Title: MSSE 5115 Design Process
 1MSSE 5115Design Process  Principles
- John Kruse 
 - University of Minnesota
 
  2Lecture map
- Design process in the abstract 
 - GUI Design 
 - Overview 
 - Building Blocks 
 - Rules for selecting widgets 
 - Selecting paradigms
 
  3Visual Design
Interaction Design
Information Architecture 
 4Function vs. Form
- Appearance of the system is important 
 - Visual elements (perceptual elements) 
 - Attributes like size, color 
 - Relationships like positioning 
 - Good communication by visual design 
 - Aesthetics also plays major role 
 - Emotions affect our thought process 
 - Functional  aesthetics interact 
 - This course Aesthetics is secondary
 
  5Solutions vs needs
- Solutions are 
 - Fun 
 - Deliverable 
 - What comes naturally to engineers 
 - Needs 
 - Seem pretty obvious 
 - Can be pretty subtly different 
 - Often gotten wrong 
 - Better understood after designing
 
  6After users  tasks...
- Design matching users needs with solutions 
 - You can begin design before 
 - Completely finishing task analysis 
 - Completely finishing requirements 
 - Iterate back to users
 
? 
 7User Interaction Design
- A plan for behavior and appearance as experienced 
by the user  - Can be called functional requirements 
 - UI designs are requirements for software 
developers  - Who in turn design the software 
 - Not design of software architecture  code 
 - Not client-server, object-oriented, event-driven
 
  8The Design Process 1
- Nonhierarchical 
 - Cant do entirely top-down 
 - Radically transformational 
 - Partial and interim solutions that may play no 
role in the final design  - Nonlinear -- May require a creative leap 
 - Often initiated by dissatisfaction with current 
situation  - Uncomfortable
 
  9The Design Process 2
- A conversation with materials 
 - Discovery of new goals 
 - Design is negotiation 
 - There are lots of competing priorities  
constraints  - Feelings of personal ownership are common 
 - Nobody owns ideas, doer owns project 
 - Good designers arent jealous of ideas 
 - They have lots of good ideas 
 - Designers have strengths  weaknesses
 
  10Act like a designer
- Explore 
 - Generate  envision possibilities 
 - Tension between needs  solutions 
 - Know your materials  tools 
 - Describe 
 - Critique 
 - This is taught in design programs 
 - Negotiate 
 - Check you ego at the door
 
  11Think like psychologists
- Perception 
 - Modes  memory 
 - The Action Cycle (Normans model) 
 - Know your materials  tools 
 - Attitude Serve the user 
 
  12Application structure  flow
- Hub 
 - Example Main window  dialogs 
 - Multiple focal windows  specific action-oriented 
sub-windows  - Interview
 
The Designer's Guide to Web Applications, Part 
I Structure and Flows, By Hagan Rivers 
 13This course your prototypes
- You work with the screens, and the usability 
 - Birds eye maps or plans 
 - Good in general 
 - Acceptable in this course 
 - Focus on the user experience 
 - Goals, users, tasks 
 - Not abstract, not high-level
 
  14Lecture map
- Design process in the abstract 
 - GUI Building Blocks 
 - Overview 
 - Rules for selecting widgets 
 - Selecting a paradigm 
 - Fonts  icons
 
  15Tasks --gt UI organization
- Now that weve mentioned 
 - Process  the creative aspect of design 
 - Clear communication (e.g., Tufte) 
 - The Building Blocks for a GUI 
 - Your toolset 
 - Basic UI Paradigms 
 - UI Design Patterns
 
  16Interaction approaches
- Natural language 
 - Command language 
 - Menus 
 - Object-action 
 - Direct Manipulation 
 - Anti-Mac 
 - Form fill-in  spreadsheet 
 
- Wizard 
 - Property pages 
 - Browse 
 - Search
 
  17Natural Language
- The Friendly Command Language? 
 - No (Not quite yet) 
 - For 20 years, its been almost ready 
 - Human conversation requires a lot of the listener 
 - intelligence 
 - repairs 
 - People cant say something the same way twice 
 - We wont cover it now
 
