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Design

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Be prepared to abandon bad ideas!! It's just an idea, not a measure of your worth! ... Abandon bad ideas! Feb 3 , Spring 2003. CS 4750. 10. Final Stages ... – PowerPoint PPT presentation

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Title: Design


1
Design
  • User Centered Design
  • Metaphor
  • Models
  • Practice

2
Agenda
  • User Centered Design -- Overall Process
  • Challenges
  • Metaphors
  • Mental Models
  • Idea generation
  • Design principles

3
User-Centered Design
  • User-centered design process
  • Analysis of user needs
  • Prototype
  • Informal feedback
  • Iterate on design
  • Final application
  • Formal feedback

4
Analysis of User Needs
  • Techniques
  • Surveys
  • Card-sorting tasks
  • Interviews
  • Focus groups
  • Look at competing products
  • Ethnography
  • Participant observation

5
Prototyping
  • Storyboards
  • Paper simulations of application
  • Wizard of Oz experiment
  • Prototyping tools
  • Cheap!

6
Informal Feedback
  • Present prototype to users
  • Do a quick questionnaire
  • Observe the user struggle with your lousy design

7
Iterate on Design
  • Redesign system
  • in light of initial user impressions
  • pay attention to common complaints
  • Be prepared to abandon bad ideas!!
  • Its just an idea, not a measure of your worth!

8
Iterate on Design
  • Let me reiterate
  • Be prepared to...
  • Abandon bad ideas!!
  • Its just an idea, not a measure of your worth!

9
  • Abandon bad ideas!

10
Final Stages
  • Implement the product
  • Get formal feedback
  • You now have something concrete to show
  • Performance analysis
  • Testing
  • Look for bugs
  • Attention to detail
  • Good UI work is really picky

11
Design fixation
  • Keep an open mind
  • Dont get wedded to an idea
  • Dont let design review become about whose idea
    wins
  • Honor the truth. People come first.

12
Quotable Quotes Practice
  • The secret to having good ideas is to have many
    ideas -- Bill Buxton
  • Youve got 100,000 bad drawings inside you.
    Youre here at art school to get them out. --
    Chuck Jones
  • Design takes practice!!

13
Quotable Quotes
  • Where principle is put to work, not as a
    recipe or as a formula, there will always be
    style -- Le Corbusier
  • Every curve and line has to have real meaning
    it cant be arbitrary. -- Frank Lloyd
    Wright

14
Design
  • How do we come up with new (good) designs for
    interactive systems?
  • Why is it so difficult?

15
Why is Design Difficult?
  • 1. Increasing complexity/pressure
  • Number of things to control has risen
    dramatically
  • Display is increasingly symbolic/artificial
  • Feedback is more complex and subtle
  • Errors are increasingly serious/costly

16
Why Difficult?
  • 2. Marketplace pressures
  • Time is money
  • Adding functionality (complexity) is now easy and
    cheap
  • Adding controls/feedback is expensive
  • Design usually requires several iterations before
    success

17
Why Difficult?
  • 3. People often consider cost and appearance over
    human factors design
  • 4. Creativity is challenging

18
Good Bad Designs
  • Examples

19
Good Design
  • Invites person to use it properly
  • Ball -- throwable
  • Doorknob -- graspable
  • Visual affordance
  • The perceived and actual fundamental properties
    of an object that help convey how it should be
    used -- (Don Norman)
  • Complex things need explaining
  • Simple things should not

20
Guidelines for Design
  • 1. Provide a good conceptual model
  • User has mental model of how things work
  • Build design that allows user to predict effects
    of actions
  • 2. Make things visible
  • Visible affordances, mappings, constraints
  • Remind person of what can be done and how to do it

21
Idea Creation
How do we create and develop new interface ideas
and designs?
  • Ideas come from
  • Imagination
  • Analogy
  • Observation of current practice
  • Observation of current systems
  • Borrow from other fields
  • Animation
  • Theatre
  • Information displays
  • Architecture
  • ...

22
Interface Metaphors
  • Metaphor - Application of name or descriptive
    term to another object which is not literally
    applicable
  • Use Natural transfer - apply existing knowledge
    to new, abstract tasks
  • Problem May introduce incorrect mental model

23
Metaphor Creation (1)
  • Prepare
  • What functions are needed
  • What are users problems?

24
Metaphor Creation (2)
  • Generate
  • Use metaphor that matches users conceptual tasks
  • Given choice, choose metaphor closest to way
    system really works
  • Ensure emotional tone is appropriate to users

25
Metaphor Creation (3)
  • Evaluate
  • Evolve

26
Mental Models
  • Mental models are not always right
  • Two Classes
  • Functional model
  • Press the accelerator once, then turn the key
  • Structural model
  • OK, why do we do that?

27
Mental Models
  • Mental models are not always right
  • Two Classes
  • Functional model
  • Press the accelerator once, then turn the key
  • Structural model
  • Press the accelerator to engage the automatic
    choke on a carburetor

28
Another example...
  • Functional model
  • Go east on Ponce, turn left just after Harrys
    in a Hurry, then go to the third set of lights
  • Structural model
  • What location??

29
Another example...
  • Functional model
  • Go east on Ponce, turn left just after Harrys
    in a Hurry, then go to the third set of lights
  • Structural model
  • Go to Virginia Highland (with map)

30
Idea Creation
  • Methods for creating and developing interface
    ideas
  • Turn off your natural critique mechanism!
  • ?

31
Idea Creation Methods
  • 1. Consider new use for object
  • 2. Adapt object to be like something else
  • 3. Modify object for a new purpose

32
Idea Creation Methods
  • 4. Magnify - add to object
  • 5. Minimize - subtract from object
  • 6. Substitute something similar

33
Idea Creation Methods
  • 7. Rearrange aspects of object
  • 8. Change the point of view
  • 9. Combine data into an ensemble

34
Design Guidelines/Principles
  • General guidelines (rules of thumb) to help
    create more usable systems
  • Can be subtle, even contradictory

35
Design Principles
  • 1. Use simple and natural dialog in users
    language
  • Match users task in a natural way
  • Avoid jargon, techno-speak
  • Present exactly info that user needs
  • Less is more!

36
Design Principles
  • 2. Strive for consistency
  • Sequences, actions, commands, layout, terminology
  • Makes more predictable
  • Dialog boxes all having same closure options

37
Design Principles
  • 3. Provide informative feedback
  • Continuously inform user about what is occurring
  • Most important on frequent, substantive actions
  • in file
  • How to deal with delays?
  • Special cursors
  • Done graphs

38
Design Principles
  • 4. Minimize users memory load
  • Recognition is better than recall
  • Make visible!
  • Describe required input format, include example
    and default
  • Date _ _ - _ _ - _ _ (DD-MM-YY)
  • Use small of generally applicable cmds

39
Design Principles
  • 5. Permit easy reversal of actions
  • Undo!
  • Reduces anxiety, encourages experimentation

40
Design Principles
  • 6. Provide clearly marked exits
  • Dont want the user to feel trapped
  • Examples

41
Design Principles
  • 7. Provide shortcuts
  • Enable frequent users to perform often-used
    operations quickly
  • Keyboard mouse
  • Navigation between windows/forms
  • Reuse

42
Design Principles
  • 8. Support internal locus of control
  • Put user in charge, not computer
  • Can be major source of anxiety

43
Design Principles
  • 9. Handle errors smoothly and positively
  • 10. Provide useful help and documentation
  • (More to come later in course on these two)

44
Design Workshop
  • Teams of 5
  • Design a Thermostat
  • 1 Temperature per hour
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