Title: Imran Hussain
1Virtual University Human-Computer Interaction
Lecture 25Design Synthesis
- Imran Hussain
- University of Management and Technology (UMT)
2In Last Lecture
- Prototyping techniques
- Low-fidelity
- High-fidelity
3In Todays Lecture
- Principles
- Guidelines
- Rules
- Standards
- Patterns
- Imperatives
4Introduction
5Lets look at the design process again
6Goal-Directed Design Process
Research User and the domain
Modeling Users and use context
Requirements Definition of user, business
technical needs
Framework Definition of design structure flow
Refinement Of behavior, form content
7Techniques and methods on their own do not ensure
product quality and successwe need something
more
8Guidance for Design
- Design is creative process
- Design depends on existing body of knowledge and
expertise - Knowledge distilled from industry best practices
and research - This knowledge provides guidance
9Types of Guidance
- Principles
- Guidelines
- Rules
10 Design Principles
11Principle
- A very broad statement that is usually based on
research about how people learn and work
12Principle
- Guidelines for design of useful and usable form
and behavior - Generally applicable guidelines that address
issues of behavior, form and content - Represent characteristics of product behavior
that help users better accomplish their goals - Applied throughout design process, helping to
translate tasks that arise out of scenario
iterations into formalized structures and
behaviors in the interface
13Principles Minimize Work
- Optimize experience of user
- In case of productivity tools and
non-entertainment-oriented products this means
minimization of work
14Principles Minimize Work
- Work minimized includes
- Logical work
- Comprehension of text and organizational
structure - Perceptual work
- Decoding visual layouts and semantics of shape,
size, color, and representation - Mnemonic work
- Recall of passwords, command vectors, names and
locations of data objects, and other
relationships between objects - Physical/motor work
- Number of keystrokes, degree of mouse movement,
use of gestures, switching between input modes,
extent of required navigation
15Principles and Levels of Operation
- Principles operate at 3 levels of organization
- Conceptual level
- Help define what a product is and how it fits
into the broad context of use by the primary
personas - Interaction level
- Define how a product should behave in general and
in specific situations - Interface level
- Help define the look and feel of interfaces
- Most principles are cross-platform, but some
platforms (Web, embedded systems) have special
constraints
16Example of Principle
- They state broad usability goals
- Example
- Be consistent in your choice of words, formats,
graphics, and procedures
17Design Principles (Norman)
- Visibility
- Affordance
- Constraints
- Mapping
- Consistency
- Feedback
18Difference between design, usability principles
and heuristics?
19Design Principles (Nielsen)
- Visibility of system status
- Match between system and real world
- User freedom and control
- Consistency and standards
- Help users recognize, diagnose, and recover from
errors - Error prevention
- Recognition rather than recall
- Flexibility and efficiency of use
- Aesthetic and minimalist design
- Help and documentation
20Design Principles (Simpson, 1985)
- Define the users
- Anticipate the environment in which your program
will be used - Give the operators control
- Minimize operators work
- Keep the program simple
- Be consistent
- Give adequate feedback
- Do not overstress working memory
- Minimize dependence on recall memory
- Help the operators remain oriented
- Code information properly (or not at all)
- Follow prevailing design conventions
21Design Principles (Shneiderman, 1992)
- Strive for consistency
- Enable frequent users to use shortcuts
- Offer informative feedback
- Design dialogs to yield closure
- Offer simple error handling
- Permit easy reversal of actions
- Support internal locus of control
- Reduce short-term memory load
22Design Principles (Dumas, 1988)
- Put the user in control
- Address the users level of skill and knowledge
- Be consistent in wording, formats, and procedures
- Protect the user from the inner workings of the
hardware and software that is behind the
interface - Provide online documentation to help the user to
understand how to operate the application and
recover from errors - Minimize the burden on users memory
- Follow principles of good graphics design in the
layout of the information on the screen
23Common themes
- Giving the user control
- Striving for consistency
- Smoothing interaction with feedback
- Supporting the users limited memory
24Document Design (Redish, 1988)
- Ask relevant questions when planning manuals
- Learn about your audiences
- Understand how people use manuals
- Organize so that users can find information
quickly - Put the user in control by showing the structure
of the manual - Use typography to give readers clues to the
structure of the manual - Write so that users can picture themselves in the
text - Write so that you dont overtax users working
memory - Use users words
- Be consistent
- Test for usability
- Expect to revise
25Document Design (Horton, 1990)