  18Lecture map GUI Building Blocks
- Menus 
 - Object-Action paradigm 
 - GUI / Direct Manipulation 
 - Modes  memory 
 - Command Languages 
 - Form Fill-in 
 - Sequencing  wizards
 
  19Menu Definition
- A set of options presented so user can recognize, 
rather than recall  - Graphically arrayed to be visible in parallel, or 
 - If audio, sequentially presented 
 - Does it scale? If the set of options is too big, 
then some menus are hidden  - Organization is fundamental 
 - Hierarchy 
 - Sequential or logical order 
 - Alphabetical
 
  20Menu selection paradigm
- Less learning required 
 - Users can recognize  react 
 - Can prevent many errors 
 - Typically, the user selects one at a time 
 - Even if composing a set of attributes 
 - Clear structure to decision making 
 - Menus show structure, relationship, etc 
 - If structured correctly 
 - Presentation sequence matters
 
  21What goes in menus?
- Content, or navigation to content 
 - Many web sites are menu systems 
 - Objects 
 - Attributes of objects 
 - Actions, to apply to content 
 - Cue for action (p 210 in UIDE) 
 - Users can sweep the menus in the menubar
 
  22Menu principles  1
- Task-related organization 
 - Create groups of logically similar items 
 - Design, Prototype, Test 
 - Use card-sorting for initial discovery 
 - Form groups that cover all possibilities 
 
View to get MS Word markup
View  layers in Visio, HF in MS sw 
 23Menu principles  2
- Use familiar terminology 
 - Easy to learn, easy to remember 
 - Non-ambiguous (e.g., View Properties) 
 - Make sure items are distinct  dont overlap 
 - ? Problems with computer? 
 - Either hardware or memory
 
  24Task-related? 
 25Naming  finding things
- Naming things is not easy 
 - Dont have 
 - a Harvest button in health care 
 - A Cancel button in scheduling 
 - People call the same thing by different names 
 - 100 people generate 30 names for one thing 
 - The most popular will be suggested by 1/3 of them 
 - For a menu system, you have to pick one 
 - But test your ideas for menu item names
 
  26Menus  ubiquitous 
- Attribute on/off 
 - Option Buttons, check boxes 
 - Mnemonic letters 
 -  Multiple-item Menus 
 - Multiple-selection menus or check boxes 
 - Pull-down or pop-up menus 
 - Scrolling and two-dimensional menus 
 - Embedded links 
 - Iconic Menus, toolbars, or palettes 
 
  27Multiple menus, nested
- Tree-structured Menus 
 - E.g. familiar examples 
 - Animal, vegetable, mineral 
 - Fonts, size, style, spacing 
 - Prefer breadth to depth 
 - Depth limit 3 
 - MS PowerPoint uses 2 max 
 - Limits to breadth 
 - Only a screen-width for menu bar
 
  28Breadth vs. Depth on the Web
- 512 items from Encarta encyclopedia in these 
structures  - 8x8x8, 16x32, 32x16 
 - no download delays 
 - Results 
 - 16 x 32 - best performance 
 - 8 x 8 x 8 - worst performance 
 - 32 x 16 - slight user preference 
 - Discussion / Implications 
 - Short term memory is only one factor 
 - Limiting depth is more important than increasing 
breadth  - Chunking is a likely important factor
 
Web Page Design Implications of Memory, 
Structure and Scent For Information Retrieval. 
Larson and Czerwinski, CHI 98 
 29Hypertext shape  performance
http//psychology.wichita.edu/surl/usabilitynews/4
2/hypertext.htm 
 30Long menus  can be usable 
 31Tabbed dialogs
- Tabs for navigation only 
 - Not for setting attributes 
 - Only a few tabs allowed 
 - This limits the expansion of the application/site 
 - Subsets of properties for 1 object or members of 
a family of objects  - How may rows of tabs? One, one, or one
 
  32Tabs with menus
- A tab menu should still work as a tab. If the 
user clicks on Genres, he should go to the Genres 
screen.  - If the tab menu still works as a tab, the user 
may have two places to click  - the label to activate the tab or 
 - the menu control to open the menu 
 - Be sure your menu cues work and users understand 
to click on them. 
  33Toolbars are a menu
- Toolbars functions should be a subset of menus 
 - Accessibility 
 - Learning curve for beginners 
 - Toolbars are quick way to get to functionality of 
menu item  - Icons can be quickly recognized and used 
 - After learning curve
 
  34Menus  toolbars
- Be sure tooltips relate to menus wording
 
Because without a little help, icons can be a 
challenge 
 35Should menu items disappear?
- Windows dynamic menus 
 - Standard guideline is to disable, not hide 
 - Is recency of use a good enough heuristic? 
 - Its a Windows setting 
 - How many users can find that?
 
