Notes on our audience People have selective attention/tunnel vision (especially if problem-solving),...

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Notes on our audiencePeople have selective attention/tunnel vision (especially if problem-solving), limited working/short-term memory, slow long-term memory, etc.

Same song, second verse

Same song, second verse

I’m bored

I’m microtasking

I’m local

Graphical User Interface =

Graphical display(1+ pixel) for people to see

+

Controlsfor people to use

+

Computationfunction(s) on object(s)

Controls of… A typical ATM? Touch-screen kiosk? Car stereo? An Illustrator vector shape? Sony Walkman?

When interaction is a Good Thing “For manipulation software, interaction is

perfectly suitable: the user views a visual representation of the model, considers what to manipulate next, and performs a manipulation.

The software, in turn, inputs the user’s manipulation request, updates the model, and displays the updated representation.”

The ACTION is for doing the actual work with some Thing (like painting in PS).

When interaction is NOT a Good Thing “For information software, all interaction is

essentially navigation to adjust the user’s view into the data space. The only reason for the user to ACT is to explicitly provide some context that the software can’t otherwise infer - to indicate a relevant subset of information.

Navigation is usually pure excise (cognitive or physical penalty for using a tool) AND1. The user has to already know what she wants in

order to ask for it. 2. The user has to know how to ask.3. Spaces that can be navigated are spaces in which

the user can get lost.

Commuting in GUIs How much real estate is content vs.

navigation?

Commuting in GUIs How much real estate is

content vs. navigation?

Commuting in GUIsFrom the user’s POV, is the activity/space as

complicated as the (misguided) GUI is making it?

Commuting in GUIsFrom the user’s POV, is the activity/space as

complicated as the (misguided) GUI is making it?

Commuting in GUIsWhen the activity/space

is complicated, how to bring clarity? Visual hierarchy

Commuting in GUIsWhen the activity/space

is complicated, how to bring clarity? Visual hierarchy Environmental clues or

familiar cultural/platform norms

Commuting in GUIsWhen the activity/space

is complicated, how to bring clarity? Visual hierarchy Environmental clues or

familiar cultural/platform norms

Commuting in GUIsWhen the

activity/space is complicated, how to bring clarity? Visual

hierarchy Environmen

tal clues or familiar cultural/platform norms

"You are here" signage

Commuting in GUIsWhen the

activity/space is complicated, how to bring clarity? Visual

hierarchy Environmen

tal clues or familiar cultural/platform norms

"You are here" signage

Commuting in GUIsWhen the activity/space

is complicated, how to bring clarity? Visual hierarchy Environmental clues or

familiar cultural/platform norms

"You are here" signage Maps

Commuting in GUIsHow much real estate is

content vs. navigation?When the activity/space

is complicated, how to bring clarity? Visual hierarchy Environmental clues or

familiar cultural/platform norms

"You are here" signage Maps Clearly visible

change/movement/transitions (aka feedback)

Commuting in GUIsHow much real estate is content vs.

navigation?When the activity/space is complicated, how to

bring clarity? Visual hierarchy Environmental clues or familiar cultural/platform

norms "You are here" signage Maps Clearly visible change/movement/transitions (aka

feedback) Reduce distances …

Commuting in GUIs (reducing distances)Anti-pattern: meandering away Normal flow through the screen takes the user

on a (needlessly) meandering journey

Commuting in GUIs (reducing distances)Anti-pattern: Pogo stick navigation (common malady of UIs for comparison decision making tasks)

Example: List of products doesn’t provide appropriate level of info for a choice, so you

1. navigate down into one to get info,

2. navigate back to the list, 3. navigate down into another

to get info4. navigate back to the list …

Commuting in GUIs (reducing distances)Anti-pattern: Pogo stick navigation (common malady of UIs for comparison decision making tasks)

Example: List of products doesn’t provide appropriate level of info for a choice, so you

1. navigate down into one to get info,

2. navigate back to the list, 3. navigate down into another

to get info4. navigate back to the list …

Commuting in GUIs (reducing distances)Advice from Josh Clark: Don’t organize your app like a web.

People should be able to flip through its screens: in a straight line (flat pages), a simple set of categories (tab bar), or a neatly categorized collection (tree structure).

Paths through your app should be predictable and, ideally, unique:Aim to build your app according to a “one room, one door” principle so that every screen has just one approach.

P. 120 of Tapworthy

Commuting in GUIsHow much real estate is content vs.

navigation?When the activity/space is complicated, how to

bring clarity? Visual hierarchy Environmental clues or familiar cultural/platform

norms "You are here" signage Maps Clearly visible change/movement/transitions (aka

feedback) Reduce distances … by optimizing screen/flow for

the primary task.

GUI nouns & verbs

Buttons Menu bars Pop-up menus Drop-down menus Toolbars Links Action Panels Carousels Sliders …

Double click Swipe Rollover Keyboard

actions/commands Drag-and-drop …

Perceived affordances?Natural mapping relationships?Consistent with/builds on conventions?Feedback?Transitions?

Must work both GUI aspects:

Visual organizationPersonality (look & feel)

“Visual contrast and visual hierarchy to create layouts that guide users through content(i.e. work the Gestalt principles and CRAP)

“Selecting the right fonts, colors, shapes, textures, and images to communicate an appropriate message to your target audience

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