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chapter 5

interaction design
      basics
interaction design basics
• design:
          – what it is, interventions, goals, constraints
• the design process
          – what happens when
• users
          – who they are, what they are like …
• scenarios
          – rich stories of design
• navigation
          – finding your way around a system
• screen design
          – what goes where, and what it looks like
• iteration and prototypes
          – never get it right first time!
what are we designing?


interactions not just interfaces
what are we designing?


interactions not just interfaces
interactions
           not just interfaces


not just the immediate interaction

  e.g. stapler in office
  technology changes interaction style
    manual: write, print, staple, write, print, staple, …
    electric: write, print, write, print, …, staple
what are we designing?

interactions not just interfaces

interventions not just artefacts
what are we designing?

interactions not just interfaces

interventions not just artefacts
design interventions
           not just artefacts

not just the system, but also …

  documentation, manuals, tutorials

  what we say and do as well as what we make
what are we designing?

not just interfaces

interactions and interventions
what is design?
what is design?

    achieving goals within constraints

• goals - purpose
  – who is it for, why do they want it
• constraints
  – materials, platforms
• trade-offs
golden rule of design



   understand your materials
for Human–Computer Interaction


            understand your materials

• understand computers
  – limitations, capacities, tools, platforms
• understand people
  – psychological, social aspects
  – human error
• and their interaction …
To err is human
• accident reports ..
   – aircrash, industrial accident, hospital mistake
   – enquiry … blames … ‘human error’
• but …
   – concrete lintel breaks because too much weight
   – blame ‘lintel error’ ?
     … no – design error
      we know how concrete behaves under stress
• human ‘error’ is normal
   – we know how users behave under stress
   – so design for it!
• treat the user at least as well as physical materials!
Central message …




     the user
the interaction design process
The process of design


what is
wanted

          analysis

                             design

                                      implement
                                      and deploy

                     prototype
The process of design


   what is
   wanted

  interviews     analysis
 ethnography
                                    design
 what is there
      vs.                                    implement
what is wanted                               and deploy

                            prototype
The process of design

            scenarios
what is   task analysis
wanted

               analysis

                                  design

                                           implement
                                           and deploy

                          prototype
The process of design


what is                     guidelines
wanted                      principles
                             dialogue
          analysis

                             design

                                         implement
                                         and deploy

                     prototype
The process of design


 what is
 wanted

                 analysis

                                    design

                                             implement
                                             and deploy
             evaluation
             heuristics     prototype
technology
  probes
The process of design


what is
wanted

          analysis                      precise
                                      specification
                             design

                                            implement
                                            and deploy

                     prototype
                                            architectures
                                           documentation
                                                help
The process of design

                   scenarios
   what is       task analysis          guidelines
   wanted                               principles
                                         dialogue      precise
  interviews          analysis
 ethnography                                         specification
                                         design
 what is there
      vs.                                                  implement
what is wanted                                             and deploy
                  evaluation
                  heuristics     prototype
                                                           architectures
                                                          documentation
                                                               help
… but how can I do it all ! !
… but how can I do it all ! !


  limited time    ⇒

              design trade-off
usability?


finding problems and fixing them?   8
deciding what to fix?   4
… but how can I do it all ! !

limited time ⇒ design trade-off
deciding what to fix?
… but how can I do it all ! !

limited time ⇒ design trade-off
deciding what to fix?


perfect system ⇒ poor design process

   too good ⇒ too much effort in design
user focus

  know your user
     personae
  cultural probes
technology probes
know your user

     •   who are they?
     •   probably not like you!
     •   talk to them
     •   watch them
     •   use your imagination
persona

• description of an ‘example’ user
  – not necessarily a real person
• use as surrogate user
  – what would Betty think
• details matter
  – makes her ‘real’
example persona
Betty is 37 years old, She has been Warehouse Manager for five
years and worked for Simpkins Brothers Engineering for twelve
years. She didn’t go to university, but has studied in her
evenings for a business diploma. She has two children aged 15
and 7 and does not like to work late. She did part of an
introductory in-house computer course some years ago, but it
was interrupted when she was promoted and could no longer
afford to take the time. Her vision is perfect, but her right-hand
movement is slightly restricted following an industrial accident 3
years ago. She is enthusiastic about her work and is happy to
delegate responsibility and take suggestions from her staff.
However, she does feel threatened by the introduction of yet
another new computer system (the third in her time at SBE).
persona

