles become part of the texts
    meaning
  • Type face
  • Font weight
  • Font size, italics, underlining become part of
    meaning of the text
  • Text style draws attention to important words.
  • Titles and headers are the fundamental human
    interface issue in web pages

39
A Framework for Easy to Use Web Pages
  • Search Phase - Position
  • When all else is equal, position is the
    arbitrator
  • Pages of text are viewed at a number of
    granularities
  • Top-left and Top-center items tend to be noticed
    first and are considered more important
  • Non text displays - the center will be dominant
  • Factors such as symmetry will displace the center

40
A Framework for Easy to Use Web Pages
  • Scanning Phase
  • User locates an entry point into the page during
    the search phase
  • Second phase now produces scanning of the area
    which contains that entry point

41
A Framework for Easy to Use Web Pages
  • Scanning Phase - Area
  • Group of elements on a page
  • Grouping or placing elements in proximity
    provides information about their relationship
  • Colored backgrounds and table cells can lead the
    readers eye down the page
  • Items which share the same color will typically
    be seen as relating to each other

42
A Framework for Easy to Use Web Pages
  • Scanning Phase - Proximity Reading Order
  • The tendency of individual elements to be
    associated more strongly with nearby elements
    than those which are farther away
  • Elements in close proximity will be grouped
    together
  • Grouping will follow a reading order, moving from
    left to right, and top to bottom

43
Usability Design Plan
  • Usability Special Interest Group
  • Software developers checklist on usability

44
Usability Test Plan
  • Usability Special Interest Group
  • Usability Evaluation Plan
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