Upload
zenia
View
48
Download
0
Embed Size (px)
DESCRIPTION
Design Guidelines (cont.). Marti Hearst (UCB SIMS) SIMS 213, UI Design & Development February 18, 1999. Usability Goals. Chignell. Dix et al. Usefulness Effectiveness Learnability Likability. Learnability Flexibility Robustness. Shneiderman. Learnability Efficiency Low error rate - PowerPoint PPT Presentation
Citation preview
Design Guidelines (cont.)
Marti Hearst (UCB SIMS)SIMS 213, UI Design &
DevelopmentFebruary 18, 1999
Usability Goals
Usefulness Effectiveness Learnability Likability
Learnability Flexibility Robustness
Dix et al.Chignell
Shneiderman
Learnability Efficiency Low error rate Memorability Satisfaction These are not at entirely
comparable levels of granularity.
Design Guidelinesin more detail
Learnability– predictability– visibility– familiarity – generalizability– consistency
Flexibility– customibility
Robustness– recoverability– responsiveness– task conformance
Consistency Shortcuts (for experts) Feedback Closure Error prevention Easy reversal of actions User control Low memory burden
Dix et al.
Shneiderman (8 design rules)
Guideline Mania
Lots of things to worry about Which are most critical depend on
the application Some are easier to evaluate
Today
More on design guidelines– Revisit screen layout later– In order to discuss
»Consistency, Feedback, Error reduction
– we will back up and discuss ... High-level interaction models
– Norman’s action model– Foley and van Dam’s four-level model
Norman’s Action Cycle
Human action has two aspects– execution and evaluation
Execution: doing something Evaluation: comparison of what
happened to what was desired
Norman’s Action Cycle Execution has three stages:
– Start with a goal– Translate into an intention– Translate into a sequence of actions
Now execute the actions Evaluation has three stages:
– Perceive world– Interpret what was perceived– Compare with respect to original
intentions
Action Cycle
Goals
EvaluationExecution
The World
Action Cycle
Goals
EvaluationEvaluation of interpretations
Interpreting the perception
Perceiving the state of the world
ExecutionIntention to act
Sequence of actions
Execution of seq uence of actions
The World
Gulf of Evaluation
The amount of effort a person must exert to interpret – the physical state of the system– how well the expectations and
intentions have been met Want a small gulf!
Gulf of Execution
The difference between the intentions of the users and what the system allows them to do– How directly can the actions be
accomplished?»threading movie projector vs. VCR»with computer interfaces?
Want a small gulf!
Four-level model
A way of thinking of different aspects of the interface
Designers are to work from top to bottom– Conceptual level– Semantic level– Syntactic level– Lexical level
Four-level model
Conceptual level– The user’s mental model of the
interactive system.– Example
» line editors vs. screen editors
Four-level model
Semantic level– The meanings conveyed by the user’s
input and by the computer’s output– Example
»the meaning of the delete paragraph command
»the meanings of the copy and paste commands
Four-level model Syntactic level
– How the units that convey the semantics are assembled in order to instruct the computer to perform a task
– Example» the command format: first keyword type, then
actual keyword find pa einstein and tw relativity
»first the user selects the paragraph to copy, then issues the copy command, then selects the location for the paste operation, then issues the paste command
Four-level model
Lexical level– The precise mechanisms with which
the user specifies the syntactic level.– Example
»Control-D means backspace»clicking within the form places the curser
in the form»select an object by placing the cursor
over the object and dragging across the object.