- Understand who uses the product and why
- Adapt the dialo to the user
- Make the information accessible
- Apply a consistent organizational strategy
- Make messages helpful
- Prompt for inputs
- Report status clearly
- Explain errors fully
- Fir help smoothly into the users workflow
26 Design Guidelines
27Guideline
- Distilled from principles and are more specific
goals - One principle can lead to many guidelines
- Guidelines can differ for specific combinations
of users, environments and technologies - Specific guidelines developed after specialists
gain knowledge of a new area of HCI - E.g., windows-based software (a new HCI area)
28Guideline
- Example
- Be consistent in your choice of words, formats,
graphics, and procedures (principle) - Be consistent in the way you have users leave
every menu (guideline) - Bye
- Exit
- Quit
- End
29Principle ? guidelines
- Write so that you dont overtax users working
memory (principle) - Put the parts of each sentence in logical order
- Cross out unnecessary words
- Untangle convoluted sentences
- Use lists, tables, and step-by-step instructions
- Use parallel sentence structure whenever you can,
especially in headings, lists, and explanations
of options
30Design Rules
31Local Rule
- Rules
- Low-level guidance that refers to a particular
prescription that must be followed - Forces everyone working on the interface to be
consistent in their use of ways
32Local Rule
- Rules for design
- E.g., Provide an Escape option in a dialog in
which users may want to leave the dialog box
without making any changes or selecting any
options.
33Local Rule
- Rules for documentation
- Use typography to give readers clues to the
structure of the manual (principle) - Make the headings stand out from the text
(guideline) - Make the hierarchy of the headings obvious
- Use a short line length for the text
- Indent lists and steps in procedures
- First headings are used only for chapter titles.
They are in boldface, 24-point, Helvetica, with a
2-point line (rule), flush left with the
beginning of the text line. Each first-level
heading starts with a new page. (rule) - Second-level heading ..
34Guides Standards
35Guides (Standards)
- User-Interface Design Guides (aka User-Interface
Design Standards, aka Style Guides) - Compilation of principles, guidelines and local
rules - Used by an organization that frequently creates
products - Useful way to communicate HCI practices and to
ensure consistency
36Published Standards
- Standards available if developing products in one
the Graphical User-Interface (GUI) operating
systems - Standards published by
- Apple
- Microsoft
- IBM
- Open Software Foundation
37Concept Level of Guidance AKA How to Use
Usability Goals General Setting up usability criteria for assessing the acceptability of a system (e.g., How long does it take to perform a task?).
User Experience Goals General Pleasure factors Identifying important factors of the user experience (e.g., How can you make the interactive product more enjoyable?).
Design Principles General Heuristics when used in practice As reminders of what to provide and what to avoid when designing and interface (e.g., What kind of feedback are you going to provide at the interface?)
Usability Principles Specific Heuristics when used in practice Assessing the acceptability of interfaces, used during heuristic evaluation (e.g., Does the system provide clearly marked exits?).
Rules Specific Interface specifications To determine if an interface adheres to a specific rule when being designed and evaluated (e.g., Always provide a backwards and forwards navigation button on a web browser)
(Preece, Ch. 1)
38Design Patterns
39Patterns
- Exemplary, generalizable solutions to specific
classes of design problems - Purpose
- Capture useful design decisions and generalize
them to address similar classes of problems in
the future - Represent the capture and formalization of design
knowledge - Benefit
- Reducing design time and effort
- Educating designers new to product
- Educating designers new to field
40Interaction Patterns
- Architectural patterns (Christopher Alexander,
1979) - Building blocks that capture essence of
architectural design that creates a feeling of
well-being in the inhabitants of architectural
structures - Interaction patterns similar to architectural
patterns - Apart from structure and organization, also
concerned with dynamic behaviors and changes in
elements in response to user activity - Engineering patterns sole concern is efficient
reuse of code
41Types of Interaction Design Patterns
- Postural
- Applied at conceptual level and helps determine
product stance - Structural
- Related to management of information display and
access - Ways containers of data and functions are
visually manipulated - E.g., views, panes, element groupings
- Behavioral
- Solve wide-ranging problems related to specific
interactions with individual functional or data
objects or groups of such objects (widget level)
42Example of structural pattern
43Design Imperatives
44Design Imperatives
- These guide the design process, aka goals
- Types
- Ethical considerate, helpful
- Purposeful useful, usable
- Pragmatic viable, feasible
- Elegant efficient, artful, affective