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Fall 2002 CS/PSY 6750 1 Design

Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology What can be built easily using the available tools

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Page 1: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 1

Design

Page 2: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 2

System-Centered Design

• Focus is on the technology What can be built easily using the

available tools on this particular platform?

What is interesting to me, as the developer, to build?

Page 3: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 3

User-Centered Design

• Design is based on user’s Tasks Abilities Needs Context

• Mantra: Know the user!

Page 4: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 4

Design Process (1)

• How do we come up with new (good) designs for interactive systems?

• Briefly revisit Norman…

Page 5: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 5

Good Design

• Invites person to use it properly

• Visual affordance The perceived and actual fundamental

properties of an object that help convey how it should be used -- (D. Norman)

Page 6: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 6

Guidelines for Design

• 1. Provide a good conceptual model User has mental model of how things

work Build design that allows user to predict

effects of actions

• 2. Make things visible Visible affordances, mappings, constraints Remind person of what can be done and

how to do it

Page 7: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 7

Design Process (2)

Why Design is Dificult• 1. Increasing complexity/pressure

Number of things to control has risen dramatically

Display is increasingly symbolic/artificial Feedback is more complex and subtle Errors are increasingly serious/costly

Page 8: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 8

Why Difficult?

• 2. Marketplace pressures Time is money Adding functionality (complexity) is now

easy and cheap Adding controls/feedback is expensive Design usually requires several

iterations before success

Page 9: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 9

Why Difficult?

• 3. People often consider cost and appearance over human factors design Style over substance Bad design may not be visible

• 4. Creativity is challenging Can’t just make a copy Want creativity, but want pragmatism

Page 10: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 10

Idea Creation

• Ideas come from Imagination Analogy Observation of

current practice Observation of

current systems

• Borrow from other fields Animation Theatre Information displays Architecture ...

How do we create and develop new interface ideas and designs?

Page 11: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 11

Interface Metaphors

• Metaphor - Application of name or descriptive term to another object which is not literally applicable

Use: Natural transfer - apply existing knowledge to new, abstract tasks

Problem: May introduce incorrect mental model

Page 12: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 12

Metaphor Creation

• Prepare What functions are needed What are users’ problems?

• Generate Use metaphor that matches users’ conceptual

tasks Given choice, choose metaphor closest to way

system really works Ensure emotional tone is appropriate to users

• Evaluate• Evolve

Page 13: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 13

Idea Creation

• Other methods for creating and developing interface ideas ?

Idea Creation Methods• 1. Consider new use for object• 2. Adapt object to be like something

else• 3. Modify object for a new purpose

Page 14: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 14

Idea Creation Methods (cont)

• 4. Magnify - add to object• 5. Minimize - subtract from object• 6. Substitute something similar• 7. Rearrange aspects of object• 8. Change the point of view• 9. Combine data into an ensemble

Page 15: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 15

Design Guidelines/Principles

• General guidelines (advice) to help create more usable systems

• Can be subtle, even contradictory

&

Page 16: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 16

Design Principles

• 1. Use simple and natural dialog in user’s language Match user’s task in a natural way Avoid jargon, techno-speak

Present exactly info that user needs

Insufficient funds to withdraw $100

X.25 connection discarded dueto network congestion. Locallimits now in effect

VS.

Less is more!

Fewer unnecessary windows, prompts, dialogs

Page 17: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 17

Fun Examples

Page 18: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 18

Design Principles

• 2. Strive for consistency Sequences, actions, commands, layout,

terminology Makes more predictable

HelpCancelOK

ApplyCancelDone

Page 19: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 19

Design Principles

• 3. Provide informative feedback Continuously inform user about what is

occurring Most important on frequent, substantive

actions

How to deal with delays?

Page 20: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 20

Design Principles

• 4. Minimize user’s memory load Recognition is better than recall

Describe required input format, include example and default

Use small # of generally applicable commands

Date _ _ - _ _ _ - _ _ (DD-Mmm-YY, e.g., 02-Aug-93)

Page 21: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 21

Design Principles

• 5. Permit easy reversal of actions Undo! Reduces anxiety, encourages experimentation

• 6. Provide clearly marked exits Don’t want the user to feel trapped Examples

Cancel button on dialogsInterrupt/resume on lengthy operations

(modeless)Quit - can exit anytimeReset/defaults - restore on a property sheet

Page 22: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 22

Design Principles

• 7. Provide shortcuts Enable frequent users to perform often-

used operations quicklyKeyboard & mouse

Navigation between windows/formsReuse

Provide history system

- abbreviations- menu shortcuts- function keys- command completion- double click vs. menu selection

Page 23: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 23

Design Principles

• 8. Support internal locus of control Put user in charge, not computer Can be major source of anxiety

Enter next commandvs.Ready for next command

Page 24: Fall 2002CS/PSY 67501 Design. Fall 2002CS/PSY 67502 System-Centered Design Focus is on the technology  What can be built easily using the available tools

Fall 2002 CS/PSY 6750 24

Design Principles

• 9. Handle errors smoothly and positively

• 10. Provide useful help and documentation

Good & Bad Design• www.baddesigns.com • www.iarchitect.com