  36Should menus disappear?
- Present vs Analyze 
 - Search menu only visible in Present
 
  37Menus  Findability
- Most are right where you can see them 
 - Sort of 
 - Right-button menus require learning 
 
  38Menus Fast key access
- Use guideline keyboard shortcuts 
 - WindowsTM mandates a few 
 - Show keyboard shortcuts 
 - How does WindowsTM do this? 
 - Sometimes keyboard shortcuts are not faster 
 - (an old argument from Tognazzini) 
 - Except when one hand selects with mouse, and the 
key shortcuts dont require two hands 
  39Keyboard shortcuts
- The best of recognition and command language? 
 - Menus with type-ahead 
 - Important when 
 - Menus are familiar 
 - Response time/display rates are slow 
 - Single-letter menus with type-ahead 
 - Allows concatenation of menu selections into 
mnemonics  - Mnemonics can be arbitrary 
 - Supports a command-language for expert users
 
  40Guidelines Dropdown menu
- List/dropdown for 
 - many choices 
 - keyboard-intensive users 
 - computed lists 
 - Advantages 
 - Work for well-understood, well-ordered lists 
 - Minimize screen real estate 
 - Can provide quick keyboard access
 
  41Dropdown menus  disadvantages
- No recognition until option is visible 
 - Can be tedious  especially with nested menus 
 - Cascading secondary menus often too difficult 
 - They close too soon 
 - Users dont see their option, and move on 
 - Limit depth, prefer breadth 
 - Invisibility hinders recognition
 
  42Menus for experts
- Dropdown 
 - Deeply-nested 
 - Incremental matching  command language
 
  43Menus for attributes 
 44Menu controls for attributes
- Checkbox 
 - For a setting with a clear alternative 
 - Option buttons 
 - to make users aware of alternatives 
 - for small  of choices 
 - Dropdown/combo 
 - To conserve screen real estate 
 - Long is bad 
 - Without clear organizing principle
 
  45Guidelines Option vs Checkbox
-  
 - Option button when you need to name both states 
 - Checkboxes 
 - None, one, or many 
 - Option buttons 
 - One and only one 
 - What are the rules for each?
 
  46Menu controls for attributes
- How about a command to switch the attribute or 
state, rather than a checkbox?  
Turn Off
Off
Off
On
On 
 47Questions
- For menu items which are sometimes applicable, 
other times not - What are rules?  - Remove  restore or enable  disable? 
 - Same item, different places/names 
 - Is this OK? 
 
  48Menu or data visualization?
- MS Treeview (Windows Explorer) 
 - A common data structure 
 - Selection, nesting of levels 
 - Mac/Lotus Notes UIs with collapsing/ expanding 
lists  - Combine levels of visibility 
 - Drawbacks 
 - Complex rules for use 
 - Can drill into an empty container
 
  49Menus Efficiency of use
- Menu titles are more informative with numbers 
 - Animals (72) 
 - Vegetables (21) 
 - Apples (15) 
 - Carrots (6)
 
  50Graphical menus
- Visualization 
 - Good mapping 
 - Different flavors of treeviews 
 
  51Lecture map GUI Building Blocks
- Menus 
 - Object-Action paradigm 
 - Modes  memory 
 - GUI / Direct Manipulation 
 - Command Languages 
 - Form Fill-in 
 - Sequencing  wizards
 
  52Principle Minimize memory attention load
- Mode When an action has different effects, 
depending upon system state  - and that system state is not in the users 
attention  - Modes can be very bad 
 - System state not necessarily visible 
 - or not in users attention 
 - Wristwatches  button functions 
 - Toggles, checkboxes, can be bad 
 - Radio/option buttons are better
 
Unlock
Locked
Unlocked 
 53Modes
- Modes in our radios  more functionality, lowered 
usability  - Bands (FM1, FM2, AM) which change actions of 
selector buttons  - Better to have a lot of buttons in grouped layout 
 - mODES can be a pain! 
 - They can cause lost work 
 - Powerpoint focus on Outline, select all, delete.
 