• description of an ‘example’ user
  – not necessarily a real person
• use as surrogate user
  – what would Betty think
• details matter
  – makes her ‘real’
cultural probes

• direct observation
   – sometimes hard
      • in the home
      • psychiatric patients, …


• probe packs
   – items to prompt responses
      • e.g. glass to listen at wall, camera, postcard
   – given to people to open in their own environment
     they record what is meaningful to them

• used to …
   – inform interviews, prompt ideas, enculture designers
technology probes

hard for users to envisage radically new technology
    => use early prototypes as prompts

not “what it will be like”
more exposing potential

e.g. Hermes office door
  displays
scenarios

stories for design
  use and reuse
scenarios

• stories for design
  – communicate with others
  – validate other models
  – understand dynamics

• linearity
  – time is linear - our lives are linear
  – but don’t show alternatives
scenarios …

• what will users want to do?

• step-by-step walkthrough
  – what can they see (sketches, screen shots)
  – what do they do (keyboard, mouse etc.)
  – what are they thinking?

• use and reuse throughout design
scenario – movie player
Brian would like to see the new film “Moments of Significance”
and wants to invite Alison, but he knows she doesn’t like “arty”
films. He decides to take a look at it to see if she would like it
and so connects to one of the movie sharing networks. He uses
his work machine as it has a higher bandwidth connection, but
feels a bit guilty. He knows he will be getting an illegal copy of
the film, but decides it is OK as he is intending to go to the
cinema to watch it. After it downloads to his machine he takes
out his new personal movie player. He presses the ‘menu’
button and on the small LCD screen he scrolls using the arrow
keys to ‘bluetooth connect’ and presses the select button. On
his computer the movie download program now has an icon
showing that it has recognised a compatible device and he drags
the icon of the film over the icon for the player. On the player
the LCD screen says “downloading now”, a percent done
indicator and small whirling icon. … … …
scenarios …

• what will users want to do?

• step-by-step walkthrough
  – what can they see (sketches, screen shots)
  – what do they do (keyboard, mouse etc.)
  – what are they thinking?

• use and reuse throughout design
also play act …

• mock up device
• pretend you are doing it
• internet-connected swiss army knife …
                             but where is that thumb?




use toothpick as stylus
… explore the depths

• explore interaction
  – what happens when

• explore cognition
  – what are the users thinking

• explore architecture
  – what is happening inside
use scenarios to ..

• communicate with others
  – designers, clients, users

• validate other models
  – ‘play’ it against other models

• express dynamics
  – screenshots – appearance
  – scenario – behaviour
linearity

Scenarios – one linear path through system

Pros:
  – life and time are linear
  – easy to understand (stories and narrative are natural)
  – concrete (errors less likely)
Cons:
  – no choice, no branches, no special conditions
  – miss the unintended

So:
  – use several scenarios
  – use several methods
the systems




                                                info and help        management            messages
start




                            navigation design
                                                                add user     remove user




                  local structure – single screen
                   global structure – whole site
     main    remove
                        confirm
    screen     user



             add user
levels

• widget choice
  – menus, buttons etc.
• screen design
• application navigation design
• environment
  – other apps, O/S
the web …

• widget choice       • elements and tags
                      – <a href=“...”>

• screen design       • page design
• navigation design   • site structure
• environment         • the web, browser,
                        external links
physical devices

• widget choice       • controls
                      – buttons, knobs, dials

• screen design       • physical layout
• navigation design   • modes of device
• environment         • the real world
think about structure

• within a screen
  – later ...
• local
  – looking from this screen out
• global
  – structure of site, movement between
    screens
• wider still
  – relationship with other applications
local

    from one screen looking out
goal seeking


               goal
start
goal seeking


                                         goal
start



        progress with local knowledge only ...
goal seeking


                                         goal
start



           …   but can get to the goal
goal seeking


                                          goal
start



           …   try to avoid these bits!
four golden rules

• knowing where you are
• knowing what you can do
• knowing where you are going
  – or what will happen
• knowing where you’ve been
  – or what you’ve done
where you are – breadcrumbs

       shows path through web site hierarchy

             top level category   sub-category
 web site                                        this page




live links
to higher
  levels
beware the big button trap

            things           other things




                            the thing from
         more things
                              outer space


• where do they go?
  – lots of room for extra text!
modes

• lock to prevent accidental use …
  – remove lock - ‘c’ + ‘yes’ to confirm
  – frequent practiced action
• if lock forgotten
  – in pocket ‘yes’ gets pressed
  – goes to phone book
  – in phone book …
      ‘c’ – delete entry
      ‘yes’ – confirm
    … oops !
global

           between screens
         within the application
hierarchical diagrams

                       the system




 info and help        management             messages




                 add user      remove user
hierarchical diagrams ctd.

