SEG 3210 User Interface Design

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SEG 3210 User Interface Design

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Title: SEG 3210 User Interface Design


1
SEG 3210User Interface Design Implementation
  • Prof. Dr.-Ing. Abdulmotaleb El Saddik
  • University of Ottawa (SITE 5-037)
  • (613) 562-5800 x 6277
  • elsaddik _at_ site.uottawa.ca
  • abed _at_ mcrlab.uottawa.ca
  • http//www.site.uottawa.ca/elsaddik/

2
Unit A Introduction to HCI
  1. Why study user interface design?
  2. History
  3. Goals of HCI
  4. Five key ideas in HCI
  5. Optical Illusions
  6. Understanding users
  7. User productivity and usability
  8. Disciplines contributing to HCI
  9. HCI engineering as a branch of software
    engineering
  10. User interface malfunctions
  11. Case studies in user interface malfunction
  12. Key points to review

3
Definition
  • The study of people and computing and the way
    they influence each other
  • A set of processes, dialogues, and actions
    through which a human user employs and interacts
    with a computer
  • A discipline concerned with the design,
    evaluation and implementation of interactive
    computing systems for human use with the study of
    major phenomena surrounding them

4
1. Why Study User Interface Design?
  • 75 or more of development effort can go into the
    user interface
  • 40 to 70 is typical
  • User interface specialists are needed
  • Everybody needs to know the basics
  • User interface software is becoming more complex
  • Complexity increase is faster than other aspects
    of systems
  • Graphical user interfaces have provided the
    biggest jump in complexity
  • Applications tend to grow to fill available
    computing resources
  • There are direct financial benefits from improved
    user interfaces

5
Financial benefits Costs of improved user
interfaces
  • Increased user productivity
  • Direct financial savings
  • Increased revenues from sales
  • The system is more attractive and customer
    satisfaction is higher
  • Decreased training and support costs
  • The system is more intuitive
  • Decreased maintenance cost
  • The system does what user wants
  • Much maintenance involves fixing UI problems
  • Pay a little during development, or pay a lot
    after application/product release!
  • But
  • Staff must be trained in user interface analysis
    and design
  • Users must participate
  • UI design tools are needed.
  • The benefits almost always outweigh the costs

6
2. History
  • Early days of computing
  • Computers cost more than people
  • Computers had little functionality
  • ?The UI was unimportant
  • Early 1970s
  • Field of Man Machine Interface (MMI) born.
  • Term changed gradually to User Interface (UI)
  • Ideas for first Graphical User Interface (GUI)
  • Dynabook at Xerox
  • Late 1970s and 1980s
  • Products were called user friendly
  • No science in this Just a market buzzword
  • First real GUIs developed
  • Xerox Star --gt Smalltalk and Macintosh

7
2. History (Contd)
  • 1980s
  • Term Human-Computer Interaction (HCI or CHI)
    came into use
  • wider scope than UI (help, work practices etc.)
  • MS-Windows, X-Windows follow the Mac
  • Intense research into HCI
  • 1990s and early 2000s
  • Virtual reality, speech and handwriting I/O,
    Soundblaster
  • Good BUT also Bad UIs continue to be
    developed!!!

8
3. Goals of HCI
  • Improve productivity and reduce costs through
  • Safety
  • Does the system prevent danger?
  • Functionality
  • How many things can the system do?
  • Efficiency
  • How few resources does it take to get a task
    done?
  • Usability
  • How easy to learn and use is the system?
  • BUT
  • High functionality (many ways of doing the same
    thing) can actually reduce usability
  • By causing confusion

9
4. Five Key Ideas in HCI
  • Visibility
  • The UI should help the user always understand...
  • The current state of the system
  • What operations can be done
  • E.g.
  • When you position the cursor over a point on the
    screen, it should be clear what would happen if
    you clicked the mouse
  • Many design guidelines in unit E will help
    improve visibility
  • Feedback
  • When anything changes it should be made visible
  • When you delete a file, the system should not
    just say ready
  • Goal
  • A state the user wants to reach
  • to be talking with somebody on the phone
  • to have saved a file

10
4. Five Key Ideas in HCI (Contd)
  • Affordance
  • The set of operations and procedures that can be
    done to an object
  • Perceived affordance is what typical users
    think can be done to an object
  • Should a door be pulled or pushed?
  • What does this icon mean?
  • To improve visibility/feedback we need to
  • Choose objects with good perceived affordance
  • Design the UI to generate better perceived
    affordance
  • Task
  • An action the user wants to do
  • to call somebody
  • to save the file
  • Goals beget tasks, tasks beget goals.
  • Unit C focuses on task analysis and gives good
    conceptual models which will help us achieve this

11
5. Optical Illusions
12
5. Optical Illusions (Contd)
  • The quick brown
  • fox jumps over the
  • the lazy dog.