  54Example Passwords a la mode
- Login can be quick, easy, heads-down 
 - ltusernamegt, lttabgt, ltpasswordgt 
 - Except when 2 login sites are 
 - Similar in many respects 
 - But different in where focus starts 
 - Then, my password is part of MSN search 
 - Do they display searches on the wall like at 
Google? 
  55Cell Phone Examples
- Setting Speed Dial different between 2 Verizon 
phones  - LG  Mode 
 - Main menu gt Contacts gt Speed Dial 
 - Find a Speed Dial number, then find Contact to 
associate with it  - Motorola with Video  Object/Action 
 - Contact gt Edit 
 - Speed Dial is an attribute
 
  56More Modes
- Normans stopwatch examples 
 - Fun with projectors at a meeting 
 - Had just plugged in the ethernet cable 
 - Projector not plugged in 
 - Presenter looking at his own screen 
 - Moved mouse, got no corresponding cursor movement 
 - Surprised by lack of feedback 
 
  57Thinkpad numeric keypad
- To enable or disable the numeric keypad, press 
and hold Shift and then press NumLk (ScrLk).  - If the numeric keypad is enabled, press and hold 
Shift to use the cursor- and screen-control keys 
temporarily.  -   Note The functions of the cursor- and 
screen-control keys are not printed on the keys 
  58Lotus Notes Email
- When does right button menu provide access to the 
persons phone number?  - Only sometimes
 
  59Object-Action Interface paradigm
- Task 
 - Objects 
 - Actions 
 - The level-zero, starting-point design 
 - Put objects on UI 
 - Menus, Images 
 - Put actions in menus
 
- Interface 
 - Objects 
 - Actions 
 
ObjectAction should help with the modes problem 
 60Noun first or verb first?
- We talk 
 - Subject, then Verb, then Object Noun 
 - Sally threw the ball 
 - For CHI 
 - Object, then Verb is better Users attention is 
on content  - Noun-verb attention sequence 
 - content, command 
 - Verb-noun attention sequence 
 - content, command, content 
 - Its a mode one more switch of attention 
 - Less easy to back out
 
  61Noun-verb example
- Application to requisition products 
 - Before redesign 
 - 1. Choose dept, 2. Choose item, 3. Confirm 
(Cancel)  - There was a default department 
 - Users failed to select the correct when at a 
different-than-usual computer  - After 
 - 1. Choose item 
 - 2. To which dept to deliver
 
  62Lecture map GUI Building Blocks
- Menus 
 - Object-Action paradigm 
 - Modes  memory 
 - GUI / Direct Manipulation 
 - Command Languages 
 - Form Fill-in 
 - Sequencing  wizards
 
  63Direct Manipulation paradigm
- Object-Action paradigm 
 - Visual representations of domain objects 
 - and object attributes (location, shapes, etc.) 
 - Control locus of attention  action intuitively 
 - Control cursor motion through physically obvious 
and intuitively natural means  - Provide rapid response and display 
 - Display results of an action immediately 
 
  64Direct Manipulation Attributes
- Visual, labeled icons/cursors for actions 
 - Rapid, incremental changes 
 - Easily reversible actions 
 - User does not need to remember syntax 
 - Order of actions not strictly enforced 
 - Or not necessary to remember 
 - One row per object, with attributes 
 - Incorrect syntax is impossible
 
  65Direct Manipulation Benefits
- Novices learn quickly 
 - Intermittent users can retain concepts 
 - Experts work rapidly 
 - Error messages are rarely needed 
 - Users see if their actions are furthering their 
goals  - Users experience less anxiety 
 - Users gain confidence and mastery 
 
