Title: Designing Quality User Interfaces
1Designing 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)
2World 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.
3World 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.
4Interaction Design Criteria Descriptions, (Alben,
1996)
- Quality of Experience
- key question How does effective interaction
design provide people with a successful and
satisfying experience?
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6Interaction 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
7Interaction 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
8Interaction Design Criteria Descriptions, (Alben,
1996)
- Needed
- satisfies a need
- makes significant social, economic, or
environmental contribution
9Interaction 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
10Interaction 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
11Interaction 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
12Interaction 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
13Interaction 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
14Presentations - Visual representations -
Aesthetics
Interaction - Interaction techniques -
Device mappings - Standard menus
Object relationships - Properties -
Behaviors - Common metaphors
The Look-and-Feel Iceberg, (IBM, 1992)
15Interface Designers Model
- Presentation
- look element-- obvious part of UI
- color use
- animation
- sound
- shapes
- graphics
- text
- screen layout
16Interface Designers Model
- Interaction
- feel element-- also an obvious part
- interaction techniques
- keyboard
- function keys
- input devices
- feedback on user actions
17Interface Designers Model
- Object relationships/properties
- not an obvious part of the UI
- match design to users mental model and tasks
18Interface 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
19UI 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