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What is an interface?

What is an interface?. How many different types of interfaces can you think of?. Command line. alvarado@turing [5:46pm] ~/courses 3 > mkdir cs121 alvarado@turing [5:46pm] ~/courses 4 > echo "CS121 is fun!" CS121 is fun!

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What is an interface?

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  1. What is an interface? • How many different types of interfaces can you think of?

  2. Command line alvarado@turing [5:46pm] ~/courses 3 > mkdir cs121 alvarado@turing [5:46pm] ~/courses 4 > echo "CS121 is fun!" CS121 is fun! alvarado@turing [5:46pm] ~/courses 5 > cat "CS121 is fun" cat: cannot open CS121 is fun alvarado@turing [5:46pm] ~/courses 6 > man cat alvarado@turing [5:47pm] ~/courses 7 > echo "CS121 is fun!" > fun.txt alvarado@turing [5:48pm] ~/courses 8 > cat fun.txt CS121 is fun!

  3. Pointing Devices

  4. Desktop GUIS and applications

  5. Web Applications

  6. 3D Desktops

  7. Mobile Devices

  8. Pen-based Interaction

  9. Haptic Interfaces http://www.sensable.com/products-haptic-devices.htm

  10. Interactive Workspaces

  11. Display Walls

  12. Tabletop interaction

  13. Tangible Computing Tangible Media GroupMIT Media Lab DataTiles http://tangible.media.mit.edu/index.php http://www.csl.sony.co.jp/person/rekimoto/datatile/

  14. Wearable Computers

  15. Ambient Information

  16. Voice and Multimodal Interaction

  17. Embodied Interaction

  18. Virtual Reality

  19. Sensing Affect Galvanic SkinResponse (GSR) rings and bracelet

  20. What do they all have in common? They all require careful interface design and evaluation Norman's design principles

  21. The Design of Everyday Things That looks dangerous…

  22. Design principles • Generalizable abstractions for thinking about different aspects of design • The do’s and don’ts of interaction design • What to provide and what not to provide at the interface • Derived from a mix of theory-based knowledge, experience and common-sense

  23. Conceptual Models • People always apply mental models of how things should work: • How do you drive a car? • How does an ATM work? • A good design attempts to match the user’s conceptual model of how things should work • Of course, design also influences the user’s conceptual model

  24. Conceptual Models Images from The Design of Everyday Things

  25. Conveying a Conceptual Model:Norman's Design Principles • Visibility • Mapping • Feedback • Affordances "What are the affordances of a 7-foot egg?" Visibility Affordances Mapping Feedback http://kwc.org/blog/archives/2005/2005-05-15.affordances_of_a_sevenfoot_egg.html

  26. Visibility • Water control for a shower • How does it work? From: www.baddesigns.com • "I used to have that awful shower controller where you pull down on the nozzle to turn it on. I had to tell every guest how to do it, and when we sold our house, we got a call from the new owners about 5 days later asking how to turn on the shower. They had been taking baths for 5 days! Unbelievable." - BL

  27. Feedback • Sending information back to the user about what has been done • Includes sound, highlighting, animation and combinations of these • e.g. when screen button clicked on provides sound or red highlight feedback: “ccclichhk”

  28. Mapping • Relationship between controls and their movements and the results in the world • Example: Balance and Fade in a car stereo Draw horiz balance and fade. Ask how it could be better? Also talk about turn Signal as counter example to direct mapping.

  29. More on Mapping Which controls go with which rings (burners)? A B C D

  30. Why is this a better design? But why might this not be feasible? How could it be better w/in constraints?

  31. Consistency • Design interfaces to have similar operations and use similar elements for similar tasks • For example: • always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S, ctrl+O • Main benefit is consistent interfaces are easier to learn and use

  32. When consistency breaks down • E.g., more than one command starting with the same letter • e.g. save, spelling, select, style • What to do? • Problems with this solution?

  33. Internal and external consistency • Internal consistency • Behavior within an application • Difficult to achieve with complex interfaces • External consistency • Behaviour across applications • Somewhat rare, but can you think of examples?

  34. Keypad numbers layout • A case of external inconsistency (a) phones, remote controls (b) calculators, computer keypads 8 9 1 2 7 3 4 5 6 4 5 6 8 9 1 2 7 3 0 0 Do you have trouble with this? Why or why not?

  35. Affordances: to give a clue • Affordances: The perceived and actual properties of an object that signal how the object can be used (from The Design of Everyday Things) In what way might the text be seen to be clickable? Virtual afford. are LEARNED!

  36. Physical Affordances Mixed affordances. Bad mapping—why not Linear?

  37. Physical Affordances Mixed affordances. Bad mapping—why not Linear? What do the Zune wheel and the door handle have in common?

  38. Virtual Affordances Click Me Click Me

  39. "Quiz" Name(s): Note the perceived affordances in this interface. Are there any that are missing? Misleading?

  40. What are the affordances… "What are the affordances of a 7-foot egg?"

  41. Cell phone design analysis

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