  66Direct-Manipulation Example 1
- Drag  Drop 
 - Windows  Mac desktop displays 
 - Windows Explorer 
 - Moving text / contents in MS Word, Excel, etc. 
 - Problems with modes 
 - Graphical editing tools
 
http//www.cs.umd.edu/hcil/spotfire/ 
 67WIMP GUIs
- Window 
 - Icon 
 - Menu 
 - Pointer 
 - Implicitly, weve been talking about this
 
  68Fitts Law  GUIs
- Fitts Law Quicker hit  higher accuracy with 
pointing device for targets that are  - Larger 
 - Closer 
 - This explains why Mac menubar is better 
 - Its a mile high 
 - Because mouse stops at top of screen 
 - Even if users gesture doesnt
 
  69Fitts Law examples
- Why is Windows Taskbar at the bottom of the 
screen?  - Why might user-sized windows be better than 
maximized ones?  - Bruce Tognazzini, www.asktog.com 
 - A redesign example in home health care 
 - Compare the next two screens
 
  70Fitts Law Comparison
- Option A Main-Header-Detail. 
 - Small click targets 
 - Farther mouse travel 
 - Option B redesign has 
 - Larger click targets (entire text) 
 - Shorter mouse excursions 
 - Inferred (programmatic) click for Q when A 
clicked  - Designs also differ in layout of information.
 
  71Problems with Direct Manipulation 1
- Can only work with visible objects 
 - Spatial or visual representations can be too 
spread out  - Designs may force valuable information off of the 
screen  - Must select each object by hand 
 - Sometimes easier to do by description 
 - Sometimes more accurate to specify in text
 
  72Problems with DM - 2
- Precision is limited to motor control  input 
device  - Typing commands with keyboard may be faster 
 - Too much mousing can hurt (Carpal Tunnel) 
 - Keyboard equivalents are much appreciated 
 - There may be no good place to put a mouse 
 
  73Problems with DM - 3
- Users must learn the graphical representations 
 - The graphical representation may be misleading 
 - High-level flowcharts and database-schema can 
become confusing  - Need proper perceptual-motor tuning 
 - Try scrolling accurately in Excel 
 - Or in the standard Mac text editor
 
  74A Mac Principle Use familiar metaphors
- Can be limiting, e.g. Trash  multiple devices 
 - Phelps tractor had inappropriate metaphor 
 - Features may not map (Typewriter) 
 - Folders infinitely nested is not real-world
 
  75The Anti-Mac Interface
-  The basic principles of the Anti-Mac interface 
are  - The central role of language 
 - A richer internal representation of objects 
 - A more expressive interface 
 - Expert users 
 - Shared control
 
  76Lecture map GUI Building Blocks
- Menus 
 - Object-Action paradigm 
 - Modes  memory 
 - GUI / Direct Manipulation 
 - Command Languages 
 - Form Fill-in 
 - Sequencing  wizards
 
  77Command language paradigm
- In the beginning, there was command language 
 - Kind of like, how we talk 
 - Print that File 
 - Is this just old stuff? 
 - No 
 - Cell phone voice commands 
 - Programming
 
  78Command Languages Good
- Does not require lots of real estate 
 - Visual UIs require lots of real estate 
 - Its hard to fit new stuff on a GUI 
 - Does not even require a visual UI 
 - Telephone key/voice UIs 
 - Hands-free (voice) control
 
  79Command Language Good
- Fast user input, once learned 
 - Can yield fast responses 
 - Extensible 
 - Freedom from real estate makes it extensible 
 - User-defined command strings  sets can be named, 
stored, invoked  - Can apply a command to a set of objects 
 - Easier to program, since syntax gets checked 
after the user has guessed 
  80Command Language Bad
- Depends on recall, not recognition 
 - Recall cmds, and correct syntax 
 - Steep learning curve 
 - Commands may seem arbitrary to users 
 - dir, cat 
 - More commands ( options) --gt more training  
errors  - Verb-noun, unless theres a selection mechanism
 