• parts of application
  – screens or groups of screens


• typically functional separation
                                                      the systems




                               info and help          management              messages




                                               add user         remove user
navigating hierarchies

• deep is difficult!

• misuse of Miller’s 7 ± 2
  – short term memory, not menu size


• optimal?
  – many items on each screen
  – but structured within screen

                                   see /e3/online/menu-breadth/
think about dialogue

     what does it mean in UI design?


 Minister: do you name take this woman …
 Man: I do
 Minister: do you name take this man …
 Woman: I do
 Minister: I now pronounce you man and wife
think about dialogue

     what does it mean in UI design?
 Minister: do you name take this woman …


  • marriage service
     • general flow, generic – blanks for names
     • pattern of interaction between people
  • computer dialogue
     • pattern of interaction between users and system
     • but details differ each time
network diagrams

    main        remove
                           confirm
   screen         user


               add user



• show different paths through system
network diagrams ctd.

• what leads to what
• what happens when
• including branches

• more task oriented then hierarchy

                        main    remove
                                           confirm
                       screen     user




                                add user
wider still

       between applications
          and beyond ...
wider still …

• style issues:
  – platform standards, consistency
• functional issues
  – cut and paste
• navigation issues
  – embedded applications
  – links to other apps … the web

                                  Dix , Alan
                                  Finlay, Janet
                                  Abowd, Gregory
                                  Beale, Russell




            screen design and layout
                  basic principles
             grouping, structure, order,
           alignment, use of white space
                  physical panels
                    action and
ABCDEFGHIJKLM       appearance
NOPQRSTUVWXYZ
basic principles

• ask
        – what is the user doing?
• think
        – what information, comparisons, order
• design
        – form follows function
available tools

• grouping of items
• order of items
• decoration - fonts, boxes etc.
• alignment of items
• white space between items
grouping and structure

    logically together ⇒ physically together

  Billing details:          Delivery details:
   Name                      Name
   Address: …                Address: …
   Credit card no            Delivery time

  Order details:
   item                     quantity cost/item cost
   size 10 screws (boxes)      7      3.71      25.97
      ……                                 …       …
  …
order of groups and items

• think! - what is natural order

• should match screen order!
      – use boxes, space etc.
      – set up tabbing right!


• instructions
      – beware the cake recipie syndrome!
        … mix milk and flour, add the fruit
          after beating them
decoration

• use boxes to group logical items
• use fonts for emphasis, headings
• but not too many!!




                ABCDEFGHIJKLM
                NOPQRSTUVWXYZ
alignment - text

you read from left to right                     (English and European)



                ⇒ align left hand side
                                                      boring but
 Willy Wonka and the Chocolate Factory
 Winston Churchill - A Biography                      readable!
 Wizard of Oz
 Xena - Warrior Princess

                                         Willy Wonka and the Chocolate Factory
                                               Winston Churchill - A Biography
                                                                  Wizard of Oz
fine for special effects                               Xena - Warrior Princess
but hard to scan
alignment - names

• Usually scanning for surnames
    ⇒ make it easy!

  Alan Dix

            
  Janet Finlay
  Gregory Abowd
  Russell Beale                               
                                     Dix , Alan
                                     Finlay, Janet
                                     Abowd, Gregory

                  Alan
                  Janet
                  Gregory
                             
                            Dix
                            Finlay
                            Abowd
                                     Beale, Russell




                  Russell   Beale
alignment - numbers

                        532.56
think purpose!           179.3
                       256.317
which is biggest?           15
                        73.948
                          1035
                         3.142
                      497.6256
alignment - numbers

                             627.865
visually:
                               1.005763
 long number = big number
                             382.583
align decimal points        2502.56
or right align integers      432.935
                               2.0175
                             652.87
                              56.34
multiple columns

• scanning across gaps hard:
         (often hard to avoid with large data base fields)



  sherbert                                     75
  toffee                                      120
  chocolate                                    35
  fruit gums                                   27
  coconut dreams                               85
multiple columns -   2

