Slideshow transcript
Slide 1: User interface design for web applications Michael Kowalski Kitsite.com
Slide 3: What we’re going to cover • What is the difference between designing a webapp and designing a website? • Why is good user interface design important? • What are the characteristics of a great user interface? • What can we learn from interaction design? • What are some specific techniques that I can use to improve my webapp UI? • Where is web UI design heading?
Slide 4: Q. How is designing a web application different from designing a website?
Slide 6: Information
Slide 7: Information
Slide 8: Information Interaction
Slide 9: Web user interface HTML form controls are the primitives of an application user interface
Slide 10: Hey, let’s build the webapp right here! • Democratisation of user interface development • Low cost, rapid development • The web is an open distribution channel • Anybody can build a web app!
Slide 14: Alan Cooper
Slide 15: “The limitations and challenges of web interactivity... set interaction design back several years” Alan Cooper
Slide 16: Web constraints
Slide 17: Web constraints annoyances
Slide 18: Living on the network
Slide 19: Living on the network • Connectivity
Slide 20: Living on the network • Connectivity • Network latency
Slide 21: Living on the network • Connectivity • Network latency • Source code down the wire
Slide 22: Living in the browser x
Slide 23: Living in the browser x • Security sandbox • Box-model rendering • Limited widget set No access to system menus No rich text editing No drawing • Typographically limited
Slide 24: My pet hates • <select multiple>! • Backspace key for navigation! • Form controls are modal! • CSS...
Slide 25: But if web UI sucks so badly...
Slide 26: But if web UI sucks so badly... how come the web is winning?
Slide 27: Why web apps became viable • Cross-platform consistency driven by standards • Asynchrony • Faster networks and computers • “Worse is better”
Slide 28: Innovation from the web Hyperlinks Folksonomy navigation Findability addressability bookmarks Embedding Social apps portlets sharing widgets collaboration
Slide 29: Q. Why is good user interface design important?
Slide 31: • The rise of utility computing (S3, etc) and the adoption of good web frameworks has reduced web development costs.
Slide 32: • The rise of utility computing (S3, etc) and the adoption of good web frameworks has reduced web development costs. • It’s never been cheaper or easier to get an idea to market.
Slide 33: • The rise of utility computing (S3, etc) and the adoption of good web frameworks has reduced web development costs. • It’s never been cheaper or easier to get an idea to market. • In a more competitive market, emphasis will shift from executing first to executing best.
Slide 34: • The rise of utility computing (S3, etc) and the adoption of good web frameworks has reduced web development costs. • It’s never been cheaper or easier to get an idea to market. • In a more competitive market, emphasis will shift from executing first to executing best. • The quality of user experience is becoming the significant differentiator.
Slide 35: • The rise of utility computing (S3, etc) and the adoption of good web frameworks has reduced web development costs. • It’s never been cheaper or easier to get an idea to market. • In a more competitive market, emphasis will shift from executing first to executing best. • The quality of user experience is becoming the significant differentiator. • Also, scaling your app depends on not having to handle support requests (or at least, not linearly).
Slide 36: Let’s not reinvent wheels We can take advantage of many years of research in interaction design. Plus we can look at best practice on the web today.
Slide 37: Q. What are the characteristics of a good user interface?
Slide 38: simple
Slide 39: consistent simple
Slide 40: consistent simple polite
Slide 41: consistent simple polite responsive
Slide 42: consistent simple polite responsive pragmatic
Slide 43: consistent simple polite responsive aesthetically pragmatic pleasing
Slide 45: Interaction design concepts
Slide 46: Concept 1 The user
Slide 47: You are not the user!
