The document discusses principles, standards, and guidelines for interaction design. Principles are abstract design rules with low authority but high generality. Standards are specific design rules set by organizations with high authority but limited application. Guidelines have lower authority but more general application. The document lists principles of usability like learnability and flexibility. It also discusses Norman's 7 principles and Nielsen's 10 heuristics for usability. Design rules can increase usability if used to direct the design process.
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Principles of learnability in interaction design, including predictability, synthesizability, familiarity, generalizability, and consistency.
Emphasis on the need for intuitive user interaction, where users can predict outcomes based on past interactions, apply previous knowledge, and experience consistency across similar tasks.
All content within this presentation is the property of Royal Holloway, University of London. Unauthorized use, duplication, or distribution of the materials contained herein is strictly prohibited.
Are you in an early stage of your product design or already have a finished product? You can apply heuristics principles and identify key interaction and usability issues its cheaper than usability testing but certainly not effective alternate as real user inputs. This could give way to detailed usability designs without having to spend more time and money.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Principles of learnability in interaction design, including predictability, synthesizability, familiarity, generalizability, and consistency.
Emphasis on the need for intuitive user interaction, where users can predict outcomes based on past interactions, apply previous knowledge, and experience consistency across similar tasks.
All content within this presentation is the property of Royal Holloway, University of London. Unauthorized use, duplication, or distribution of the materials contained herein is strictly prohibited.
Are you in an early stage of your product design or already have a finished product? You can apply heuristics principles and identify key interaction and usability issues its cheaper than usability testing but certainly not effective alternate as real user inputs. This could give way to detailed usability designs without having to spend more time and money.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
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2. Designing for maximum usability
– the goal of interaction design
Principles of usability
◦ general understanding
Standards and guidelines
◦ direction for design
Design patterns
◦ capture and reuse design knowledge
3. principles
◦ abstract design rules
◦ low authority
◦ high generality
standards
◦ specific design rules
◦ high authority
◦ limited application
guidelines
◦ lower authority
◦ more general application
increasing authorityincreasinggenerality
Standards
Guidelines
increasing authority
increasinggenerality
4. Learnability
the ease with which new users can begin effective interaction
and achieve maximal performance
Flexibility
the multiplicity of ways the user and system exchange
information
Robustness
the level of support provided the user in determining
successful achievement and assessment of goal-directed
behaviour
5. Predictability
◦ determining effect of future actions based on past
interaction history
◦ operation visibility
Synthesizability
◦ assessing the effect of past actions
◦ immediate vs. eventual honesty
6. Familiarity
◦ how prior knowledge applies to new system
◦ guessability; affordance
Generalizability
◦ extending specific interaction knowledge to new situations
Consistency
◦ likeness in input/output behaviour arising from similar
situations or task objectives
7. Dialogue initiative
◦ freedom from system imposed constraints on input
dialogue
◦ system vs. user pre-emptiveness
Multithreading
◦ ability of system to support user interaction for more than
one task at a time
◦ concurrent vs. interleaving; multimodality
Task Migratability
◦ passing responsibility for task execution between user and
system
8. Substitutivity
◦ allowing equivalent values of input and output to be
substituted for each other
◦ representation multiplicity; equal opportunity
Customizability
◦ modifiability of the user interface by user
(adaptability) or system (adaptivity)
9. Observability
◦ ability of user to evaluate the internal state of the system
from its perceivable representation
◦ browsability; defaults; reachability; persistence; operation
visibility
Recoverability
◦ ability of user to take corrective action once an error has
been recognized
◦ reachability; forward/backward recovery; commensurate
effort
10. Responsiveness
◦ how the user perceives the rate of communication
with the system
◦ Stability
Task conformance
◦ degree to which system services support all of the
user's tasks
◦ task completeness; task adequacy
11. Design rules
suggest how to increase usability
differ in generality and authority
increasing authority
increasinggenerality
Standards
Guidelines
increasing authority
increasinggenerality
12. set by national or international bodies to ensure
compliance by a large community of designers
standards require sound underlying theory and
slowly changing technology
hardware standards more common than software
high authority and low level of detail
ISO 9241 defines usability as effectiveness,
efficiency and satisfaction with which users
accomplish tasks
13. more suggestive and general
many textbooks and reports full of guidelines
abstract guidelines (principles) applicable during
early life cycle activities
detailed guidelines (style guides) applicable during
later life cycle activities
understanding justification for guidelines aids in
resolving conflicts
14. “Broad brush” design rules
Useful check list for good design
Better design using these than using nothing!
Different collections e.g.
◦ Nielsen’s 10 Heuristics (see Chapter 9)
◦ Shneiderman’s 8 Golden Rules
◦ Norman’s 7 Principles
15. 1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
16. 1. Use both knowledge in the world and knowledge
in the head.
2. Simplify the structure of tasks.
3. Make things visible: bridge the gulfs of Execution
and Evaluation.
4. Get the mappings right.
5. Exploit the power of constraints, both natural and
artificial.
6. Design for error.
7. When all else fails, standardize.
17. Principles for usability
◦ repeatable design for usability relies on maximizing benefit
of one good design by abstracting out the general
properties which can direct purposeful design
◦ The success of designing for usability requires both
creative insight (new paradigms) and purposeful principled
practice
Using design rules
◦ standards and guidelines to direct design activity