• use leaders



   sherbert               75
   toffee                120
   chocolate              35
   fruit gums             27
   coconut dreams         85
multiple columns -      3

• or greying    (vertical too)


   sherbert                       75
   toffee                        120
   chocolate                      35
   fruit gums                     27
   coconut dreams                 85
multiple columns -    4

• or even (with care!) ‘bad’ alignment



                          sherbert 75
                              toffee 120
                        chocolate 35
                        fruit gums 27
                   coconut dreams 85
white space

      what isn’t
is often as important
      as what is
white space - the counter



     WHAT YOU SEE
white space - the counter



     WHAT YOU SEE

THE GAPS BETWEEN
space to separate
space to structure
space to highlight
physical devices too

different construction
   similar principles
physical controls

• grouping of items
  – defrostsettings
  defrost settings
  – typeof food
  type of food
  – time to cook
   time to cook
physical controls

• grouping of items
• order of items
1) typetype of heating
    1) of heating
                         1
     2) temperature
2) temperature
     3) time to cook
3) time to cook
     4) start            2
4) start
                         3

                             4
physical controls

• grouping of items
• order of items
• decoration
  – different colours
  different colours for
    for different functions
  different functions
  – lines around related
   lines around related
     buttons
   buttons (temp up/down)
physical controls

• grouping of items
• order of items
• decoration
• alignment
  – centered text in buttons
   centred text in buttons
    ? easy to scan ?
   ? easy to scan ?
physical controls

• grouping of items
• order of items
• decoration
• alignment
• white space
  – gaps to aid grouping
   gaps to aid grouping
user action and control

  entering information
  knowing what to do
      affordances
entering information
                                                  Name:     Alan Dix
                                                   Address:   Lancaster
• forms, dialogue boxes
   – presentation + data input
   – similar layout issues
   – alignment - N.B. different label lengths         
                                                  Name:
                                                   Address:
                                                              Alan Dix
                                                              Lancaster


• logical layout
   – use task analysis (ch15)
   – groupings
                                                       ?
                                                     Name: Alan Dix
                                           Address: Lancaster


   – natural order for entering information
       • top-bottom, left-right (depending on culture)
       • set tab order for keyboard entry


                                         N.B. see extra slides for widget choice
knowing what to do

• what is active what is passive
  – where do you click
  – where do you type
• consistent style helps
  – e.g. web underlined links
• labels and icons
  – standards for common actions
  – language – bold = current state or action
affordances
                                                   mug handle

• psychological term                                    ‘affords’
• for physical objects                                  grasping
   – shape and size suggest actions
      • pick up, twist, throw
   – also cultural – buttons ‘afford’ pushing
• for screen objects
   – button–like object ‘affords’ mouse click
   – physical-like objects suggest use
• culture of computer use
   – icons ‘afford’ clicking
   – or even double clicking … not like real buttons!
appropriate appearance

      presenting information
       aesthetics and utility
           colour and 3D
localisation & internationalisation
presenting information

• purpose matters                                    name     size
   – sort order (which column, numeric alphabetic)   chap10
                                                     chap1     12
                                                               17
                                                     chap5
                                                     chap10    16
                                                               12
   – text vs. diagram                                chap1
                                                     chap11    17
                                                               51
   – scatter graph vs. histogram                     chap14
                                                     chap12   262
                                                               22
                                                     chap20
                                                     chap13    27
                                                               83
                                                     chap8
                                                     chap14    32
                                                               22
• use paper presentation principles!                 ……        …


• but add interactivity
   – softens design choices
       • e.g. re-ordering columns
       • ‘dancing histograms’ (chap 21)
aesthetics and utility

• aesthetically pleasing designs
   – increase user satisfaction and improve productivity
• beauty and utility may conflict
   – mixed up visual styles ⇒ easy to distinguish
   – clean design – little differentiation ⇒ confusing
   – backgrounds behind text
      … good to look at, but hard to read
• but can work together
   – e.g. the design of the counter
   – in consumer products – key differentiator (e.g. Apple)
colour and 3D

• both often used very badly!
• colour
  –   older monitors limited palette
  –   colour over used because ‘it is there’
  –   beware colour blind!
  –   use sparingly to reinforce other information
• 3D effects
  – good for physical information and some graphs
  – but if over used …
     e.g. text in perspective!! 3D pie charts
bad use of colour