Slide 48: Real world process or object
Slide 49: The implementation model
Slide 50: The user model
Slide 51: The user model
Slide 52: The user model Mismatch between the user model and the implementation model is a source of usability problems
Slide 53: Users have different levels of expertise Novice Intermediate Expert
Slide 54: Users have different levels of expertise Novice Intermediate Expert
Slide 55: Users have different levels of expertise Novice Intermediate Expert
Slide 56: The rule of 7
Slide 57: The rule of 7 • Short term memory holds around 7 distinct things • Fades in 10 - 20 seconds
Slide 58: Spolsky’s 3 laws of users People can’t control the mouse
Slide 59: Spolsky’s 3 laws of users People can’t read People can’t control the mouse People can’t remember
Slide 60: A polite interface assumes the user is busy and has more important things to do than think about how the app works.
Slide 61: A polite interface assumes the user is busy and has more important things to do than think about how the app works. • Talks the user’s language • Designed around the user’s conceptual model • Focused on achieving user goals • Is tolerant and forgiving
Slide 62: Concept 2 Metaphor
Slide 63: Metaphor A shopping basket • Add to the basket • View the basket • Go to the check out
Slide 64: Metaphor can be a useful way of gluing together the user model and the implementation model • Metaphor gives developers a language to discuss the model • Warning: metaphors can get you in trouble if you follow them too literally
Slide 65: False metaphor
Slide 66: Concept 3 Aordance
Slide 67: Affordance is... “the perceived and actual properties of the thing... that determine just how the thing could possibly be used” Don Norman, The Design of Everyday Things
Slide 68: A tale of two buttons Save Save
Slide 69: A tale of two buttons Save Save
Slide 70: A tale of two buttons Save Save
Slide 71: A tale of two buttons Save Save
Slide 72: A tale of two buttons Save Save
Slide 73: A tale of two buttons Save Save
Slide 74: A tale of two buttons Save Save
Slide 75: A tale of two buttons Save Save
Slide 76: The #1 affordance on the web Home | Help | Your profile
Slide 77: The #1 affordance on the web Home | Help | Your profile • This is a learned affordance
Slide 78: New affordances evolve
Slide 79: Fitt’s Law T = a + b log2(D +1) W where T is the average time taken to complete the movement. a and b are empirical constants, and can be determined by fitting a straight line to measured data. D is the distance from the starting point to the centre of the target.
Slide 80: Fitt’s Law T = a + b log2(D +1) W
Slide 81: Fitt’s Law T = a + b log2(D +1) W Targets that are smaller and/or further away require more time to acquire.
Slide 82: Bigger targets are better Browse Search
Slide 83: Bigger targets are better Browse Search
Slide 84: Bigger targets are better Browse Search
Slide 85: Bigger targets are better Browse Search
Slide 86: Affordance techniques • Bevelled edges and gradients on buttons • Texture, eg. grippy corners on draggables • <label for> • Tooltips (via title attribute on <a> tags) • Cursor hinting
Slide 88: Concept 4 Excise
Slide 89: Excise is noise in the interface • A “cognitive tax” on the user • Effort that is not directed towards the users’ goals • Frequently exposes the underlying implementation model • Satisfies the needs of the technology rather than the user • Visual clutter is excise • Customisation is usually excise
Slide 91: Too much affordance is excise Therefore: • Trade off affordance against excise to prioritise more frequent tasks • Provide extra affordance transiently, eg. on mouseover • Reduce the affordance on less commonly used controls
Slide 92: Using links for commands Save Cancel • In a form, hyperlinks have less affordance than buttons, so can be used to reduce excise. • Use a different colour to distinguish command links from navigational links.
Slide 93: Progressive disclosure Use progressive disclosure to reduce excise Show more
Slide 94: Progressive disclosure Use progressive disclosure to reduce excise Show more less • Disclosure arrows • Hyperlinks to popups or overlays • Dropdowns In a goal-oriented design, not every function has to be accessible from every screen.
Slide 96: Concept 5 Modes
Slide 97: Modes The same gesture has different meanings depending on what mode the application is in
Slide 98: Modes Approve Reject That’s the stupidest thing I ever heard! I agree with every word of your brill... Buy Vi@gra from us!!!