  81Command language principles
- Consistent Argument Ordering helps 
 - SEARCH message id, file no 
 - TRIM message id, segment size 
 - Inconsistent order of arguments hinders 
 - SEARCH message id, file no 
 - TRIM segment size, message id 
 - Do optional arguments go last? 
 - That can disrupt the intuitive order of args
 
  82Visual Studio
- A pretty good blend of command language  menu 
 - Menu-based or command language
 
  83Lecture map GUI Building Blocks
- Menus 
 - Object-Action paradigm 
 - Modes  memory 
 - GUI / Direct Manipulation 
 - Command Languages 
 - Form Fill-in 
 - Sequencing  wizards
 
  84Form Fill-in
- Appropriate when 
 - Content is user-generated 
 - Many fields of data must be entered 
 - Supports particular kinds of content 
 - Categorized 
 - Open-ended 
 - Most information can be visible 
 - Few instructions are required for many types of 
entries 
  85Form Fill-in
- Users must be familiar with 
 - Field-label meanings 
 - Keyboards 
 - Use of TAB key or mouse to move the cursor 
 - Use of the ENTER and/or RETURN key. 
 - Permissible field contents 
 - Error correction methods 
 
  86Form Fill-in Guidelines 1
- Meaningful title 
 - Familiar field labels 
 - Consistent terminology and abbreviations 
 - Comprehensible instructions 
 - Visually appealing layout of the form 
 - Optional / Required fields clearly marked 
 - Visible space and boundaries for data-entry 
fields  
  87Form-Fill-in Guidelines 2
- Logical grouping and sequencing of fields 
 - Convenient cursor movement 
 - Data is accepted  retained when the control 
loses focus  - No matter how that happens 
 - Efficiency 
 - Sensible defaults (e.g. Quantity  1, not 0) 
 - Start form with focus in the appropriate field
 
  88Form-Fillin Guidelines 3
- Business Rules must be made clear 
 - Error handling 
 - Error prevention 
 - Correction for individual characters and entire 
fields  - Error messages for unacceptable values 
 - Explanatory messages for fields 
 - Completion signal 
 
  89Input fields Editable?
Microsoft Windows user interface guidelines  
Then 
Microsoft Windows user interface guidelines  
Vista 
 90Input fields Editable?
Apple Macintosh user interface guidelines 
 91Form-Fillin Components 
- Specialized controls prevent datatype errors 
 - Text fields 
 - Regular 
 - Coded Fields (Masked Edit) 
 - Telephone numbers, Social-security numbers, Money 
 - Special Data 
 - Times, Dates 
 - List and combo boxes 
 - Combo vs dropdown
 
  92Tables  grids
- Two-dimensional organization 
 - Display (output) or input interface 
 - Can be used for List of items with attributes 
 - Possibly a form fill-in paradigm 
 - In-cell editing can be difficult 
 - Focus is tricky 
 - Keystroke/navigation behavior can differ from 
users expectations  - Example is MS DataGridView
 
  93Grouping functions
- Tabs 
 - Dialogs 
 - Wizard 
 - Open property sheets 
 - Graphical representations 
 - User interface design patterns
 
  94Application structure  flow
- Hub 
 - Example Main window  dialogs 
 - Multiple focal windows  specific action-oriented 
sub-windows  - Interview
 
The Designer's Guide to Web Applications, Part 
I Structure and Flows, By Hagan Rivers 
 95Dialog Boxes
- Combination of menu and form-fillin techniques. 
 - Related to a specific task. 
 - Display near the appropriate related info 
 - External Relationship 
 - Smooth appearance and disappearance 
 - Distinguishable but small boundary 
 - Size small enough to reduce overlap problems 
 - Clear how to complete/cancel 
 - Standard buttons (OK, Cancel) 
 
  96Parameters for dialog boxes
- Modal or nonmodal 
 - Application modal or system modal 
 - Time-out or persistent 
 - Always-on-top or not
 
  97Dialog persistence Guideline Do what makes sense
- Who requested it 
 - User (directly) or System 
 - Should user complete the dialog task first 
 - Does it set modes
 
  98Information visualization
- Perceptual tasks 
 - Timelines, calendars 
 - Treemaps, marketmaps 
 - treecones 
 - Fisheye views