• over use -   without very good reason (e.g. kids’
 site)
• colour blindness
• poor use of contrast
• do adjust your set!
  – adjust your monitor to greys only
  – can you still read your screen?
colour and 3D

• both often used very badly!
• colour
  –   older monitors limited palette
  –   colour over used because ‘it is there’
  –   beware colour blind!
  –   use sparingly to reinforce other information
• 3D effects
  – good for physical information and some graphs
  – but if over used …
     e.g. text in perspective!! 3D pie charts
across countries and cultures
• localisation & internationalisation
    – changing interfaces for particular cultures/languages
• globalisation
    – try to choose symbols etc. that work everywhere

• simply change language?
    – use ‘resource’ database instead of literal text
      … but changes sizes, left-right order etc.
• deeper issues
    – cultural assumptions and values
    – meanings of symbols
      e.g tick and cross … +ve and -ve in some cultures
          … but … mean the same thing (mark this) in others

                   
iteration and prototyping

     getting better …
    … and starting well
prototyping

• you never get it right first time
• if at first you don’t succeed …

                                        OK?
 design       prototype      evaluate         done!


              re-design
pitfalls of prototyping

• moving little by little … but to where
• Malverns or the Matterhorn?




 1.   need a good start point
 2.   need to understand what is wrong

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Interaction Design Basics

  • 2. interaction design basics • design: – what it is, interventions, goals, constraints • the design process – what happens when • users – who they are, what they are like … • scenarios – rich stories of design • navigation – finding your way around a system • screen design – what goes where, and what it looks like • iteration and prototypes – never get it right first time!
  • 3. what are we designing? interactions not just interfaces
  • 4. what are we designing? interactions not just interfaces
  • 5. interactions not just interfaces not just the immediate interaction e.g. stapler in office technology changes interaction style manual: write, print, staple, write, print, staple, … electric: write, print, write, print, …, staple
  • 6. what are we designing? interactions not just interfaces interventions not just artefacts
  • 7. what are we designing? interactions not just interfaces interventions not just artefacts
  • 8. design interventions not just artefacts not just the system, but also … documentation, manuals, tutorials what we say and do as well as what we make
  • 9. what are we designing? not just interfaces interactions and interventions
  • 11. what is design? achieving goals within constraints • goals - purpose – who is it for, why do they want it • constraints – materials, platforms • trade-offs
  • 12. golden rule of design understand your materials
  • 13. for Human–Computer Interaction understand your materials • understand computers – limitations, capacities, tools, platforms • understand people – psychological, social aspects – human error • and their interaction …
  • 14. To err is human • accident reports .. – aircrash, industrial accident, hospital mistake – enquiry … blames … ‘human error’ • but … – concrete lintel breaks because too much weight – blame ‘lintel error’ ? … no – design error we know how concrete behaves under stress • human ‘error’ is normal – we know how users behave under stress – so design for it! • treat the user at least as well as physical materials!
  • 17. The process of design what is wanted analysis design implement and deploy prototype
  • 18. The process of design what is wanted interviews analysis ethnography design what is there vs. implement what is wanted and deploy prototype
  • 19. The process of design scenarios what is task analysis wanted analysis design implement and deploy prototype
  • 20. The process of design what is guidelines wanted principles dialogue analysis design implement and deploy prototype
  • 21. The process of design what is wanted analysis design implement and deploy evaluation heuristics prototype technology probes
  • 22. The process of design what is wanted analysis precise specification design implement and deploy prototype architectures documentation help
  • 23. The process of design scenarios what is task analysis guidelines wanted principles dialogue precise interviews analysis ethnography specification design what is there vs. implement what is wanted and deploy evaluation heuristics prototype architectures documentation help
  • 24. … but how can I do it all ! !
  • 25. … but how can I do it all ! ! limited time ⇒ design trade-off
  • 26. usability? finding problems and fixing them? 8 deciding what to fix? 4
  • 27. … but how can I do it all ! ! limited time ⇒ design trade-off deciding what to fix?
  • 28. … but how can I do it all ! ! limited time ⇒ design trade-off deciding what to fix? perfect system ⇒ poor design process too good ⇒ too much effort in design