Slide 99: Modes Approve Reject That’s the stupidest thing I ever heard! I agree with every word of your brill... Buy Vi@gra from us!!! Modal Choose the command mode first (eg. “Approve” and then select the item to action.
Slide 100: Modes Approve Reject That’s the stupidest thing I ever heard! I agree with every word of your brill... Buy Vi@gra from us!!! Modeless Make a selection first, and then choose Modal Choose the command mode first (eg. a command to then to that selection. “Approve” and apply select the item to action.
Slide 101: Modes
Slide 102: Modes • With a few exceptions, modes are bad
Slide 103: Modes • With a few exceptions, modes are bad • The exceptions: graphics and other drawing apps
Slide 104: Modes • With a few exceptions, modes are bad • The exceptions: graphics and other drawing apps • Transient modes are less bad
Slide 105: Modes • With a few exceptions, modes are bad • The exceptions: graphics and other drawing apps • Transient modes are less bad • If you are using modes, then the current mode should be visible right where the user is looking (eg. by changing the cursor).
Slide 107: Concept 6 Posture
Slide 108: What is posture? • Defined by Alan Cooper in About Face • Identified 4 different postures for apps • Posture relates to amount of attention that a user will give the application
Slide 109: Sovereign
Slide 110: Transient
Slide 111: Auxiliary
Slide 112: Daemonic
Slide 113: Immersive
Slide 114: Concept 7 Preattention
Slide 115: Preattention variables • Hard-wired rules of human perception • Things we see immediately, without conscious thought
Slide 116: Visual properties Intensity Shape Colour Symmetry Texture Motion
Slide 117: Visual properties Intensity Shape Colour Symmetry Texture Motion
Slide 118: Spot the odd one out
Slide 119: Spot the odd one out
Slide 120: Grouping
Slide 121: Use grouping and visual properties to: • Prioritise what’s important and most useful • Associate related commands or information • Distinguish between controls that behave differently • Establish consistency
Slide 122: Bad Amazon • Buttons are variably sized • Poor alignment and inconsistent guttering • Giftbox icon is excise • Colours used inconsistently
Slide 123: Concept 8 Locus
Slide 126: I’m looking here
Slide 128: I’ll notice this
Slide 130: I probably won’t notice anything here
Slide 131: Concept 9 Feedback
Slide 132: Communication Action Visual cues Feedback time
Slide 133: Communication Action Visual cues Feedback (“feedforward”) time
Slide 134: 0.25 After seconds, the user will assume that it hasn’t worked and try again
Slide 135: Feedback rules
Slide 136: Feedback rules • If an action will take more than 0.1 sec to complete, visually indicate that it has started.
Slide 137: Feedback rules • If an action will take more than 0.1 sec to complete, visually indicate that it has started. • Use spinners or progress bars for actions that 1 second. will take more than
Slide 138: Feedback rules • If an action will take more than 0.1 sec to complete, visually indicate that it has started. • Use spinners or progress bars for actions that 1 second. will take more than • Document load events should not take more 10 seconds. than
Slide 139: Feedback rules • If an action will take more than 0.1 sec to complete, visually indicate that it has started. • Use spinners or progress bars for actions that 1 second. will take more than • Document load events should not take more 10 seconds. than • Acknowledge completion modelessly
Slide 140: Feedback rules • If an action will take more than 0.1 sec to complete, visually indicate that it has started. • Use spinners or progress bars for actions that 1 second. will take more than • Document load events should not take more 10 seconds. than • Acknowledge completion modelessly • If completion will take longer than a few seconds, the new status should be displayed non-transiently
Slide 141: Now Current state • What’s happening now? • Am I logged in? • Are my friends logged in? • Is there new activity I should know about?
Slide 142: Next Visual cues • What’s going to happen next? • What will happen if I click this?
