User Interface Styles - PowerPoint PPT Presentation

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User Interface Styles

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... through their sense of control over the system ... Add detailed information if possible. Explore use of icon combinations to create new objects or operations ... – PowerPoint PPT presentation

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Title: User Interface Styles


1
User Interface Styles
  • CIS 376
  • Bruce R. Maxim
  • UM-Dearborn

2
User Interface Styles
  • Direct manipulation
  • GUI (graphical user interface)
  • WIMP (windows, icons, mouse, pull-down menus)
  • Menus
  • Forms
  • Command language

3
Direct Manipulation Interface Characteristics
  • Screen objects resemble physical objects
  • Objects arranged in 2-D space
  • Trades perceptual motor operations for linguistic
    operations
  • Use of recognition in place of recall
  • Expensive to implement

4
Direct Manipulation Interface Examples
  • Display editors and word processors
  • Spreadsheet programs
  • Spatial and geographic databases
  • Video games and educational simulations
  • CAD and paint type applications
  • Hypertext
  • Office automation software
  • Virtual reality

5
Direct Manipulation Interfaces Allow
  • Novices to learn basic fundamentals quickly
  • Experts to carry out new tasks
  • Knowledgeable intermittent users to retain
    operational concepts
  • Error messages are rarely needed
  • Users can assess progress to goals and make
    changes instantly
  • Users experience less anxiety because systems is
    understood and actions are reversible
  • Users gain confidence and mastery through their
    sense of control over the system

6
Direct Manipulation Concerns
  • Increased system resources
  • Cumbersome actions
  • Weak macro techniques
  • History tracing is hard to log
  • Visually impaired users at risk

7
GOMS Model for Direct Manipulation Interfaces
  • Basic goal - minimize learning using a metaphoric
    device
  • Basic method - find relevant object on screen and
    manipulate
  • Step 1. Search screen for an object to operate on
  • Step 2. Select it for manipulation
  • Step 3. Move object on screen to destination

8
For direct manipulation interfaces you must
ensure
  • Visual search (steps 1 and 3) works easily to
    find objects and their destinations
  • Steps 2 and 3 must be fast consistent and easy to
    learn
  • There must be a direct manipulation metaphor or
    analogy that is familiar to the user (e.g.
    desktop)

9
Problems with Direct Manipulation Interfaces
  • Visual representations are more spread out than
    simple text - causing "off page" problems
  • Users must learn meaning of components (e.g.
    icons) which are meaningful to designer and not
    user
  • Visual representation may be misleading
  • Touch typists do better with a keyboard than with
    a mouse

10
  • The debate concerning text versus icons is an
    emotional one.
  • The usefulness of icons depends on how quickly
    user can figure out their meanings.

11
Icon Design Guidelines - part 1
  • Represent object/action in recognizable form
  • Limit number of icons
  • Make icon stand out from background
  • Be careful when using 3-D icons
  • Selected icons must be easily distinguished from
    unselected icons

12
Icon Design Guidelines - part 2
  • Icons unique from one another
  • Ensure harmony with family of icons
  • Design animation movement
  • Add detailed information if possible
  • Explore use of icon combinations to create new
    objects or operations

13
Five Challenges of Direct Manipulation Programming
  • Sufficient computational generality
  • Access to appropriate data
  • Ease in programming and editing
  • Simplicity in subprogram invocation and
    assignment of arguments
  • Low risk

14
Growth Areas for Direct Manipulation Interfaces
  • Home automation
  • Remote direct manipulation
  • Virtual reality

15
Components for a Successful Virtual Reality
Application
  • Visual display
  • Head positioning and sensing
  • Hand positioning and sensing
  • Force feedback
  • Sound input/output
  • Other sensation
  • Cooperative and competitive VR requires networking

16
Menu Architectures
  • Single
  • Linear sequence
  • Tree
  • Acyclic network
  • Cyclic network

17
Menu Screen Display Types
  • Text - single key
  • Text - pointing device
  • Icon - pointing device
  • Radio buttons
  • Check boxes
  • Pull-down or pop-up
  • Permanent (e.g. command bars)

18
GOMS Model for Menu User Task
  • Step1. Search screen for item matching part of
    task
  • description.
  • Step2. if match then
  • choose menu item
  • else
  • go to appropriate place in menu structure
  • Step3. if task accomplished then
  • return with goal accomplished
  • Step4. go to Step1.

