Title: Vocabulary of Design
1Vocabulary of Design
- Visibility -
- how easily a user can see what can be done and
how to do it - Mappings -
- how a control and object are related
- suffers when more functions than controls
- Feedback
- shows what has been done
- suffers when delayed or not meaningful
- Cues and affordances
- learned expectations about visual forms
2Visibility
- This is a control panel for an elevator.
- How does it work?
- Push a button for the floor you want?
- Nothing happens. Push any other button? Still
nothing. What do you need to do? - It is not visible as to what to do!
From www.baddesigns.com
3Visibility
- you need to insert your room card in the slot
by the buttons to get the elevator to work! -
- How would you make this action more visible?
- make the card reader more obvious
- provide an auditory message, that says what to
do (which language?) - provide a big label next to the card reader
that flashes when someone enters - make relevant parts visible
- make what has to be done obvious
-
4Feedback
- Sending information back to the user about what
has been done - Includes sound, highlighting, animation and
combinations of these - e.g. when screen button clicked on provides sound
or red highlight feedback
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5Constraints
- Restricting the possible actions that can be
performed - Helps prevent user from selecting incorrect
options - Three main types (Norman, 1999)
- physical
- cultural
- logical
6Physical constraints
- Refer to the way physical objects restrict the
movement of things - E.g. only one way you can insert a key into a
lock - How many ways can you insert a CD or DVD disk
into a computer? - How physically constraining is this action?
- How does it differ from the insertion of a floppy
disk into a computer?
7Logical constraints
- Exploits peoples everyday common sense reasoning
about the way the world works - An example is they logical relationship between
physical layout of a device and the way it works
as the next slide illustrates
8Logical or ambiguous design?
- Where do you plug the mouse?
- Where do you plug the keyboard?
- top or bottom connector?
- Do the color coded icons help?
From www.baddesigns.com
9How to design them more logically
- (i) A provides direct adjacent mapping between
icon and connector - (ii) B provides color coding to associate the
connectors with the labels
From www.baddesigns.com
10Cultural constraints
- Learned arbitrary conventions like red
triangles for warning - Can be universal or culturally specific
11Which are universal and which are
culturally-specific?
12Mapping
- Relationship between controls and their movements
and the results in the world - Why is this a poor mapping of control buttons?
13Mapping
- Why is this a better mapping?
- The control buttons are mapped better onto the
sequence of actions of fast rewind, rewind, play
and fast forward
14Activity on mappings
- Which controls go with which rings (burners)?
A
B
C
D
15Why is this a better design?
16Consistency
- Design interfaces to have similar operations and
use similar elements for similar tasks - For example
- always use ctrl key plus first initial of the
command for an operation ctrlC, ctrlS, ctrlO - Main benefit is consistent interfaces are easier
to learn and use
17When consistency breaks down
- What happens if there is more than one command
starting with the same letter? - e.g. save, spelling, select, style
- Have to find other initials or combinations of
keys, thereby breaking the consistency rule - E.g. ctrlS, ctrlSp, ctrlshiftL
- Increases learning burden on user, making them
more prone to errors
18Internal and external consistency
- Internal consistency refers to designing
operations to behave the same within an
application - Difficult to achieve with complex interfaces
- External consistency refers to designing
operations, interfaces, etc., to be the same
across applications and devices - Very rarely the case, based on different
designers preference
19Same or different?
A A
A A
A A
A a
A B
Even simple decisions require thought and depend
on context
20Keypad numbers layout
- A case of external inconsistency
(a) phones, remote controls
(b) calculators, computer keypads
8
9
1
2
7
3
4
5
6
4
5
6
8
9
1
2
7
3
0
0
21Affordances to give a clue
- Refers to an attribute of an object that allows
people to know how to use it - e.g. a mouse button invites pushing, a door
handle affords pulling - Norman (1988) used the term to discuss the design
of everyday objects - Since has been much popularised in interaction
design to discuss how to design interface objects - e.g. scrollbars to afford moving up and down,
icons to afford clicking on
22Affordances
When you first see something you have never seen
before, how do you know what to do? The answer, I
decided, was that the required information was in
the world the appearance of the device could
provide the critical clues required for its
proper operation.
Affordance, Conventions and Design By Donald
Norman http//www.jnd.org/dn.mss/affordances-inter
actions.html
23What does affordance have to offer interaction
design?
- Interfaces are virtual and do not have
affordances like physical objects - Norman argues it does not make sense to talk
about interfaces in terms of real affordances - Instead interfaces are better conceptualised as
perceived affordances - Learned conventions of arbitrary mappings between
action and effect at the interface - Some mappings are better than others
24Physical affordances
-
- How do the following physical objects afford? Are
they obvious?
25Virtual affordances
- How do the following screen objects afford?
- What if you were a novice user?
- Would you know what to do with them?
26Vocabulary of Design
- Visibility -
- how easily a user can see what can be done and
how to do it - Mappings -
- how a control and object are related
- suffers when more functions than controls
- Feedback
- shows what has been done
- suffers when delayed or not meaningful
- Cues and affordances
- learned expectations about visual forms
27Goals of interaction design
- Develop usable products
- Usability means easy to learn, effective to use
and provide an positive user experience - Involve users in the design process
28Understanding the problem space
- What do you want to create?
- What are your assumptions?
- What are your claims?
- Will it achieve what you hope it will? If so,
how?
29A framework for analysing the problem space
- Are there problems with an existing product or
user experience? - Why do you think there are problems?
