COMP 3715 Spring 05 - PowerPoint PPT Presentation

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COMP 3715 Spring 05

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Need to adapt to different user's need. Interface design principles. Naturalness. Consistency ... Consistency. Relevance. Supportiveness. Flexibility ... – PowerPoint PPT presentation

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Title: COMP 3715 Spring 05


1
COMP 3715 Spring 05
2
Computer Interface
  • Interaction between human and computer
  • Has to deal with two things
  • Users mental model
  • Different user has different models
  • The state of the computer
  • Need to adapt to different users need

3
Interface design principles
  • Naturalness
  • Consistency
  • Relevance
  • Supportiveness
  • Flexibility

4
Naturalness
  • Intuitive to user
  • Natural language
  • Minimize IT jargon
  • But jargon related to the task ok
  • Instructional, not personal
  • Self-explanatory
  • Minimize human pre/post-process
  • Need to adopt to user

5
Consistency
  • Input format
  • Output format
  • Menu layout
  • Messages
  • No surprises!

6
Relevance
  • No redundancy
  • Minimize required input
  • Key strokes
  • Minimize required information
  • Minimize output messages
  • Unnecessary information
  • Irrelevant information scare users

7
Supportiveness
  • Need adequate information to user
  • Enough feedback to user
  • Need to determine the users need
  • Novice vs. Expert

8
Flexibility
  • Need to accommodate differences
  • User preference
  • User requirement
  • User expertise
  • Personalization
  • But, more personalization less help among users
  • Need a way to restore and remember

9
Interaction style command language
  • E.g. DOS prompt, UNIX prompt
  • Typically restricted language set (list of
    commands)
  • Commands with modifiers/parameters
  • Advantages
  • Flexibility
  • Speed for expert users
  • Feeling of control
  • Disadvantages
  • Non-supportive
  • Not necessarily natural

10
Interaction style command language
  • Design questions
  • What should be the legal command?
  • Long form vs. abbreviation
  • Error messages need to be supportive
  • Hierarchy of commands?
  • Learning curve

11
Interaction style
  • Graphical user interface
  • Question and answer
  • Menu
  • Form

12
Interaction style -- GUI
  • Question and answer
  • System ask question, user answers, system decide
    what to do next
  • Answer can be in different formats
  • Choices radio buttons, acceptable characters
  • Free form
  • Advantages
  • Moderately supportive
  • Flexible short-cuts, various input types
  • Disadvantages
  • Can be tedious if not careful
  • Problem of irrelevancy magnified

13
Interaction style -- GUI
  • Question and answer

14
Interaction style -- GUI
  • Question and answer
  • Design issues
  • Need careful planning of dialog
  • Avoid getting stuck in loops
  • Dont ask the same thing twice unless necessary
  • Default is useful
  • Nicely designed, good for novices

15
Interaction style -- GUI
  • Menus
  • Various types
  • Bars
  • Block
  • Button
  • Full screen
  • Pop-up, tear-off
  • Cascade menus
  • System dictates what can be input next
  • Advantage
  • Supportive clear signal of what to input next
  • Disadvantage
  • Less flexible amount of input limited
  • Multiple selection can be cumbersome
  • What if user want to select nothing?

16
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Interaction style -- GUI
  • Menus
  • Design decisions
  • 7?2 rules avoid too many items on menus
  • Also make novice hard to choose
  • Naming menus
  • Unify menus if possible
  • Board vs. Deep menus
  • Ordering of menu items
  • Frequency vs. Alphabetical vs. Categorical vs.
    Conventional

18
Interaction style -- GUI
  • Forms
  • A predefined sequence
  • User cannot move-on until all parts of form
    filled
  • Auto-skip feature to move to the next input
  • Advantage
  • Supportive very clear directives
  • Disadvantage
  • Non-flexible

19
Interaction style -- GUI
  • Forms
  • Design issues
  • Ordering/Division of requests
  • Next step
  • When to check for errors

20
Issues in GUIs
  • Use of metaphors
  • Process drag and drop mimics moving
  • Symbols icons represent objects/tasks
  • E.g. of iconic interfaces
  • Desktop
  • Paintbox
  • Spreadsheet

21
  • Why icons
  • Metaphor mimic reality comfort for users
  • Easy to learn
  • Easy to retain knowledge
  • Good feedback available

22
  • Limitations
  • Possibility of confusion
  • Meaning of icons
  • Meaning of action
  • Selection vs Dragging
  • Single-click vs. double-click
  • Lack of flexibility

23
Guideline in designing GUI for human need
  • Need to concern about human responses
  • Reaction time
  • Movement time
  • Attention
  • Selective attention
  • Focused attention
  • Divided attention
  • Sustained attention

24
  • Reaction time
  • Typically 200ms
  • Longer if unexpected
  • Longer for young and old
  • Longer if periphery vision
  • Movement time
  • Movement speed varies for different
    directions/part of body

25
  • Selective attention
  • Monitoring multiple channels
  • watch two windows
  • Listen and watch
  • Memory limitation
  • 7?2 principle
  • Stressful less attention
  • Design notes
  • Need to be clear about importance of each channel
  • Should avoid surprises (let user know what will
    likely to happen next)
  • Channels should be close together

26
  • Focused attention
  • Attention to a single channel without distraction
  • Typing on the WordPad while other things are
    happening
  • Design guidelines
  • Channel of interests should demand attention
  • Competing channels should be far apart
    distinct

27
  • Divided attentions
  • Attempting to do multiple things at once
  • Design guidelines
  • Tasks should be easy
  • Allow prioritization
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