Consistency
Consistency: be systematic – lexical– syntactic– semantic levels
Makes things easier to remember Aids in generalizability Helps reduce potential for error
Adapted from slide by James Landay
Lexical Consistency
Coding consistent with common usage– red = bad, green = good (*)– left = less, right = more
Consistent abbreviation rules– equal length or first set of unambiguous
chars. Mnemonic names rather than codes Devices used same way in all phases
– character delete key is always the same
Adapted from slide by James Landay
Syntactic Consistency
Error messages placed at same (logical) place
Always give command first -- or last
Menu items always at same place in menu (muscle memory)
Adapted from slide by James Landay
Semantic Consistency
Global commands always available– Help– Abort (command underway)– Undo (completed command)
Operations valid on all reasonable objects– if object of class “X” can be deleted,
so can object of class “Y”
Adapted from slide by James Landay
Inconsistency CMS - XEDIT Editor
– in once context, D10 means “down 10 lines”– in another context it means “delete 10 lines”
Current selection in graphics editor– create a new object, it becomes CS– duplicate an object, the original remains CS
Macintosh dragging file operations?– folder on same disk vs. folder on different disk
– file to trashcan vs. disk to trashcan
Adapted from slide by James Landay
Inconsistency Don’t always be consistent (Grudin)
– inconsistency at one level may be consistent at another
– moving icon to file cabinet, mailbox, or trash causes icon to disappear (Xerox Star) »choices for when dragging file icon to printer
icon: delete the icon (and thus the file) disappears “in” the printer from where it can be
retrieved return icon to original location
Adapted from slide by James Landay
Provide Feedback Feedback: give each action an
immediate and obvious effect Feedback in terms of
– lexical
– syntactic
– semantic levels
Importance of visibility for feedback– less burden on memory
– help user monitor current state
Adapted from slide by James Landay
Lexical Feedback
Feedback on lexical level:– Cursor movement– Keyboard echo– Selection highlighting
Syntactic Feedback
Feedback on Syntactic level– help systems that indicate which
words have help available while the user is typing
– menus that gray-out operations that are not available given the current state
Adapted from slide by James Landay
Semantic Feedback Feedback on Semantic Level
– command understood
» restate command
– Command underway (intermediate FB)
»count-down or progress bars
– Command completed
»prompt for next command
All three are not always necessary
Adapted from slide by James Landay
Visibility of Feedback
Placement– Where the eyes are
» insertion point»screen cursor
Visibility instead of memory– why not display title of current song
on CD players?– why not show name of tv show when
channel is switched?
Audio Feedback On physical artifacts
– click when bolt is secured– rattle of unsecured car door– sound of a well-working zipper– vaccuum cleaner increase in pitch as the bag
fills– examples on computer systems?
What are the potential problems?– annoying
» media lab videotape discussed “peripheral” or “ambient” interfaces
– non-private
Errors
Need to design for human capabilities and traits– Human speech is riddled with “errors”
Reduce Gulfs of Execution and Evaluation!
Designing for Error
Norman on designing for error:– Understand the causes of error and design
to minimize these causes– Make it possible to reverse actions– Make it hard to do non-reversable actions– Make it easy to discover the errors that do
occur– Change attitute towards errors:
» A user is attempting to do a task, getting there by
imperfect approximations; actions are approximations to what is actually desired.
Error Types
Forgetting– lock keys in car, don’t save file
Modes– car in drive vs. reverse– digital watch in stopwatch mode
rather than normal display mode Association
– looking at room number, dial that instead of phone number
Error Types Capture errors
– (commonly done action captures the current intentions)
– Sunday, driving to store, end up at work
– Counting papers, from 1 … 9, 10, jack, queen, king
Discrimination– hang up phone on wrong receiver– read 0 instead of O
Reducing Errors
Design in constraints– Can’t activate toaster unless it is
plugged in– Can’t exit program without saving
files– Grey out inappropriate commands
»Flexibility vs. Robustness tradeoff
Reminding devices– place keys on papers, book by door
Adapted from slide by James Landay
Error Correction
Lexical– typing mistakes (automatic in MS Word)
Syntactic– re-specify just the parameter in error, or– restart at beginning of command
Semantic– abort operation underway– undo previous command(s)
Error Correction
Things not to do– Accusatory error messages– Lots of simultaneous conflicting
warning messages– Rely on a statement somewhere in
the manual of what is correct and incorrect
Adapted from slide by James Landay
Why are Guidelines Insufficient?
Too specific and/or too general– may be huge!
Standard does not address all issues– Mac standard UI could be all dialog
boxes and menus
Adapted from slide by James Landay
Summary
UIs are hard to design Guidelines can give us general
principles to follow Guidelines fail in that they can be
hard to apply – too specific or too general
»especially true for style guides