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Application Design

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What is the Purpose of an Interface? Top Usability Problems with GUIs ... Don't lose control of prototype to marketing or coders. Test prototype ... – PowerPoint PPT presentation

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Title: Application Design


1
Application Design Development (67-272)
  • Dr. Kevin Stolarick

2
Agenda
  • What is the Purpose of an Interface?
  • Top Usability Problems with GUIs
  • The Interface Development Process
  • Golden Rules of GUI Design
  • Examples of Poor GUI Design

3
Why Designers Go Astray
  • Ignorance
  • Put aesthetics first (Flash)
  • Worship complexity (Flash)
  • Designers forget they are not typical users
  • Identify the wrong group of users
  • Designers give way to creeping featurism

4
Purposes of a Software Interface
  • A tool for accomplishing tasks
  • A search mechanism to find files, data
  • A learning tool
  • An entertainment vehicle (e.g., playing games)

5
Top 10 Usability Problems with GUIs
  • 10. Complex linkage between and w/in
    applications
  • 9. Single-direction linkages
  • 8. Input and direct-manipulation limits
  • 7. Highlighting and selection limitations
  • 6. Unclear step sequences
  • 5. More steps to manage the interface than to
    do tasks
  • 4. Lack of system anticipation and
    intelligence
  • 3. Inadequate feedback and confirmation
  • 2. Ambiguous menus and icons
  • 1. Inadequate error messages, help, tutorials,
    documentation

6
The Interface Development Process
  • 3 stage process for developing user interfaces
  • Analysis
  • Design
  • Construction
  • Cyclical process in developing an interface
  • Does the interface development occur
  • in advance of software coding and design?
  • concurrently with software coding and design?
  • towards the end of software coding and design?

7
Phase I Analysis
  • Purpose of the analysis phase is to develop
    complete picture of interface requirements
  • Steps in analysis phase
  • Identifying scope
  • Developing user profiles
  • Gathering data
  • Documenting current tasks
  • Documenting opportunities
  • Describing future tasks
  • Developing usability specs
  • Developing scenarios

8
Phase II Design Process
  • Design stage is usually a team effort tends to
    involve lots of creativity brainstorming
  • interface designers (to translate tasks into
    objects, metaphors, etc.)
  • users (to address team questions and give design
    feedback)
  • technical personnel (to provide guidance on
    technical constraints)
  • graphical designers (sketch ideas work on
    aesthetics)
  • training/support/documentation specialist
  • Typically begin these design sessions looking at
    the most frequent/critical tasks

9
Design Step 1 Choose Major User Objects for
Interface
  • User objects are not GUI objects
  • Using the use cases to identify objects
  • look for things (nouns, objects) that user has to
    manipulate or takes some action on (view, edit,
    enter, etc.)
  • identify those items which are really sub-objects
    of other items in the interface
  • eliminate objects users dont really need to see
    or directly interact with in the interface
  • Listing object attributes
  • Listing user actions on task objects

10
Step 2 Select Metaphors
  • Metaphors provide the mental model for user
    connect what is known to what is unfamiliar
  • Keys to effective metaphors
  • metaphors should hold up to users primary
    assumptions
  • does not have to be a full visual representation
  • best metaphors are simple may not be unique
  • can find effective metaphors in the physical
    world
  • more than one is okay often more are necessary
  • Metaphors assist, shouldnt control interface

11
Step 3 Storyboard
  • Storyboards are quick sketches of objects,
    actions, metaphors and representation ideas.
  • Key points on storyboarding
  • sketch on an erasable medium
  • keep storyboards rough
  • whole team needs to be involved (users, technical
    people)
  • begin with most frequent tasks
  • Storyboards are an opportunity to look at a
    variety of design options that connect objects

12
Step 4 Create High Level Design
  • Select or adapt a style/standard
  • Identify main windows and related actions
  • Identify home bases and launching pads
  • Identify how users access main windows
  • Assign user actions for main windows
  • Create design mockups
  • Review and revise high-level design as needed

13
Step 5 Develop Support Plan
  • Identify user knowledge and skill deficiencies
  • user profiles can reveal potential deficiencies
  • seeing users working w/ prototypes can also be
    revealing
  • Generate support plan, which may include
  • job aids (quick reference cards, keyboard
    templates)
  • classroom or on-the-job training
  • computer-based training (tutorials, cue cards)
  • online manuals
  • video courses
  • hot lines

14
Phase III Construction
  • Develop prototype
  • doesnt need to do data processing, but should
    allow users to navigate within the interface and
    use controls
  • careful not to develop unrealistic expectations
    of system capabilities
  • Dont lose control of prototype to marketing or
    coders
  • Test prototype
  • include outside parties, key stakeholders, and
    users
  • careful not to be too defensive, too
    accommodating
  • Document the design

15
Golden Rule 1 Place Users in Control
  • Some things that help keep users in control
  • use modes judiciously
  • allow users to use either keyboard or mouse
  • allow users to change focus
  • display descriptive text and messages
  • provide feedback and allow for reversible actions
  • provide meaningful paths and exits
  • accommodate users of different skill levels
  • allow users to customize interface
  • allow direct manipulation of interface objects

16
Golden Rule 2 Reduce Users Memory Load
  • Some things that reduce user memory load
  • relieve short-term memory
  • rely on recognition, not recall
  • provide visual cues
  • provide defaults, undo, and redo
  • provide interface shortcuts
  • promote an object-action syntax
  • use appropriate metaphors
  • use progressive disclosures
  • promote visual clarity

17
Golden Rule 3 Make Interface Consistent
  • Some things that help promote consistency
  • sustain the context of the users tasks
  • maintain consistency within and across products
  • keep interaction results the same
  • provide aesthetic appeal and integrity (but never
    at the cost of decreasing usability!)
  • encourage exploration

18
Examples of Poor GUI Designs
  • Can be seen at http//digilander.libero.it/chiedil
    oapippo/Engineering/iarchitect/shame.htm
  • Others at
  • http//www.webpagesthatsuck.com/
  • http//www.pixelcentric.net/x-shame/

19
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