Slideshow transcript
Slide 1: Can Computers Create Usable Interfaces by themselves? Eran Toch
Slide 2: Three things 1. Usability 2. Dynamic systems challenge 3. User interface optimization
Slide 3: <1> Usability
Slide 4: It is hard to explain good usability It is easy to demonstrate bad usability
Slide 5: Too many choices
Slide 6: Alien Semantics
Slide 7: Too many distractions
Slide 8: Unconventional Interaction
Slide 9: Bad Usability has Consequences
Slide 10: Palm Beach County Ballot Design Florida 2000
Slide 11: How do we enforce usability?
Slide 12: Manual Evaluation
Slide 13: <2> Dynamic systems challenge
Slide 14: Static Systems
Slide 15: I want to buy a book from Barnes and Noble, and to pay with any currency User Agent Web Services Pool
Slide 16: Book name Start BookFinderProcess Book info BNPriceProcess Book price CurrencyConverter Process Output price End Ontology
Slide 17: • Dynamic systems: – Composition satisfies query + quality – Modifications during runtime No static structure that enables usability analysis Currently, user interfaces are created directly from the service model
Slide 18: The usability challenge The System Model The User Interface
Slide 19: The System Model The User Interface
Slide 20: <3> Usability Optimization
Slide 21: The Challenge: 1. Semantics 2. Navigation
Slide 22: has Published Semantics: Creator Item is – Properties ISBN Book has – Generalization – Title Intersection BNPriceProcess – Union – Instances Price has Currency – Cardinality instances $ ₪ €
Slide 23: Demo: Liquid Interface With Leonid Goifman and Amir Lahav
Slide 28: Navigation System Model Naïve Optimized Task Model Task Model
Slide 29: How do we optimize?
Slide 30: Design Patterns A pattern describes an optimal solution to a common problem within a specific context. Christopher Alexander The Timeless Way of Building Architecture 1970’ A Pattern Language: Towns, Buildings, Construction Gang of Four (GoF) Object Oriented Design Patterns: Elements of Reusable Object-Oriented Software Software Design 1995’ Other Areas: Many Authors HCI, Organizational Behavior, 2007’ Education, Concurent Programming…
Slide 31: Yahoo Design Patterns Library http://developer.yahoo.com/ypatterns/
Slide 32: UIPatterns Patterns Library http://ui-patterns.com/
Slide 33: Example: Flat and Narrow Tree • large information hierarchies quickly lead to disorientation. • Therefore, task collections should be organized in flat and narrow trees. Source: \"A Pattern Approach to Interaction Design\" (PAID) by Jan Borchers
Slide 34: Example: Go Back to a Safe Place Provide a way to go back to a checkpoint of the user's choice. The \"Home\" button The “undo\" feature and the “Back” Source: COMMON GROUND: A Pattern Language for Human-Computer Interface Design by Jenifer Tidwell
Slide 35: What can we do with patterns? 1. Model the pattern 2. Recognize the task model appliance with the pattern 3. Grade the appliance 4. Alter the task model such that we maximize the grade
Slide 36: Task Model P1 P2 Opt Task Model P3 ← max ↑¥ i Pi (TaskModel ) w → Pi
Slide 37: More Questions • Is there an optimal solution? – Patterns are in conflict – Is the solution computable? • What are the boundaries of mathematical model of usability? • Can analyzing conflicts between patterns teach us something?
Slide 38: Thank You. More info: http://www.technion.ac.il/erant



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