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Inductive User Interfaces

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  • 1. }  A new user interface model ◦  suggests how to make software applications simpler by breaking features into screens or pages that are easy to explain and understand.}  Tests show that users may find things more easily}  Many applications leaves it to the user to deduce the pages purpose and how to use the controls to accomplish that purpose
  • 2. } Software is hard to use
  • 3. }  Users dont seem to construct an adequate mental model of the product.}  Even many long-time users never master common procedures.}  Users must work hard to figure out each feature or screen.
  • 4. }  General strategy for making software products … ◦ self-evident ◦ self-explanatory
  • 5. }  What do I do?}  How do I know when I’m done?
  • 6. }  Induce: to lead or move by influence or persuasion.}  An extension of the common Web-style interface}  Good web design means ◦  focusing on a single task per page and ◦  providing navigation forward and backward through pages.
  • 7. }  A well-designed inductive interface helps users answer two fundamental questions they face when looking at a screen: •  What am I supposed to do now? •  Where do I go from here to accomplish my next task?•  How? Have a purpose •  One purpose •  Clear •  Explicit
  • 8. 1.  Focus each screen on a single task.2.  State the task.3.  Make the screens contents suit the task.4.  Offer links to secondary tasks.
  • 9. }  The screens primary task.}  Described in their own words.}  Example: ◦  "Select the bill you want to pay" J ◦  "Review the performance of your investments." L
  • 10. }  Each screens title = The task}  This can be a direct instruction ... ◦  "Select the account you want to balance"}  or a question you want the user to answer ◦  "Which account do you want to balance?"
  • 11. }  Deliberately vague ◦  "Settings"}  Coined buzzwords ◦  "QuickStep" ◦  “WiseCode”}  Jargon that reveals implementation details ◦  "Database compaction“ ◦  “Event logging review” ◦  “System dump”
  • 12. }  Imagine a friend asking, "What is this screen for?"}  Then come up with a clear, helpful response that completes the sentence "This is the screen where you …."}  The words that complete the sentence become the screen title.
  • 13. }  Users should be able to easily figure out how to achieve the screens primary task. ◦  When users are told to select an account, and they can look on the screen to find a list of accounts, they confirm their understanding of the task.}  This increases the chance that users will be successful, which also increases their confidence in performing other tasks.
  • 14. }  Related tasks}  Lets the user ignore the computers present question and ask the computer to do something else instead.}  In case he took a wrong turn somewhere.}  Example: ◦  Computer: "Which bill do you want to pay?" ◦  User: "Actually, what I really want to do is find a bill that I paid a while back."
  • 15. •  Use consistent screen templates.•  Provide screens for starting tasks.•  Make it obvious how to carry out the task with the controls on the screen.•  Provide an easy way to complete a task and start a new one.•  Make the next navigational step obvious.
  • 16. } Primaryassistance} Secondary assistance
  • 17. }  Not perfect, but much more user-friendly than deductive UIs.}  Maybe better for noobs.}  Not as good for experienced users.