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Fall 2002 CS/PSY 6750 1
Design : Agenda
• Design challenges
• Idea generation
• Design principles
Fall 2002 CS/PSY 6750 2
Design
dilbert
Fall 2002 CS/PSY 6750 3
System-Centered Design
• Focus is on the technology
 What can be built easily using the available
tools on this particular platform?
 What is interesting to me, as the developer,
to build?
Fall 2002 CS/PSY 6750 4
User-Centered Design
• Design is based on user’s
 Tasks
 Abilities
 Needs
 Context
• Mantra: Know the user!
Fall 2002 CS/PSY 6750 5
Guidelines for Design
• 1. Provide a good conceptual model
 User has mental model of how things work
 Build design that allows user to predict effects
of actions
• 2. Make things visible
 Visible affordances, mappings, constraints
 Remind person of what can be done and how
to do it
Fall 2002 CS/PSY 6750 6
Why is Design Difficult?
• 1. Increasing complexity/pressure
 Number of things to control has risen
dramatically
 Display is increasingly symbolic/artificial
 Feedback is more complex and subtle
 Errors are increasingly serious/costly
Fall 2002 CS/PSY 6750 7
Why Difficult?
• 2. Marketplace pressures
 Time is money
 Adding functionality (complexity) is now easy
and cheap
 Adding controls/feedback is expensive
 Design usually requires several iterations
before success
Fall 2002 CS/PSY 6750 8
Why Difficult?
• 3. People often consider cost and
appearance over human factors design
 Style over substance
 Bad design may not be visible
Fall 2002 CS/PSY 6750 9
Why Difficult?
• 4. Creativity is challenging
 Can’t just make a copy
 Want creativity, but want pragmatism
Fall 2002 CS/PSY 6750 10
Idea Creation
• Ideas come from
 Imagination
 Analogy
 Observation of current
practice
 Observation of current
systems
• Borrow from other
fields
 Animation
 Theatre
 Information displays
 Architecture
 ...
How do we create and develop new interface ideas and designs?
Fall 2002 CS/PSY 6750 11
Interface Metaphors
• Metaphor - Application of name or
descriptive term to another object which
is not literally applicable
 Use: Natural transfer - apply existing
knowledge to new, abstract tasks
 Problem: May introduce incorrect mental
model
Fall 2002 CS/PSY 6750 12
Metaphor Creation (1)
• Prepare
 What functions are needed
 What are users’ problems?
Fall 2002 CS/PSY 6750 13
Metaphor Creation (2)
• Generate
 Use metaphor that matches users’ conceptual
tasks
 Given choice, choose metaphor closest to way
system really works
 Ensure emotional tone is appropriate to users
Fall 2002 CS/PSY 6750 14
Metaphor Creation (3)
• Evaluate
• Evolve
Fall 2002 CS/PSY 6750 15
Idea Creation
• Other methods for creating and
developing interface ideas
 ?
Fall 2002 CS/PSY 6750 16
Idea Creation Methods
• 1. Consider new use for object
• 2. Adapt object to be like something else
• 3. Modify object for a new purpose
Fall 2002 CS/PSY 6750 17
Idea Creation Methods
• 4. Magnify - add to object
• 5. Minimize - subtract from object
• 6. Substitute something similar
Fall 2002 CS/PSY 6750 18
Idea Creation Methods
• 7. Rearrange aspects of object
• 8. Change the point of view
• 9. Combine data into an ensemble
Fall 2002 CS/PSY 6750 19
Design Guidelines/Principles
• General guidelines (advice) to help create
more usable systems
• Can be subtle, even contradictory
&
Fall 2002 CS/PSY 6750 20
Design Principles
• 1. Use simple and natural dialog in user’s
language
 Match user’s task in a natural way
 Avoid jargon, techno-speak
 Present exactly info that user needs
Insufficient funds to
withdraw $100
X.25 connection discarded due
to network congestion. Local
limits now in effect
VS.
Less is more!