  • 29. user focus know your user personae cultural probes technology probes
  • 30. know your user • who are they? • probably not like you! • talk to them • watch them • use your imagination
  • 31. persona • description of an ‘example’ user – not necessarily a real person • use as surrogate user – what would Betty think • details matter – makes her ‘real’
  • 32. example persona Betty is 37 years old, She has been Warehouse Manager for five years and worked for Simpkins Brothers Engineering for twelve years. She didn’t go to university, but has studied in her evenings for a business diploma. She has two children aged 15 and 7 and does not like to work late. She did part of an introductory in-house computer course some years ago, but it was interrupted when she was promoted and could no longer afford to take the time. Her vision is perfect, but her right-hand movement is slightly restricted following an industrial accident 3 years ago. She is enthusiastic about her work and is happy to delegate responsibility and take suggestions from her staff. However, she does feel threatened by the introduction of yet another new computer system (the third in her time at SBE).
  • 33. persona • description of an ‘example’ user – not necessarily a real person • use as surrogate user – what would Betty think • details matter – makes her ‘real’
  • 34. cultural probes • direct observation – sometimes hard • in the home • psychiatric patients, … • probe packs – items to prompt responses • e.g. glass to listen at wall, camera, postcard – given to people to open in their own environment they record what is meaningful to them • used to … – inform interviews, prompt ideas, enculture designers
  • 35. technology probes hard for users to envisage radically new technology => use early prototypes as prompts not “what it will be like” more exposing potential e.g. Hermes office door displays
  • 37. scenarios • stories for design – communicate with others – validate other models – understand dynamics • linearity – time is linear - our lives are linear – but don’t show alternatives
  • 38. scenarios … • what will users want to do? • step-by-step walkthrough – what can they see (sketches, screen shots) – what do they do (keyboard, mouse etc.) – what are they thinking? • use and reuse throughout design
  • 39. scenario – movie player Brian would like to see the new film “Moments of Significance” and wants to invite Alison, but he knows she doesn’t like “arty” films. He decides to take a look at it to see if she would like it and so connects to one of the movie sharing networks. He uses his work machine as it has a higher bandwidth connection, but feels a bit guilty. He knows he will be getting an illegal copy of the film, but decides it is OK as he is intending to go to the cinema to watch it. After it downloads to his machine he takes out his new personal movie player. He presses the ‘menu’ button and on the small LCD screen he scrolls using the arrow keys to ‘bluetooth connect’ and presses the select button. On his computer the movie download program now has an icon showing that it has recognised a compatible device and he drags the icon of the film over the icon for the player. On the player the LCD screen says “downloading now”, a percent done indicator and small whirling icon. … … …
  • 40. scenarios … • what will users want to do? • step-by-step walkthrough – what can they see (sketches, screen shots) – what do they do (keyboard, mouse etc.) – what are they thinking? • use and reuse throughout design
  • 41. also play act … • mock up device • pretend you are doing it • internet-connected swiss army knife … but where is that thumb? use toothpick as stylus
  • 42. … explore the depths • explore interaction – what happens when • explore cognition – what are the users thinking • explore architecture – what is happening inside
  • 43. use scenarios to .. • communicate with others – designers, clients, users • validate other models – ‘play’ it against other models • express dynamics – screenshots – appearance – scenario – behaviour
  • 44. linearity Scenarios – one linear path through system Pros: – life and time are linear – easy to understand (stories and narrative are natural) – concrete (errors less likely) Cons: – no choice, no branches, no special conditions – miss the unintended So: – use several scenarios – use several methods
  • 45. the systems info and help management messages start navigation design add user remove user local structure – single screen global structure – whole site main remove confirm screen user add user
  • 46. levels • widget choice – menus, buttons etc. • screen design • application navigation design • environment – other apps, O/S
  • 47. the web … • widget choice • elements and tags – <a href=“...”> • screen design • page design • navigation design • site structure • environment • the web, browser, external links
  • 48. physical devices • widget choice • controls – buttons, knobs, dials • screen design • physical layout • navigation design • modes of device • environment • the real world
