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Designing Quality User Interfaces

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communicates a sense of. its purpose, how to begin, and ... an individual as well as an organizational sense ... user's first impression. based on look ... – PowerPoint PPT presentation

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Title: Designing Quality User Interfaces


1
Designing Quality User Interfaces
  • There is a quality about a great design that is
    difficult to put into words.
  • Its always tempting to focus on just a few
    aspects of a design, separate from the whole
    problem.
  • Good looks, good flow, good contentall those
    things are important, but how do you pin down
    that feeling of satisfaction you get when you
    encounter a tool or toy that clicks with you on a
    deep level?
  • - Marc Rettig (1996)

2
World Class -- Apply to UI -(St. Pierre. What
Defines World Class? Decanter, 1995)
  • It must be able to age. Not the ability to last
    long, but to develop, turning into that pure
    marvel which is a fully mature wine.
  • It is made with a combination of intelligence,
    determination, and skill.
  • World-class means that it could be appreciated
    as such by any knowledgeable wine drinker
    anywhere, without much elaboration.
  • It must have a definable superiority.

3
World Class -- Apply to UI -(St. Pierre. What
Defines World Class? Decanter, 1995)
  • It must have complexity, be interesting, have
    intensity, depth and richness, and be
    distinctive. It must have length, in its finish
    and in our memory, engage our minds, make us
    think about it.
  • Essentially, they follow the rules for
    excellence that all art does they are important
    aesthetic experiences. But some standards change,
    art isnt static. The definition of world-class
    is not staticwines evolve all the time, and so
    do the standards.

4
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Quality of Experience
  • key question How does effective interaction
    design provide people with a successful and
    satisfying experience?

5
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6
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Understanding of Users
  • design team needs to understand
  • the needs, tasks, and environments of intended
    users
  • understanding reflected in the product

7
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Effective Design
  • product a result
  • of a well-thought-out and well-executed design
    process?
  • major design issues
  • rationale and method for resolving them?
  • management of issues
  • budgeting, scheduling and other practical issues,
    such as interpersonal communications
  • manage to support goals

8
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Needed
  • satisfies a need
  • makes significant social, economic, or
    environmental contribution

9
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Learnable and Usable
  • easy to learn and use
  • communicates a sense of
  • its purpose,
  • how to begin,
  • and how to proceed
  • easy to retain learning over time
  • self-evident and self-revealing features
  • supports and allows for
  • different approaches and uses
  • users levels of experience, skills, and
    problem-solving strategies

10
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Appropriate
  • solves the right problem at the right level
  • serves users in efficient and practical ways
  • contributions to appropriate solution
  • social,
  • cultural,
  • economic,
  • and technical aspects

11
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Aesthetic Experience
  • aesthetically pleasing and satisfying
  • cohesively designed,
  • exhibiting continuity and excellence across
    graphic, interaction, information, and industrial
    design
  • consistency of spirit and style
  • performs well within technological constraints
  • integrates of software and hardware

12
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Mutable
  • considered appropriateness of mutability
  • adaptability
  • to suit the particular needs and preferences of
    individuals and groups
  • design
  • for change and evolution
  • for new, even unforeseen, uses

13
Interaction Design Criteria Descriptions, (Alben,
1996)
  • Manageable
  • design supports entire context of use not just
    functionality
  • helps users manage needs
  • such as installation, training, maintenance,
    costs, and supplies
  • considered in an individual as well as an
    organizational sense
  • design accounts for issues such as
  • negotiations for competing use
  • concept of ownership, including rights and
    responsibilities

14
Presentations - Visual representations -
Aesthetics
Interaction - Interaction techniques -
Device mappings - Standard menus
Object relationships - Properties -
Behaviors - Common metaphors
The Look-and-Feel Iceberg, (IBM, 1992)
15
Interface Designers Model
  • Presentation
  • look element-- obvious part of UI
  • color use
  • animation
  • sound
  • shapes
  • graphics
  • text
  • screen layout

16
Interface Designers Model
  • Interaction
  • feel element-- also an obvious part
  • interaction techniques
  • keyboard
  • function keys
  • input devices
  • feedback on user actions

17
Interface Designers Model
  • Object relationships/properties
  • not an obvious part of the UI
  • match design to users mental model and tasks

18
Interface Designers Model
  • Key idea
  • user interface not just look and feel
  • inappropriate grossly incomplete
  • viewpoint
  • naïve
  • does not give UI credit for role played in user
    satisfaction, perception and performance
  • consumer/users first impression
  • based on look and feel
  • finding users model takes time and resources
  • often equate look feel with product usability

19
UI Issues
  • Understand who users are
  • Understand where users are trying to go or what
    they are trying to do
  • Find out how much misdirection or frustration
    they can stand before they give up and do
    something else
  • Ex. Train crossing gates
  • when should they come down -- 20 to 30 seconds
    before train arrives
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