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chapter 7

design rules
design rules

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
types of design rules

• principles
      – abstract design rules
      – low authority




                                                         S tandards
      – high generality




                                                                      increasing authority
                                                                          increasing authority
• standards
      – specific design rules




                                   Guidelines
      – high authority
      – limited application
• guidelines
      – lower authority               increasing generality
                                      increasing generality

      – more general application
Principles to support usability

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
Principles of learnability

Predictability
 – determining effect of future actions based on
   past interaction history
 – operation visibility


Synthesizability
 – assessing the effect of past actions
 – immediate vs. eventual honesty
Principles of learnability (ctd)

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
Principles of flexibility

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
Principles of flexibility (ctd)

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)
Principles of robustness

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
Principles of robustness (ctd)

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
Using design rules




                                                             Standards




                                                                         increasing authority
                                                                             increasing authority
                                       Guidelines
Design rules
• suggest how to increase usability
• differ in generality and authority
                                       increasing generality
                                          increasing generality
Standards

• 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
Guidelines

• 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
Golden rules and heuristics

•   “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
Shneiderman’s 8 Golden Rules

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
Norman’s 7 Principles

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.
HCI design patterns

• An approach to reusing knowledge about
  successful design solutions
• Originated in architecture: Alexander
• A pattern is an invariant solution to a
  recurrent problem within a specific context.
• Examples
   – Light on Two Sides of Every Room (architecture)
   – Go back to a safe place (HCI)
• Patterns do not exist in isolation but are linked
  to other patterns in languages which enable
  complete designs to be generated
HCI design patterns (cont.)
• Characteristics of patterns
   – capture design practice not theory
   – capture the essential common properties of good examples
     of design
   – represent design knowledge at varying levels: social,
     organisational, conceptual, detailed
   – embody values and can express what is humane in
     interface design
   – are intuitive and readable and can therefore be used for
     communication between all stakeholders
   – a pattern language should be generative and assist in the
     development of complete designs.
Summary

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

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E3 chap-07

  • 2. design rules 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. types of design rules • principles – abstract design rules – low authority S tandards – high generality increasing authority increasing authority • standards – specific design rules Guidelines – high authority – limited application • guidelines – lower authority increasing generality increasing generality – more general application
  • 4. Principles to support usability 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. Principles of learnability 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. Principles of learnability (ctd) 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. Principles of flexibility 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. Principles of flexibility (ctd) 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. Principles of robustness 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. Principles of robustness (ctd) 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. Using design rules Standards increasing authority increasing authority Guidelines Design rules • suggest how to increase usability • differ in generality and authority increasing generality increasing generality
  • 12. Standards • 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. Guidelines • 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. Golden rules and heuristics • “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. Shneiderman’s 8 Golden Rules 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. Norman’s 7 Principles 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. HCI design patterns • An approach to reusing knowledge about successful design solutions • Originated in architecture: Alexander • A pattern is an invariant solution to a recurrent problem within a specific context. • Examples – Light on Two Sides of Every Room (architecture) – Go back to a safe place (HCI) • Patterns do not exist in isolation but are linked to other patterns in languages which enable complete designs to be generated
  • 18. HCI design patterns (cont.) • Characteristics of patterns – capture design practice not theory – capture the essential common properties of good examples of design – represent design knowledge at varying levels: social, organisational, conceptual, detailed – embody values and can express what is humane in interface design – are intuitive and readable and can therefore be used for communication between all stakeholders – a pattern language should be generative and assist in the development of complete designs.
  • 19. Summary 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