Title: SEG 3210 User Interface Design
1SEG 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/
2Unit A Introduction to HCI
- Why study user interface design?
- History
- Goals of HCI
- Five key ideas in HCI
- Optical Illusions
- Understanding users
- User productivity and usability
- Disciplines contributing to HCI
- HCI engineering as a branch of software
engineering - User interface malfunctions
- Case studies in user interface malfunction
- Key points to review
3Definition
- 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
41. 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
5Financial 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
62. 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
72. 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!!!
83. 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
94. 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
104. 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
115. Optical Illusions
125. Optical Illusions (Contd)
- The quick brown
- fox jumps over the
- the lazy dog.
135. 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.
146. 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
156. 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
167. 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
17A Model of Usability Factors
18Critical 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!
198. 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.
20Human 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
21Human 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
22Human 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
239. 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
24A 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
25Evolution 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
26A 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
27Characteristics 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
2810. 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
29Definitions 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
30Related 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
3111. 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
3212. 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
3312. 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)