Can Computers Create Usable Interfaces by themselves?

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    Can Computers Create Usable Interfaces by themselves? - Presentation Transcript

    1. Eran Toch Can Computers Create Usable Interfaces by themselves?
    2. Three things
      • Usability
      • Dynamic systems challenge
      • User interface optimization
    3. <1> Usability
      • It is hard to explain good usability
      • It is easy to demonstrate bad usability
      • Too many choices
      • Alien Semantics
      • Too many distractions
      • Unconventional Interaction
    4. Bad Usability has Consequences
    5. Palm Beach County Ballot Design Florida 2000
    6. How do we enforce usability?
    7. Manual Evaluation
    8. <2> Dynamic systems challenge
    9. Static Systems
    10. User Web Services Pool I want to buy a book from Barnes and Noble, and to pay with any currency Agent
    11. Book name BookFinderProcess BNPriceProcess CurrencyConverterProcess Book info Book price Output price Start End Ontology
      • 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
    12. The usability challenge The System Model The User Interface
    13. The System Model The User Interface
    14. <3> Usability Optimization
    15. The Challenge: 1. Semantics 2. Navigation
      • Semantics:
        • Properties
        • Generalization
        • Intersection
        • Union
        • Instances
        • Cardinality
      Book BNPriceProcess Price ISBN Title Published Item Creator is has has Currency has $ ₪ € instances
    16. Demo: Liquid Interface With Leonid Goifman and Amir Lahav
    17.  
    18.  
    19.  
    20.  
    21. Navigation System Model Naïve Task Model Optimized Task Model
    22. How do we optimize?
      • Design Patterns
      • A pattern describes an optimal solution to a common problem within a specific context .
      Christopher Alexander The Timeless Way of Building A Pattern Language: Towns, Buildings, Construction 1970’ 1995’ 2007’ Architecture Object Oriented Software Design Other Areas: HCI, Organizational Behavior, Education, Concurent Programming… Gang of Four (GoF) Design Patterns: Elements of Reusable Object-Oriented Software Many Authors
    23. Yahoo Design Patterns Library http://developer.yahoo.com/ypatterns/
    24. UIPatterns Patterns Library http :// ui - patterns . com /
    25. Example: Flat and Narrow Tree
      • large information hierarchies quickly lead to disorientation.
      • Therefore, task collections should be organized in flat and narrow trees.
      Source: &quot;A Pattern Approach to Interaction Design&quot; (PAID) by Jan Borchers
    26. Example: Go Back to a Safe Place
      • Provide a way to go back to a checkpoint of the user's choice.
      The &quot;Home&quot; button and the “Back” The “undo&quot; feature Source: COMMON GROUND: A Pattern Language for Human-Computer Interface Design by Jenifer Tidwell
    27. What can we do with patterns?
      • Model the pattern
      • Recognize the task model appliance with the pattern
      • Grade the appliance
      • Alter the task model such that we maximize the grade
    28. Opt P 1 P 2 P 3 Task Model Task Model
    29. 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?
    30. Thank You. More info: http://www.technion.ac.il/erant

    + Eran  TochEran Toch, 2 years ago

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