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Design Activities in Usability Engineering

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Facilitate the development and use of workable mental models ... Words and objects should be used in the same ways throughout the interface. ... – PowerPoint PPT presentation

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Title: Design Activities in Usability Engineering


1
Design Activities in Usability Engineering
  • laura leventhal and julie barnes

2
Reading
  • Chapter 7 in Protobook

3
Overview
  • 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

4
Design 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

5
Design 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.

6
Design 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

7
Interaction Styles
  • A central issue in User Interface Design
  • For many, interaction styles and designing an
    interaction style is the issue of HCI

8
Basic 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

10
Interaction Styles - Visual
  • Windowed Interactions
  • Menu-base Interactions
  • Virtual Reality

11
Interaction Styles - Visual
  • Direct Manipulation
  • Video Games

12
Interaction Styles - Verbal
  • Command line
  • Programming language
  • Natural language

13
Interaction Styles - Manipulable, Non-visual
(Advanced?)
  • Haptic
  • Multimodal
  • Multimedia

14
General Design Guidelines
  • During the design of any interaction, there are a
    few general design guidelines

15
Here 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

16
Facilitate 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.

17
Facilitate 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.

19
Avoid 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!

20
Minimize 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.

21
Reducing 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.

22
Reducing 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.

24
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