Slide 143: Concept 10 Icons
Slide 144: Icons Icons can be useful because: • Don’t take up much screen real state • Take advantage of human spatial recall • They have become a familiar idiom • Can add colour and visual interest
Slide 145: The trouble with icons
Slide 146: The trouble with icons • In a modeless interface, most command affordances will be verbs.
Slide 147: The trouble with icons • In a modeless interface, most command affordances will be verbs. • Verbs are hard to draw.
Slide 148: The trouble with icons • In a modeless interface, most command affordances will be verbs. • Verbs are hard to draw. • Most icons are therefore hard to interpret without a label.
Slide 149: The trouble with icons • In a modeless interface, most command affordances will be verbs. • Verbs are hard to draw. • Most icons are therefore hard to interpret without a label. • Icons work best in sovereign posture applications where space is at premium and users have the time to learn the icons.
Slide 150: Rules for using icons • Use icons sparingly. • Use icons that convention has made familiar (eg. document icons) • Label your icons, using the app vocabulary. Avoid puns! • Don’t forget your app’s colour scheme and lighting angle.You may need a larger palette of colours for hinting - but still keep it constrained. • Get professionals to design them!
Slide 152: Concept 11 Learnability
Slide 154: Learnability is... • what we usually mean when we say “intuitive.” • Because most web apps have a transient posture, this is particularly important - your app has to be relearnable as well as learnable. • Warning Too much guidance can be excise
Slide 155: Concept 12 irectD manipulation
Slide 156: Direct manipulation
Slide 157: Direct manipulation • The user acts directly on a visual representation of an object, and immediately sees the result.
Slide 158: Direct manipulation • The user acts directly on a visual representation of an object, and immediately sees the result. • Examples: • Drag and drop • Drag resize • Drawing tools
Slide 159: Direct manipulation • The user acts directly on a visual representation of an object, and immediately sees the result. • Examples: • Drag and drop • Drag resize • Drawing tools • Downside: generally poor affordance
Slide 160: Evaluating web app UI Divide up into groups of about 4 Pick a web app Evaluate aordance, excise and feedback Look for good and bad points Suggest at least one improvement 15 minutes
Slide 161: <br/>
Slide 162: Techniques
Slide 163: Technique 1 UI first
Slide 164: Design the user experience first
Slide 165: Design the user experience first • Before user research?
Slide 166: Design the user experience first • Before user research? • Before data modelling?
Slide 167: Design the user experience first • Before user research? • Before data modelling? • Before technology choices?
Slide 168: Design the user experience first • Before user research? • Before data modelling? • Before technology choices? Yes! Avoid getting railroaded by the implementation model
Slide 169: User research • Formal user research can be expensive, tricky and inconclusive • Long-tail users might be hard to come by • Informal research with a handful of users can give useful insights • Beta launching can get early feedback from real users • Apple vs Microsoft
Slide 170: Technique 2 Personas
Slide 171: Sarah Turner Justin Finch “Sooner is better.” “I’m not much of a technology buff, to be Occupation: Head of honest” PR Occupation: Bookseller Wants to get prior approval on new Wants to get info about corporate comms. new releases as painlessly Worries that her staff as possible. Low will not use the new app expectations: thinks the unless it’s really simple. app will be pointlessly Must have controlled complicated. Dislikes hard costs. Sarah can be quite sell from publishers; wants demanding. to make up his own mind.
Slide 172: Sarah Turner Justin Finch “Sooner is better.” “I’m not much of a technology buff, to be Occupation: Head of honest” PR Occupation: Bookseller Wants to get prior approval on new Wants to get info about corporate comms. new releases as painlessly Worries that her staff as possible. Low will not use the new app expectations: thinks the unless it’s really simple. app will be pointlessly Must have controlled complicated. Dislikes hard costs. Sarah can be quite sell from publishers; wants demanding. • Not a market segment to make up his own mind. • A representative individual
Slide 173: Technique 3 Goal-directed design
Slide 174: Goal-directed design Task Task Task Goal Task Task
Slide 175: Goal-directed desig


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