  • 49. think about structure • within a screen – later ... • local – looking from this screen out • global – structure of site, movement between screens • wider still – relationship with other applications
  • 50. local from one screen looking out
  • 51. goal seeking goal start
  • 52. goal seeking goal start progress with local knowledge only ...
  • 53. goal seeking goal start … but can get to the goal
  • 54. goal seeking goal start … try to avoid these bits!
  • 55. four golden rules • knowing where you are • knowing what you can do • knowing where you are going – or what will happen • knowing where you’ve been – or what you’ve done
  • 56. where you are – breadcrumbs shows path through web site hierarchy top level category sub-category web site this page live links to higher levels
  • 57. beware the big button trap things other things the thing from more things outer space • where do they go? – lots of room for extra text!
  • 58. modes • lock to prevent accidental use … – remove lock - ‘c’ + ‘yes’ to confirm – frequent practiced action • if lock forgotten – in pocket ‘yes’ gets pressed – goes to phone book – in phone book … ‘c’ – delete entry ‘yes’ – confirm … oops !
  • 59. global between screens within the application
  • 60. hierarchical diagrams the system info and help management messages add user remove user
  • 61. hierarchical diagrams ctd. • parts of application – screens or groups of screens • typically functional separation the systems info and help management messages add user remove user
  • 62. navigating hierarchies • deep is difficult! • misuse of Miller’s 7 ± 2 – short term memory, not menu size • optimal? – many items on each screen – but structured within screen see /e3/online/menu-breadth/
  • 63. think about dialogue what does it mean in UI design? Minister: do you name take this woman … Man: I do Minister: do you name take this man … Woman: I do Minister: I now pronounce you man and wife
  • 64. think about dialogue what does it mean in UI design? Minister: do you name take this woman … • marriage service • general flow, generic – blanks for names • pattern of interaction between people • computer dialogue • pattern of interaction between users and system • but details differ each time
  • 65. network diagrams main remove confirm screen user add user • show different paths through system
  • 66. network diagrams ctd. • what leads to what • what happens when • including branches • more task oriented then hierarchy main remove confirm screen user add user
  • 67. wider still between applications and beyond ...
  • 68. wider still … • style issues: – platform standards, consistency • functional issues – cut and paste • navigation issues – embedded applications – links to other apps … the web
  • 69. Dix , Alan Finlay, Janet Abowd, Gregory Beale, Russell screen design and layout basic principles grouping, structure, order, alignment, use of white space physical panels action and ABCDEFGHIJKLM appearance NOPQRSTUVWXYZ
  • 70. basic principles • ask – what is the user doing? • think – what information, comparisons, order • design – form follows function
  • 71. available tools • grouping of items • order of items • decoration - fonts, boxes etc. • alignment of items • white space between items
  • 72. grouping and structure logically together ⇒ physically together Billing details: Delivery details: Name Name Address: … Address: … Credit card no Delivery time Order details: item quantity cost/item cost size 10 screws (boxes) 7 3.71 25.97 …… … … …
  • 73. order of groups and items • think! - what is natural order • should match screen order! – use boxes, space etc. – set up tabbing right! • instructions – beware the cake recipie syndrome! … mix milk and flour, add the fruit after beating them
  • 74. decoration • use boxes to group logical items • use fonts for emphasis, headings • but not too many!! ABCDEFGHIJKLM NOPQRSTUVWXYZ
  • 75. alignment - text you read from left to right (English and European) ⇒ align left hand side boring but Willy Wonka and the Chocolate Factory Winston Churchill - A Biography readable! Wizard of Oz Xena - Warrior Princess Willy Wonka and the Chocolate Factory Winston Churchill - A Biography Wizard of Oz fine for special effects Xena - Warrior Princess but hard to scan
  • 76. alignment - names • Usually scanning for surnames ⇒ make it easy! Alan Dix  Janet Finlay Gregory Abowd Russell Beale  Dix , Alan Finlay, Janet Abowd, Gregory Alan Janet Gregory  Dix Finlay Abowd Beale, Russell Russell Beale
  • 77. alignment - numbers 532.56 think purpose! 179.3 256.317 which is biggest? 15 73.948 1035 3.142 497.6256
  • 78. alignment - numbers 627.865 visually: 1.005763 long number = big number 382.583 align decimal points 2502.56 or right align integers 432.935 2.0175 652.87 56.34
  • 79. multiple columns • scanning across gaps hard: (often hard to avoid with large data base fields) sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
  • 80. multiple columns - 2 • use leaders sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
  • 81. multiple columns - 3 • or greying (vertical too) sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
