Title: User Interface Styles
1User Interface Styles
- CIS 376
- Bruce R. Maxim
- UM-Dearborn
2User Interface Styles
- Direct manipulation
- GUI (graphical user interface)
- WIMP (windows, icons, mouse, pull-down menus)
- Menus
- Forms
- Command language
3Direct 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
4Direct 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
5Direct 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
6Direct Manipulation Concerns
- Increased system resources
- Cumbersome actions
- Weak macro techniques
- History tracing is hard to log
- Visually impaired users at risk
7GOMS 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
8For 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)
9Problems 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.
11Icon 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
12Icon 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
13Five 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
14Growth Areas for Direct Manipulation Interfaces
- Home automation
- Remote direct manipulation
- Virtual reality
15Components 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
16Menu Architectures
- Single
- Linear sequence
- Tree
- Acyclic network
- Cyclic network
17Menu 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)
18GOMS 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.
19For 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
20Menu Architectural Guidelines
- Breadth preferred over depth for submenus
- Provide means to move back up menu hierarchy
(esp. to top level)
21Menu 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)
22Making 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
23Fitts 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
24Supporting 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)
25Menu 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
26Menu 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
27GOMS 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
28For 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
29Form 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
30GOMS 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
31What 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
32Command 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
33Command Language Organization Strategies
- Simple command set
- Commands plus arguments
- Commands plus options and arguments
- Hierarchical command structure (command action,
object argument, destination)
34Command 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
35Cross Product Languages
- verbs x objects
- copy, delete, rename x files, directories
- cf, df, rf, cd, dd, rd
36Dialog Boxes
- Combinations of all four interface styles (menu,
form fill-in, direct manipulation, command line) - User task model would also be a composite model
37Dialog 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
38Dialog 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