19
For menu interfaces you must ensure
  • Search and matching (Step1) is easy
  • Items must be recognizable in terms of task goals
  • Menu structure must reflect task structure
  • Minimum learning required for navigation
    knowledge required (Step2)
  • Choosing items must be consistent and easy
  • Dealing with failure to match or other error must
    be consistent and easy
  • Must have only one good navigation method

20
Menu Architectural Guidelines
  • Breadth preferred over depth for submenus
  • Provide means to move back up menu hierarchy
    (esp. to top level)

21
Menu Item Design Guidelines
  • Command set small enough to fit within single
    menu
  • User always have access to all possible menu
    items without having to refer to a manual
  • Logical presentation sequences (time, numeric,
    alphabetic, physical properties, function/task
    organization, frequency of use, most important
    first)
  • Icons harder to recognize than words for abstract
    concepts
  • Avoid screen clutter
  • Dont assume user will notice subtle cues (e.g.
    color or border changes)

22
Making Selection Easy
  • Provide command key bypasses for frequent
    commands
  • Ensure consistent selection and navigation
    methods throughout
  • Be aware of Fitt's law considerations for
    pointing devices

23
Fitts Law
  • Formal statement of relationship between the size
    of a target and distance that user must move
    pointing device to hit the target
  • big targets are hit more quickly than small
    targets
  • users move quickly at first and slow down as they
    home in on the target

24
Supporting Learning in Menu Interfaces
  • Dont automatically rearrange menus (e.g. gray
    out inactive items instead)
  • User mnemonic identifiers
  • Allow BLT type ahead (single key strokes as well
    as use of pointing devices)

25
Menu Interface Design Guidelines - part 1
  • Use task semantics to organize menu
  • Prefer breadth over depth
  • Show position using graphic, numbers, titles,
    etc.
  • Use menu titles in trees
  • Use meaningful item grouping
  • Use meaningful item sequencing

26
Menu Interface Design Guidelines - part 2
  • Make items brief, begin with keyword
  • Use consistent grammar, layout, terminology
  • Allow type ahead, jump ahead, or shortcuts
  • Allow jumps to previous or main menus
  • Consider on-line help and novel selection or
    display devices

27
GOMS Model for Form Fill-in User Task
  • Step1. Search screen for next field to be filled
    in
  • Step2. Move cursor to next field
  • Step3. Figure out what to type and type it in
  • Step4. if all fields correct then
  • indicate you are finished
  • else
  • move cursor to incorrect field and change
    entry
  • Step5. go to Step1

28
For form fill-in interfaces you must ensure that
  • Search (Step1) and thinking (Step3) are easy
  • Cursor movement (Step2) and finished signal
    (Step4) are consistent and easy to learn
  • Correction methods (Step4) are simple and easy to
    learn

29
Form Fill-in Design Guidelines
  • Preserve similarities with existing paper forms
  • Do not force entry order
  • Provide on-screen navigation instructions
  • Use good graphic layout
  • Describe special entry formats
  • Apply validity checks and provide clear feedback
    on errors

30
GOMS Model for Command Language Interface User
Task
  • Step1. Think of and enter command verb
  • Step2. Think of and enter next argument
  • Step3. if more arguments then
  • go to Step2
  • Step4. if command is incorrect then
  • correct the command
  • Step5. Signal computer to process the command.
  • Step6. go to Step1

31
What makes a command language easy to learn and
use?
  • Easy command synthesis
  • User can think up command by analogy from
    previously learned commands
  • Commands conform to simple rules rather than lots
    of unique special cases

32
Command Language Design Guidelines
  • Make command terms easy to remember
  • Provide easy command synthesis method and
    abbreviation strategy
  • Provide simple, consistent command structure
  • Commands should be right grain size
  • Parsimony (no more commands than really needed)
  • Studies show a few commands are used a lot by
    most users
  • Provide for command reuse (replay, re-entry,
    macros)
  • Avoid unnecessary distinctions among commands

33
Command Language Organization Strategies
  • Simple command set
  • Commands plus arguments
  • Commands plus options and arguments
  • Hierarchical command structure (command action,
    object argument, destination)

34
Command Language Abbreviation Strategies
  • Simple truncation
  • Drop vowel and use simple truncation
  • First and last letters
  • Standard abbreviations from other contexts
  • First letter of each work or phrase
  • Phonics (e.g. XQT for execution)
  • Cross product languages verbs x objects

35
Cross Product Languages
  • verbs x objects
  • copy, delete, rename x files, directories
  • cf, df, rf, cd, dd, rd

36
Dialog Boxes
  • Combinations of all four interface styles (menu,
    form fill-in, direct manipulation, command line)
  • User task model would also be a composite model

37
Dialog Box Design Guidelines
  • Meaningful title
  • Top-left to bottom right sequencing
  • Proper clustering and emphasis
  • Consistent language
  • Consistent terminology, fonts, capitalization,
    justification
  • Standard buttons
  • Error prevention by direct manipulation

38
Dialog Box External Relationship Design Guidelines
  • Smooth appearance and disappearance
  • Distinguishable boundaries
  • Sized to reduce overlap problems
  • Displayed close to appropriate screen objects
  • No overlap of required items
  • Easy to make disappear
  • Clear directions to cancel or complete operations
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