Fewer unnecessary windows, prompts, dialogs
Fall 2002 CS/PSY 6750 21
Fun Examples
Fall 2002 CS/PSY 6750 22
Design Principles
• 2. Strive for consistency
 Sequences, actions, commands, layout,
terminology
 Makes more predictable
Help
Cancel
OK
Apply
Cancel
Done
Fall 2002 CS/PSY 6750 23
Design Principles
• 3. Provide informative feedback
 Continuously inform user about what is
occurring
 Most important on frequent, substantive
actions
 How to deal with delays?
Fall 2002 CS/PSY 6750 24
Design Principles
• 4. Minimize user’s memory load
 Recognition is better than recall
 Describe required input format, include
example and default
 Use small # of generally applicable commands
Date _ _ - _ _ _ - _ _ (DD-Mmm-YY, e.g., 02-Aug-93)
Fall 2002 CS/PSY 6750 25
Design Principles
• 5. Permit easy reversal of actions
 Undo!
 Reduces anxiety, encourages experimentation
Fall 2002 CS/PSY 6750 26
Design Principles
• 6. Provide clearly marked exits
 Don’t want the user to feel trapped
 Examples
Cancel button on dialogs
Interrupt/resume on lengthy operations (modeless)
Quit - can exit anytime
Reset/defaults - restore on a property sheet
Fall 2002 CS/PSY 6750 27
Design Principles
• 7. Provide shortcuts
 Enable frequent users to perform often-used
operations quickly
Keyboard & mouse
Navigation between windows/forms
Reuse
Provide history system
- abbreviations
- menu shortcuts
- function keys
- command completion
- double click vs. menu selection
Fall 2002 CS/PSY 6750 28
Design Principles
• 8. Support internal locus of control
 Put user in charge, not computer
 Can be major source of anxiety
Enter next command
vs.
Ready for next command
Fall 2002 CS/PSY 6750 29
Design Principles
• 9. Handle errors smoothly and positively
• 10. Provide useful help and
documentation
 (More to come later in course on these two)
Fall 2002 CS/PSY 6750 30
Good & Bad Designs
• www.baddesigns.com
• www.iarchitect.com

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DESAIN CHALLENGGES_IDEA GENERATION_DESAIN PRINCIPLES

  • 1. Fall 2002 CS/PSY 6750 1 Design : Agenda • Design challenges • Idea generation • Design principles
  • 2. Fall 2002 CS/PSY 6750 2 Design dilbert
  • 3. Fall 2002 CS/PSY 6750 3 System-Centered Design • Focus is on the technology  What can be built easily using the available tools on this particular platform?  What is interesting to me, as the developer, to build?
  • 4. Fall 2002 CS/PSY 6750 4 User-Centered Design • Design is based on user’s  Tasks  Abilities  Needs  Context • Mantra: Know the user!
  • 5. Fall 2002 CS/PSY 6750 5 Guidelines for Design • 1. Provide a good conceptual model  User has mental model of how things work  Build design that allows user to predict effects of actions • 2. Make things visible  Visible affordances, mappings, constraints  Remind person of what can be done and how to do it
  • 6. Fall 2002 CS/PSY 6750 6 Why is Design Difficult? • 1. Increasing complexity/pressure  Number of things to control has risen dramatically  Display is increasingly symbolic/artificial  Feedback is more complex and subtle  Errors are increasingly serious/costly
  • 7. Fall 2002 CS/PSY 6750 7 Why Difficult? • 2. Marketplace pressures  Time is money  Adding functionality (complexity) is now easy and cheap  Adding controls/feedback is expensive  Design usually requires several iterations before success
  • 8. Fall 2002 CS/PSY 6750 8 Why Difficult? • 3. People often consider cost and appearance over human factors design  Style over substance  Bad design may not be visible
  • 9. Fall 2002 CS/PSY 6750 9 Why Difficult? • 4. Creativity is challenging  Can’t just make a copy  Want creativity, but want pragmatism
  • 10. Fall 2002 CS/PSY 6750 10 Idea Creation • Ideas come from  Imagination  Analogy  Observation of current practice  Observation of current systems • Borrow from other fields  Animation  Theatre  Information displays  Architecture  ... How do we create and develop new interface ideas and designs?
