31
Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Lecturer: Prof Jim Warren Based on Chapter 6 The Resonant Interface HCI Foundations for Interaction Design First Edition by Steven Heim Lecture 24: Design Principles 2

Lecture 24: Design Principles 2

Embed Size (px)

DESCRIPTION

Lecturer: Prof Jim Warren Based on Chapter 6 The Resonant Interface HCI Foundations for Interaction Design First Edition by Steven Heim. Lecture 24: Design Principles 2. Grouping. - PowerPoint PPT Presentation

Citation preview

Page 1: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley

Lecturer: Prof Jim Warren

Based on Chapter 6

The Resonant Interface HCI Foundations for Interaction Design

First Editionby Steven Heim

Lecture 24: Design Principles 2

Page 2: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-2

Grouping

•Low-level principles - used to make decisions about specific screen controls, menus and layouts

Use visual cues to support the logical structure of the interface

•Gestalt Principles of Perception– Gestalt psychology strives to explain the

factors involved in the way we group things

– At the heart of Gestalt psychology is the idea that we strive to find the simplest solutions to incomplete visual information

Page 3: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-3

Gestalt Principles of Perception

•Figure-Ground: Basic premise– We perceive our environment by differentiating between objects and their backgrounds

The Rubin Face/Vase Illusion Mac Logo

These images

play on our

natural

attempts to

sort out figure

and ground

Page 4: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-4

Gestalt Principles of Perception

•The Gestalt Principles of Perception:– Proximity – Similarity – Common Fate– Closure– Good Continuity – Area– Symmetry– Surroundedness– Prägnanz

Page 5: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-5

Gestalt Principles of Perception

•Proximity Principle – Objects that are close to each other will be seen as belonging together

Equidistant Horizontal Proximity Vertical Proximity

Page 6: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-6

Gestalt Principles of Perception

•Proximity - Adobe PhotoShop Preferences Dialog

Complex dialog with lots of options, but proximity grouping makes it reasonably comprehensible

Page 7: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-7

Gestalt Principles of Perception

•Similarity Principle – Objects that have similar visual characteristics, such as size, shape or color will be seen as a group and therefore related

Rows of Similar Objects Columns of Similar Objects Grouped Columns

Page 8: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-8

Gestalt Principles of Perception

• Property Pane from Macromedia’s Dreamweaver– Our eyes pick up all of the text boxes because of the strong blue squares and the white areas that they have in common

Page 9: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-9

Gestalt Principles of Perception

•Common Fate Principle – Objects that move together are seen as related

Unaligned Drop-Down Menus Aligned Drop-Down Menus

Although the dialog controls don’t “move” – we metaphorically see the right side as where they ‘end’

Use an underlying grid to create a sense of ‘common fate’

Page 10: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-10

Gestalt Principles of Perception

•Closure Principle – We tend to see things as complete objects even though there may be gaps in the shape of the objects

][ ][ ][

[ ] [ ] [ ] [

Notice that the 2nd row looks like three enclosed areas when reading from left to right, but like four sets of brackets if you start on the right

Page 11: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-11

Gestalt Principles of Perception

•Good Continuity Principle – We tend to see things as smooth, continuous representations rather than abrupt changes

• we perceive lines to continue even if they’re interrupted)

Page 12: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-12

Gestalt Principles of Perception

•The Area Principle – Objects with small area tend to be seen as the figure, not the ground (also called the smallness principle)– E.g., an image covering your whole desktop fades into ‘ground’

Page 13: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-13

Gestalt Principles of Perception

•Symmetry Principle – Symmetrical areas tend to be seen as complete figures that form around their middle

Translation Reflection Rotation

Page 14: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-14

Gestalt Principles of Perception

•Surroundedness Principle – An area that is surrounded will be seen as the figure and the area that surrounds will be seen as the ground

This webpage from Apple has inadvertently created the Gestalt that the central column is a figure (which shows if we blur the page)

Page 15: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-15

Gestalt Principles of Perception

•Prägnanz Principle – We tend to perceive things based on the simplest and most stable or complete interpretation (across all of the principles mentioned before)

•Designs that cause a conflict should be avoided

Visual Conflict with Common Fate Visual Conflict with Surroundedness

Page 16: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-16

Other Principles of Perception - Stimulus Intensity

•We respond first to the intensity of a stimulus and only then do we begin to process its meaning.

