Title: Design Activities in Usability Engineering
1Design Activities in Usability Engineering
- laura leventhal and julie barnes
2Reading
3Overview
- Topics
- Design Process
- Interaction Styles Overview
- Design Issues for Individual Interaction Styles
- Using Standards and Guidelines
- Design of Interface
- Predictive assessment of Interface Design
- Prototyping as a Design Strategy and Prototyping
tools - Reading Reference
- Chapters 7 - 12
4Design Process in Usability Engineering
- Design of Interaction
- Design of Interface
- Both design activities
- are driven by the specification
- occur at a high and low level
5Design of Interaction
- Design of the interaction is concerned with
- the design of the overall "look and feel" of the
UI - the design of individual interactions
- High level design activities
- focus on the selection of an interaction style
- selection of the general pattern of interaction
- Low level design activities
- design of individual interactions
- design decisions include
- choice of content and arrangement of menu
options, selection of button types, selection of
background colors and so on.
6Design of the Interface
- Design of the interface is concerned with
- design of the actual software that will drive the
UI - Designing the interface is really just a software
design problem. - High level design activities
- select overall architecture for the software
(overall pattern of procedure calls, assignment
of workload and distribution of communication) - Low level design activities
- design of classes, member functions, data
structures and data members, and other
7Interaction Styles
- A central issue in User Interface Design
- For many, interaction styles and designing an
interaction style is the issue of HCI
8Basic Definitions
- Interaction or Dialogue Style
- How a user interacts with a computer system.
- The concept of style is central to our ability to
characterize and understand the diversity of
interactive systems. - The categorization of a particular interface into
a particular style is often fuzzy however.
9 Overview - Interaction Styles
- The choice of interface style depends on
- the type of user
- the task
- We have already learned this from Eason
10Interaction Styles - Visual
- Windowed Interactions
- Menu-base Interactions
- Virtual Reality
11Interaction Styles - Visual
- Direct Manipulation
- Video Games
12Interaction Styles - Verbal
- Command line
- Programming language
- Natural language
13Interaction Styles - Manipulable, Non-visual
(Advanced?)
- Haptic
- Multimodal
- Multimedia
14General Design Guidelines
- During the design of any interaction, there are a
few general design guidelines
15Here are Some General Guidelines
- Facilitate the development and use of workable
mental models - Use meaningful analogies and metaphors
- Avoid anthropomorphism
- Minimize modal interactions
- Reducing the cognitive (mental) workload on the
user - Let the user be in control
16Facilitate the development and use of workable
mental models
- Present the interaction consistently across
actions and terminology. - Allow the user to build a mental model of the
system based on the tasks that they actually
perform with it rather than what the system
actually does.
17Facilitate the development and use of workable
mental models(2)
- The interface should guide new users through
normal and reasonable patterns of usage. - Experts often times have good models and do not
need the sophisticated protection mechanisms that
novices do. - Congruence. Words and objects should be used in
the same ways throughout the interface. - Clear landmarks and directions enhance
wayfinding
18 Use Meaningful Analogies and Metaphors
- Choose a concrete metaphor with limited
interpretation. - Choose a metaphor that is appropriate to the task
and the user. For example, choose a familiar
metaphor for novice or first-time users. - From Apple Computer, Inc. (1992, p. 5)
- Try to strike a balance between the metaphors
suggested use and the ability of he computer to
support and extend the metaphor.
19Avoid Anthropomorphism
- The word anthropomorphism means to assign human
characteristics to an inanimate or non-human
entity. - If you build an anthropomorphic interface, a
reasonable interpretation by the user may be that
the interface is saying, - I am a salient being, I am like you.
- The user may then expect the interface to respond
in a number of human ways that are not supported. - Anthropomorphism is bad and should be avoided!
20Minimize Modal Interactions
- Modality is defined as a set of user actions that
has a different outcome in one context than in
another. - Avoid modal interactions whenever possible.
21Reducing the cognitive (mental) workload on the
user
- When users develop mental models of systems, the
characteristics of the interface can influence
their "cognitive" or mental workload in
constructing the model.
22Reducing Cognitive Workload (2)
- Present options clearly and explicitly and avoid
presentations that include multiple reasonable
interpretations. - It is possible to mask the meaning or importance
of interface elements by drawing the users
attention to superfluous interface elements. . - Allow users to use semantic (as opposed to
syntactic) knowledge as much as possible. - Reduce the number of cognitive transformations or
translations from the interface to the users
mental model.
23 Let the user be in control
- Allow the user to accomplish tasks quickly and
reliably. - It is important to provide direct paths to users
goals. - Allow users to recover from errors.
- Encourage the users perception of stability.
- Accommodate users with different levels of
expertise and experience.
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