13
5. Optical Illusions (Contd)
  • Now read through the following sentence counting
    aloud the "F"s as you find them (1...2...etc).
  • Count them ONLY ONCE Do not go back and count
    them again!!!.
  • OK - GO!
  • FINISHED FILES ARE THE RESULT OF YEARS OF
    SCIENTIFIC STUDY COMBINED WITH THE EXPERIENCE OF
    YEARS.

14
6. Understanding Users
  • Dual Processor" Theory
  • Every interactive system is a distributed system
    running on two processors
  • User interface design specifies/constrains both
  • User behaviour
  • System behaviour
  • We must understand the nature of the human
    processors
  • Each kind should be considered when designing the
    UI

15
6. Understanding Users (Contd)
  • Users can be categorized
  • By class
  • Determined by the pattern of use
  • e.g., manager, salesperson, shipper, client
  • By personality type
  • Shy or reticent
  • Inarticulate
  • Disinterested or defensive
  • Intimidated
  • Involved designer!
  • By ability
  • Physical disability
  • --gt innovative I/O may be needed
  • Colourblind
  • --gt dont use colours as the only means of
    conveying information
  • Dyslexia or other cognitive glitches
  • --gt watch out for left vs. right!
  • Illiteracy
  • --gt icons may be needed

16
7. User Productivity Usability
  • User productivity
  • Functionality (what the computer can do)
  • Usability (what people can do with the computer)
  • If either of these is zero, the system is useless
  • Factors Influencing User Productivity
  • Kind and number of tasks
  • Characteristics of users (ability, experience
    etc.)
  • Work environment (distractions etc.)
  • Training and documentation
  • Functionality and usability of available software
    and hardware

17
A Model of Usability Factors
18
Critical Usability Factors
High staff turnover Learnability critical
Discretionary use Fit to task critical
Prolonged or frequent use Efficiency critical
Creative use Ease of extension and customization critical
High functionality Higher usability needed
Infrequent discretionary use of highly functional system with staff turnover A problem!
19
8. Disciplines Contributing to HCI
  • Cognitive psychology
  • Capabilities and limitations of human senses and
    thought processes
  • Ergonomics
  • Hardware and software efficiency of use and
    safety
  • Linguistics
  • Syntax and semantics of commands
  • Speech I/O
  • Artificial intelligence
  • Speech I/O
  • Intelligent guessing what the user wants to do
  • Knowledge representations of users and tasks
  • Sociology and social psychology
  • Assisting people to work in groups with software
  • Ensuring software works in different cultures
  • Engineering and industrial design
  • Disciplined measurement-based approaches
  • Esthetics
  • Storyboarding etc.

20
Human Cognitive system
  • Perception and representation
  • Some displays can be hard to interpret
  • Blue foreground
  • Optical illusions
  • Contrast in colour but not brightness
  • Too many colours
  • There are two ways to use graphics
  • For modeling
  • direct images of concepts
  • For coding
  • representing underlying ideas, e.g., displaying
    quantitative data

21
Human Cognitive system (Contd)
  • Attention limitations
  • People can be readily distracted
  • Provide cues about what to focus on
  • People get lost in complexity
  • Structure information so it is easy to browse
    through
  • not too many items
  • not too few items
  • grouped logically
  • People multitask
  • Make the state clear so users can jump
    backwards and forwards
  • Some mental processes are automatic, or become so
    (contrasted with controlled processes)
  • These processes are very hard to unlearn

22
Human Cognitive system (Contd)
  • Memory limitations
  • Short term memory can contain 72 chunks
  • Avoid situations where users have to remember
    more than this
  • Logically group things so users can chunk them
  • The more meaningful, the more easily remembered
    (familiarity, imagery and consistency contribute
    to meaningfulness)
  • Use effective names and icons (even) animated
    ones
  • Combine icons with words
  • Icons can be analogies, examples or abstract, but
    not arbitrary
  • Watch out for cultural differences (e.g. washroom
    symbols)
  • People can more easily recognize than recall
  • Use menus, icons, quick lookup