- How do you think your proposed design ideas might
overcome these? - When designing for a new user experience how will
the proposed design extend or change current ways
of doing things?
30Understanding the purpose of vision
- When the answer is affirmative, any team member
can describe what the user's experience will be
like in five years. They'll tell us a story, like
this real one from a century-old insurance
company - "An insured home and car owner, having just had a
tree fall on their garage, will log into the
site, explain the damage, upload pictures, and
get initial claim approval to start temporary
repairs and get a rental carall within a few
minutes. Within the next 24 hours, inspection
appointments and a detailed damage assessment are
scheduled and reviewed, and the repairs are
underway within 48 hours. All the payments are
handled electronically from the insurance
company, with a single NET-60 bill sent to the
policy holder for the deductibles. - http//www.uie.com/articles/the3qs/
31 An example
- What do you think were the main assumptions made
by developers of online photo sharing and
management applications, like Flickr?
32Assumptions and claims
- Assumptions
- Able to capitalize on the hugely successful
phenomenon of blogging - Just as people like to blog so will they want to
share with the rest of the world their photo
collections and get comments back - People like to share their photos with the rest
of the world - A claim
- From Flickrs website (2005) is almost
certainly the best online photo management and
sharing application in the world
33From problem space to design space
- Having a good understanding of the problem space
can help inform the design space - e.g., what kind of interface, behavior,
functionality to provide - But before deciding upon these it is important to
develop a conceptual model
34Conceptual model
- Need to first think about how the system will
appear to users (i.e. how they will understand
it) - A conceptual model is
- a high-level description of how a system is
organized and operates. (Johnson and Henderson,
2002, p. 26)
35What is and why need a conceptual model?
- Not a description of the user interface but a
structure outlining the concepts and the
relationships between them - Why not start with the nuts and bolts of design?
- Architects and interior designers would not think
about which color curtains to have before
deciding where the windows will be placed in a
new building - Enables designers to straighten out their
thinking before they start laying out their
widgets (p. 28) - Provides a working strategy and a framework of
general concepts and their interrelations
36Helps the design team
- Orient themselves towards asking questions about
how the conceptual model will be understood by
users - Not to become narrowly focused early on
- Establish a set of common terms they all
understand and agree upon - Reduce the chance of misunderstandings and
confusion arising later on
37Main components
- Major metaphors and analogies that are used to
convey how to understand what a product is for
and how to use it for an activity. - Concepts that users are exposed to through the
product - The relationships between the concepts
- e.g., one object contains another
- The mappings between the concepts and the user
experience the product is designed to support
38A classic conceptual model the spreadsheet
- Analogous to ledger sheet
- Interactive and computational
- Easy to understand
- Greatly extending what accountants and others
could do
www.bricklin.com/history/refcards.htm
39Why was it so good?
- It was simple, clear, and obvious to the users
how to use the application and what it could do - it is just a tool to allow others to work out
their ideas and reduce the tedium of repeating
the same calculations. - capitalized on users familiarity with ledger
sheets - Got the computer to perform a range of different
calculations and recalculations in response to
user input
40Another classic
- 8010 Star office system targeted at workers not
interested in computing per se - Spent several person-years at beginning working
out the conceptual model - Simplified the electronic world, making it seem
more familiar, less alien, and easier to learn
Johnson et al (1989)
41The Star interface
42Interface metaphors
- Designed to be similar to a physical entity but
also has own properties - e.g. desktop metaphor, search engine
- Exploit users familiar knowledge, helping them
to understand the unfamiliar - Conjures up the essence of the unfamiliar
activity, enabling users to leverage of this to
understand more aspects of the unfamiliar
functionality - People find it easier to learn and talk about
what they are doing at the computer interface in
terms familiar to them
43Benefits of interface metaphors
- Makes learning new systems easier
- Helps users understand the underlying conceptual
model - Can be innovative and enable the realm of
computers and their applications to be made more
accessible to a greater diversity of users
44Problems with interface metaphors (Nelson, 1990)
- Break conventional and cultural rules
- e.g., recycle bin placed on desktop
- Can constrain designers in the way they
conceptualize a problem space - Conflict with design principles
- Forces users to only understand the system in
terms of the metaphor - Designers can inadvertently use bad existing
designs and transfer the bad parts over - Limits designers imagination in coming up with
new conceptual models
45Don Norman
- Design of Everyday Things.
- Buy at amazon
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53RepresentedModel
User MentalModel
ImpementationModel
54Models are about expectations
- Mental Models
- The expectation a user has about a computers
behavior. - Inside the head can be trained
- User Models
- The expectation a computer has of a user
- Inside the computer can be changed directly.
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56Vocabulary of Design
- The burden of interpretation
- how much thinking is required on the users
part? - Input gaps
- how easy it is to figure out how to do it
- Output gaps
- how easy it is to figure out system state
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58Bathtub control
- Users goals
- Warm bath
- Right amount of water
- Psychological variables
- Temperature water depth
- Physical variables
- Cold water flow rate
- Warm water flow rate
59Simple design
Hot Water
Cold Water
valve
valve
Bath Tub
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62How does this map temperature and speed?
But how do you turn on the shower? Pushing the
control (arrow) is only PART of the solution (see
next slide)
63The problem another control Both controls have
to be on!
64Design exercise
Design the perfect bathtub control. 1. Assume
you have unlimited budget 2. Bath control only
no shower. 3. Think about mapping controls to
the users goals (physical variables).