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User interface design. The user interface. User interfaces should be designed to match the skills, experience and expectations of its anticipated users. System users often judge a system by its interface rather than its functionality. - PowerPoint PPT Presentation
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©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 1
User interface design
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 2
The user interface
User interfaces should be designed to match the skills, experience and expectations of its anticipated users.
System users often judge a system by its interface rather than its functionality.
A poorly designed interface can cause a user to make catastrophic errors.
Poor user interface design is the reason why so many software systems are never used.
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 3
Human factors in interface design
Limited short-term memory• People can instantaneously remember about 7 items of
information. If you present more than this, they are more liable to make mistakes.
People make mistakes• When people make mistakes and systems go wrong,
inappropriate alarms and messages can increase stress and hence the likelihood of more mistakes.
People are different• People have a wide range of physical capabilities. Designers
should not just design for their own capabilities. People have different interaction preferences
• Some like pictures, some like text.
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 4
User interface design principles
Principle Description
User familiarity The interface should use terms and concepts which are drawnfrom the experience of the people who will make most use of thesystem.
Consistency The interface should be consistent in that, wherever possible,comparable operations should be activated in the same way.
Minimal surprise Users should never be surprised by the behaviour of a system.
Recoverability The interface should include mechanisms to allow users torecover from errors.
User guidance The interface should provide meaningful feedback when errorsoccur and provide context-sensitive user help facilities.
User diversity The interface should provide appropriate interaction facilities fordifferent types of system user.
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 5
Design principles
User familiarity• The interface should be based on user-oriented
terms and concepts rather than computer concepts. For example, an office system should use concepts such as letters, documents, folders etc. rather than directories, file identifiers, etc.
Consistency• The system should display an appropriate level
of consistency. Commands and menus should have the same format, command punctuation should be similar, etc.
Minimal surprise• If a command operates in a known way, the user should be
able to predict the operation of comparable commands
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 6
Design principles
Recoverability• The system should provide some resilience to
user errors and allow the user to recover from errors. This might include an undo facility, confirmation of destructive actions, 'soft' deletes, etc.
User guidance• Some user guidance such as help systems, on-line
manuals, etc. should be supplied User diversity
• Interaction facilities for different types of user should be supported. For example, some users have seeing difficulties and so larger text should be available
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 7
Design issues in UIs
Two problems must be addressed in interactive systems design• How should information from the user be provided to the
computer system?• How should information from the computer system be
presented to the user? User interaction and information presentation may
be integrated through a coherent framework such as a user interface metaphor.
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 8
Interaction styles
Direct manipulation Menu selection Form fill-in Command language Natural language
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 9
Interaction styles
Interactionstyle
Main advantages Main disadvantages Applicationexamples
Directmanipulation
Fast and intuitiveinteractionEasy to learn
May be hard to implement.Only suitable where there is avisual metaphor for tasks andobjects.
Video gamesCAD systems
Menuselection
Avoids user errorLittle typing required
Slow for experienced users.Can become complex if manymenu options.
Most general-purpose systems
Form fill-in Simple data entryEasy to learnCheckable
Takes up a lot of screen space.Causes problems where useroptions do not match the formfields.
Stock control,Personal loanprocessing
Commandlanguage
Powerful and flexible Hard to learn.Poor error management.
Operating systems,Command andcontrol systems
Naturallanguage
Accessible to casualusersEasily extended
Requires more typing.Natural language understandingsystems are unreliable.
Informationretrieval systems
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 10
Multiple user interfaces
Linux operating system
X-windows GUImanager
Graphical userinterface
(Gnome/KDE)
Commandlanguageinterpreter
Unix shellinterface(ksh/csh)
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 11
Web-based interfaces
Many web-based systems have interfaces based on web forms.
Form field can be menus, free text input, radio buttons, etc.
In the LIBSYS example, users make a choice of where to search from a menu and type the search phrase into a free text field.
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 12
LIBSYS search form
LIBSYS: Search
Choose collection
Keyword or phrase
Search using
Adjacent words
Search Reset Cancel
All
Title
Yes No
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 13
The UI design process
UI design is an iterative process involving close liaisons between users and designers.
The 3 core activities in this process are:• User analysis. Understand what the users will
do with the system;• System prototyping. Develop a series of
prototypes for experiment;• Interface evaluation. Experiment with these
prototypes with users.
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 14
Web Application User Interface Design Patterns
- Software patterns are reusable solutions to recurring problems that occur during software development
- Software patterns provide developers with a common vocabulary to discuss software development problems
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 15
Web Application User Interface Design Patterns
- There are different kinds of software patterns. The ones that started the pattern revolution and the most well-known are called design patterns.
- Design patterns are reusable class combinations and algorithms for solving recurring design problems.
- The idea is to abstract the high level interactions between objects and reuse their behaviors from application to application
- Writing code is easy. Figuring out what kind to write is the challenge.
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 16
Web Application User Interface Design Patterns
- Model-View-Controller (MVC) is an example of a design pattern.
- Problem: How do you separate input, processing, and output of an interactive application so that there is minimal impact on the overall system if the input mechanism changes or the output requirement changes.
- Solution: Separate the application into three components: model, view, and controller.
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 17
Web Application User Interface Design Patterns
Model-View-Controller
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 18
Web Application User Interface Design Patterns
There are many design patterns:
Factory
Builder
Iterator
Mediator
*
*
*
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 19
Web Application User Interface Design Patterns
A pattern typically has:
- The motivation or context that this pattern applies to.
- Prerequisites that should be satisfied before deciding to use a pattern.
- A description of the program structure that the pattern will define.
- A list of the participants needed to complete a pattern.
- Consequences of using the pattern...both positive and negative.
- Examples
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 20
Web Application User Interface Design Patterns
The notion of patterns has been applied to
various phases of the software life cycle –
analysis, design, testing– and has been applied
particular domains.
We will take a look at using patterns that have
been developed for user interaction for web
applications
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 21
Web Application User Interface Design Patterns
The patterns we will use and discuss are
documented on the site
http://www.welie.com/patterns
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 22
©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 23