  • 11. Fall 2002 CS/PSY 6750 11 Interface Metaphors • Metaphor - Application of name or descriptive term to another object which is not literally applicable  Use: Natural transfer - apply existing knowledge to new, abstract tasks  Problem: May introduce incorrect mental model
  • 12. Fall 2002 CS/PSY 6750 12 Metaphor Creation (1) • Prepare  What functions are needed  What are users’ problems?
  • 13. Fall 2002 CS/PSY 6750 13 Metaphor Creation (2) • Generate  Use metaphor that matches users’ conceptual tasks  Given choice, choose metaphor closest to way system really works  Ensure emotional tone is appropriate to users
  • 14. Fall 2002 CS/PSY 6750 14 Metaphor Creation (3) • Evaluate • Evolve
  • 15. Fall 2002 CS/PSY 6750 15 Idea Creation • Other methods for creating and developing interface ideas  ?
  • 16. Fall 2002 CS/PSY 6750 16 Idea Creation Methods • 1. Consider new use for object • 2. Adapt object to be like something else • 3. Modify object for a new purpose
  • 17. Fall 2002 CS/PSY 6750 17 Idea Creation Methods • 4. Magnify - add to object • 5. Minimize - subtract from object • 6. Substitute something similar
  • 18. Fall 2002 CS/PSY 6750 18 Idea Creation Methods • 7. Rearrange aspects of object • 8. Change the point of view • 9. Combine data into an ensemble
  • 19. Fall 2002 CS/PSY 6750 19 Design Guidelines/Principles • General guidelines (advice) to help create more usable systems • Can be subtle, even contradictory &
  • 20. Fall 2002 CS/PSY 6750 20 Design Principles • 1. Use simple and natural dialog in user’s language  Match user’s task in a natural way  Avoid jargon, techno-speak  Present exactly info that user needs Insufficient funds to withdraw $100 X.25 connection discarded due to network congestion. Local limits now in effect VS. Less is more! Fewer unnecessary windows, prompts, dialogs
  • 21. Fall 2002 CS/PSY 6750 21 Fun Examples
  • 22. Fall 2002 CS/PSY 6750 22 Design Principles • 2. Strive for consistency  Sequences, actions, commands, layout, terminology  Makes more predictable Help Cancel OK Apply Cancel Done
  • 23. Fall 2002 CS/PSY 6750 23 Design Principles • 3. Provide informative feedback  Continuously inform user about what is occurring  Most important on frequent, substantive actions  How to deal with delays?
  • 24. Fall 2002 CS/PSY 6750 24 Design Principles • 4. Minimize user’s memory load  Recognition is better than recall  Describe required input format, include example and default  Use small # of generally applicable commands Date _ _ - _ _ _ - _ _ (DD-Mmm-YY, e.g., 02-Aug-93)
  • 25. Fall 2002 CS/PSY 6750 25 Design Principles • 5. Permit easy reversal of actions  Undo!  Reduces anxiety, encourages experimentation
  • 26. Fall 2002 CS/PSY 6750 26 Design Principles • 6. Provide clearly marked exits  Don’t want the user to feel trapped  Examples Cancel button on dialogs Interrupt/resume on lengthy operations (modeless) Quit - can exit anytime Reset/defaults - restore on a property sheet
  • 27. Fall 2002 CS/PSY 6750 27 Design Principles • 7. Provide shortcuts  Enable frequent users to perform often-used operations quickly Keyboard & mouse Navigation between windows/forms Reuse Provide history system - abbreviations - menu shortcuts - function keys - command completion - double click vs. menu selection
  • 28. Fall 2002 CS/PSY 6750 28 Design Principles • 8. Support internal locus of control  Put user in charge, not computer  Can be major source of anxiety Enter next command vs. Ready for next command
  • 29. Fall 2002 CS/PSY 6750 29 Design Principles • 9. Handle errors smoothly and positively • 10. Provide useful help and documentation  (More to come later in course on these two)
  • 30. Fall 2002 CS/PSY 6750 30 Good & Bad Designs • www.baddesigns.com • www.iarchitect.com