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This article discusses the concept of UI Hall of Fame and Hall of Shame, highlighting the importance of user-centered design and the impact of long intros and non-obvious navigation on user experience.
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CS 160 Introduction Professor John Canny Fall 2001 August 28, 2001
Long Intros Belong in the UI Hall of Shame • Do not help the user accomplish their task • why did they come to the site? • Take too long • most visitors will just leave & never come back • May be valid for entertainment, art, or branding sites
UW Design Machine Group UI Hall of Fame or Hall of Shame?
UI Hall of Shame • How do you find the information???? • click on the icons on left • not obvious • icons are moving, making it harder • imagine someone with motor impairment • May be valid for their audience…
UI Hall of Shame! • How do you cancel?
CS 160 Introduction Professor John Canny Fall 2001 August 28, 2001
Outline • Who am I? • HCI introduction • Course overview • Project description & handout • Administrivia
Who am I? • Professor in EECS • Ph.D. in CS from MIT 1987 • Robot motion planning, computer algebra • Research interests: • Robotics, graphics, simulation, active polymers • Work in HCI • Telepresence (esp. telerobots), avatars • Collaborative filtering & privacy
Human-Computer Interaction (HCI) • Humans • A person trying to accomplish something • Other innocent bystanders • Computers • Run application programs • Often remote (client-server) • Interaction • Human expresses their wishes to the machine • The machine responds
Organizational & Social Issues Task Design Medium(technology) Humans UI design
Task Design Medium(technology) These Factors Influence Each Other & Design “Now that mice are included with most computers, applications assume a mouse will be used as a the pointing device” Organizational & Social Issues Humans
Task Design These Factors Influence Each Other & Design “Now that mice are included with most computers, applications assume a mouse will be used as a the pointing device” Organizational & Social Issues Medium(technology) Humans
Task Design Factor Influences “People change their knowledge as they perform, i.e., they learn” Organizational & Social Issues Medium(technology) Humans
Task Design Factor Influences “People change their knowledge as they perform, i.e., they learn” Organizational & Social Issues Medium(technology) Humans
Task Design Factor Influences People and their tasks change slowly compared to technology: a well-designed UI should last for a while (like mice, desktops etc.) Organizational & Social Issues Medium(technology) Humans
User Interfaces (UIs) • Part of application that allows users • to express their intentions to the machine • to interpret results of machineactions • HCD = Human-Centered Design • Understanding user needs • Design • Prototyping • Evaluation • Final implementation of UIs
Why Study User Interfaces? • Major part of work for “real” programs • approximately 50% • Many application programs are mostly UI • word proc., spreadsheet, PDAs, email, calendars etc. • You will work on “real” software • intended for users other than yourself • Bad user interfaces cost • money (5% satisfaction -> up to 85% profits) • lives (Therac-25) • User interfaces hard to get right • people and tasks are complex
Who builds UIs? • A multi-disciplinary team (ideally) • graphic designers • interaction / interface designers • technical writers • marketers • test engineers • software engineers • users
How to Design and Build UIs • Identify and understand users’ needs • Task analysis & contextual inquiry • Rapid prototyping • Evaluation • Programming • Iteration
Design Prototype Evaluate UI Design Cycle
Human-Centered Design • Understanding people • “Get inside the user’s head” • Keep users involved throughout design • Psychology • Cognitive: perception, movement, memory • Social: motives, personalities, group dynamics • Organizations and knowledge work
? Task Analysis & Contextual Inquiry • Observe existing work practices • Create examples and scenarios of actual use • Try-out new ideas before building software
Fantasy Basketball Rapid Prototyping • Build a mock-up of design • Low fidelity techniques • paper sketches • cut, copy, paste • video segments • Interactive prototyping tools • HTML, Visual Basic, HyperCard, Director, etc. • UI builders • Fusion, NeXT, Visual Cafe
Evaluation • Test with real users (participants) • Build models • Low-cost techniques • expert evaluation • walkthroughs
Programming • Toolkits • UI Builders • Event models • Input / Ouput models • etc.
Design Prototype Evaluate Iteration At every stage!
Goals of the Course • Learn to design, prototype, & evaluate UIs • the tasks of prospective users • psychological issues that affect design • techniques for evaluating a user interface design • importance of iterative design for usability • technology used to prototype & implement UI code • how to work together on a team project • communicate ideas • key to your future success
How CS160 Fits into CS Curriculum • Most courses for learning technology • compilers, operating systems, databases, etc. • CS160 concerned w/ design & evaluation • assume you can program/learn new languages • technology as a tool to evaluate via prototyping • skills will become very important upon graduation • complex systems, large teams • skills are relevant for other design courses • Are there “purely technical” systems? • Yes! They’re the ones nobody uses. • The rest have usability issues, even indirect ones
Project Description • Each of you will propose a UI or app. • fixing something you don’t like or a new idea • Groups • 4-5 students to a group • work with students w/ different skills/interests • groups meet with teaching staff every two weeks • Cumulative • apply several HCI methods to a single interface
Project Process Overview • Project proposal due two weeks from Thursday. • Project task analysis & “sketches” • i.e., rough proposals that can & will change • Low fidelity prototyping & user testing
ESP Low-fi Prototyping & Testing
Project Process Overview • Form groups by next week • User interviews (tentative) • Project task analysis & “sketches” • i.e., rough proposals that can & will change • Low fidelity prototyping & user testing • Build interactive (hi-fi) prototype • In-class presentations and critiques • Heuristic evaluations (individual)
Project Process Overview (cont.) • Heuristic evaluation summary • Build 2nd interactive prototype • In lab demo and critiques • User testing of 2nd prototype (observation) • In class presentation and critiques • Build final design • In class presentations and critiques
Project Timeline Low-fi User Test HE Summary Project Idea User Testing Dec. 1 Sept. 8 Nov. 1 Oct. 1 Hi-fi Prototype #1 Project Sketches Final Prototype Hi-fi Prototypes
Project Examples • CD Jukebox
Project Examples (cont.) • Clothes Shopper • online shopping • knows your prefs & sizes
Project Examples (cont.) • Interactive TV Guide • find shows, program VCR to record, etc.
Project Examples (cont.) • Electronic book reader • take advantage of all the online texts on the net
Project Examples (cont.) • Nutrition tracker
Project Examples (cont.) • cUIzine • recipe tool for the home
Ed Rendezvous Josh Brian Back- end Cliff