  • 82. multiple columns - 4 • or even (with care!) ‘bad’ alignment sherbert 75 toffee 120 chocolate 35 fruit gums 27 coconut dreams 85
  • 83. white space what isn’t is often as important as what is
  • 84. white space - the counter WHAT YOU SEE
  • 85. white space - the counter WHAT YOU SEE THE GAPS BETWEEN
  • 89. physical devices too different construction similar principles
  • 90. physical controls • grouping of items – defrostsettings defrost settings – typeof food type of food – time to cook time to cook
  • 91. physical controls • grouping of items • order of items 1) typetype of heating 1) of heating 1 2) temperature 2) temperature 3) time to cook 3) time to cook 4) start 2 4) start 3 4
  • 92. physical controls • grouping of items • order of items • decoration – different colours different colours for for different functions different functions – lines around related lines around related buttons buttons (temp up/down)
  • 93. physical controls • grouping of items • order of items • decoration • alignment – centered text in buttons centred text in buttons ? easy to scan ? ? easy to scan ?
  • 94. physical controls • grouping of items • order of items • decoration • alignment • white space – gaps to aid grouping gaps to aid grouping
  • 95. user action and control entering information knowing what to do affordances
  • 96. entering information Name: Alan Dix Address: Lancaster • forms, dialogue boxes – presentation + data input – similar layout issues – alignment - N.B. different label lengths  Name: Address: Alan Dix Lancaster • logical layout – use task analysis (ch15) – groupings ? Name: Alan Dix Address: Lancaster – natural order for entering information • top-bottom, left-right (depending on culture) • set tab order for keyboard entry N.B. see extra slides for widget choice
  • 97. knowing what to do • what is active what is passive – where do you click – where do you type • consistent style helps – e.g. web underlined links • labels and icons – standards for common actions – language – bold = current state or action
  • 98. affordances mug handle • psychological term ‘affords’ • for physical objects grasping – shape and size suggest actions • pick up, twist, throw – also cultural – buttons ‘afford’ pushing • for screen objects – button–like object ‘affords’ mouse click – physical-like objects suggest use • culture of computer use – icons ‘afford’ clicking – or even double clicking … not like real buttons!
  • 99. appropriate appearance presenting information aesthetics and utility colour and 3D localisation & internationalisation
  • 100. presenting information • purpose matters name size – sort order (which column, numeric alphabetic) chap10 chap1 12 17 chap5 chap10 16 12 – text vs. diagram chap1 chap11 17 51 – scatter graph vs. histogram chap14 chap12 262 22 chap20 chap13 27 83 chap8 chap14 32 22 • use paper presentation principles! …… … • but add interactivity – softens design choices • e.g. re-ordering columns • ‘dancing histograms’ (chap 21)
  • 101. aesthetics and utility • aesthetically pleasing designs – increase user satisfaction and improve productivity • beauty and utility may conflict – mixed up visual styles ⇒ easy to distinguish – clean design – little differentiation ⇒ confusing – backgrounds behind text … good to look at, but hard to read • but can work together – e.g. the design of the counter – in consumer products – key differentiator (e.g. Apple)
  • 102. colour and 3D • both often used very badly! • colour – older monitors limited palette – colour over used because ‘it is there’ – beware colour blind! – use sparingly to reinforce other information • 3D effects – good for physical information and some graphs – but if over used … e.g. text in perspective!! 3D pie charts
  • 103. bad use of colour • over use - without very good reason (e.g. kids’ site) • colour blindness • poor use of contrast • do adjust your set! – adjust your monitor to greys only – can you still read your screen?
  • 104. colour and 3D • both often used very badly! • colour – older monitors limited palette – colour over used because ‘it is there’ – beware colour blind! – use sparingly to reinforce other information • 3D effects – good for physical information and some graphs – but if over used … e.g. text in perspective!! 3D pie charts
  • 105. across countries and cultures • localisation & internationalisation – changing interfaces for particular cultures/languages • globalisation – try to choose symbols etc. that work everywhere • simply change language? – use ‘resource’ database instead of literal text … but changes sizes, left-right order etc. • deeper issues – cultural assumptions and values – meanings of symbols e.g tick and cross … +ve and -ve in some cultures … but … mean the same thing (mark this) in others  
  • 106. iteration and prototyping getting better … … and starting well
  • 107. prototyping • you never get it right first time • if at first you don’t succeed … OK? design prototype evaluate done! re-design
  • 108. pitfalls of prototyping • moving little by little … but to where • Malverns or the Matterhorn? 1. need a good start point 2. need to understand what is wrong