What semantic

pattern is

masked by the

intensity?

Page 17: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-17

Other Principles of Perception – Proportion

•Proportion can be used to represent logical hierarchies

Heading Level 1Heading Level 2Heading Level 3

Heading Level 4Heading Level 5Heading Level 6

Page 18: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-18

Other Principles of Perception – Proportion

•Golden Ratio - The golden ratio expresses the relationship between two aspects of a form such as height to width; approximately 0.618

Page 19: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-19

Other Principles of Perception – Proportion

•Golden Ratio

Page 20: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-20

Other Principles of Perception – Proportion

•Fibonacci - A sequence of numbers in which each number is the sum of the two preceding numbers.

– The relationship between the numbers in the Fibonacci series is similar to the golden ratio

1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, …

Page 21: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-21

Other Principles of Perception - Screen Complexity

•The measure of complexity developed by Tullis (1984) can be used to calculate the relative complexity, and therefore the difficulty, of a design. – This measure of complexity uses

information theory (Shannon & Weaver, 1949)

Page 22: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-22

Other Principles of Perception - Screen Complexity

•Formula for calculating the measure of complexity

C, complexity of the system in bitsN, total number of events (widths or heights)m, number of event classes (number of unique widths or heights)

pn, probability of occurrence of the nth event class (based on the frequency of events within that class)

Page 23: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-23

Other Principles of Perception - Screen Complexity

•More practical (approximate) way to calculate the measure of complexity for a particular screen, do the following:

1. Place a rectangle around every screen element

2. Count the number of elements and the number of columns (vertical alignment points)

3. Count the number of elements and the number of rows (horizontal alignment points)

Page 24: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-24

Other Principles of Perception - Screen Complexity

Page 25: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-25

Other Principles of Perception - Screen Complexity

•Redesigned screen

• Original had 22 elements + 6 horizontal alignment points (columns) + 20 vertical alignment points (row) = 48 complexity

• New design has 18, 7 and 8 respectively = 33 complexity (31% reduction)

Page 26: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-26

Other Principles of Perception - Screen Complexity

•Complexity vs. Usability– Comber and Maltby (1997) found that

both overly simple and overly complex screens were low in usability (measured as effectiveness, learnability and attitude)

Page 27: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-27

Other Principles of Perception - Screen Complexity

•Comber and Maltby found tradeoffs between usability and complexity:

– As complexity decreased, predictability increased.– As complexity decreased, it became harder to

differentiate among screen objects; the screen became artificially regular.

– Decreased complexity meant that there were fewer ways to group objects.

– Excessive complexity made screens look artificially irregular.

– Increased complexity could occur from increased utility.

•So... Strive for a balance, giving logical groupings and necessary functionality (and avoid ‘feature creep’!)

Page 28: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-28

Other Principles of Perception - Resolution/Closure

•Resolution/Closure - Relates to the perceived completion of a user’s tasks.– When the user’s objective is satisfied,

he or she will consider the task complete and move on to the next goal

– E.g., if a bank machine gives you your money, you’ll perceive closure and leave (without your card if it hasn’t given it back yet – Westpac patches this with a really annoying beep!)

Page 29: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-29

Usability Goals – Principles - Guidelines

•Usability Goal—Easy to use – Most people are interested in completing

their tasks and do not enjoy struggling with the tools they need to use. One of the most important goals of user-centered design is to make things easy to use.

•Design Principle—Simplicity– Simple things require little effort and can

often be accomplished without much thought. If interaction designs are guided by the principle of simplicity, they will be easier to use.

Page 30: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1-30

Usability Goals – Principles - Guidelines

•Project Guideline—All dialogue boxes should present only the basic functions that are most often used and that other, less used functions can be accessed using an expandable dialogue with a link for “More Options.”

Page 31: Lecture 24: Design Principles 2

Copyright © 2008 Pearson Education, Inc. Publishing as Pearson Addison-Wesley

Summary (of this whole module)

• Discovery (e.g. interviews, observation) helps us understand the problem space

• Personas and Scenarios help us relate to the stakeholders and their situation

• Design principles help guide us toward better designs

• User feedback from prototypes (lo-fi, wireframe, etc.) helps us identify areas to improve

• An iterative process recognises the opportunity to do better than our first guess!

1-31