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Homework

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If I really messed up and should have saved, the software should provide an undo ... Focus on what WILL get used without loading up on what MIGHT get used ... – PowerPoint PPT presentation

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Title: Homework


1
Homework
  • Homework  Due Thursday, October 10
  • Do a role analysis and task analysis for a system
    that meets the same needs as the BamaMail system
    is designed to meet.

2
Orchestration and Flow
  • Cooper, About Face, Chapter 11

3
Flow
  • Flow (DeMarco and Lister)
  • A condition of deep, nearly meditative
    involvement
  • A gentle sense of euphoria
  • Can make you unaware of the passage of time
  • Extremely high productivity

Create a software interaction that promotes and
enhances flow Avoid flow-breaking or
flow-disturbing behavior
4
Quiz
  • Identify at least two ways that human-computer
    interaction can create flow

5
Create Flow
  • Approaches for creating flow
  • Follow mental models
  • Direct, dont discuss
  • Keep tools close at hand
  • Give modeless feedback
  • Dont stop the proceedings with idiocy
  • Dont confuse questions with choices

6
Follow Mental Models
  • User mental models are rarely aligned with the
    implementation models
  • Users build a mental model of cause and effect to
    gain insight into the machines behavior
  • Help them build a good one
  • Indeed, give them a good one!

7
Direct, Dont Discuss
  • The ideal interface is NOT a two-way dialog with
    the user
  • The computer is a machine, not a person
  • The user is in control, directing the machine
  • The ideal dialog is more like using a tool
  • For example, the user does not expect a tool to
    interrogate them with a dialog box
  • For example, use direct manipulation
  • Point at what we want
  • Grab and drag and drop
  • As a general rule, the better, more flow-inducing
    interfaces are those with plentiful and
    sophisticated direct-manipulation idioms

8
Keep Tools Close at Hand
  • Most programs offer a set of different tools to
    the user
  • Different modes of behavior that the program (and
    user) enters
  • Offering tools is a compromise with complexity,
    so
  • Ensure that tool information is plentiful and
    easy to use
  • Make transitions between tools quick and simple
  • Put tools on palettes and toolbars
  • Report on tool status and on the status of the
    data being manipulated
  • But dont stop or obscure action to do so
  • Consider a pilots heads-up display

9
Modeless Feedback
  • When providing information or feedback, use a
    modeless technique
  • A dialog box is modal the dialog must be dealt
    with before the tool can return to its normal
    state
  • Status bars are modeless
  • Having to hunt for information or tools is modal
  • Different users will want different tools to be
    modal
  • Configurable tool bars and status bars

10
Orchestration
  • No matter how cool your user interface is, less
    of it would be better
  • The ultimate user interface is no interface at
    all
  • Consider an orchestra without a conductor
  • Each musician may know their part
  • But when they play, there will be noise, not
    music
  • By analogy, all the parts of a user interface
    must be orchestrated to provide flow
  • Work together toward a single goal
  • Achieve a coherent interface
  • Orchestration harmonious organization

11
Finesse
  • Do more with less
  • Less is more
  • Reduce the number of elements in the interface
    without reducing the power of the program
  • Indeed, increase the power of the combined
    userprogram system
  • Make tasks easy for the user
  • Even if they are hard for the programmer to
    implement
  • The right design may be easy for both!
  • Finesse the problem away
  • For example, instead of limiting file
    manipulation by providing a File Open dialog,
    give the user the shell!
  • This also gets rid of Save As, etc.

12
Invisibility
  • When a novelist writes well, the craft of the
    writer becomes invisible
  • Likewise, when a program interacts well with a
    user, the interaction mechanics become invisible,
    leaving the user face-to-face with his goals
  • There is no right or wrong
  • Only more or less effective ways to accomplish an
    objective
  • But there are guidelines and examples
  • And experience

Good user interfaces are invisible
13
Possibility versus Probability
  • Consider the dialog box in Figure 11-3
  • Almost every time, I want to save my changes
  • If I didnt want to save a change, I would
    immediately undo the change rather than trusting
    my memory
  • If I really messed up and should have saved, the
    software should provide an undo behavior
  • Design for the probability that I will save, not
    for the possibility that I wont
  • Those who have become reliant on the poorly
    designed behavior will be saved by the undo
  • Offer just the function, not all the permutations
  • If I need a permutation, I will seek it out
  • So dont clutter up my normal behavior with
    options

14
Probability versus Possibility
  • Print button on Word toolbar
  • Too little information?
  • Excel 4.0 Delete what? Formats, formulas,
    notes?
  • Focus on what WILL get used without loading up on
    what MIGHT get used
  • But somewhere, do accommodate the might happen

Dont put might on will
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