Oh, just do what I want, you confounded machine - PowerPoint PPT Presentation

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Oh, just do what I want, you confounded machine

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Output & Input: Teletypes electric paper typewriter. Output: Text-only video screens. Input: typewriter-style video-display keyboards ... – PowerPoint PPT presentation

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Title: Oh, just do what I want, you confounded machine


1
"Oh, just do what I want, you confounded
machine!"
  • Introduction to
  • User Interface Design

2
Early UI Generations
  • Output flashing lights. Input setting
    mechanical switches
  • Output printing devices. Input punch cards
  • Output Input Teletypes electric paper
    typewriter
  • Output Text-only video screens. Input
    typewriter-style video-display keyboards
  • Graphics used curses a sequence of characters
    starting with esc that moved the cursor on
    the screen (e.g. 80X24 positions)

3
GUI Generation
  • Output Graphics and menus. Input a pointing
    device
  • Initially trackballs - a bowling ball inside a
    stand
  • Later a smaller upside-down trackball the mouse
  • History in brief
  • In the 60s, Stanford Research Institutes NLS
    developed mouse, windows and hypertext concepts
  • In the 70s, Xerox PARC developed movable,
    overlapping windows in Smalltalk
  • From 1981, Xerox Star, Apple Lisa and Macintosh,
    and finally Microsoft Windows came out

4
A Good User Interface Is
  • Consistent - principle of least astonishment
  • Simple
  • Powerful
  • Efficient
  • Easy - to learn, explore and relearn
  • Cognitively direct
  • Clear
  • Reversible
  • Recoverable

5
Consistent Principle of Least Astonishment
  • Consistent with the users expectations
  • Follows generally accepted standards
  • Has rules explains its rules
  • Displays the full set of options, dimming those
    that are inappropriate
  • Compatibility
  • Across different product versions and with
    related, non-computer based systems
  • Use common action sequences, terms, units,
    colors, etc. within the program
  • Terminology, Prompts, Menus, Help screens, Color,
    Layout, Capitalization, Fonts

6
Simple
  • Contains as few modes as possible
  • Minimizes the number of modes, recognizing that
    only one mode may be inappropriate
  • Indicates the focus of attention within a screen
    by using color or shape
  • Minimize the number of panels displayed and the
    number of mouse-clicks or keystrokes
  • Avoid "featuritis" - over-abundance of features
    that do not add value to the user
  • Avoid clutter

7
Powerful
  • Anticipates users' actions allows the user to
    be in control
  • Direct visibility manipulation of the object
    and actions of interest
  • So users feel a mastery of the interface
  • E.g., grabbing and moving a word
  • Prevent rather than reject inappropriate user
    actions
  • E.g., disable ("gray out) elements that are
    inappropriate under the current conditions

8
Efficient
  • Allows efficient navigation among screens
  • System that promotes confidence in its
    reliability, security and correctness

9
Easy to learn, explore and relearn
  • Allows experiments exploratory learning
  • Allows graceful evolution from novice to expert,
    supporting all stages
  • And confidence in the capacity to retain mastery
    over time
  • Provides feedback to support user growth
  • Provides fast tracks for expert users
  • Abbreviations, Special keys, Hidden commands,
    Macro facilities
  • Allows supporting text files to be changed easily

10
Cognitively direct
  • Respects human memory limitations - reduces
    short-term memory load
  • Humans recognize 7 information chunks at a time
  • They stay 5 to 30 seconds in short-term memory
  • Chunk size depends on material familiarity
  • Short term and working memory are highly volatile
  • Disruptions cause loss of memory
  • Delays require that memory be refreshed
  • Includes intuitive interface that fits the
    cognitive model
  • System that is satisfying to use, and to reuse

11
Clear
  • Provide constructive feedback (e.g. highlight)
  • Uses appropriately worded messages and labels
  • Includes proper Printed Manuals, Online Help, and
    Tutorials
  • Supports rapid, reversible, incremental actions
  • Identifies each screen with a meaningful title
    and navigation tools
  • Makes changes of state obvious
  • Shows closure to all operations

12
Reversible
  • Allows easy recovery from misdirected actions
  • E.g., support undo of deselect during select
  • Minimizes the consequences of errors
  • Allows easy recovery from errors
  • Provide undo or require verification if the
    action is irreversible
  • Examples

13
Recoverable
  • Handle errors constructively positively
  • Modify rather than re-enter
  • Error messages from a system should (e.g.)
  • Take the blame
  • Be concise, positive, specific, constructive,
    neat, consistent, and courteously worded
  • Be written in correct English and free of jargon,
    codes or abbreviations, with error code for debug
  • Place the users in control of the situation
  • Address both novice and expert programmers

14
Sources for This Presentation
  • Robert E. Beck, Villanova University, PA,
    http//renoir.vill.edu/faculty/beck/html/csc8570/d
    esign.html
  • Common Front Group Some Background on User
    Interfaces Concepts of User Interface
    Design, http//cfg.cit.cornell.edu/cfg/cfg.html
  • Ben Shneiderman, "Designing the User Interface",
    3rd edition, Addison-Wesley Publishing Company,
    1997
  • IBM's "Design concepts" http//www-3.ibm.com/ibm/
    easy/eou_ext.nsf/publish/567
  • Cornell University Ergonomics Web Ergonomic
    guidelines for user-interface design -
    http//ergo.human.cornell.edu/ahtutorials/interfac
    e.html
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