23
9. HCI Eng. as a Branch of SW Eng. (Unit CD)
  • A conceptual model of the user interface
    development process
  • Star model
  • Evaluation is the central process
  • UI is repeatedly revised when problems are found

24
A five level conceptual model of the UI
  • At each level
  • Design must be done
  • Problems can occur
  • Task Level
  • What is to be done by the user
  • Conceptual Level
  • Users intended mental model of the system
  • Interaction Style Level
  • Command-driven, menu-driven, direct
    manipulation, hypermedia
  • Design elements that are repeated throughout the
    system
  • Interaction Element Level
  • Specific windows, dialogs, commands, menus
  • Physical Element Level
  • Bitmaps, characters, data structures, callbacks

25
Evolution from plain SW- to usability Eng.
  • Normal software development (involving the UI)
  • Focuses on physical and interaction elements
  • Waterfall model dominates (sequential), Spiral
    model
  • Evaluation by functional spec reviews and testing
  • User interface development
  • Focuses on users and tasks
  • Star model dominates (iterative)
  • Evaluation by continuous user involvement
  • Driven by heuristics and guidelines
  • Integrates psychology etc.
  • Influence on functionality
  • Usability engineering
  • Driven by engineering objectives
  • Integrates rigorous engineering discipline
  • Drives functionality

26
A conceptual model of user interface system
architecture
  • Why layers?
  • Simplifies software development and maintenance
  • Both layers
  • Are developed in parallel
  • Influence each other
  • Included in complete system specifications
  • Evaluated together
  • Evolution of layers
  • Functional layer should need to change less often
    during iterative tuning of the interface
  • Both layers may need to change when business
    functions change but hopefully interaction styles
    should remain similar

27
Characteristics of Products and Applications
  • Each kind of application puts different demands
    on the UI designer
  • Application for internal use vs. product for sale
  • Generic utility vs. task-specific tool
  • Walk-up-and-use vs. skilled usage
  • Some design challenges
  • Customizing a generic utility product so that it
    becomes a task-specific tool for internal use and
    vice versa
  • Converting an application requiring skilled usage
    to make it a walk-up-and-use application

28
10. User Interface Malfunctions
  • Key idea
  • There are no good user interfaces ... just user
    interfaces that fit
  • A truly bad user interface never fits
  • But among the good ones, some will suit one
    task/user some with suit another
  • To maximize fitness, we must minimize the
    occurrence of malfunctions in the context of
    the expected use of the system

29
Definitions of malfunction
  • A mismatch between what the user wants, needs or
    expects and what the system provides
  • A breakdown in usability
  • An obstacle to performing a desired task
  • You should know that
  • Occasional malfunctions are normal
  • Systematic or frequent malfunctions need to be
    fixed

30
Related ideas to malfunction
  • Error Identifiable mistake on the part of the
    designer
  • Defect A deviation from what the user needs
  • A malfunction is a usability defect
  • A defect in the smooth functioning of the
    user/computer system!
  • Users may not be aware of many malfunctions
  • the malfunctions may only be located through
    careful analysis
  • they may be subtle
  • More discussion of malfunctions in unit B

31
11. Case Studies in UI malfunctions
  • Aircraft disasters
  • China Airlines pilot loses control
  • Human was expected to act as a monitor, but
    humans are bad monitors (get bored)
  • Humans need to control things and get feedback
  • US Vincennes downs Iranian jet 290 lives lost
  • Critical information about the plane was on
    different displays
  • When gathering relevant facts from different
    places, a wrong match was made

32
12. Key Points to Review
  • Goals of HCI Improve
  • safety
  • functionality
  • efficiency
  • usability
  • Visibility and feedback
  • Affordance and perceived affordance
  • Goal state task action
  • Human/computer as system running on 2 processors
  • Types, classes and abilities of users
  • Productivity functionality usability
  • Usability factors
  • e.g. learnability, fit, acceptability
  • Contributing disciplines
  • e.g. linguistics, Artificial Intelligence

33
12. Key Points to Review
  • Human cognitive system - Limitations on
  • perception
  • attention
  • memory
  • Task analysis vs. functional analysis
  • Star model with evaluation at centre
  • UI levels
  • task
  • conceptual model
  • interaction style
  • interaction element
  • physical element
  • Usability engineering
  • Layered approach with an API
  • Malfunction as a kind of defect (of usability)
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